Post by Mari on Dec 4, 2015 22:54:58 GMT -8
Character Name: Arle Nadja
Home Planet/Origin: Puyo Puyo Series by Sonic Team of SEGA (Canon name of home planet/location unknown)
Preferred Motto: "It's been a long time since we crossed paths over space-time!"
Appearance:
Alignment: Neutral Good
History On Li: Arle arrived on Li whilst attempting to use magic to return herself home through time and space, an endeavor she'd been attempting for quite some time. Unfortunately for her, things didn't go well and she was deposited on Li instead! (Happens to all of us, right?) Specifically, she was deposited in Hyrule "Crater". Her landing was rather rough, and she had to recuperate for a bit after her somewhat violent entrance.
After Arle recovered from her entrance she began exploring the crater, attempting to find signs of life to no avail. After she concluded that she seemed to be relatively alone she began searching for other things, namely trying to understand what had gone down before her arrival. Though she hasn't quite worked very much out, other than 'explodey big people boom', she remains persistent. She has yet to actually visit the Life Sphere.
Storied History: (A lot of Arle's older stuff is japan exclusive, so finding English references for a lot of stuff was hard. I tried to keep it in chronological order, but in a couple of cases it isn't clear.)
puyonexus.net/wiki/Madou_Monogatari:_ARS
puyonexus.net/wiki/Madou_Monogatari_123
puyonexus.net/forum/viewtopic.php?f=17&t=138
puyonexus.net/forum/viewtopic.php?t=2474
www.dungeoncrawlers.org/game/mado-monogatari-michikusa-ibun/
cw.nanako.moe/wiki/Madou_Monogatari_(Sega_Saturn)
puyonexus.net/wiki/Arle_Nadja
Smash Journal: link
Stats:
[PTabbedContent=Valkyrie Arle][PTab=Stats]
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Primary Attacks (12)]Divine Lance: This powerful lance converts kinetic energy into holy magic, causing it to burn every foe it strikes with bursts of holy energy. It excels at high-speed flyby attacks. Its base form is a -2 accuracy due to unwieldiness, dealing 24% damage. however, by spending an extra action to do a flyby its accuracy increases to a +2 and its damage increases to 30-(Base Dex Mod)+Dex Mod%. It also gains considerable knockback.
Light-Taekwando: A lance is not the most wieldy weapon for when an enemy is in your face, so Arle employs some basic martial arts and magic armor that imbues strikes with extra holy power to strike foes who get too close! However, this attack places her straight in an enemy's face where she strictly speaking doesn't want to be, conferring a -1 dodge penalty to 1 dodge roll next round. However, it has a +2 accuracy bonus for the same reason. (Light Comboable Str Attack; Does 4 + Cha Mod% Damage)
Dive attack: Arle performs a quick acrobatics maneuver and strikes an enemy with diving force, using her mobility to her advantage to add momentum to her attack. 2 turn cooldown. (Heavy Str Attack; Does 24-(Base Dex Mod)+ Dex Mod% Damage)
Megawave: Arle uses the force of her personality to compell the sky itself to smite her enemies, bolts of lightning striking down around her in rapid succession and threatening to electrocute every enemy in the immediate area. Does massive damage, as actual lightning is wont to do, but exhausts Arle for a bit, reducing her DEX, INT and Wisdom modifiers by 1 and locking her out of her special attacks on the following turn. Has a 30% chance to burn and a 30% chance to paralyze. 3 turn cooldown. (Heavy Cha Attack; Does 30% damage)
Holy Arrow: Arle fires a holy arrow from her bow at an enemy, attempting to strike them with a powerful bolt of evil slaying energy traveling at high speeds. (Medium DEX attack; Does 18%)
Holy Fire: Arle attempts to channel holy fire through a target's body, an incredibly painful experience that is liable to leave them with severe burns. Does an additional 5% damage when the target is unholy. Has a 100% chance to burn. 2 Turn Cooldown. (Medium CHA attack; Does 10+Cha% Damage)
Star Wrath: Strike your enemies with the girliest sword the world has ever seen outside of an actual magical girl shoujo. Then watch their laughter turn to screams as the force of a quarter dozen shooting stars joins with your blade to obliterate them. Very unwieldy sword. This attack suffers a -2 to its accuracy rolls. (Heavy Str Attack; Does 24% Damage)
Holy Laser → Heaven's Ray: Arle channels her force of personality into a divine laser that is quite difficult dodge--because it travels at the speed of light. The base form, Holy Laser, has a +2 to its accuracy and deals 15+Cha Damage. At the cost of a -1 penalty to one of Arle's dodge rolls next turn, it can be upgraded to Heaven's Ray to increase the damage by her charisma modifier. On a critical roll, this functions as Heaven's Ray, except the accuracy bonus is exchanged for an additional base damage bonus equal to her charisma modifier. Has a 2 turn cooldown.
Crash Landing: Valkyrie Arle attempts to land on someone at crashing speeds, crushing them underneath her and using them to cushion her fall! Very powerful, but results in her hurting herself if she misses, taking 10% recoil. Afflicts disabled on a stat of her choice. Because this involves her standing still for a couple of moments, it results in a -2 penalty to one dodge roll on her following turn. 2 turn cooldown. (Heavy Str Attack; Does 30% Damage)
Love Magic: Explosive hearts, scalding rainbows, twirling ribbons and sparkles. The power of a magical girl is misleading in its harmless appearance. Defeat foes with the force of love! 1 turn cooldown. (Medium Cha Attack. Does 14% + 2x Cha Mod Damage)
Butt Slam: Arle attempts to butt slam a target to show them their place, squishing them underneath her. This attack will inflict the stunned or infatuation status at Arle's discretion and can afflict the suffocation status if the target is being grappled. Does double damage if Arle is giant or her enemy is mini. Arle experiences a -3 to her next dodge roll on the following turn. Has a 2 turn cooldown. (Medium Wis Attack; Does 10% + 4x Cha Mod Damage)
Hip Bash: Arle hits someone with her hip and the target spontaneously explodes into hearts on contact with her. If someone attacks Arle from behind with a close-range attack or she gets thrown backward at another character she gets to use this attack on whomever that is as a free action. Additionally, this attack criticals on a natural 19+ and afflicts either infatuated or stunned on a critical hit. However, Arle suffers a -2 to her next dodge roll on the following turn due to literally presenting her butt for kicking. This attack has a 2 turn cooldown. (Heavy Wis Attack; Does 20% + 2x Cha Mod Damage)[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (16)]Healing Magic: Arle uses the power of holy magic to heal herself or her allies! Heals for 1D15+(Charisma Mod), but may have unexpected effects when used upon unholy targets. 3 turn cooldown.
Exorcism: Arle appeals to a deity for aid in smiting an unholy enemy in the name of JUSTICE! 2 turn cooldown. (Heavy Cha Attack; Deals 18 + Cha Mod% damage normally and 25 + Cha Mod% Damage to unholy enemies)
Ride of the Valkyries: Arle's holy presence rises to a feverish pitch, her body driven into overdrive by powerful magic. This buff raises Arle's strength and dexterity stats by 4 for 3 turns, as well as making her very, very warm--allowing her to thaw out of being frozen exactly once over the duration of the buff. 3 turn cooldown.
Divine Bulwark: Arle's magical armor begins to glow dimly. For three turns, whenever Arle is hit by an attack, half of that attack's damage is absorbed by her armor. Additionally, half of all damage Arle does while under this buff is used to offset the damage absorbed by the armor. When the buff expires, Arle takes any remaining damage present on her armor. 3 turn cooldown.
