Faust

Sheets for the Bronze Class: Tier 5 enemies will be kept here.
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Faust

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Post by Tony »

Name
Faust

Reward:
5 xp (1st run)
Faust Hat (13000 credits) (2nd run)
Faust Card (Extreme Challenge): Sink into the ground and pass threw walls and obstructions. (become invincible until the following round cannot perform another action, extra attack turns cannot be used). When emerging, up to 1d3 grouped enemies must make a DC 150 reaction check or suffer *3 magic damage. 200 mp

Description: A terrifying visage that seems to merge with all shadows around, the Faust is a figment of many peoples' nightmares. With a large, tall, skeleton-appearing body shrouded in black mists thicker than oil that form a great cloak, the Faust's 'head' is shrouded by a large fedora-like hat formed of the same gaseous material, while behind and all around its head and 'neck' flow great tendrils of white that seem to form hair. Protruding from the bottom of this great enemy's cloak is a long pointed tail that flicks like a scorpion's as the creature hovers. From the 'sleeves' of its msity cloak emerge two large hands with five long, white, bony digits that curve like blades themselves.

The Faust is a larger relative of the Mephisto, and is considerably more intelligent, cruel, and violent, though it is still cowardly when unshrouded.


Image

Weapon of Choice:
Extended Claws

HP: 25000
MP: 0
Physical Soak: Special/500
Mental Soak: Special/500

Dodge Roll: 1d140+65 / 1d90+42

Attack Behavior (1d5):
1, 2, 3: Greater Impale - The Faust spins around in a quick circle around an enemy, then lunges out with its long digits, which extend to create red beams of energy, to impale an enemy through the middle several times, alternating each hand. (1d140+65, 1d3, 2000 unsoakable.)
4: Feral Claw - The Faust extends all ten of its long digits, and swings the curved 'blades' like a wild animal, hacking at an enemy. (1d120+55, 1d5, 2000 soakable damage)
5: Merge - The Faust uses its special shroud to sink into the floor/ground or walls around. For the next round, the Faust cannot be attacked, as any attacks will simply attack the ground or wall where it is. This causes its enemies to lose track of it. On the Faust's next turn, it rolls 1d130+60 vs. an enemy's 'Spot' skill. If the character fails, the Faust rolls its attack with a +20 vs. the opponent's flat-foot (Reaction) dodge. If this succeeds, the attack deals 3x damage.

** SPECIAL **
The Faust demon's shroud is made of a special gas that warps space and time around itself, and as a result, makes the demon nearly impossible to strike. This can be countered, however, with projectile weapons and magic. Melee weapons will simply pass through this enemy harmlessly, regardless of roll or damage.

However, while magic and projectile weapons will strike the creature, they will not do damage -- only weaken the shroud. In order to harm the demon directly, 7 projectile attacks or 5 magic attacks must strike the shroud. Damage is no factor. After 7 projectile attacks or 5 magic attacks, the creature's shroud will disappear and it falls to the ground.

For the next 3 rounds, the creature is in its normal state, and is extremely vulnerable. The creature doesn't have the ability to attack, and only runs around aimlessly. On the third round, the Faust will regenerate its shroud.

When this happens, the Faust swings its claws around in a great circle. This attack will strike any and all enemies within melee range. (1d130+60, all targets in melee range, 3000 damage. FLAT FOOT/REACTION DODGE ONLY.)
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

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