Wednesday, November 15, 2017
Gorilla Royal Guard
Gorilla Royal Guard: Level 23
HP: 4,560
Attack: 36
M Martial: 40 (76)
M Throw: 40 (76)
2M Hammer: 50 (86)
War Hammer: 120 (206)
Defense: 30
Royal Guard Armor: 50 (80)
Speed: 34
Skill: 29
Move: 5
Items:
War Hammer: -10 speed. An extremely heavy and powerful weapon. Takes two hands to wield. Dishes out heavy bludgeon type attacks. Might 120.
Royal Guard Armor: Expensive armor. Has a good balance between weight and defense. Adds 40 to a character's defense. Does not block energy type damage.
Abilities:
Strong Throw (II): Skill – 5. The character chooses an adjacent medium, small or very small enemy. They then attack them. If they land a blow, instead of attacking, the character may throw their enemy a space away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. Characters may not block a throw. Any skill level damage for throwing will be added x 2 to the character who has been thrown, regardless of their defense. Costs 4 pg
Bulk Up: This unit may take a turn to increase both its base defense and offense stats by 25%. These affects last four turns. A unit may bulk up multiple times. Each time they bulk up, the reset the countdown for the stat removal. A unit may bulk up until both its defense and offense stats have tripled. Sleep removes this status. If the character is hit in the turn they bulk up on, this move will fail. Costs: 4 pg
Hammer Assault: This move may only be used once a day. This unit chooses an adjacent enemy and attacks them. This attack cannot be dodged or blocked, but it can be defended against. This unit rushes forward and strikes with two powerful blows. The first blow gives 2 x this unit's normal hammer strike damage. The second strike gives 4 x the damage of a normal hammer attack. Costs: 5 pg
Armored blow: This unit adds 30% to their total defense when they attack. Costs: 3 pg
Weapon Throw: The unit may throw their held weapon at a foe. If this is done, they will only be able to attack the foe once. Ranged foes may retaliate. A thrown weapon will have the same hit accuracy, and it will have a range of 2. A thrown weapon will have the same damage output as a normal strike, but it will also receive bonus damage based on this unit's throwing skill stat. When a weapon is thrown, the character must move onto the space it was thrown onto in order to retrieve it. Costs: 1 pg
Body Slam: Hit -10. Calculate the accuracy of this hit as if it were a normal attack. This unit body slams an opponent. This only works on enemies that are small or or very small. This attack cannot be blocked or defended. The damage of this attack is equal to 20% of the unit using body slam's current HP. Costs 3 pg
Call in: This character may call in backup from nearby. This move takes one turn to use, and may only be used three times per battle. The move has a 50% chance of success. If the move works, the character may teleport an ally to their side. Costs: 3 pg
Skills:
Martial: 1M
Throw: 1M
Hammer: 2M
Character type: Strength, Beast
Weakness: Accuracy reducing moves are 50% more effective. Mild Claw weakness.
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