Flying Squirrel Mount: A (relatively) giant flying squirrel hops in and allows Arle to mount it, greatly increasing her mobility! Though the squirrel cannot truly fly, it is so good at running, jumping and gliding that it is treated as if it could fly for the purposes of mechanics and fluff. While riding the squirrel, Arle gains +2 to her dexterity modifier and takes 5% less damage from attacks directed at her. The squirrel lasts for 3 turns before it gets tired, at which point Arle can continue riding it but will not gain the dexterity or damage reduction buff until she gets off and lets it rest. The squirrel itself has 40 HP. If it is reduced to 0 HP it becomes too wounded to be ridden, it's cooldown is doubled and it cannot be used again until it's HP is raised back above 0 via healing. 3 turn cooldown.
Sacred Shield: Arle creates a holy aura around herself or an ally using her force of personality, represented by a charisma roll. This charisma roll indicates the strength of the shield. The shield reduces the damage from any attack against the target that fails to beat this roll by 12%. It only blocks 5% damage from attacks that beat the roll, however. Lasts for 2 turns. 3 turn cooldown.
Purifia: Arle attempts to purify a target using her force of will. This can either be used on an ally to reduce the number of turns on their negative status conditions by 2 or on an enemy, as a Charisma vs INT roll, to reduce the number of turns left on their positive buffs by 2. Does 12% damage to unholy targets. 2 turn cooldown.
Sanguinary Blow: To initiative this counter-attack, Arle first forfeits her ability to dodge or bubbleshield an incoming attack and is hit by that attack. She then rolls against that attack's accuracy roll using her preferred attacking stat. If she succeeds this roll, she manages to counter attack the opponent for 1.5x the damage they dealt her. This counter attack is cannot be avoided or shielded, but can be resisted. The opponent is then afflicted with the Mortal Wound status.
Seraphim Presence: Arle squares off against the competition and attempts to oppress them with her holy presence. This buff raises Arle's Charisma stat by 4 and adds her charisma modifier to her attack's damage for 3 turns. 3 turn cooldown.
Impale: To use this attack, Arle must first build up a lot of speed. This is usually done via flying into the air and dropping with the force of gravity behind her, or alternatively lunging off of a nearby surface. Arle then uses this speed to rush the target and attempts to run them through with her lance, impaling them against a nearby surface or the ground. This attack has is considered a grapple and therefore cannot be bubble shielded. It costs two actions and has a 70% chance of inflicting the mortal wound status. 3 Turn cooldown. (Heavy Str Attack; Does 30% Damage)
Consecrate: Arle unleashes a surge of holy energy into the ground around her, washing over everyone in the immediate area and temporarily turning it into holy ground. For a number of turns equal to her attack roll divided by five, or six for a natural 20, all enemies will be forced to roll CON against a flat value equal to 10+(Arle's Charisma Modifier) to avoid taking damage equal to 2+(2x Arle's Charisma Modifier) at the beginning of each turn. Because one cannot simply dodge an attack with such enormous coverage, this attack targets the CON stat. 6 turn cooldown. (Heavy Charisma Attack; Does 22% Damage)
Guardian Stance: Arle picks a person to stand guard over for one turn, meaning an action must be spent each turn to maintain guardian stance. Any enemy that targets this person with an action of any nature provokes an attack of opportunity from Arle when doing so, allowing her to make an attack against them in retaliation on her next turn. These retaliation attacks cost one less action than normal, but only up to three of them can be made per turn.
Spectre: The caster summons vengeful spirits from beyond the grave and commands them to attack a foes' very soul in the name of retribution, leeching at their life energy. This heals the caster for half the damage they deal rounded up. This can be done multiple times at the cost of an extra action for each attempt, however, the attack incurs its full cooldown regardless of how many times it is performed. If this attack hits an individual 4+ times or is used on the turn an individual is KO'd, the caster heals themselves for an amount equal to this attack's damage. Targets INT. 4 turn cooldown. (Medium Cha Attack; Does 7+Cha Damage)
Subspace Drop: Arle rips a hole in space using the seraphim orb, creating a wormhole leading through subspace to somewhere nearby! This can be used either to benefit allies or inconvenience enemies. When used on allies, it allows them to either effectually warp to a new location or rapidly change their position to sneak attack an enemy. This allows any attack to target wisdom and increases the damage of the attack in question to 1.5x its normal amount. When used on an enemy, the wormhole attempts to suck them in before displacing them somewhere else! This mostly serves the purpose of just forcefully relocating the target. The spell has a short range and cannot actually travel more than 50 feet or so, but can pass through walls, ceilings, and any other boundaries. If there isn't enough space to contain the target, reality will distort to create enough space. If the enemy is able to make it back and continue attacking, it suffers a 1 action penalty. 3 turn cooldown.
FEVER: For up to 5 turns, Arle can reduce the cooldown on any one of her attacks by 1 or the recoil by 2 for every attack she hit the previous turn after the first. Hitting just one attack does nothing. Hitting zero attacks ends this buff prematurely. This effect can only be used on damaging attacks and diacute. Activating it is a free action. 5 turn cooldown.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Ultimate Attacks (3)]Seraphim Orb: Arle twists reality around herself to mold herself into the people's champion! For four turns her charisma stat is buffed by 2 and all of her stats are buffed to match her charisma stat at all times. Additionally, her charisma modifier is added as bonus damage to all her attacks, as well as damage resistance against all attacks aimed at her.
Aurora: A wave of holy energy is launched at a foe with so much power behind it that time and space itself trembles each time it is used, causing time-space quakes. The compressive forces this attack exerts causes space to collapse around it, creating a faux suction effect on anyone nearby. This target is then consumed by the light and damaged for a massive 80% damage, but Arle's suffers 15% danage and a -2 dodge penalty on the following turn.
Resurrectia: This powerful healing spell is used to yank a target back from beyond the breach of death, bringing them back to life. It comes at a large cost, however, and thus All of Arle's attacks have their cooldowns increased by 1 for 3 turns. Although it's intended for bringing foes back to life, it's quite effective at healing those still among the living as well. Heals for 80% damage.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
[PTabbedContent=Battle Arle][PTab=Stats]
[PTab=Primary Attacks (12)]Rock Punch: Arle throws a powerful singular punch at an enemy! While not as powerful as the original outing, caution is still advised. It's named for the knockback it inflicts. (Medium STR Attack, Does 16%)
Wind Kick: Arle goes for a diagonal kick that goes as fast as the wind itself. This attack gains a +2 to its accuracy. (Medium Str Attack, Does 12%)
Madoken: Arle attacks by throwing concentrated magic and Ki! Takes the form of a single blast of blue'ish-white energy. Can be charged to perform the vacuum madoken instead, which gives grants a +2 to its accuracy but Arle suffers 3% damage in the process, even if the attack misses. Has a 2 turn cooldown. (Heavy Str Attack; Does 26% Damage)
Fire Destruction Wave: Arle combines fire magic and ki, unleashing a powerful fire laser similar to Rulue's Power Wave. Has a 50% Chance of burning. 3 turn cooldown (Heavy Int Attack, Does 25%)
Ice Surge Fist: Arle launches a mass of icy ki and magic at the foe, striking them with great strength and blasting them with snow and ice in the process. Has a 30% chance to freeze the target. However, Arle takes 3% recoil damage. 1 turn cooldown. (Medium Int attack; Does 22% Damage)
Thunder Surge Kick: Arle channels lightning through her body to drop kick a foe with all the power that entails. If the attack doesn't connect directly, the lighning will simply exit from her foot, potentially striking the opponent anyway. Has a 50% chance to paralyze and stuns on a natural roll of 16+, however Arle takes 3% recoil damage. 3 turn cooldown. (Heavy Str/Int Attack; Does 26% Damage)
Power Strike: Arle puts all of her might on a haymaker. Suffers from -2 accuracy. 1 turn cooldown. (Heavy STR, 25% + Str mod)
Holy Laser → Heaven's Ray: Arle channels her force of personality into a divine laser that is quite difficult dodge--because it travels at the speed of light. The base form, Holy Laser, has a +2 to its accuracy and deals 15+Cha Damage. At the cost of a -1 penalty to one of Arle's dodge rolls next turn, it can be upgraded to Heaven's Ray to increase the damage by her charisma modifier. On a critical roll, this functions as Heaven's Ray, except the accuracy bonus is exchanged for an additional base damage bonus equal to her charisma modifier. Has a 2 turn cooldown.
