Wednesday, February 5, 2020

Finn The Human





Finn The Human: Level 39 (update abilities)
HP: 24,600
Attack: 78
1 Sword: 5
2 Dark: 10
1 Martial: 5
1 Fire: 5
Farron Greatsword: 300 (378) (383)
Farron Greatsword: 300 (378) (383) (388) (1,940) (2,910)
Scarlet: 25 (103) (108)
Scarlet: 25 (103) (108) (113) (565) (848)
Defense: 78
1 Armor: 5
Bear Hat: 20 (86) (91)
Outcast Dragon Armor: 150 (241)
Speed: 99 (-10) 
Skill: 97 (+15) 
Move: 5




Items:

Rusty Sword "Scarlet": Finn's first sword. This blade is relatively strong, and it could perhaps be reforged. The chipped edges make the sword fragile, but they also allow it to deal more wear than most blade type weapons. Base 25 blade-type might.

Farron Great Sword: -10 speed. +15 hit and avoid against other melee weapons.  A massive blade... considered by many to be too long to wield efficiently. This blade is modeled after the legendary sword of Artorias. Though it lacks the magical properties of the ancient sword, this blade is nonetheless deadly. Base 300 blade type might.

Bear Hat: A hat worn by humans who survived the Great Mushroom War. This hat grants resistance to bite type damage and grants 20 defense.

Outcast Dragonscale Armor: Durable and lightweight, this armor is designed to strike morbid fear into dragons and those who care for them. If this works, those foes will suffer -20 avoid. Grants resistance to fire, bite, wing, tail, and claw type damage. Base 150 defense.

(TBA) Enchiridion: +5 skill. A book of heroes. This book slightly extends the duration of the ability heroic aura (usually adding an extra turn). This book once belonged to Finn's idol, Billy. The book may hold other secrets, but whether those will ever be deciphered depends on who is allowed to look over it.

BMO: "Hello. I am BMO. Have you seen Football?" BMO is the gaming console/adopted child of Finn and Jake. He cannot level up but is extremely charming. He can be destroyed, as he has 100 HP. If killed, he must be repaired. BMO is good at winning the friendship of those around him, and as such he could be useful at lower store prices. BMO can scan the surrounding area and may be able to find items. He can also hack into some electronics. Whether or not he has any other capacities in this world is yet to be seen.

(TBA) Demon Blood Sword:

(TBA) Grass Sword:

(TBA) Rattleball's Sword:

Abilities:

Fern: Signature Ability: Finn has a grass arm, but he may volunteer to let it free. This will cost Finn 30% of his max HP, and he cannot regain it until the battle ends. Fern will have the same abilities as Finn, but will have long reach (1-2 range on melee attacks), cannot access fire form, and has an extreme weakness to fire type damage. Fern is immune to absorb type damage. Fern will only have 30% of Finn's HP. If Finn has the grass blade, it will be used by Fern. Unfortunately, if there are no enemy units within reach, Fern will have a 50% chance of becoming jealous of Finn and moving back towards him to attack. Costs: 6 pg

Fire Finn: Signature Ability. This character may use the power of its flames to overheat its own body. Doing this will make this character lose 20% of its HP at the start of every turn. This ability cannot be undone unless the battle ends or someone strikes it with a status clearing mover. Once started, the character is on a ticking timer. However, this will boost the speed of this unit by 20, and it will double the damage output of flame type attacks. This unit's body is covered in flames. Any enemies who start a turn next to the unit will have a 20% of catching fire, and any enemy units that strike this character with physical attacks (or short melee attacks) will receive 20 fire-type damage immediately. Being in this state will also add flame type damage to whatever weapon it is using and boost the total damage of the weapon by 50%. Unfortunately, in this state, Finn will have a 50% chance to frenzy and attack the nearest character. Costs: 9 pg 

Blazing Sword: This character may take a turn to add flame type damage to its blade and boost the total damage of the sword attacks by 50%. The sword will receive the fire-type skill damage and boosts. This augment lasts for 5 turns. Costs: 5 pg

Finn Scream: If Finn is impacted by a fear type ability, he will let out a high-pitch scream. This will only trigger once a phase, but it can trigger on either Finn's or the enemy's turn. This scream has a 40% chance to cause enemies to flinch. This is a fear status. This ability has 3 range. Costs: 4 pg

Intimidate: Fear type ability. When this foe first engages an enemy, that enemy unit will receive a 50% reduction in their total damage. This debuff will last for a full turn. This ability may work on a foe multiple times if multiple units have this ability. This ability will trigger whether or not it is this character or the foe initiating combat. This ability has 2 range. Costs: 4 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  

Heroic Aura: This character strikes fear into villainous and cruel enemies. It will reduce their attacks that they try to mount against it by 50% for the first few turns, including counter-attacks. The enemies will eventually get over this fear, but this status is very effective early on. Costs: 3 pg

(TBA) 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

(TBA) Lullaby: This unit chooses an adjacent enemy and tries to put them to sleep with a magical lullaby. The accuracy of this attack is based on this unit's magic and sonic skill levels. Each skill level will add 10% to this move's accuracy, maxing out at 90%. This ability will put a character to sleep for 3 turns or until they lose half of their hp. They will have a 20% chance to wake. Costs 2 pg

(TBA) Heroic Sibling: This character is unrivaled in heroism, and yet he is also extremely devoted to his sibling. If This character is adjacent to Jake, he will receive a 100% boost to his total damage given, and if is attacked, he will have a 50% chance to take the hit. If he does take the hit and is able to counter-attack, the might of this counter will be doubled. Costs: 5 pg

(TBA) 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

(TBA) Sword Assault: This unit rushes in with its weapon 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 damage and finishes with a 2 x damage strike. Costs: 5 pg

(TBA) Sundering Blows: This unit's sword hits rapidly destroy armor, shields, and the melee weapons of other foes. Costs: 2 pg

(TBA) 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

(TBA) Warn: This character may warn one of his units about an incoming attack. This will increase the avoid of that character by 30 points until the end of the enemy phase. Costs: 2 pg

Character Type: Melee

Weakness: Ice-type damage. Resists sonic and absorb.

Caps:
HP: Small
Attack: 100
Defense: 100
Speed: 127
Skill: 135
Move: 6


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