Rook (Yomi)

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[[File:Yomi DeGrey Char.png|right|alt=Yomi DeGrey character card|link=]]
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[[File:Yomi Rook Char.png|right|alt=Yomi Rook character card|link=]]
== Jefferson DeGrey, Ghostly Diplomat ==
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== Garus Rook, Stone Golem ==
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<div style="float:right; margin-left: 6px;">__TOC__</div>
  
{{col|#C59423|If debate and rhetoric fall short, Pilebunker your way to justice!}}
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{{col|#C59423|Be a stone golem, attuned to nature and armored with rock!}}
  
DeGrey is a master of language and debate. He fights for the rights of all, even those of low status, or the poor. If there is an injustice being done, he's compelled to right it, or at least expose it to the world. And if justice requires his mighty glove to get done, then so be it. Only tyrants need fear tyrant-killers. His outspoken views in Flagstone City caused him to end up imprisoned at Daggerfall, which he knew would happen, but does not regret.
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Rook's past is unknown, though he is known to be an old being, connected to nature. He governs the Morningstar Sanctuary, a haven for free thinking, artistic endeavors, and scientific research that is immune to the laws of Flagstone. He is kind, thoughtful, and wise.
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Rook's rocky body makes him almost impossible to defeat, though Rook was never particularly interested in hurting others. Rook and his old friend DeGrey are old enough to remember the last time a government stole its citizens' personal freedoms, and DeGrey urged Rook to create an event that would unite the disparate peoples and remind them they are not so different from one another. That event is the Fantasy Strike tournament.
  
DeGrey's is much older than his body would suggest. Long ago, at the moment of his would-be death, he struck a deal with the night that let him live until his true task is fulfilled. A ghost watches over him to make sure he keeps up his bargain. Though she delights in tormenting him, she ultimately supports him when he needs help.
 
  
 
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== Card images ==
 
== Card images ==
[[File:Yomi DeGrey 2.png|alt=Yomi DeGrey 2|265px|link=]]
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[[File:Yomi Rook 2.png|alt=Yomi Rook 2|279px|link=]]
[[File:Yomi DeGrey 3.png|alt=Yomi DeGrey 3|265px|link=]]
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[[File:Yomi Rook 3.png|alt=Yomi Rook 3|279px|link=]]
[[File:Yomi DeGrey 4.png|alt=Yomi DeGrey 4|265px|link=]]
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[[File:Yomi Rook 4.png|alt=Yomi Rook 4|279px|link=]]
 
<br>
 
<br>
[[File:Yomi DeGrey 5.png|alt=Yomi DeGrey 5|265px|link=]]
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[[File:Yomi Rook 5.png|alt=Yomi Rook 5|279px|link=]]
[[File:Yomi DeGrey 6.png|alt=Yomi DeGrey 6|265px|link=]]
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[[File:Yomi Rook 6.png|alt=Yomi Rook 6|279px|link=]]
[[File:Yomi DeGrey 7.png|alt=Yomi DeGrey 7|265px|link=]]
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[[File:Yomi Rook 7.png|alt=Yomi Rook 7|279px|link=]]
 
<br>
 
<br>
[[File:Yomi DeGrey 8.png|alt=Yomi DeGrey 8|265px|link=]]
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[[File:Yomi Rook 8.png|alt=Yomi Rook 8|279px|link=]]
[[File:Yomi DeGrey 9.png|alt=Yomi DeGrey 9|265px|link=]]
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[[File:Yomi Rook 9.png|alt=Yomi Rook 9|279px|link=]]
[[File:Yomi DeGrey 10.png|alt=Yomi DeGrey 10|265px|link=]]
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[[File:Yomi Rook 10.png|alt=Yomi Rook 10|279px|link=]]
 
<br>
 
<br>
[[File:Yomi DeGrey J.png|alt=Yomi DeGrey J|265px|link=]]
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[[File:Yomi Rook J.png|alt=Yomi Rook J|279px|link=]]
[[File:Yomi DeGrey Q.png|alt=Yomi DeGrey Q|265px|link=]]
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[[File:Yomi Rook Q.png|alt=Yomi Rook Q|279px|link=]]
[[File:Yomi DeGrey K.png|alt=Yomi DeGrey K|265px|link=]]
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[[File:Yomi Rook K.png|alt=Yomi Rook K|279px|link=]]
 