Flurry of Fists: Arle pauses a moment to focus her ki into a storm of punches that strikes an opponent dozens of times in quick succession, attempting to overwhelm them with an extreme volume of attacks. Has heavy knockback on crits or when all three attack rolls hit. Has a +2 to accuracy. 2 turn cooldown. (Light Comboable Str Attack; Does 8% Damage)
Love Magic: Explosive hearts, scalding rainbows, twirling ribbons and sparkles. The power of a magical girl is misleading in its harmless appearance. Defeat foes with the force of love! 1 turn cooldown. (Medium Cha Attack. Does 14% + 2x Cha Mod Damage)
Butt Slam: Arle attempts to butt slam a target to show them their place, squishing them underneath her. This attack will inflict the stunned or infatuation status at Arle's discretion and can afflict the suffocation status if the target is being grappled. Does double damage if Arle is giant or her enemy is mini. Arle experiences a -1 to her next dodge roll on the following turn. Has a 2 turn cooldown. (Medium Wis Attack; Does 10% + 4x Cha Mod Damage)
Hip Bash: Arle hits someone with her hip and the target spontaneously explodes into hearts on contact with her. If someone attacks Arle from behind with a close-range attack or she gets thrown backward at another character she gets to use this attack on whomever that is as a free action. Additionally, this attack criticals on a natural 19+ and afflicts either infatuated or stunned on a critical hit. However, Arle suffers a -2 to her next dodge roll on the following turn due to literally presenting her butt for kicking. This attack has a 2 turn cooldown. (Heavy Wis Attack; Does 20% + 2x Cha Mod Damage)[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (16)]Kiai-icute: Diacute, with a ki flavored flair! Select a move and tap it, incurring its cooldown and any secondary effects it has, including negative effects. Arle then gains a diacute buff that she can tap to increase the damage of any attack, other than a final smash, by an amount equal to the previously mentioned attack's damage plus her wisdom modifier. Then lower Arle's wisdom modifier by an amount you choose for 2 turns (This debuff does not affect perception checks) and add Xd5 to the diacute orb's damage, with X being the amount you lowered your wisdom modifier by. This can be given to an ally. Arle takes 5% recoil. 2 turn cooldown.
Balance Breaker: Arle proceeds to unleash a storm of kicks at an opponent. The moniker isn't a joke in any way shape or form, as Arle can throw an opponent off-balance, requiring them to roll 12+ STR to resist being thrown completely off balance and stunned as a result. 3 turn cooldown. (Heavy Str Attack; Does 18% Damage)
Healing Magic: Arle uses the power of holy magic to heal herself or her allies! Heals for 1D15+(Charisma Mod), but may have unexpected effects when used upon unholy targets. 3 turn cooldown.
Ki Shield: Arle forms a shield around her body. For three turns, whenever Arle is hit by an attack, half of that attack's damage is absorbed by that shield. Additionally, half of all damage Arle does while under this buff is used to offset the damage absorbed by the shield. When the buff expires, Arle takes any remaining damage present on her breastplate. 3 turn cooldown.
Flying Squirrel Mount: A (relatively) giant flying squirrel hops in and allows Arle to mount it, greatly increasing her mobility! Though the squirrel cannot truly fly, it is so good at running, jumping and gliding that it is treated as if it could fly for the purposes of mechanics and fluff. While riding the squirrel, Arle gains +2 to her dexterity modifier and takes 5% less damage from attacks directed at her. The squirrel lasts for 3 turns before it gets tired, at which point Arle can continue riding it but will not gain the dexterity or damage reduction buff until she gets off and lets it rest. The squirrel itself has 40 HP. If it is reduced to 0 HP it becomes too wounded to be ridden, it's cooldown is doubled and it cannot be used again until it's HP is raised back above 0 via healing. 3 turn cooldown.
Chill of Death Fist Storm: Arle's spin on Rulue's Tekken Seisai, in which she emblazes her fists with icy energy and rains down a storm of piercing punches towards an opponent. They say the cold numbs you, which is excellent because the wounds this attack causes would otherwise be excruciating. Has a 50% chance of inflicting mortal wound, and will always inflict mortal wound if the attack roll is a natural 19+. This one is actually stronger than the actual conterpart, but not without a drawback... Arle's hands get a bit frostbitten in the process. [30% damage, 9% recoil, 3 turn cooldown]
Thunder Purge: Arle attempts to grab an opponent by the face or neck and slam them down to the ground, channeling an enormous amount of thunder magic through their bodies on impact. This attack ignore defensive buffs and reduces the duration of defensive buffs on the target by 2 turns. Costs 2 actions. 3 turn cooldown. (Heavy STR Attack, Does 30% Damage)
Condia: Arle attempts to purge a target using a arcane magic. This can either be used on an ally to reduce the number of turns on their negative status conditions by 2 or on an enemy, as a Wisdom vs INT roll, to reduce the number of turns left on their positive buffs by 2. 1 turn cooldown.
Focused Abandon: Arle clears her mind of all thoughts, most especially pain, in order to counter-attack a foe. To initiative this counter-attack, Arle first forfeits her ability to dodge or bubbleshield an incoming attack and is hit by that attack. She then rolls against that attack's accuracy roll using her preferred attacking stat. If she succeeds this roll, she manages to counter attack the opponent for 1.5x the damage they dealt her. This counter attack is cannot be avoided or shielded, but can be resisted. The opponent is then afflicted with the Mortal Wound status.
Burning Impact: Arle jumps high into the air and imbues one of her legs with her fire magic. She dive kicks soon afterward, the impact creating a small-scale earthquake on the ground once the kick connects due to the sheer strength. The kick is a single target attack while the earthquake is an AoE. Both attacks are determined by one roll, which benefits from a +1 to its accuracy. [Kick: 20%, Earthquake: 6%, 3 turn cooldown]
Twin Dragon Fist: Arle channels Rulue and delivers a mighty blow with their combined strength! Supposedly, you can feel a spectral second fist impact you seperately from Arle's--but that's actually just ki! ...Probably. This attack is used twice before incurring its cooldown as two actions, with the second iteration using the same roll but with Rulue's strengh modifier instead of Arle's. (When she is not present, it uses her base modifier) This attack has a 6 turn cooldown. (Heavy Str Attack; Does 30% Damage)
Bayobayo: Arle attempts to warp time around her foes to slow them down! This takes the form of a Wis vs Int roll. The opponent is afflicted with the slow status if they fail to beat Arle's roll, and if Arle beats their Int roll by a value of 6 or above, they are also stunned. 5 turn cooldown.
