Wednesday, March 27, 2019

Great Grey Wolf Sif





Great Grey Wolf Sif: Level 50
HP: 64,800 (129,600 Viscera) 
Attack: 400
1GM Bite: 200
1GM Claw: 200
1GM Sword: 200
Defense: 200
Speed: 135
Skill: 130 
Move: 9 (10)



Items:

Hunter's Mark: A brand placed on the skin. This stark, dangling rune is the mark of a hunter. A character must organic to recieve this brand. The brand will permantly boost all blade type by fifty percent. This will stack alongside gems and other boosting items, but it will never trigger autodamage to this character or its allies. This will also add 20% to all bleed activations. This brand may only be given by The Moon Presence.


Abilities:
Take Up The Blade (II): Sif Signature Ability. If Artorias wishes, he may hand his blade to Sif. Sif will use the sword just like a melee character, but due to her size, she will receive no speed penalties, and will be able to use Artorias's boosting items while wielding the weapon. If she takes up the blade after Artorias falls, her powerful Soul will resonate with the sword, increasing its might by 50%. Costs: 10 pg

Somber Howl: Sif Signature Ability. If an ally of Sif falls in battle, she may take a turn to howl. This soul-shuddering sound will decrease the attack power of all enemy units within 5 spaces by 50% for the next four turns. This ability does not affect all types of enemies. Costs: 4 pg

Avenging Bond (II): If this character is within two spaces of Artorias and he falls in battle, she will boost her total damage output by 100% (200%) and his speed stat by 10 (15). This boost will last until Artorias returns or the battle ends. Costs: 10 pg

Righteous Fury: If this character witnesses a close ally die, they will multiply their damage output by 200% if they engage the enemy that landed the killing blow. This boost will last for five turns. Costs: 3 pg

(TBA) Ferocity: Beast only ability. This unit may activate this ability once a day. The unit may activate this ability at the beginning of its turn, and may then continue into an attack in the same turn. When this ability is activated, this unit's speed increases by 40. It also adds 50% to the total might of all its physical attacks. However, it will reduce its total skill by 20. This mode lasts for three turns. Costs: 5 pg

(TBA) Beast Sense: This character has extremely sharp senses, allowing an uncanny ability to read and react to the enemy's slightest movements. This ability allows this character to add 15% to any dodge, hit, or skill activation chance once every two turns. Costs: 3 pg

(TBA) Paralyzing howl: Any enemy units within three spaces of this character have a chance of being paralyzed for one turn by fear. This move can be used once every other turn, and it takes a turn to activate. Any enemies nearby have a 50% of flinching and missing their turn. An enemy may not be flinched 2 turns in a row by this ability. Requires: 3 pg

(TBA) Vicious Tackle: -15 hit. Instead of attacking, this unit may pick an adjacent enemy. The unit then tackles the foe, moving onto their same square. The unit may only tackle units who are a size class below them. Once this unit has the enemy pinned beneath them, the enemy cannot counterattack with their arms or legs, so unless they have other methods of attack, they are rendered helpless. However, this unit may not attack the enemy with its arms or legs either, so this move is useless without different types of attack (ex. bite). A pinned enemy has no evasion. A pinned enemy cannot block, but they can defend. This tackle can last from 1-5 turns, depending on the physical strength of the foe, as well as whether or not the foe is capable of counter-attacking. Costs: 6 pg

(TBA) 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

(TBA) Ferocity: Beast only ability. This unit may activate this ability once a day. The unit may activate this ability at the beginning of its turn, and may then continue into an attack in the same turn. When this ability is activated, this unit's speed increases by 40. It also adds 50% to the total might of all its physical attacks. However, it will reduce its total skill by 20. This mode lasts for three turns. Costs: 5 pg

(TBA) Serene Aura: This character has a subtle grace that can easily fill an enemy with wonder. This ability works like Seductive Presence, only affecting certain characters, but it is generally more affective. This ability will drop the speed and skill of any character who is affected by it by 30 if they attempt to attack this character. If this character attacks the foe, the ability will not work. Costs: 3 pg

Weaponized Body (III): If this unit uses only pure martial or body type attacks, then it will triple the total damage Costs: 8 pg

Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg

Character Type: Beast, Stealth, Melee


Weakness: Weak to bleed. Mild weak to Magic. Resist Dark.

Caps:
Size: Medium
Attack: 400
Defense: 200
Speed: 135
Skill: 130
Move: 9




No comments:

Post a Comment