Great Serpent: Level 60
HP: 240,000 (480,000)
Attack: 1,500
3GM Bite: 600
1GM Throw: 200
Bite Attacks: 1,500 (2,100) (6,300) (18,900) (28,350) (56,700)
Defense: 1,800 (3,600)
Speed: 170
Skill: 190
Move: 9 (Burrowing)
Items:
Live Great Serpent Viscera: A pulsing heart-like organ. This rare item will double the HP of the character who holds it.
Great Serpent Sacred Fang: A massive white fang. If held by a character, this item will boost pure biting attacks by 50% and cause the biting attacks of the character to ignore abilities such as phase or integilibity.
Drop of Might: A golden drop distilled in the blood of a character. Permanently doubles base defense. It can technically be removed but requires extreme precision.
Ninjitsu Text-Pupetter: If this text is held by a character who has critical hit or Shinobi Death Blow, once a battle they may use a text to perform a ninjitsu art. The number of arts a character may perform per battle is determined by the number of texts they hold. This art allows the character to take control of the body of a dead foe if the foe is killed by a Shinobi Death Blow or a Critical Hit. This enemy unit will have half the normal HP of the once-living unit and will fight for three turns before falling back to death.
Abilities:
Jaws of Death: -10 speed and skill. This character may choose to put excessive force into its biting attacks. This will result in doubling the total damage of those attacks, but will also incur a speed and skill debuff. This attack may be used when countering. Cost 5 pg or GM in Bite.
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
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Heartstopping Aura: Fear type ability. If this character has not attacked this turn, and an enemy unit approaches them, the enemy will be gripped by an unshakable feeling of horror. This ability will cause any enemy that attempts to move within 3 spaces of this character to have their movement completely halted upon coming within range. This ability will only affect an enemy once, regardless of how many units have it. Costs: 4 pg
Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will lose take 25% of the total damage of the attack as unblockable, undodgeable damage. Costs: 5 pg
Devour: This character may take a turn to eat fallen enemies, regaining around 30% of its HP by doing so. You must have just killed the enemy: Costs 1 pg
Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5%. This boost has no cap. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 5 pg
Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 pg
Swallow Alive: -20 hit. This character may swallow an enemy 1 size class smaller than them. After swallowing the foe, the enemy will lose 10% of their HP at the start of each turn. This is poison type damage, so immunities and resistances still apply. The character who has swallowed the foe will heal 5% of their HP at the start of each turn while the enemy is inside them. If the character who has swallowed the enemy does not attack the following turns, it may increase the damage taken by the foe to 15%. The enemy may attack the character who has swallowed them, and they have a 100% chance to hit the predatory character. However, they may only strike once, and their total damage will be reduced by 25%. If this character wishes, they may take a turn to vomit out the captured character. Costs: 6 pg
Coil: -30 hit. This character may coil around a foe and crush them. If this attack lands, it will usually hold a character in place of the same tile as this unit, and it will reduce the avoid of the foe to 0. Unless the foe has attacks that can be fired when their arms are pinned to their side, they will be unable to counter. This makes weapons that usually work against tackles worthless (small guns and knives). However, a coiling character will suffer -50 avoid themselves, and striking them can reduce how long they can hold the captured foe. A coiled foe will also lose 15% of their HP at the start of each turn from air-loss. The coiling character may bite the foe. Costs: 6 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
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
Body Slam: Hit -10. Calculate the accuracy of this hit as if it were a normal attack. This unit body slams an opponent. This only works on enemies that are small or very small. This attack cannot be blocked or defended. The damage of this attack is equal to 20% of their current HP. Costs 3 pg
Character Type: Destructive, Fear
Weakness: Weak to finish strike, Shinobi Death Blow, and attacks that target the eye. Immune to ice. Resists fire and poison. Extremely resist blade, pierce, bludgeon, and bullet type damage. This character has relatively poor perception and low intelligence, usually targetting whatever prey is easiest.
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Heartstopping Aura: Fear type ability. If this character has not attacked this turn, and an enemy unit approaches them, the enemy will be gripped by an unshakable feeling of horror. This ability will cause any enemy that attempts to move within 3 spaces of this character to have their movement completely halted upon coming within range. This ability will only affect an enemy once, regardless of how many units have it. Costs: 4 pg
Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will lose take 25% of the total damage of the attack as unblockable, undodgeable damage. Costs: 5 pg
Devour: This character may take a turn to eat fallen enemies, regaining around 30% of its HP by doing so. You must have just killed the enemy: Costs 1 pg
Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5%. This boost has no cap. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 5 pg
Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 pg
Swallow Alive: -20 hit. This character may swallow an enemy 1 size class smaller than them. After swallowing the foe, the enemy will lose 10% of their HP at the start of each turn. This is poison type damage, so immunities and resistances still apply. The character who has swallowed the foe will heal 5% of their HP at the start of each turn while the enemy is inside them. If the character who has swallowed the enemy does not attack the following turns, it may increase the damage taken by the foe to 15%. The enemy may attack the character who has swallowed them, and they have a 100% chance to hit the predatory character. However, they may only strike once, and their total damage will be reduced by 25%. If this character wishes, they may take a turn to vomit out the captured character. Costs: 6 pg
Coil: -30 hit. This character may coil around a foe and crush them. If this attack lands, it will usually hold a character in place of the same tile as this unit, and it will reduce the avoid of the foe to 0. Unless the foe has attacks that can be fired when their arms are pinned to their side, they will be unable to counter. This makes weapons that usually work against tackles worthless (small guns and knives). However, a coiling character will suffer -50 avoid themselves, and striking them can reduce how long they can hold the captured foe. A coiled foe will also lose 15% of their HP at the start of each turn from air-loss. The coiling character may bite the foe. Costs: 6 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
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
Body Slam: Hit -10. Calculate the accuracy of this hit as if it were a normal attack. This unit body slams an opponent. This only works on enemies that are small or very small. This attack cannot be blocked or defended. The damage of this attack is equal to 20% of their current HP. Costs 3 pg
Character Type: Destructive, Fear
Weakness: Weak to finish strike, Shinobi Death Blow, and attacks that target the eye. Immune to ice. Resists fire and poison. Extremely resist blade, pierce, bludgeon, and bullet type damage. This character has relatively poor perception and low intelligence, usually targetting whatever prey is easiest.
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