Resolution: Arle gains a +2 to all of her modifiers except strength which gains a +4 for 3 turns. However, the technique exhausts her and she is afflicted with the drowsy status once the buff ends. 3 turn cooldown.
Guardian Stance: Arle picks a person to stand guard over for one turn, meaning an action must be spent each turn to maintain guardian stance. Any enemy that targets this person with an action of any nature provokes an attack of opportunity from Arle when doing so, allowing her to make an attack against them in retaliation on her next turn. These retaliation attacks cost one less action than normal, but only up to three of them can be made per turn.
Stardust Dragon: Arle spends two actions and 6% health summoning a celestial dragon to ravage her foes. For the next four turns, the magical dragon can make single 30% damage attack on a 1 turn cooldown as one of Arle's actions. This dragon attacks with Arle's wisdom intelligence at the time of being summoned, ignoring any changes to it made after the fact. Her dodge rolls suffer a -2 penalty for one turn following its summoning. If the dragon does not attack, it does not use up a turn. The summoning itself has a 3 turn cooldown.
Subspace Punch/Kick: Arle punches or kicks a hole in space using magic, creating a tiny portal for her limb to travel through in order to hit an enemy as if she were right next to them no matter where she is! This portal can be expanded to let her reposition herself, or she can simply retract her limb, remaining where she is. This attack always functions as a sneak attack, targeting wisdom, and increases the damage of whatever attack it is combo'd with by 1.5x. Alternatively, she can yank someone through the portal to bring them to her, acting as a ranged grapple! 3 turn cooldown.
FEVER: For up to 5 turns, Arle can reduce the cooldown on any one of her attacks by 1 or the recoil by 2 for every attack she hit the previous turn after the first. Hitting just one attack does nothing. Hitting zero attacks ends this buff prematurely. This effect can only be used on damaging attacks and diacute. Activating it is a free action. 5 turn cooldown.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Ultimate Attacks (3)]Blazing Aura: An oppressive golden aura surrounds Arle, absorbing the force from incoming attacks and amplifying her own attacks. It also has the side effect of making her eyes glow quite brightly and causing lighter objects nearby to float freely into the air. This lasts four turns, and can be extended to up to 6 turns at the cost of Arle going berserk and suffering a -2 penalty to her charisma/int modifiers for those extra turns. During this time her attacks deal 8% extra damage, Arle takes 8% less damage and she can add a 100% chance of causing any status she wants to one of her attacks once per turn.
Qigong: Spiritual healing taken to a magical extreme. Arle spreads her chill to her nearby allies, radiating a healing aura that soothes their pain and calms their minds! This lasts for 4 turns, during which Arle and her all are healed of all their negative statuses, healed for 10 HP, and lastly granted a free use of their special and primary attacks that ignore those attacks' cooldown if they have one. These benefits are repeated each turn.
Resurrectia: This powerful healing spell is used to yank a target back from beyond the breach of death, bringing them back to life. It comes at a large cost, however, and thus All of Arle's attacks have their cooldowns increased by 1 for 3 turns. Although it's intended for bringing foes back to life, it's quite effective at healing those still among the living as well. Heals for 80% damage
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[/PTabbedContent]
Companions / Minions
[PTabbedContent=Carbuncle][PTab=Stats]
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Primary Attacks (4)]Laser Blast: This wacky, unexpected, powerful laser shot fired from the gem on carbuncle's forehead can have wide effects, most of which are wildly destructive. However, Carbuncle must stand still to perform it and leaves himself briefly vulnerable, represented by a -1 to his dodge rolls on the following turn. This stacks with consecutive uses. (Heavy Wis Attack; Does 26% Damage)
Concussive Laser: This particular lasere blast is aimed at the face! Why? Because screw that face! Has a 70% chance of inflicting min-melted. Carbuncle must stand still to perform it and leaves himself briefly vulnerable, represented by a -1 to his dodge rolls on the following turn. This stacks with consecutive uses. 2 turn cooldown. (Heavy WIS Attack; Does 28% Damage)
Mind Blast: Oddly enough, despite being incredibly incompetent himself, Carbuncle is fully capable of assaulting another person's mind with raw magic power. Targets INT. (Medium WIS Attack; Does 16% Damage)
Dash Attack: Carbuncle runs around all hyper-active-like and smacks into an enemy rather violently, probably even on accident! Doesn't do great damage due to his size and squishy consistency, but commands undue attention, stunning the victim. Carbuncle takes 5% recoil, however. 2 turn cooldown. (Medium Dex Attack; Does 16% Damage)[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (4)]Heat Wave: Carbuncle fires a laser at the sun, or the moon, and temporarily intensifies the rays it reflects upon Li to that of a much stronger sun, creating an insufferable heat wave that scorches enemies. May cause sweating, lack of energy, dehydration and death. Lasts 5 turns, during which the effetiveness of ice and water elemental attacks are decreased by 5% and the effectiveness of fire and heat elemental attacks are increased by 5%. Characters that stay out in the sunlight for 4 or more consecuitive turns are inflicted with a nasty sunburn, represented by a 100% chance of the burn status.
Devour: Carbuncle cartoonishly expands in size to swallow something whole, unrestricted by all but the most extreme of size differences. (Think: He swallowed an entire shop once.) This can be used to steal weapons, disabling any attacks that require them and allowing other characters to use those attacks if they retrieve the weapon. He can also simply eat enemies to defeat them. While eaten, dex/wis targeting attacks from the victim will target Carbuncle's CON instead and they have to do 30% cumulative damage to escape. In return, Carbuncle can deal 30% damage to the victim each turn and heal himself for 5% at the cost of 2 actions. It can also be used as a DEX based counter against ranged attacks where Carbuncle eats the attack and spits it back out at the attacker with an added 100% chance of afflicting the soak status. ...Ew. When targeting characters themelves, it is strength based unless it is a sneak attack, in which case it becomes dex on the grounds that him managing to pull it off quickler than they can react is the most likely way for it to succeed.
Curry: Carbuncle produces a curry item! This unique curry item is considered a volatile healing item that expires once a thread ends but can be used to heal Carbuncle or an ally for a 1d25+CHA roll Carbuncle makes. 5 turn cooldown.
Scavenge: Carbuncle can attempt to steal a weapon as a DEX based attack, item or other form of equipment. When used on a player, this removes their equipment and if they cannot use a move without it, that move becomes unusable until they get it back. Carbuncle is incapable of using most equipment due to his size, but he can hand it off to Arle or other larger characters to use, granting them the ability to use moves associated with that piece of equipment. When stealing items from a character with no items readily available for stealing, Carbuncle will either fudge stealing a random item from the list below, or cough one up, with the items corresponding to a dice roll. These items are volatile, meaning they disappear at the end of a thread. 3 turn cooldown.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
[PTabbedContent=Piranha Plant][PTab=Stats]
[PTab=Primary Attacks (3)]Chomp: The Piranha Plant lunges out to chomp at nearby enemies! (Light Comboable Str Attack; Does 8% Damage)
Dizzy Breath: The Piranha releases a noxious gas meant to knock out the victim. It tends to fall a bit short of that though, making them dizzy insead. Has a 100% chance of afflicting mind-melted. 1 turn cooldown. (Light Wis Attack; Does 2% Damage)
Elemental Breath: The piranha spits ice or fire balls at an enemy. If you feed it a fire flower, this attack will deal 2% bonus damage and have a 30% chance of afflicting either burn or frozen at your discretion instead of the fire flower's usual mechanics. (Light Wis Attack; Does 8% Damage)[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (3)]Vicious Temper: This turn, Chomp does +8% extra damage per bite. 2 turn cooldown, and the piranha plant takes 5% damage.
