Thursday, September 6, 2018

Grimmkin Novice





Level: 10
HP: 900
Attack: 15
4 Staff: 20
4 Fire: 20
Small Nightmare Torch: 20 (35) (55) (75)
Defense: 8
Speed: 15
Skill: 10
Move: 6 (Levitating/teleportation style movement)



Items:

Small Nightmare Torch: A device for collecting nightmares. It burns bright with an eerie flame. Staff/fire type damage. Might: 20. 1-2 range

10-Nightmare flames. These frightening orbs of fire are made of pure nightmares. This unit may use one of these flames in order to double their fire type attack, but the Nightmare Flame will not be replenished after use.

Abilities:

Nightmare flames: This unit's generated burning tiles are both dark and fire. However, characters who resist or are immune to one of the elements will still take full damage. Unless the character resists or is immune to both, they will not resist these flames. Characters cannot simply consume or absorb these flames unless they can handle both the dark and fire type elements. This is not true for all fire type attacks... only those attacks that generate burning tiles. Costs: 2 pg

Burn it Down: This unit can set fire to the areas it passes through. It takes 2 move to set a tile ablaze. The duration of these flame barriers will depend on the type of terrain that is burning. Enemy units (or allies who are not immune to flame) that step into these squares will have to spend 2 move to pass through them, and they will immediately take 10 (30) fire type damage. They will also have a 50% chance of getting the burn status. Cost: 4 pg

Hypnosis: -30 hit. This move will put an adjacent enemy to sleep. Characters put to sleep are immediately cured of status conditions, boost, or reductions. A sleeping character will stay asleep for a maximum of five turns, with a 30% chance of waking up each turn they are asleep. Striking an enemy with a strong attack has will often wake them. Costs: 3 pg 

Explosive Finish: When this unit falls in battle, it will release an explosion of flames and strike all adjacent spaces, hurting both friends and foes. The base might of this attack is 50 (70) fire/explosion type damage. This attack cannot be dodged, but it can be defended against. Costs: 1 pg

Skills:
Staff: 4
Fire: 4

Character type: Element, Phantom

Weakness: Water. Resists fire and dark. 

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