Tuesday, November 19, 2019

Nosk





Nosk: Level 54
HP: 93,600 (143,700 Radiance)
Attack: 650
5M Poison: 80
5M Claw: 80
5M Dark: 80
Claw Attacks: 650 (730) (913) (+10,000)
Shadow Claw: 650 (730) (810) (4050) (6075) (7594) (+10,000)
Poison Blast: 650 (730) (3650) (4563) (+10,000)
Dark Blast: 650 (730) (3650) (4563) (+10,000)
Defense: 350
Speed: 160 (+40 avoid)
Skill: 150
Move: 9




Items:

16- Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%

16-Poison Bloom: An odd flower. This item may be damaged or destroyed if the character is jostled heavily by explosion or throwing attacks. This flower will boost total poison damage by 25%.

Various Masks: The mask this character carries will work like a shield, granting extra defense when this character is being attacked. The base defense of the masks will be equal to the base defense of the character the mask was taken from.


Abilities:

Body Snatcher: This character may masquerade as a character that it has killed. It may store several forms, but unlike shape shifter, this will not grant changes to movement type or defense and resistance. This ability's sole function is to allow this character to disguise itself. Costs: 2 pg

Weave Shadows: This character may pull shadows around itself like a thick web, making it much harder to strike. This ability is limited to great spiders or the Weaver clan. This ability will grant +10 (20) avoid or +20 (40) avoid in cramped caves. Costs: 2 pg

Treacherous Blow (II): +40 Hit. If this unit attacks an enemy character who does not see them as a foe, the attack will immediately remove 50% of the enemy’s HP. This attack is calculated just as any other attack, and it can be dodged. Costs: 2 pg

Cover of Darkness: This unit receives double avoid bonuses in the dark or at night. This bonus is completely removed for a full turn after this character is targeted by a light-type attack. Costs 2 pg

Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 pg

Paralyzing Shriek: Any enemy units two spaces of this character have a chance of being paralyzed for 2 turns by fear. This move can be used once every three turns, and it must be done instead of attacking. Any enemies nearby have a 50% chance of flinching and missing their turns. Fear type ability. Costs: 4 pg

Predatory Capitalism: If an enemy unit is flinched or stunned within two spaces of this unit, it may immediately move up to them and strike them with a double damage blow. This attack must be done from 1 range, but it does not have to be any particular weapon type. This will not be counter-attacked, though it can be dodged. Costs: 4 pg

Sticky Web: This character must charge one turn. At the beginning of its next turn, each square adjacent to it will be covered in sticky webbing. This will reduce enemy speed by 30 if they stand on this terrain. This terrain will stop you immediately if you step into it. After the initial stop, moving through sticky web costs two movement points. Sticky web can be burned away. Costs: 4 pg

Infection Vomit: This character may leap into the air and vomit infected terrain on every square the is two tiles up, down, or to either side of it all at once. Enemies will take the terrain damage if they start in these squares. Infected terrain can allow the Radiance to mind control a character if they stand in it, but the chances of this are only 10%. However, standing in the terrain will make this character take double debuffs from any psychic type of status, including fear abilities. This will also increase the chance of mind control abilities working by 50%. Infected terrain takes 2 movement to pass through and deals 10% damage. This ability may be one once every three turns. Costs: 6 pg

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

Chase Down: If a foe moves away from this unit, this unit will gain +20 skill against that foe on its next turn as well as a 25% damage boost. Costs: 2 pg

Shadow Claw: This unit may add it's dark type skill to its claw attacks. It will also boost the total might of these attacks by 50%. Costs: 2 pg

Conceal Presence: This character may blend in easily with his environment, allowing them to sneak past the enemy. Enemy units will not detect this character until they are around 6 squares away. At night this distance may be smaller... and certain characters are not very alert. Costs: 1 pg

Ambush: If this character attacks a foe who was not alerted to their presence before the start of the phase, the strike will only hit once, but will deal 3 x damage and ignore shields, force fields, and not be countered. Costs: 3 pg

Yanking Combat: If this character is attacked by a foe that is within three range, they may attempt to yank themselves to the foe or pull the foe to them (determined by size class). This will either put the foe to the closest adjacent space or move this character to the closest adjacent space to the foe. If there are other enemies in the way, this ability will fail. In order to activate this ability, the character must first calculate the hit of their cord they are using to grab their foe. This is calculated like a normal strike, but with -15 hit. Costs: 2 pg

Building Hunger: If this unit is within 10 spaces of an enemy, they may activate this ability against them. Each turn this unit remains targeted to that enemy will result in an addition of 50 base points to the attack of this character. However, it will also result in the loss of 5 skill for each turn the enemy is targeted. This character may not attack any other unit when it is locked onto a foe, though it may counter. This ability may be ended at any time and started again. Costs: 5 pg

Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg


Character Type: Monster, Bug, Fear, Stealth

Weakness: Mild weakness to bludgeon and sonic type attacks. Resists pierce, absorb, dark, and light. This character cannot be poisoned, given the disease status, or caused to bleed. 

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