Tuesday, March 31, 2020

Selkie





Selkie: Level 35


Move: 6 (11)




HP: 12,000 (15,600 Seraph Robe)
Attack: 350
5M Claw: 80
5M Bite: 80
Diamond Edged Claws: 200 (550) (630) (1890) (5670)(9,923)(14,884)
Defense: 70
1M Armor: 40
Kitsune Desert Robes: 200 
Shadow of Yharnam Cloak: 100 (450) (650)
Speed: 103 (126) (+15 (40) avoid in the dark)
Skill: 107 (130)
Move: 6 (11)

Items:

Live Great Serpent Viscera: A pulsing heart-like organ. This rare item will double the HP of the character who holds it.

Diamond Edged Claws: These beautiful, shining claws deal huge wear to enemy equipment and are very tough to damage themselves. However, powerful shattering moves, particularly those that are sonic, will rapidly break these valuable claws. Base 200 might.

Elite Beast Stone: This stone allows much better control of the beast form of certain characters. It will boost the bonuses of the beast form by 50%.

Kitsune Desert Robes: Comfortable, vibrant robes worn by a Kitsune. These robes offer defense even in their beast forms and resist bite, claw, and light type damage. Base 200 defense.

Shadow of Yharnam Cloak: This pitch black cloak grants +25 avoid at night or in very dark conditions. This cloak defends against magic and psychic and resists blade, saw, whip, and bludgeon type damage. This cloak offers a meager 100 defense. 

Sandstorm Stone: If this character is in a sandstorm and they use have concealed presence, they may double their movement if they are fleeing the opponent.

Soft Kitsune Pelt: An item sold for tremendous amounts of gold on the black market (40k). It would require butchering the character in order to obtain this.

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 intangibility.

Claw Stone+Plate

Jaw Stone

Abilities:

Play Things: Selkie Signature ability. This rambunctious Kitsune plays a little too rough, and as such she will damage enemies and allies alike if they stand adjacent to her. Starting a turn next to this Kitsune when she is in her beast form will cause a character to lose 5% of their HP. Costs: 3 pg

Kitsune Beast Form: This character may take on the form of a mighty Seven-Tailed fox. This limits them to claw and bite type damage, but will also increase their speed and skill +15 (+23). This form will also add 3 (5) to the base movement of the character. In this form, the total damage output of the character will be increased by 50% (75%). In this form, the character may strike intangible foes. This ability cannot be removed by strategist. In this form, the character may leap up to flying foes. Costs: 5 pg

Thief: Instead of attacking, this unit may try and steal an item from an adjacent enemy. It cannot steal weapons that are being held or full body armor. Generally, this move can take something directly from the enemy character's inventory. Extremely rare items are stolen last. Costs: 3 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

Tough Claws: This unit's claws are as hard as diamond. They give heavy weapon and armor wear with every blow, and this ability doubles the claw skill damage bonuses. It will also boost the damage of claw type attacks by 50%. Costs 3 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

Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg

(TBA) Warm Fur: This unit is covered in a thick layer of fur. This works as surprisingly good armor, granting resistance to fire, ice, explosion, and martial type damage. It grants immunity to cold debuffs and extreme resistance to freezing. Buffs total defense by 30%. Costs: 6 pg

(TBA) Beastbane: This character deals double damage to beast type characters. However, it will also take 30% extra damage from them. Costs: 3 pg

(TBA) Light-footed: This character has an extremely light step. This will reduce enemy perception by one, and foes who rely on hearing for accuracy will suffer a -50 skill debuff. This character ignores natural terrain-based movement debuffs. This ability grants +1 movement. Costs: 3 pg

(TBA) Clutch: This unit stays in the fight due to its extreme greed. It will survive one lethal hit for each rare item it has in its possession, whether that item is in its inventory or within 10 spaces of it (8). Costs: 4 pg

(TBA) Covetous Heart (II): This character has an extremely good chance to steal up to half of a foe's items. However, they themselves must kill the foe, and their chances of finding items will only be boosted by this ability if they search the corpse on the turn directly after killing the character. At the second level, this ability will allow the character to steal all the items a character is carrying. Costs: 4 pg

(TBA) Extreme Evasion (II): +35 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss. Costs 10 pg

(TBA) Ferocity: Beast Ability. This unit may activate this ability once a day. The unit may activate this ability at the beginning of its turn, and may then continue into an attack in the same turn. When this ability is activated, this unit's speed increases by 40. It also adds 50% to the total might of all its physical attacks. However, it will reduce its total skill by 20. This mode lasts for three turns. Costs: 5 pg

(TBA) Beast Sense: This character has extremely sharp senses, allowing an uncanny ability to read and react to the enemy's slightest movements. This ability allows this character to add 15% to any dodge, hit, or skill activation chance once every two turns. Costs: 3 pg

(TBA) Covetous Heart (II): This character has an extremely good chance to steal up to half of a foe's items. However, they themselves must kill the foe, and their chances of finding items will only be boosted by this ability if they search the corpse on the turn directly after killing the character. At the second level, this ability will allow the character to steal all the items a character is carrying. Costs: 4 pg

(TBA) Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15.
If the character strikes an enemy, they will boost their skill stat by 5.
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. Costs 4 pg

(TBA) Avoid Conflict (II): If this character is attacked but does not counter-attack, it will boost its evasion by 15 (30) on the next turn. This can stack, maxing at 90+ (+140) avoid. This ability will be lost as soon as this character attacks. Costs: 4 pg

(TBA) Rapid Claws: This unit may attack twice when using claw attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Claw Skill

(TBA) 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.

(TBA) Up Close and Personal: This character always fights without use of range. If this character lacks any sort of attack that can strike at ranged enemies, and is fighting an enemy who has any sort of ranged attacks, this character will boost their total damage by 30%. Costs: 2 pg (Ring)

(TBA) Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg

(TBA) 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

(TBA) Grit: If this unit does not have access to any barriers, their tough nature can help them fight through the wounds they receive. This ability will cause this character to take 40% less damage from foes whenever the foe initiates the attack. This ability will also cause this character to halve the activation of pain statuses used against it. Costs: 4 pg

(TBA) 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

(not yet learned) (TBA) Poison Strike: Every time this unit engages an enemy in combat, they will lose 5% (6%) at the end of the engagement. This will occur whether or not the character can damage the opponent. This damage cannot kill an opponent; it will always leave them with 1HP. Granted by Koro Sensei. Costs: 4 pg 

(TBA) Dismember: On every biting attack this character executes, it has a 20% chance to rip a limb off the enemy. This ability stacks with traumatizing blows, but if this ability activates it will also result in a bleeding status, regardless of whether or not traumatizing blows lands. Costs: 3 pg

(TBA) Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. Costs: 2 pg

(not yet learned) (TBA) Outmaneuver Assassin Class Ability. This character may spend its action this turn preparing to outmaneuver their foes. Doing this will allow them to take 3 full turns next turn. Holding this ability prevents the character from being impacted by ally-oriented turn-granting abilities. If this character is struck while charging, this ability will fail. Taught by Koro Sensei. Costs: 5 pg

(TBA) Blitz: Speed class ability. This character overwhelms their foes with unparalleled speed. If this unit is 100 speed faster than a foe, they may perform two full, separate attack activations against them. This stacks with turn extending abilities. Costs: 5 pg


Character Type: Shapeshifter, Beast, Stealth, Speed

Weakness: Claw and bite type attacks. Extreme resistance to dark and magic. Ignores most weather-based debuffs.

Caps:
HP: Low
Attack: 500
Defense: 100
Speed: 147
Skill: 153
Move: 7

No comments:

Post a Comment