Ultra Portable Pot: When held by someone, they may make dodge rolls on the piranha plant's behalf using their own dex stat. In addition, the piranha plant may disguise itself as a regular pot full of dirt by retreating into it and has very little weight to it for some reason.
Devour: Weirdly enough, the piranha plant is potted in a hungry cookpot. The result is that when it eats items, or enemies, they are magically transported to the owner's stomach instead. They are also shrunk ju~ust enough to avoid any unfortunate size related injuries. This is done as a grapple roll. While the target is eaten you gain 2 stat points in their two highest stats (if there is a tie, you may choose from the tied stats) and only take half damage from all of their attacks through the power of bullying them with your body. Additionally, any dex targeting attack they make against you will target your CON stat instead. However, they also take half damage from all outside sources and are outright immune to outside attacks that target CON. To escape, they must deal 40% cumulative damage to you which can be offset by any healing you receive. If the target fails to escape in 4 turns or is KO'd, your stat bonus becomes permanent for the rest of the mission. However, you cannot boost any stat by more than 4 by eating multiple enemies. This item has a 4 turn cooldown.
Once a turn you may deal 15% digestion damage to the victim, healing yourself for 5% health as a free action that cannot be dodged or bubble shielded. At the cost of an action, however, you can upgrade this to 25% damage and grant your next attack against anyone a 5% damage bonus attributed to a burst of energy. If you do this at least once and the victim escapes, they are afflicted with the burn status upon escaping.
Alternatively, you can choose a more protective route to keeping them prisoner. All attack rolls directed at them can instead be intercepted and rolled against by yourself, including mental attacks. While doing this, you gain a +3% damage bonus against anyone who attacked the target in the past 3 turns and a +3% healing bonus towards the target. However, these bonuses cease to function for the turn if the target attacks you from within, even if they fail to do any damage.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
[PTabbedContent=Mirage Secretary Rocco][PTab=Stats]
[PTab=Primary Attacks (5)]Dive Kick: Rocco isn't a very strong girl, but if she can get over her clumsiness and maneuver herself over a person, she can drop onto them and deliver a pretty hard kick in the process! Should you really be kicking people, or even just hovering above someone, in a mini skirt that short? I don't know! Eat a shoe. Rocco takes 3% recoil, because kicking people hard kinda hurts her legs a bit. 1 turn cooldown. (Heavy Str Attack; Does 28% Damage)
Holy Laser → Heaven's Ray: Rocco channels her force of personality into a divine laser that is quite difficult dodge--because it travels at the speed of light. The base form, Holy Laser, has a +2 to its accuracy and deals 15+Cha Damage. At the cost of a -1 penalty to one of Rocco's dodge rolls next turn, it can be upgraded to Heaven's Ray to increase the damage by her charisma modifier. On a critical roll, this functions as Heaven's Ray, except the accuracy bonus is exchanged for an additional base damage bonus equal to her charisma modifier. Has a 2 turn cooldown.
Love Magic: Explosive hearts, scalding rainbows, twirling ribbons and sparkles. The power of a magical girl is misleading in its harmless appearance. Defeat foes with the force of love! (Medium Cha Attack. Does 14% + Cha Mod Damage)
Tickle: Rocco attempts to tickle a foe into submission! This doesn't hurt, but it sure screws up their ability to fight correctly! Lowers the amount of actions the victim has by 1, or if the victim is an NPC and doesn't follow action limits, reduces the damage of their next two attacks by half. Has an additional 70% chance of stunning the victim. 1 turn cooldown. DEX attack.
Holy Nova: A burst of light is emitted that blinds those who do not look away in time for 2 turns! It also kinda burns. 3 turn cooldown. (Medium Cha Attack; Does 10% Damage)
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (5)]Faire Un Câlin: Rocco embraces a target in a very affectionate manner, healing them with the power of love~! This powerful healing gesture restores a massive 1d20+(5x Cha Mod), however the target becomes infatuated to Rocco in the process. This infatuation can be overcome normally, or by Rocco rolling charisma against the infatuation threshold to convince the target to fight harder for her. 6 Turn Cooldown.
Self-Care: Rocco uses the power of positive thoughts and spiritual magic to heal herself! Heals for 1D20+(Charisma Mod). 4 turn cooldown.
Chain Healing: For 3 turns, a target of Rocco's choice will be healed for an amount equal to her charisma modifier every time they hit an attack
Runepen: Rocco draws on someone! This saps their strength away if they're an enemy, reducing the damage they do by 5%, or grants them a 5% damage bonus if they're an ally. Lasts 5 turns. 5 turn cooldown.
Duo Drop: Rocco can drop an ally on the target from above! ...Doesn't work on characters more than say 170 or 180 pounds normally, though, as she's too weak to carry them even briefly. She quickly follows them, duo divebombing them! This attack hits twice and consumes an action from each character, one for the dropped character and one for the character Rocco dropped, meaning Rocco can only use it on a character that gives up an action to let her. Both attacks afflict the stun status, and if they both hit the target will also be disabled in a status of their choice. However, missing will cause the character to take 7% recoil from hitting the ground. Due to logic, if you bubble shield one of the drops you must bubble shield the other, as they happen at pretty much the same time. However, Roco suffers a -1 to her next 3 dodge rolls due to exhaustion. Has a 4 turn cooldown, but Rocco can do the move before she's ready at a cost of 2% recoil per turn left on the CD. (Heavy Dex Attack; Does 30% Damage)[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
[PTabbedContent=The Chaos Kin][PTab=Stats]
[PTab=Primary Attacks (3)]Eye Laser: The Chaos Kin fires a laser from its gross single eye! (Medium WIS Attack; Does 16% Damage)
Dark Energy Blast: The Chaos Kin launches a nasty blast of dark energy at the foe to send them flying! 2 turn cooldown. (Light Wis Attack; Does 24% Damage)
Feed: The Chaos Kin attempts feed on a foe's soul by gruesomely attempting to dig into them to get at it! The Chaos Kin is healed for half the damage it does. 3 Turn Cooldown. (Heavy Str Attack; Does 20% Damage)[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (3)]Invisibility: The Chaos Kin turns invisible, forcing enemies to pass a wisdom roll of 12 before making any given attack against the chaos kin. If they fail the roll, the attack suffers a -5 modifier penalty. Lasts until the chaos kin takes 30% cumulative damage, after which it has a 3 turn cooldown.
Possession: This two action attack begins with the chaos kin grappling onto the victim's back. It then drives its hook deep into them, violating their soul without quite pulling it out. This knocks the victim out, and grants the Chaos Kin control over their body! It can force them to take any action on its behalf. These actions bypasses the effects of non-physical statuses that would prevent the victim from attacking such as stun, infatuation, and sleep. Uses STR. Possession lasts until shake off the sleep status. 4 turn cooldown.
Doppelganger!: The Chaos Kin creates a doppelganger of anyone you please. However, for the purposes of combat it can only create a combat-able doppelganger if the character in question is actually present. If they aren't, the doppelganger can only make skill checks or pretend to be the original. This doppelganger may be off somehow to the theme of chaos, however, they are just as able-bodied as their originals with the exception of having a max HP of 50. The Doppelganger will use a copy of an item or attack the original used within the past 3 turns leading up to their summoning at your discretion for 3 turns before running off, consuming the chaos kin's actions for those turns. 5 turn cooldown.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
Home Planet/Origin: Puyo Puyo Series by Sonic Team of SEGA (Canon name of home planet/location unknown)
Preferred Motto: "It's been a long time since we crossed paths over space-time!"
