DK!: Level 40
HP: 37,800
Attack: 800
5GM Martial: 1,000
1GM Throw: 200
Earth:
Sonic:
Giant Punch: 800
Throw Attacks: 800
Martial Attacks: 800
Defense: 400
5GM Armor: 1,000
5GM Shield: 1,000
Speed: 112
Skill: 72
Move: 7
Items:
Coconut Gun: This large gun fires in spurts. It cannot be used to counter, but it will be unequipped immediately after firing. This heavy gun will always fire 2x the normal number of times. It deals extremely heavy shield wear. Base: 200 bullet-type damage. 1-2 range.
Busted Barrels: These barrels could be repaired. If fixed, they would allow DK to use the ability Explosive Launch for free. Fixing these barrels may be tricky, but well worth the effort.
Abilities:
Cargo Throw: Signature ability. If DK lands a Vicious Tackle, he may walk around with the foe after tackling them. Foes will still be considered tackled. He may trigger “Grab and Smash” without tossing them away. This ability will allow Inhuman Strength to boost the damage of throwing abilities. 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
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 (every turn). Costs: 6 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
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Weaponized Body (III): If this unit uses only pure martial or body type attacks, then it will triple the total damage Costs: 8 pg
(TBA) DK Punch (II): +30 Hit. Signature Ability. Charge one turn. 5x damage punch that ignores 50% of defense and always breaks 4 barriers. Punch launches foes back 2 range. After using this punch, DK will take 75% less damage until the start of his next turn. This ability may still trigger Savage Blow. If this character has Reckless attacker, it will trigger if the hit difference was present before the hit buff of this ability. Costs: 8 pg
(TBA) DK Punch: Signature Ability. Charge one turn. 3x damage punch that ignores 50% of defense and always breaks 2 barriers. Punch launches foes back 2 range. After using this punch, DK will take 75% less damage until the start of his next turn. Costs: 4 pg
(TBA) 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
(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) Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 (60) avoid. Costs: 4 pg
(TBA) Wind Up: This ability may be learned by characters who reach GM in throw. If this character has not used a throwing move for one turn, on the next turn it will boost the damage of any throwing move by 50%. Costs: 5 pg or GM in Throw.
(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) 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) Wild Swing: -30 hit. This unit may swing wildly at its opponents during its normal strikes. This only works with physical attacks. If using wild swing, this unit will deal 30% extra damage. Costs: 3 pg
(TBA) Reckless attacker: If this unit has less than a 50% chance to strike its foe, they will multiply their total attack damage x 3. Costs: 4 pg
(TBA) Reckless Fury: If this character attacks a foe and misses them with every hit, on the next turn if this character chooses to attack that foe again, it will deal double damage to them. This ability prevents the holder from using analyze. Costs: 2 pg
(TBA) Explosive Launch: +3 move. A rare form of super jump, this character uses an explosion to launch themselves into the air. This allows them to bypass certain high structures and enables engagement with flying enemies. While using this ability, the character is given flying type movement, but they must land at the end of the turn. If this character starts a turn by using this jump, which has no real penalties, they will create a small explosion around their feet. This will strike all enemies adjacent to them regardless of avoid. This small explosion will not be counter-attacked. Base 20 (100) (500) explosion type damage. Costs: 5 pg
(TBA) Fury Point: If this character is hit by an attack that they cannot dodge (such as an assault or area affecting attack), then they will multiply their total attack might x 4 for the entirety of the next turn. Costs: 4 pg
(TBA) Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% chance for this skill to activate. If it does, add 30% of the character’s currently lost HP to raw attack damage. This extra damage may be blocked, dodged, and defended against just like a regular attack. This ability may be used on every standard attack. This attack will fail against certain very pacifistic characters. Costs 4 pg
(TBA) Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% chance for this skill to activate. If it does, add 30% of the character’s currently lost HP to raw attack damage. This extra damage may be blocked, dodged, and defended against just like a regular attack. This ability may be used on every standard attack. This attack will fail against certain very pacifistic characters. Costs 4 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
(TBA) Earthquake: Once a day this unit may unleash a powerful earthquake. This attack only strikes characters on the ground, but it has six range in all directions. The move has a base 100 earth/shatter type might. This attack cannot be dodged. Costs: 5 pg
(TBA) Dissonant Sound: Foes within ten range of this character may not be benefited by music or sound-based buffs. This includes Sing if the ability is used within the ten range area. Moving into this ten range area will remove sound-based buffs, such as War Cry or Battle Ballad. Costs: 5 pg
(TBA) Drums of War: This character may beat a loud drum. This will allow all units within three range to take an additional turn, functioning similar to Sing. However, the units must be a lower level than the character using this ability. Costs: 5 pg
(TBA) Battle Ballad: A sound-based status. If a character is able to be inspired by a musical tune, this ability will buff that character for the next two turns. Any character within 2 range will receive +10 speed and +10 skill, along with an additional 50% damage for the next two turns. This character must take their turn to perform this buff. Some characters may enjoy this status more than others, and on a few it may debuff rather than buff them. This buff will not stack. Requires 1M sonic. Costs: 7 pg
(TBA) Avaricious Fury: If this character is robbed, they will multiply their damage output by 3 if they engage the enemy that has stolen from them. This boost will last for three turns. Costs: 3 pg
(TBA) Defiant Skill: If this unit has less than half life, it will add +25 to its skill stat. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg
(TBA) Defiant Movement: If this unit has less than half life, it will add +2 to its movement. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg
(TBA) Defiant Speed: If this unit has less than half life, it will add +15 to its speed stat. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg
(TBA) Defiant Might: If this unit has less than half life, it will increase its total damage by 30%. This ability triggers as soon as the HP drops below the half line. Costs: 3 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 -10 skill
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
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) Ferocity: Beast only 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) Golden Banana: Once every battle, this character may use a Golden Banana. This item will make the character completely invincible to normal damage for the next two turns. It will also increase their movement speed by 2. Costs: 5 pg
(TBA) 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: Beast, Destructive, Martial
Weakness: Weak to anger and frenzy. Abilities like Taunt lead to a doubled debuff, and DK is twice as likely to frenzy. Extremely resists body damage. Resists earth type damage.
Caps:
HP: High
Attack: 1000
Defense: 500
Speed: 140
Skill: 90
Move: 8
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