Wednesday, February 19, 2020

Jake the Dog





Jake the Dog: Level 35
HP: 15,000 (30,000 titanic) (9,000 Tiny)
Attack: 280
1 Martial: 5
2 Sword: 10
1 Spear: 5
2 Hammer: 10
Martial Attack: 280 (285) (855) (1,710) (2,565)
Defense: 280
Speed: 91 (-50 Avoid when Titanic) (+40 Avoid when Tiny)
Skill: 91
Move: 8




Items:
None


Abilities:

Magic Dog: Signature ability. Jake can shift his shape and size at will. He may do this at the start of his turn and may do it as often as he likes. He may shift to a titanic size class (if there is room), which will give him the double HP cap normally seen in this character size. However, this will also drop his evasion by 50. Being titanic will also triple the physical damage of his attacks. Jake may also shrink to being a very small character. This will drop his HP cap by 20%. This is risky, as Jake can die from shrinking if he has enough wounds. However, being small will increase his total avoid by +40. This ability cannot be removed by Strategist. Costs: 8 pg

Weaponized Body (III): If this unit uses only pure martial type attacks, then it will increase the total damage output by 200%. Costs: 8 pg

Inhuman Strength: This character is incredibly strong. It will not take speed reduction from holding heavy weapons or armor. It may also throw characters who are a size class larger than normal. This ability also prevents this character from being slowed down by abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles its martial damage. Costs: 7 pg

Long Reach: This unit adds 1 range to most of its 1 range attacks. This means these attacks do not count as ranged attacks, even though they can reach 2 spaces away. Costs: 3 pg

Spiny Defense: This character is covered in sharp spines that make it dangerous to attack up close. These spines will immediately damage any unit who physically makes contact with this character (normal grabs, tackles, martial attacks, claw attacks, knife attacks... etc.). The damage of these spines is not avoidable and is not defended against. The spine damage will be received for every attack and every counterattack. The damage is equal to the base attack stat of this character. Costs: 3 pg

Limb Shift: This character may shape-shift the end of its limbs to look like weapons. This can change the damage type of its martial attacks, adding new damage types. This can change the martial attacks to pierce, bludgeon, or blade type damage. These damages will be the same as the martial damage of the character. Costs: 1 pg

Strong Throw: Skill – 5. The character chooses an adjacent small or very small enemy. They then attack them. If they land a blow, instead of attacking, the character may throw their enemy a space away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. Characters may not block a throw. Any skill level damage for throwing will be added to the character who has been thrown, regardless of their defense. Costs 2 pg

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) Jake Suit: Jake may be worn by Finn as a muscly suit. This will prevent Finn from taking any damage unless the attacks can completely ignore armor/defense (thus magic/psychic damage, or defense ignoring abilities). However, Jake will take 50% more damage from all attacks. Finn and Jake will both take turns controlling attacks, allowing the Jake suit to take two attacking turns (but not to move twice). Costs: 5 pg

(TBA) Grab and Smash: If this character has grabbed an enemy with a normal grab ability. This unit may smash the enemy into the ground multiple times before throwing them. The number of times that the character can be smashed against the ground depends on the speed of this unit. If it is:
5 faster: 1 extra hit.
10 faster: 2 extra hits.
15: 3 extra hits
20: 4 extra hits:
30: 5 extra hits.
40: 6 extra hits.
Each hit will give the same amount of damage as the throw, and will completely ignore defense just like a throw. Also, just like a throw, the unit will immediately take the negative effects of any terrain they are smashed against. This ability may be used once every other turn. Costs: 6 pg

(TBA) Martial Assault: This unit rushes in with nothing but it's own trained body 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 martial damage and finishes with a 2 x damage strike. This move may only be used once a day. Costs 5 pg

(TBA) Bulk Up: This character may take a turn to boost its defense and martial attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost martial attacks and total defense by 25%. This ability may only be used 5 times during a battle. This ability will max out at doubling the stats it improves. This boost will last for three turns. Costs: 4 pg

(TBA) Shape-Shift (unconvincing): This unit may take a turn to take on the appearance of someone else. When in that character's form, they gain that character's movement type, along with their resistances and weaknesses. However, shape-shifting cannot remove the innate weakness of the character using this ability. When Jake uses this ability, he will still be bright yellow, making it rarely useful for tricking foes. Costs: 4 pg

(TBA) Defensive Sibling (II): This character is highly protective of their sibling, allowing them to enter a battle with extreme determination. This will boost the attack of this character by 200% when they are within two spaces of their sibling. It will also boost their total defense by 100%. Costs: 10 pg

(TBA) Engulf: This character may attempt to wrap around a foe, capturing them. This will be done instead of attacking. This attack has +15 hit, but after engulfing a foe, this character will take 50% more damage from them. However, the foe will be incapable of moving while engulfed, and its avoid will be dropped by 60. They may still attack and counter-attack as normal. This ability will hold foes up to 6 turns. However, certain foes escape much more quickly. The character using this ability must be at least one size class larger than the foe. Costs: 6 pg

(TBA) Charisma: This character is extremely charming. Any enemy units that might find this unit charming immediately have their total attack damage halved when trying to strike this foe. This ability starts slowly, but it increases in its likelihood to activate the more turns this character spends near the enemy. It does not affect the might of an enemy's counter-attack. It is surprisingly effective against certain units. Costs: 3 pg


Weakness: Pierce type damage. Extreme resist to bludgeon. Jake has a... bad habit of revealing his position to his foes for the sake of humor. This will remove his ally's presence concealing abilities if he is within 10 spaces of them. Jake is deathly afraid of vampires, and their fear abilities will have double effects against him. 

Caps:
HP: Small
Attack: 400
Defense: 400
Speed: 130
Skill: 130
Move: 9




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