<br>
 
<br>
[[File:Yomi DeGrey A.png|alt=Yomi DeGrey A|265px|link=]]
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[[File:Yomi Rook A.png|alt=Yomi Rook A|279px|link=]]
[[File:Yomi DeGrey Joker.png|alt=Yomi DeGrey Joker|265px|link=]]
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[[File:Yomi Rook Joker.png|alt=Yomi Rook Joker|279px|link=]]
[[File:CBDeGrey.png|alt=Yomi DeGrey Character Card|265px|link=]]
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[[File:CBRook.png|alt=Yomi Rook Character Card|279px|link=]]
  
  
{{CSYomi}}
 
  
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== Deck (text) ==
  
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'''Life:''' 100
  
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'''Max Combo:''' 3
  
== Updated deck ==
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'''Innate:'''<br>
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'''Rock Armor:''' If your normal attack is hit by the opponent's faster normal attack or special attack, the opponent finishes their combo, then if you were not knocked down, you may discard two cards of the same suit as your attack. If you do, your attack is not interrupted and you may finish your combo.
  
'''Life:''' 90
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'''Defense Mastery:''' Opponents don't draw when you block their normal attacks.
  
'''Max Combo:''' 4
 
  
'''Innate:'''<br>
 
'''Moral High Ground:''' If your opponent has more cards in hand than you, your special and super attacks deal extra damage equal to the difference plus one. ''(Compute this bonus after your combo is finished. Special attacks are Jacks, Queens, and Kings. Super attacks are Aces.)''
 
  
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'''Normal attacks:''' x damage, Speed x.8
  
'''Normal attacks:''' x damage, Speed x.6
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'''Normal throws:''' 10 damage, Speed x.0, Can't Combo, Knocks down
  
'''Normal throws:''' 8 damage, Speed x.8, 2 CP Starter, Knocks down
 
  
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'''2:''' Rook 2: Block // Throw (KD) 10 dmg, speed 2.0, Can't Combo
  
'''2:''' Spectral Pull: Attack 4 dmg, speed 2.6, 1 CP normal // Dodge
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'''3:''' Entangling Vines: Block // Throw (KD) 10 dmg, speed 3.0, Can't Combo // *Entangling Vines<br>
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Entangling Vines: [During Combat] This block avoids block damage, knocks down attackers, and deals 5 damage to them. When it does, next turn your attacks and throws are 3 speed faster, to a minimum of speed 1.0. ''(This doesn't return to hand or draw from blocking.)''
  
'''3:''' Spectral Push: Attack 4 dmg, speed 3.6, 1 CP normal // Dodge
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'''4:''' Block // Attack 4 dmg, speed 4.8, 1 CP normal
  
'''4:''' Block // Dodge // *Troublesome Rhetoric<br>
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'''5:''' Attack 5 dmg, speed 5.8, 1 CP normal // Stone Wall: Block // *Stone Wall<br>
Troublesome Rhetoric: [Draw Phase] Choose attack, block, throw, or dodge. If the opponent combat-reveals that option this turn, gain 12 life.
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Stone Wall: [During Combat] This block reflects an attack's damage back to the attacker. ''(This doesn't return to hand or draw from blocking.)''
  
'''5:''' Attack 5 dmg, speed 5.6, 1 CP normal // Block
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'''6:''' Attack 6 dmg, speed 6.8, 1 CP normal // Throw (KD) 10 dmg, speed 6.0, Can't Combo
  
'''6:''' Attack 6 dmg, speed 6.6, 1 CP normal // Block
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'''7:''' Attack 7 dmg, speed 7.8, 1 CP normal // Throw (KD) 10 dmg, speed 7.0, Can't Combo
  