Appearance:
Alignment: Neutral Good
History On Li: Arle arrived on Li whilst attempting to use magic to return herself home through time and space, an endeavor she'd been attempting for quite some time. Unfortunately for her, things didn't go well and she was deposited on Li instead! (Happens to all of us, right?) Specifically, she was deposited in Hyrule "Crater". Her landing was rather rough, and she had to recuperate for a bit after her somewhat violent entrance.
After Arle recovered from her entrance she began exploring the crater, attempting to find signs of life to no avail. After she concluded that she seemed to be relatively alone she began searching for other things, namely trying to understand what had gone down before her arrival. Though she hasn't quite worked very much out, other than 'explodey big people boom', she remains persistent. She has yet to actually visit the Life Sphere.
Storied History: (A lot of Arle's older stuff is japan exclusive, so finding English references for a lot of stuff was hard. I tried to keep it in chronological order, but in a couple of cases it isn't clear.)
puyonexus.net/wiki/Madou_Monogatari:_ARS
puyonexus.net/wiki/Madou_Monogatari_123
puyonexus.net/forum/viewtopic.php?f=17&t=138
puyonexus.net/forum/viewtopic.php?t=2474
www.dungeoncrawlers.org/game/mado-monogatari-michikusa-ibun/
cw.nanako.moe/wiki/Madou_Monogatari_(Sega_Saturn)
puyonexus.net/wiki/Arle_Nadja
Smash Journal: link
Stats:
Discipline | Stat | Modifier |
---|---|---|
Strength | 6 | -2 |
Dexterity | 12 | +1 |
Constitution | 18 | +4 |
Intelligence | 18 | +4 |
Wisdom | 16 | +3 |
Charisma | 20 | +5 |
[PTabbedContent=Attacks and Abilities][PTab=Primary Attacks (12)]Deep Forest Ribbon: Arle uses her magical ribbon like a grappling hook, with the ribbon extending outwards with a magical tether to latch onto a foe and drag them back towards her--Or drag herself towards them. Gains a +3 to its accuracy if it's being used to prevent a fleeing foe from escaping further harm. If successful, Arle gets to make an improvised melee attack against the foe for 10% damage. Alternatively, she can choose not to attack and the foe will be considered grapple until hit by an attack.
Elephant King Bracelet: Arle can channel the magical power of the bracelet. This allows her to strike the ground with great force, generating a shockwave that violently knocks nearby opponents off their feet. 2 turn cooldown (Heavy Wis Attack; Does 26% Damage)
Hot → Fire → Fire Storm → Volkener: Arle summons the power of fire to burn and smash her foes with surprising kinetic force! The base form, hot, does 12% Damage and has a 30% chance of burning the target. At the cost of a -1 penalty to one of Arle's dodge rolls next turn each upgrade, she can upgrade this move up to twice, granting it an extra +6 damage done. On a critical roll, this attack becomes its Volkener, has a -2 dodge penalty, no burn chance, and a base damage of 30%
Cold → Ice → Ice Storm → Glacieria: Arle summons the power of ice to crush and freeze her foes! The base form, cold, does 14% damage and has a 40% chance of freezing the target. At the cost of a -1 penalty to one of Arle's dodge rolls next turn and 2% recoil each upgrade, Arle can upgrade this move up to twice, granting it an extra +6 damage done and an extra 20% chance of freezing. On a critical roll, this attack becomes Glacieria, which has a -2 dodge penalty, 4% recoil damage, a base damage of 32%, and substitutes its extra critical damage and freeze chance for a guaranteed mortal wound. Has a 1 turn cooldown.
Shock → Thunder → Lightning → Lightning Burst: Arle electrocutes a foe with raw, unlimited power. The base form, shock, is a precision electrified touch that seizes up the target's muscles temporarily, dealing 12% damage and afflicting paralysis. At the cost of a -1 penalty to one of Arle's dodge rolls next turn and 2% recoil, she can exchange the paralysis chance for the ability to stun. At the cost of an additional -2 dodge penalty and 3% recoil, she can increase the damage by 18%. On a critical hit, this attack becomes Lightning Burst, which has a -3 dodge penalty, 5% recoil, a base damage of 30%, and afflicts both the disabled and fear statuses--but does no extra critical damage. Has a 1 turn cooldown.
Mind Blast: Arle attacks an opponent's mind with magic, attempting to melt it! Has a 100% chance to inflict the Mind-Melted status effect, crippling an opponent's ability to react to the world around them and think straight if it hits. Targets INT. 1 turn cooldown. (Medium Int Attack; Does 12% damage)
Star Storm: An orbital bombardment of 'stars' rain from the sky. Not very accurate, but who needs accuracy when you can just blow everything up?? This attack suffers a -2 to its accuracy rolls. (Heavy Int Attack; Does 24% Damage)
Holy Laser → Heaven's Ray: Arle channels her force of personality into a divine laser that is quite difficult dodge--because it travels at the speed of light. The base form, Holy Laser, has a +2 to its accuracy and deals 15+Cha Damage. At the cost of a -1 penalty to one of Arle's dodge rolls next turn, it can be upgraded to Heaven's Ray to increase the damage by her charisma modifier. On a critical roll, this functions as Heaven's Ray, except the accuracy bonus is exchanged for an additional base damage bonus equal to her charisma modifier. Has a 2 turn cooldown.
Magic Missile: Arle launches kinetic bolts of energy at a target, attempting to pummel them! The bolts home in actively, making them difficult to dodge. Has a +2 to accuracy. 2 turn cooldown. (Light Comboable Int Attack; Does 8% Damage)
Love Magic: Explosive hearts, scalding rainbows, twirling ribbons and sparkles. The power of a magical girl is misleading in its harmless appearance. Defeat foes with the force of love! 1 turn cooldown. (Medium Int Attack. Does 14% + 2x Cha Mod Damage)
Butt Slam: Arle attempts to butt slam a target to show them their place, squishing them underneath her. This attack will inflict the stunned or infatuation status at Arle's discretion and can afflict the suffocation status if the target is being grappled. Does double damage if Arle is giant or her enemy is mini. Arle experiences a -3 to her next dodge roll on the following turn. Has a 2 turn cooldown. (Medium Wis Attack; Does 10% + 4x Cha Mod Damage)
Hip Bash: Arle hits someone with her hip and the target spontaneously explodes into hearts on contact with her. If someone attacks Arle from behind with a close-range attack or she gets thrown backward at another character she gets to use this attack on whomever that is as a free action. Additionally, this attack criticals on a natural 19+ and afflicts either infatuated or stunned on a critical hit. However, Arle suffers a -2 to her next dodge roll on the following turn due to literally presenting her butt for kicking. This attack has a 2 turn cooldown. (Heavy Wis Attack; Does 20% + 2x Cha Mod Damage)[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (16)]Diacute: Select a move and tap it, incurring its cooldown and any secondary effects it has, including negative effects. Arle then gains a diacute buff that she can tap to increase the damage of any attack, other than a final smash, by an amount equal to the previously mentioned attack's damage plus her wisdom modifier. Then lower Arle's wisdom modifier by an amount you choose for 2 turns (This debuff does not affect perception checks) and add Xd5 to the diacute orb's damage, with X being the amount you lowered your wisdom modifier by. This can be given to an ally. Arle takes 5% recoil. 2 turn cooldown.
