Garou

Level: 39

HP: 6,200

Attack: 117 (59)

Martial Attack: 79 [395]

Silver Caestus: 30 (109) [545]

Defense: 94 (47)

Agility: 113 (57) (62) [87]

Skill: 125 {+10 or -10 w/ Lone Wolf}

Speed: 113 (57) [67] {+10 w/ Death Blow)} {+20 w/ Flowing Water, Crushing Rock}

Movement: 7 (5)

3/2.4/2.9/3.2/2.9

Items:

Martial Artist Uniform: +5 Agility. Worn by the disciples of the school of Flowing Water, Crushing Rock. Consists of a tight black long-sleeved shirt and loose-fitting white martial arts pants with a yellow belt wrapped around the waist. Lightweight and easy to move around in.

Silver Caestus: A pair of ancient battle gloves, worn like modern boxing gloves, made with leather strips and filled with Silver plates. Base 30 Martial damage.

Abilities:

Extreme Limiter: Garou Innate V.I.C.E. This unit has incredibly constricting limiters placed on themselves, willing or otherwise. This unit can only use 50% of its max stats at a given time, except HP (Movement will not drop below 5) and Skill.

Monster Form: Garou Innate Ability. This unit can transform into a monster at will. This transformation will increase this unit’s Agility and Speed by +20, as well as granting a 50% boost to this unit’s attacks. Along with these buffs, if this unit is not hit during a turn, they will heal 10% of their HP at the start of their turn. However, it will drop this character’s Skill by -40. 8 exp

Augmented Adaptability: Garou Signature Ability. This unit is a master at piecing together fighting styles and forming them into a cohesive technique. If this unit defeats a unit with a unique fighting technique, Innate or otherwise, they may add it to their ability pool. 10 exp

Abandonment: Garou Signature Ability. When this unit falls below 20% HP, this ability activates and they may shed all VICEs. Once activated, this character gains +20 to their Agility and Speed, as well as a 50% boost to this unit’s attack. 7 exp

Flowing Water, Crushing Rock: Garou Signature Ability. This character may add +20 Speed when attacking or being attacked by melee attacks. Unlocks Martial Mastery Skills. 4 exp

Bulk Up: This character can take a turn to boost their Attack and Defense. If the character is struck while boosting, it will fail. This will boost both Attack and Defense by 25% per turn, maxing out at 2x Attack and Defense. 4 exp

Competitive: This character is highly competitive. For every ally on this character’s team that is a higher level than it on the map, this character will boost its base attack stat by 5 (100 max). 2 exp

Confidence: Each time this character dodges a foe in a battle, they will boost their Attack by +5 (Max 100). 3 exp

Darting Blow: The character adds +10 to their Speed when they initiate the attack. 3 exp

Defiant: If this character is hit by an Attack-type that they are weak to, they will receive a +15 Skill boost and deal 2x damage with their next attack. 2 exp

Dual Strike: This unit may strike consecutively with weapons in both hands. -5 skill and -5 speed. 5 exp or Ascended

Extreme Evasion: +25 Agility both when attacking and when being attacked. Attacks that “Always Hit” must calculate accuracy and may miss, but they will receive a +40 hit chance. 5 exp

Lone Wolf: Innate V.I.C.E. This character is a loner and operates better alone. This character will receive a +10 boost to Skill when another allied unit is more than 6 spaces away; however, if an allied unit is within 6 spaces, this unit will receive a -10 Skill debuff.

Momentum Parry: Martial Master Skill. If this character’s Skill is higher than the attacker, and they are attacked by a 1 range non-projectile attack, there is a 50% chance to activate for this ability to activate. If it fails, this character will take the hit and will not defend; however, if it succeeds, this unit will negate half of the damage of the blow and the follow-up attack made by this character will have +40 hit and add double the damage of the incoming attack to this unit’s attack. After landing this blow, the enemy cannot make any more follow up attacks. 5 exp

Perfect Strike: This unit may take a turn to prepare a precise and powerful strike. If the attack lands, it will deal 3x damage. Cannot be used with Activatable Abilities. This can be done 3 times per battle. 5 exp

Proficiency: If this unit uses a single Attack-type, they will double their damage with that Damage-type. 6 exp

Sixth Sense: This character has superhuman senses. When being attacked, they will receive a +20 boost to their Agility. This ability also allows allows them to detect enemies at double the normal range, including those shrouded by Conceal Presence or Magic Stealth. 4 exp

Steady Stance: When attacked by an enemy who is using a melee weapon, this unit receives a +20 boost to their Agility and Skill. 3 exp

Weaponized Body (III): If this unit uses only Martial-type attacks, they will boost their damage output by 3x. 8 exp

Weapon-Free: If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base Speed. 2 exp

Proficiency:

5 Martial: 20

Weak to Taunt. Weak to Horn. Resist Energy, Psychic, and Poison.

Caps:

HP: Normal
Attack: 150
Defense: 120
Agility: 145
Skill: 160
Speed: 145

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