'''7:''' Attack 7 dmg, speed 7.6, 1 CP normal // Throw (KD) 8 dmg, speed 7.8, 2 CP Starter // *Point, Counterpoint<br>
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'''8:''' Attack 8 dmg, speed 8.8, 1 CP normal // Block
Point, Counterpoint: [During Combat] Discard a card to rotate this 180 degrees.
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'''8:''' Block // Throw (KD) 8 dmg, speed 8.8, 2 CP Starter
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'''9:''' Block // Throw (KD) 10 dmg, speed 9.0, Can't Combo
  
'''9:''' Block // Throw (KD) 8 dmg, speed 9.8, 2 CP Starter
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'''10:''' Attack 10 dmg, speed 10.8, 1 CP normal // Throw (KD) 10 dmg, speed 10.0, Can't Combo
  
'''10:''' Block // Throw (KD) 8 dmg, speed 10.8, 2 CP Starter
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'''Jack:''' Thunderclap: Attack 4 (2) dmg, speed 2.2, 1 CP Linker
  
'''Jack:''' Daggerfall Thrust: Attack 7 (2) dmg, speed 2.4, 1 CP Ender
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'''Queen:''' Hammerfist: Attack 9+5 (+1 Any) (1) dmg, speed 2.6, 2 CP Ender // Rolling Stone: Throw 10 dmg, speed 8.4, 2 CP Ender
  
'''Queen:''' Pilebunker: Attack (KD) 14 (4) dmg, speed 7.0, 2 CP Starter
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'''King:''' Windmill Crusher: Throw 15 dmg, speed 2.4, Can't Combo // *Windmill Crusher<br>
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Windmill Crusher: [During Combat] This beats normal attacks of speed 5.0 or faster, but you still take damage from the normal attack.
  
'''King:''' Spirit Justice: Attack 10 (2) dmg, speed 0.2, 2 CP Ender
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'''Ace:''' Wall of Vines: Attack 20 (3) dmg, speed 0.8, Can't Combo AA // Checkmate Buster: Throw 50 dmg, speed 0.0, Can't Combo AAAA
  
'''Ace:''' Ghost Riposte: Dodge // Final Arbiter: Attack 20 (2) dmg, speed 1.2, 2 CP Ender AA // *Ghost Riposte: [During Combat] You may hit back with a full combo if you dodge an attack or Joker with this. Return this card to your hand when combat ends unless you were thrown.
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==FAQ==
  
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Q: How does the Joker (Rewind Time) interact with Rock Armor?
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A: After you activate Rock Armor, you can play your face-down Joker or bluff card, then the opponent finishes his combo. Then he can play his face-down Joker or bluff card, then you finish your combo.
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Q: Can the opponent use a Joker (Rewind Time) to avoid the damage from my Stone Wall or Entangling Vines?
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A: No. Rewind Time Jokers can't prevent damage from abilities.
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Q: What if I block an attack with Stone Wall or Entangling Vines, but it gets countered by Smoke Bomb, Crash and Flow, Mental Toughness, or Do As Told?
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A: You don't get any benefits from the Stone Wall or Entangling Vines, but you still can't draw a card from blocking with it or return it to hand.
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Q: When my Windmill Crusher faces a normal attack faster than speed 5.0, does one move deals damage before the other?
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A: No, they both deal damage at the same time, like on an attack clash. If both players are at 1 life, for instance, this results in a double KO.
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{{CSYomi}}
  
  
See also: [[DeGrey (PS)]], [[DeGrey (FD)]]
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See also: [[Rook (PS)]], [[Rook (FD)]]

Latest revision as of 01:24, 17 February 2015

Yomi Rook character card

Garus Rook, Stone Golem

Contents

Be a stone golem, attuned to nature and armored with rock!

Rook's past is unknown, though he is known to be an old being, connected to nature. He governs the Morningstar Sanctuary, a haven for free thinking, artistic endeavors, and scientific research that is immune to the laws of Flagstone. He is kind, thoughtful, and wise.

Rook's rocky body makes him almost impossible to defeat, though Rook was never particularly interested in hurting others. Rook and his old friend DeGrey are old enough to remember the last time a government stole its citizens' personal freedoms, and DeGrey urged Rook to create an event that would unite the disparate peoples and remind them they are not so different from one another. That event is the Fantasy Strike tournament.