Hard Drop: Arle summons and slams down a giant puyo down on her enemy, squishing them! Not everyone realizes this, but Puyos are hollow and filled with a tasty juice! Their jelly-like shell is quite thin as a result, and the giant puyo has a 50% chance of simply smashing the victim through this shell, trapping them inside! If this happens, the opponent must beat Arle's attack roll using an attack of their own against the puyo to escape. Else, when Arle goes to pop the puyo using a damaging attack she'll also hit the victim, auto-hitting them and dealing 1.5x damage! (Heavy Wis Attack; Does 18% Damage) 2 turn cooldown.
Healing Magic - Arle uses the power of holy magic to heal herself or her allies! Heals for 1D15+(Charisma Mod), but may have unexpected effects when used upon unholy targets. 3 turn cooldown.
Arle Shield: Arle's magical breastplate begins to glow dimly. For three turns, whenever Arle is hit by an attack, half of that attack's damage is absorbed by her breastplate. Additionally, half of all damage Arle does while under this buff is used to offset the damage absorbed by the breastplate. When the buff expires, Arle takes any remaining damage present on her breastplate. 3 turn cooldown.
Flying Squirrel Mount: A (relatively) giant flying squirrel hops in and allows Arle to mount it, greatly increasing her mobility! Though the squirrel cannot truly fly, it is so good at running, jumping and gliding that it is treated as if it could fly for the purposes of mechanics and fluff. While riding the squirrel, Arle gains +2 to her dexterity modifier and takes 5% less damage from attacks directed at her. The squirrel lasts for 3 turns before it gets tired, at which point Arle can continue riding it but will not gain the dexterity or damage reduction buff until she gets off and lets it rest. The squirrel itself has 40 HP. If it is reduced to 0 HP it becomes too wounded to be ridden, it's cooldown is doubled and it cannot be used again until it's HP is raised back above 0 via healing. 3 turn cooldown.
Curry Wizardry: This special polymorph spell transforms the target into a bowl of mystery curry with legs in a similar fashion to a Tempura Wizard from Kid Icarus. This begins at the END of the enemy's next turn and lasts for 2 turns after that. While transformed, Arle and allies can make grapple checks using STR, DEX, or any other stat they can grapple with to deal 20% damage and heal the attacker for a roll equal to 1d5+Arle's CHA made at the beginning of the transformation. If characters KO the character in question, everyone who succeeded on a devour roll is healed for 3d5+(3x Arle's Cha). The transformation itself targets INT. Alternatively, if the target is fully consumed prior to being KO'd, they become trapped inside the character in question and are afflicted with the digestion status as listed in Marin's Status Alteration Supplements. 4 Turn Cooldown.
Condia: Arle attempts to purge a target using a arcane magic. This can either be used on an ally to reduce the number of turns on their negative status conditions by 2 or on an enemy, as a Wisdom vs INT roll, to reduce the number of turns left on their positive buffs by 2. 1 turn cooldown.
Growth: This nature spell allows Arle to spur the rapid growth of plant life in an area or to encourage a single plant into rapid growth. The spell can be used to create vines or natural ladders to make the scaling of sheer surfaces easy. Wild Growth suffers a -5 modifier when free soil is not available and a -3 modifier when the soil she is using magic on is devoid of any life. However, she gains a +5 if she uses the move on a plant that is already in the process of growing. Lastly, the attack can be used in combat to summon dangerous plants. These plants can grapple foes using Arle's wisdom stat and attack her enemies for her, dealing 30% damage with a 50% chance of inflicting the poison status. Targets perception (wisdom). Costs 2 actions. 3 Turn Cooldown.
Illusion: This attack is two faceted. For starters it can be used for magical disguises, mimicking the appearance of other characters. However, as an attack, it instead creates an illusion around a target intended to blind them to oncoming attacks. This illusion creates blind spots in the target's senses. If Arle and her allies are lucky, they can exploit these blind spots for increased damage. For three turns, the crit range on attacks against this enemy will increase by 2. For example, normal attacks will now crit on natural 18s and 19s. 5 turn cooldown.
Levia: Arle summons a shield of magic in front of her to protect herself from an attack! To do this before the attack hits her, she must forfeit the right to dodge or bubble shield the attack and beat the attacking roll with a wisdom roll. If the opponent's attack is ranged or disjointed in any way (See: Melee attacks that use a weapon that increases their melee reach), it is reflected back into them with a +3 to its accuracy and a +5% to its damage. However, if it is a non-disjointed melee attack the character gets smacked with a magic wall for half the damage they would have done to Arle. INT targeting attacks can be blocked on a success, but will not be reflected. 3 turn cooldown.
Bayobayo: Arle attempts to warp time around her foes to slow them down! This takes the form of a Wis vs Int roll. The opponent is afflicted with the slow status if they fail to beat Arle's roll, and if Arle beats their Int roll by a value of 6 or above, they are also stunned. 5 turn cooldown.
Hiidon: A powerful mental attack that knocks a foe unconscious! Afflicts the drowsy and sleep statuses, but gains a +3 to accuracy against targets that are already drowsy. 1 turn cooldown.
Stardust Dragon: Arle spends two actions and 6% health summong a celestial dragon to ravage her foes. For the next four turns the magical dragon can make single 30% damage attack on a 1 turn cooldown as one of Arle's actions. This dragon attacks with Arle's intelligence modifier at the time of being summoned, ignoring any changes to it made after the fact. Her dodge rolls suffer a -2 penalty for one turn following itss suummoning. If the dragon does not attack, it does not use up a turn. The summoning itself has a 3 turn cooldown.
Little Form: Arle experiences a nasty case of age regression! This involuntary 'buff' is a transformation for the purposes of mechanics and can therefore not be dispelled or interacted with. While active, Arle's Strength stat is decreased to 1 and those stats are added to her dexterity stat. Additionally, her wisdom modifier is decreased by 1 and her attacks do 3% less damage. However, if she naturally rolls within 2 of what would be a crit for a given attack, her attack ignores the 3% damage penalty of this buff and does 1.5x damage without the guaranteed hit that comes with an actual crit.
Warp: Arle rips a hole in space using her magic, creating a wormhole leading to somewhere nearby! This can be used either to benefit allies or inconvenience enemies. When used on allies, it allows them to either effectually warp to a new location or rapidly change their position to sneak attack an enemy. This allows any attack to target wisdom and increases the damage of the attack in question to 1.5x its normal amount. When used on an enemy, the wormhole attempts to suck them in before displacing them somewhere else! This mostly serves the purpose of just forcefully relocating the target. The spell has a short range and cannot actually travel more than 50 feet or so, but can pass through walls, ceilings, and any other boundaries between it and the target location provided there is any space to fit them. If the enemy is able to make it back and continue attacking, it suffers a 1 action penalty. 3 turn cooldown.
FEVER: For up to 5 turns, Arle can reduce the cooldown on any one of her attacks by 1 or the recoil by 2 for every attack she hit the previous turn after the first. Hitting just one attack does nothing. Hitting zero attacks ends this buff prematurely. This effect can only be used on damaging attacks and diacute. Activating it is a free action. 5 turn cooldown.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Ultimate Attacks (3)]Bayoen: Arle channels a greater summoning circle in the air before her. Upon completion of the spell the seal shatters, magical energy spilling out into the immediate area marked by the spontaneous release of flowers all over the place. Anyone caught by the spell has all of their buffs dispelled, including even invincibility, and is then stunned for a single follow-up attack that turn. The follow-up attack is considered part of the final smash for the purposes of how it interacts with mechanics, meaning it auto-hits barring crippling logic errors.
