Friday, April 5, 2019
Cave Troll
Cave Troll: Level 36
HP: 20,880
Attack: 55
3M Martial: 60
3M Hammer: 60
1M Whip: 40
Martial Attacks: 55 (115) (345)
Cave Troll Hammer: 200 (255) (315) (945)
Chain Whip: 150 (215) (255) (765)
Defense: 210
Speed: 55 (50)
Skill: 40 (35)
Move: 5
Items:
Cave Troll Hammer: A huge chunk of metal forged roughly into a hammer. This object cannot be used by a character unless they are a medium size class or higher, or have a superhuman strength item or ability. Deals massive damage to shields and barriers. Base 200 bludgeon-type damage.
Chain Whip: An unorthodox weapon, but deadly nonetheless. This chain gives whip type damage, has two range (but does not count as a ranged attack) and reaches behind shields and barriers, ignoring them. Base 150 whip type might.
Abilties:
Heavy Blow (III): This unit sacrifices speed for strength, making it impossible for them to strike an enemy twice. However, this ability will increase the damage of normal strikes by 200%. Costs: 16 pg
Sweeping Blow: If this unit chooses to use this attack, then they may only strike their foe once. However, if the blow lands, the enemy will be unable to retaliate. This attack may only be done with tail, tentacle, or mace type weapons. Costs: 3 pg
Dual Wield: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual wielding is difficult and reduces speed and skill by -5. Costs: 5 pg or GM melee level.
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 effects 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
Reckless attacker: If this unit has a less than a 50% chance to strike their foe, they will multiply their total attack damage x 3. Costs: 4 pg
Skills:
Hammer: 3M
Martial: 3M
Whip: 2M
Charcater Type: Destructive, Monster, Melee
Weakness: Mild arrow, bite and claw weakness.
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