I'll turn them into battle toads!
🏹🎪+⛓️♿=💕
New here? I'm Roha — want a quick tour?
I'll turn them into battle toads!
— Mom... yes... But Dad... — Nora barely manages to stop herself from crying again. — He's looking for the captain...
7) Psychics don't die. Restores 100% health and loses one action until the end of the battle. If the total number of actions reaches 0, they die.
I infiltrated Revan's secret archive and found some notes on our enemy's abilities. Here they are:
Three actions.
1) Penetration (passive). When attacking from behind, the critical hit chance increases to 100%.
2) Mania (passive). After each action, it laughs loudly, reducing all stats of all opponents within a radius of 2 by 1-3 until the end of the battle.
3) Not a chance! Jumps up to 6 meters and grabs a flying opponent by the butt. Interrupts the Flight action, deals 50% damage, and deprives all targets of actions for the next turn.
4) Cleave. Kills the opponent. Available if the target has less than 50% health.
5) Mega-cool swing. Deals 90% damage to all enemies within a radius of no more than 1.
6) Suppression. Deprives the target of all action points for the next turn. Radius 1-3.
7) Psychos don't die. Restores 100% health and loses one action until the end of the battle. If the total number of actions becomes 0, it dies.
8) The maniac will only kill himself! Can only die from the "Psychos don't die" ability.
9) No resurrection! Absorbs the corpse of a dead opponent and gains +50% damage on the next damaging action.
10) Only I am charismatic here! Resets the opponent's charisma, after which they flee the battlefield. Radius 1-10. Applicable only to targets with charisma of at least 40.
It's just a re-flavor of Ayano's passive ability...
While everyone is still awake, Kenshiro discusses unforeseen difficulties with his companions.
— It seems we may have gotten a little carried away with our equipment expenses. If His Majesty doesn't help us, we'll have to seriously cut back, but even that might not be enough, and we'll have to contact the guild. Or the arena. Even if we all live in one room, we still have expenses for a guide and logistics. Oh well. The details will be decided after talking to the king. In the meantime, I think it would be a good idea to present him with the Sartek Axe as a gift. It's not very practical, but it's presentable and has a history, and it would be awkward to come to an important person without a gift. I should check with Karim, but I think such elements of etiquette are universal.
Savings: ? Experience: ? HP: ? Diseases: Madness. Injuries: None Curses: Curse of Rage: the character performs three times more attacks. Traits: None | Origin: Margel An artifact can be chosen at will, but in this case, it will be necessary to describe that it was given by the emperor for certain merits (for long and effective service in the city guard). Belief: Profession: Soldier Skills:Combat Training - The character can "step over" allies. - The character can swap places with an ally on an adjacent cell. - The character can move diagonally (costs 1.5 MP). - The character is trained in riding. - Sprint: the character doubles their MP until the end of the turn, but cannot perform other actions during this turn. Cooldown: 2 turns. - Dodge: the character gains immunity to targeted actions until the start of the next turn. Cooldown: 3 turns. - Wait: the character can reduce their initiative to the desired value before the start of their turn. Leadership - Characters under the command of the character can receive an additional turn; the chance depends on the commander's charisma. Imperial Fencing - The character can parry melee attacks. The chance is equal to the character's accuracy * 2 WITHOUT taking into account the weapon's accuracy. - A successful dodge or parry allows the character to make a counterattack. - In a one-on-one battle, the character receives +20% to accuracy and dodge, and their attack increases by two times. Unique Abilities - Dismemberment (passive): the character's melee attacks deal an additional 100% damage equal to the enemy's maximum health. After being healed, a character struck by Victor receives not one injury, but five. - Decapitation. If it hits, it kills the character without the possibility of healing. Cooldown: 1 turn. Characteristics Strength 50 Endurance 50 Perception 15 Agility 25 Luck 0 Spirit 10 Intelligence 13 Speed 25 Faith 0 Beauty 19 Charisma 16 Parameters Attack: 500 Health: 500 Accuracy: +15% (20%) Dodge: 25% (35%) Critical Chance: 0% Will: 10 Spell Points: 3 Magic Power: 130 Experience: +26% Initiative: 25 MP: 5 (7) Virtue: 0 Action Points: 3 Defense: 20% Affinity Fire: 0% | Equipment Weapon 1: Justice Damage: 66% Accuracy: 66% Damage from rogues, bandits, etc. is reduced by two times. Will checks of rogues, bandits, etc. are reduced by two times. Accuracy and dodge of rogues, bandits, etc. -10%. Enchanted by Orros Sandstrike: does not break. Critical: restores health to the character and removes negative effects. Weapon 2: Imperial Blade Damage: 60% Accuracy: 60% Critical: damage is doubled. Head: - Body: captain of the guard of Margel's clothing. +20% to defense Shoulders: captain of the guard of Margel's cloak. +10% to dodge. Hands: captain of the guard of Margel's gloves. +5% to accuracy. Feet: captain of the guard of Margel's boots. MP +2, immunity to immobilization and slowing. Accessory 1: captain of the guard of Margel's badge. The character is endowed with high powers (does not work). Accessory 2: comfortable belt Additional "other" slot. Other 1: Flawless Emerald Other 2: Flawless Topaz Other 3: Flawless Diamond Other 4: Throwing Knife x10 Damage: 40% Accuracy: 60% Causes the bleeding effect. Critical: damage is increased by 2 times. Slot: other. Range: 8 |