HP || 44/63
Attack || +14
Defense || +7
Magic || +1
Speed || +12
Moracker Tail: Feigning an attack, the whip lets out a large crack in close proximity to the opponent. Gives user confidence, allowing them to power up (+3 to rolls) for one turn and can cause the opponent to flinch. Opponent must roll 1d20. If roll is lower than 15 the opponent has flinched and can only use a half turn action for their turn. Can only be used once every three turns. This attack is a half turn action
Radaku Fangs: Lashing out with expertise, the player grabs onto the opponent with their whip and yanks their footing out from under them. This attack has normal strength, but causes the opponent to trip. This attack can be dodged as normal.
|| If the opponent chooses not to dodge, they are tripped and can only use one half action that turn. The opponent also bleeds for two turns (-2 HP per turn).
|| If the opponent takes full dmg (dodge was unsuccessful) then they are tripped and their turn is over (in addition to bleeding for two turns: -2 HP per turn).
|| If they take half dmg, they avoid being tripped so they have their second half action to use, but they still incur bleeding for two turns (-2 HP per turn).
|| If dodge is successful (no dmg) the opponent can continue their turn as normal.
Can only be used once every 5 turns.
Using Radaku FangsNeeds 20+ to hit
9 + 14 = 23
(7 + 14) = 21/2 = 10.5 dmg
Mages were no joke. She didn't have much experience with them, but from what she had seen and what little she knew she wasn't happy to be fighting against one. The lightning on his arm told her that this wasn't to be her fight.
"I understand, and feel the same way. I have a daughter watching as well." And that was all she could do. Fight well for her daughter and hope that she came up on top.
She took his attack, already feeling the pain, and tried to attack him back. If she could only trip him as well she could get the upper hand back. Maybe.