Card images

Yomi Rook 2 Yomi Rook 3 Yomi Rook 4
Yomi Rook 5 Yomi Rook 6 Yomi Rook 7
Yomi Rook 8 Yomi Rook 9 Yomi Rook 10
Yomi Rook J Yomi Rook Q Yomi Rook K
Yomi Rook A Yomi Rook Joker Yomi Rook Character Card


Deck (text)

Life: 100

Max Combo: 3

Innate:
Rock Armor: If your normal attack is hit by the opponent's faster normal attack or special attack, the opponent finishes their combo, then if you were not knocked down, you may discard two cards of the same suit as your attack. If you do, your attack is not interrupted and you may finish your combo.

Defense Mastery: Opponents don't draw when you block their normal attacks.


Normal attacks: x damage, Speed x.8

Normal throws: 10 damage, Speed x.0, Can't Combo, Knocks down


2: Rook 2: Block // Throw (KD) 10 dmg, speed 2.0, Can't Combo

3: Entangling Vines: Block // Throw (KD) 10 dmg, speed 3.0, Can't Combo // *Entangling Vines
Entangling Vines: [During Combat] This block avoids block damage, knocks down attackers, and deals 5 damage to them. When it does, next turn your attacks and throws are 3 speed faster, to a minimum of speed 1.0. (This doesn't return to hand or draw from blocking.)

4: Block // Attack 4 dmg, speed 4.8, 1 CP normal

5: Attack 5 dmg, speed 5.8, 1 CP normal // Stone Wall: Block // *Stone Wall
Stone Wall: [During Combat] This block reflects an attack's damage back to the attacker. (This doesn't return to hand or draw from blocking.)

6: Attack 6 dmg, speed 6.8, 1 CP normal // Throw (KD) 10 dmg, speed 6.0, Can't Combo

7: Attack 7 dmg, speed 7.8, 1 CP normal // Throw (KD) 10 dmg, speed 7.0, Can't Combo

8: Attack 8 dmg, speed 8.8, 1 CP normal // Block

9: Block // Throw (KD) 10 dmg, speed 9.0, Can't Combo

10: Attack 10 dmg, speed 10.8, 1 CP normal // Throw (KD) 10 dmg, speed 10.0, Can't Combo

Jack: Thunderclap: Attack 4 (2) dmg, speed 2.2, 1 CP Linker

Queen: Hammerfist: Attack 9+5 (+1 Any) (1) dmg, speed 2.6, 2 CP Ender // Rolling Stone: Throw 10 dmg, speed 8.4, 2 CP Ender

King: Windmill Crusher: Throw 15 dmg, speed 2.4, Can't Combo // *Windmill Crusher
Windmill Crusher: [During Combat] This beats normal attacks of speed 5.0 or faster, but you still take damage from the normal attack.

Ace: Wall of Vines: Attack 20 (3) dmg, speed 0.8, Can't Combo AA // Checkmate Buster: Throw 50 dmg, speed 0.0, Can't Combo AAAA

FAQ

Q: How does the Joker (Rewind Time) interact with Rock Armor?

A: After you activate Rock Armor, you can play your face-down Joker or bluff card, then the opponent finishes his combo. Then he can play his face-down Joker or bluff card, then you finish your combo.


Q: Can the opponent use a Joker (Rewind Time) to avoid the damage from my Stone Wall or Entangling Vines?

A: No. Rewind Time Jokers can't prevent damage from abilities.


Q: What if I block an attack with Stone Wall or Entangling Vines, but it gets countered by Smoke Bomb, Crash and Flow, Mental Toughness, or Do As Told?

A: You don't get any benefits from the Stone Wall or Entangling Vines, but you still can't draw a card from blocking with it or return it to hand.


Q: When my Windmill Crusher faces a normal attack faster than speed 5.0, does one move deals damage before the other?

A: No, they both deal damage at the same time, like on an attack clash. If both players are at 1 life, for instance, this results in a double KO.


Yomi Characters

GraveMidoriRookValerieLum
QuinceTroqMenelkerGloriaVendetta
JainaSetsukiDeGreyGeigerArgagarg
OnimaruBBBPersephoneGwenZane


See also: Rook (PS), Rook (FD)

Namespaces
Variants
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