Frisk: Level 45
HP: 32,400 (+12,000 Chara) (44,400)
Attack: 57
GM Knife: 200
Real Knife: 200 (257) (457)
Defense: 41
The Locket: 99 (140)
Speed: 121
Skill: 107
Move: 5
Items:
Real Knife: A savage weapon. Always attacks twice. If the enemy has a status, the knife doubles its base damage.
The Locket: Adds 99 defense to the character who wears it. Unfortunately, as a small necklace, it is extremely susceptible to both armor wear and stealing moves. Wearer needs no armor skill levels to wear this object.
Shrouding Sphere: Character cannot be detected by anything other than natural senses. Character’s stats and special abilities cannot be scanned. Gemnodes cannot detect character.
Abilities:
Extreme Evasion (III): +50 Avoid both when attacking and when being attacked. This unit cannot be hit by ranged attacks. This unit cannot be hit by area attacks. Attacks that "Always Hit" must calculate accuracy and may miss. Costs 20 pg
Treacherous Blow: +20 Hit. If this unit attacks an enemy character who does not see them as a foe, the attack will immediately remove 30% of the enemy’s HP. This attack is calculated just as any other attack, and it can be dodged. Costs: 2 pg
Knife Assault: This unit rushes in with a small weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 12 times with half damage, and finishes with a 2 x damage strike. This move may only be used once a day. Costs 5 pg
Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5%. This boost has no cap. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 5 pg
Fury: If this character consistently attacks the same foe, they will slowly boost their base attack stat.
If this character misses an enemy, they will boost their attack stat by 100.
If the character strikes an enemy and cannot damage them, they will boost their attack stat by 60.
If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 40.
However, these boosts disappear when this unit attacks a different enemy. Also, when a unit has started the fury process, they will have -15 skill until they end the fury attack. Fury boosts may be negated by stat clearing moves or by putting a furious character to sleep. A furious character may choose to end the fury phase on their own. Costs 5 pg
Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild affects that can be triggered by striking particular areas. Here are some of the most common:
Eyes: 1 Turn of Blindness -15 Hit.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter attack. Costs: 7 pg
Skills:
Knife: 1 GM
Character Type: Puppet, Melee
Weakness: Psychic and Magic type attacks.
Extreme violence has left this character with no allies or friends. Teaming up against it is a solid strategy.
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