Thursday, November 16, 2017

Tigress





Tigress: Level 31
HP: 9,900
Attack: 33
4M Martial: 70 (103) (163)
3M Claw: 60
M Throw: 40 (73)
M Staff: 40
Bamboo Bo Staff: 30 (70)
Defense: 41
Speed: 52
Skill: 39
Move: 6



Items:
2- Bamboo Bo Staff: Speed +10 A practical weapon, strong in the hands of a skilled user. However, it is extremely frail, and is destroyed easily by strong blade of fire type attacks. Might 30.

Abilities:

Heroic Entrance: If this character has ally units within visual range, their first attack in a battle will have 3 times the normal damage output. This does not work for special attacks. Costs 2 pg

Taunt: The character taunts an adjacent foe. The foe is then unable to use any sort of specialized attack or status move. They also receive -15 skill. This status lasts for 3 turns. Costs 3 pg

Hand to Claw Combat: Unit may use claws during martial attacks. This adds claw skill damage to martial damage. Costs: 2 pg

Hone Claws: The character spends one turn honing their claws. This boosts their total attack power with claw attacks by 25%. It also increases their skill by 15. These status affects last 3 turns. Costs 3 pg

Strong Throw: Skill – 5. The character chooses an adjacent 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 to the character who has been thrown, regardless of their defense. Costs 2 pg

High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. Costs: 2 pg

Martial Assault: This unit rushes in with nothing but it's own trained body 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 5 times with normal martial damage, and finishes with a 2 x damage strike. This move may only be used once a day. Costs 5 pg

Neck Break: This ability may only be used once a battle. The character chooses and adjacent small or very small enemy and attacks. If they land the blow, they grab the opponent and break their neck, giving 200 damage to most enemies. After their neck is broken, the character receives the paralysis status, preventing them from moving unless they regenerate or are cured. Costs 6 pg

Bell Kick: Once every three turns, this unit may perform a powerful bell kick. This move is calculated by reducing the enemy's overall defense by 50%. However, this attack may only strike once. If the character struck is small or very small, they will be knocked back one space if possible. They will immediately take negative terrain affects, just like if this was a throw. Costs: 3 pg

Spin Deflect: If this unit has a staff or spear equipped, they may perform a spin deflect. If this unit is attacked by an enemy that has a lower skill stat than them by a solid, physical, projectile attack, this unit has a 50% chance of immediately reflecting that projectile back. A reflected projectile will have an accuracy calculated by this unit's skill level. A reflected projectile will have 2 x the base might of the original projectile. If the unit does not successfully spin deflect, they may still attempt to dodge the attack. Costs: 3 pg

Skills:
Martial: 4M
Claw: 3M
Throw: 1M
Staff: 1M

Character Type: Martial, Beast

Weakness: Mild claw and blade weakness

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