Saryn

Level: 5

HP: 250

Attack: 10

Defense: 10

Agility: 13

Skill: 15

Speed: 12

Movement: 6

Items:

Spira: Large throwing knives commonly used by Tenno operatives. These deadly knives ignore 50% of the target’s armor. When thrown, these knives will deal 50% more damage. Base 20 Pierce-type damage.

Abilities:

Transference Interference: Innate V.I.C.E. This unit cannot use either “Transference” and “Transcendence

Spores: Saryn Signature Ability. Once every 3 turns, this unit may inflict a target with a pox of corrosive, poisonous spores. This will give the target a Poison-type status. If there is a unit that remains infected when the turn ends, the damage will increase by 5% every turn. If this unit kills an infected unit, the spores will spread to all enemy units withing 2 spaces of the target. Deals extreme equipment wear. Lasts for 5 turns. Costs 5 exp

Molt: Saryn Signature Ability. Once every 3 turns, this unit may shed their skin like a snake and leave a decoy. This decoy will have half of the HP of the host. Along with a decoy, this ability also completely resets all negative stat changes and status effects and will heal this unit 20% of their max HP when used. Costs 6 exp

Toxic Lash: Saryn Signature Ability. This unit may augment their weapon with Poison-type damage. This will increase their total Poison-type damage by 25%. If a target is affected by “Spores” while this ability is active, this unit’s attack will be tripled against that unit; however, the spores will burst and will deactivate “Spores” on that unit. Automatically activates if any unit kills a unit affected by “Spores“. Lasts 5 turns. Costs 6 exp

Miasma: Saryn Signature Ability. Once every 5 turns, this unit may release a poisonous miasma that deals Viral-type damage within a 5-space range. This miasma will inflict a nearly incurable disease that will take 20% of affected unit’s HP every turn. Any unit that gets adjacent to an infected unit has a 30% chance to catch the disease, even after death. All spaces where a unit is killed by “Miasma” will become a permanent Toxin terrain tile, which will remove 10% of unit’s HP for every turn they start in it, as well as a 30% chance to catch the disease. Costs 8 exp

Bullet Jump: Warframe Ability. 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. When activated, boosts Agility by +20. Costs 3 exp

Ambush: If this character attacks a foe who was not alerted to their presence before the start of the phase, the strike will only hit once, but will deal 3x damage and ignore shields, force fields, and cannot be countered. 3 exp

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 (3 at night). 1 exp

Critical Strike: Once every 3 turns, this unit may strike through defense. This attack will ignore all defense and deal 3x damage. Critical attacks can only be done when certain prerequisites are met (Stun/Flinch, Freeze, Immobilize, Broken Posture, Guard Break, Sneak Attack, etc.). 4 exp

Dual Strike: This unit attacks once with the weapon equipped in each hand. -5 speed and skill. 5 exp or Ascended

Energy-Based Vitality: This character’s life is linked directly to the energy level of their suit. This will grant an armor that is equal to this unit’s base defense. Costs 5 exp

Energy Shield: Grants a protective shield of energy to the character. This shield does not defend against Psychic or Magic-type. Boosted by Energy-type items. Base 50 shield. Costs 4 exp

Headshot: This character can land devastating shots to the head of an enemy. If the enemy is like most biological organisms, this will deal extra damage. This ability will have a 50% chance to activate if this character’s Skill is +20 higher than the Agility of the target. If this skill activates, it will double the damage of normal attacks from any ranged weapon used by the character. Costs 5 exp

Targeted Attack: This unit may choose to target a particular body part on an enemy it is targeting. Doing so can lead to many effective outcomes, but Targeted Attacks suffer a skill penalty. This is an Activatable ability, and can be used on any normal attack. If an effect is triggered, it will last for one full turn (character + enemy phases), and if it does not trigger, it will instead function as a typical attack. Attacking an opponent that does not notice you will half the skill penalty from doing a Targeted Attack. Each weapon Proficiency level higher than the opponent will reduce the -Hit by 5 (Example – 5AA Sword vs. 5A Sword: 25 of -Hit penalty reduced).
Head: -80 [20% Stun chance, -20 Hit and -2 Perception range]
Torso: -20 [20% Bleed chance]
Arm: -60 [20% chance to be unable to use equipped weapon, 50% (75%) damage reduction if one (both) arms are damaged]
Equipped Weapon: -100 [Break or Disarm the targeted weapon]
Leg: -40 [50% Movement, 50% Movement and -10 Speed if both legs damaged]
Character Specific Location: -Varies [Effect varies]. 7 exp

Weapon Throw: The unit may throw their held weapon at a foe. If this is done, they will only be able to attack the foe once. Ranged foes may retaliate. Range 1-2. Damage calculation will be normal weapon damage along with throw stat. When a weapon is thrown, the character must move onto the space where it landed to pick it up. 1 exp

Proficiency:

1 Poison: 0

1 Knife: 0

Immune to Poison and Poison status. Resist Absorb. Weak to Earth and Psychic.

Caps:

HP: Normal
Attack: 100
Defense: 100
Agility: 130
Skill: 150
Speed: 120

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