Aurora: A wave of holy energy is launched at a foe with so much power behind it that time and space itself trembles each time it is used, causing time-space quakes. The compressive forces this attack exerts causes space to collapse around it, creating a faux suction effect on anyone nearby. This target is then consumed by the light and damaged for a massive 80% damage, but Arle's attacks have their cooldowns increased by 1 for 3 turns.
Resurrectia: This powerful healing spell is used to yank a target back from beyond the breach of death, bringing them back to life. It comes at a large cost, however, and thus All of Arle's attacks have their cooldowns increased by 1 for 3 turns. Although it's intended for bringing foes back to life, it's quite effective at healing those still among the living as well. Heals for 80% damage.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Other Info]Arle can breathe liquids
Arle's boots, called the Ribbit Boots, are magical in nature and allow her to make very large jumps on command.
Arle owns a magical flute called the Panotti Flute. Any notes she plays on this flute will echo after she stops playing if there are magical items in the area.
Arle owns a magical dictionary that can help her roughly understand any text or speech that is in a magical language.
Arle owns a magical toy elephant that enables the user to shrink themselves to the size of a mouse.
Arle has to be able to speak (But does not need to be heard) to use most of her attacks, save the deep forest ribbon and elephant king ring. Being gagged severely hinders her.
Sonic the Hedgehog once cameoed as a fightable opponent in Puyo Puyo Fever. His presence was unexplained and he had no story relevance, but this was a thing that happened.
Arle owns a magical fairy feather that allows her to grow butterfly-esque fairy wings and fly![/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
Elephant King Bracelet: Arle can channel the magical power of the bracelet. This allows her to strike the ground with great force, generating a shockwave that violently knocks nearby opponents off their feet. 2 turn cooldown (Heavy Wis Attack; Does 26% Damage)
Hot → Fire → Fire Storm → Volkener: Arle summons the power of fire to burn and smash her foes with surprising kinetic force! The base form, hot, does 12% Damage and has a 30% chance of burning the target. At the cost of a -1 penalty to one of Arle's dodge rolls next turn each upgrade, she can upgrade this move up to twice, granting it an extra +6 damage done. On a critical roll, this attack becomes its Volkener, has a -2 dodge penalty, no burn chance, and a base damage of 30%
Cold → Ice → Ice Storm → Glacieria: Arle summons the power of ice to crush and freeze her foes! The base form, cold, does 14% damage and has a 40% chance of freezing the target. At the cost of a -1 penalty to one of Arle's dodge rolls next turn and 2% recoil each upgrade, Arle can upgrade this move up to twice, granting it an extra +6 damage done and an extra 20% chance of freezing. On a critical roll, this attack becomes Glacieria, which has a -2 dodge penalty, 4% recoil damage, a base damage of 32%, and substitutes its extra critical damage and freeze chance for a guaranteed mortal wound. Has a 1 turn cooldown.
Shock → Thunder → Lightning → Lightning Burst: Arle electrocutes a foe with raw, unlimited power. The base form, shock, is a precision electrified touch that seizes up the target's muscles temporarily, dealing 12% damage and afflicting paralysis. At the cost of a -1 penalty to one of Arle's dodge rolls next turn and 2% recoil, she can exchange the paralysis chance for the ability to stun. At the cost of an additional -2 dodge penalty and 3% recoil, she can increase the damage by 18%. On a critical hit, this attack becomes Lightning Burst, which has a -3 dodge penalty, 5% recoil, a base damage of 30%, and afflicts both the disabled and fear statuses--but does no extra critical damage. Has a 1 turn cooldown.
Mind Blast: Arle attacks an opponent's mind with magic, attempting to melt it! Has a 100% chance to inflict the Mind-Melted status effect, crippling an opponent's ability to react to the world around them and think straight if it hits. Targets INT. 1 turn cooldown. (Medium Int Attack; Does 12% damage)
Star Storm: An orbital bombardment of 'stars' rain from the sky. Not very accurate, but who needs accuracy when you can just blow everything up?? This attack suffers a -2 to its accuracy rolls. (Heavy Int Attack; Does 24% Damage)
Holy Laser → Heaven's Ray: Arle channels her force of personality into a divine laser that is quite difficult dodge--because it travels at the speed of light. The base form, Holy Laser, has a +2 to its accuracy and deals 15+Cha Damage. At the cost of a -1 penalty to one of Arle's dodge rolls next turn, it can be upgraded to Heaven's Ray to increase the damage by her charisma modifier. On a critical roll, this functions as Heaven's Ray, except the accuracy bonus is exchanged for an additional base damage bonus equal to her charisma modifier. Has a 2 turn cooldown.
Magic Missile: Arle launches kinetic bolts of energy at a target, attempting to pummel them! The bolts home in actively, making them difficult to dodge. Has a +2 to accuracy. 2 turn cooldown. (Light Comboable Int Attack; Does 8% Damage)
Love Magic: Explosive hearts, scalding rainbows, twirling ribbons and sparkles. The power of a magical girl is misleading in its harmless appearance. Defeat foes with the force of love! 1 turn cooldown. (Medium Int Attack. Does 14% + 2x Cha Mod Damage)
Butt Slam: Arle attempts to butt slam a target to show them their place, squishing them underneath her. This attack will inflict the stunned or infatuation status at Arle's discretion and can afflict the suffocation status if the target is being grappled. Does double damage if Arle is giant or her enemy is mini. Arle experiences a -3 to her next dodge roll on the following turn. Has a 2 turn cooldown. (Medium Wis Attack; Does 10% + 4x Cha Mod Damage)
Hip Bash: Arle hits someone with her hip and the target spontaneously explodes into hearts on contact with her. If someone attacks Arle from behind with a close-range attack or she gets thrown backward at another character she gets to use this attack on whomever that is as a free action. Additionally, this attack criticals on a natural 19+ and afflicts either infatuated or stunned on a critical hit. However, Arle suffers a -2 to her next dodge roll on the following turn due to literally presenting her butt for kicking. This attack has a 2 turn cooldown. (Heavy Wis Attack; Does 20% + 2x Cha Mod Damage)[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (16)]Diacute: Select a move and tap it, incurring its cooldown and any secondary effects it has, including negative effects. Arle then gains a diacute buff that she can tap to increase the damage of any attack, other than a final smash, by an amount equal to the previously mentioned attack's damage plus her wisdom modifier. Then lower Arle's wisdom modifier by an amount you choose for 2 turns (This debuff does not affect perception checks) and add Xd5 to the diacute orb's damage, with X being the amount you lowered your wisdom modifier by. This can be given to an ally. Arle takes 5% recoil. 2 turn cooldown.
Hard Drop: Arle summons and slams down a giant puyo down on her enemy, squishing them! Not everyone realizes this, but Puyos are hollow and filled with a tasty juice! Their jelly-like shell is quite thin as a result, and the giant puyo has a 50% chance of simply smashing the victim through this shell, trapping them inside! If this happens, the opponent must beat Arle's attack roll using an attack of their own against the puyo to escape. Else, when Arle goes to pop the puyo using a damaging attack she'll also hit the victim, auto-hitting them and dealing 1.5x damage! (Heavy Wis Attack; Does 18% Damage) 2 turn cooldown.
Healing Magic - Arle uses the power of holy magic to heal herself or her allies! Heals for 1D15+(Charisma Mod), but may have unexpected effects when used upon unholy targets. 3 turn cooldown.
Arle Shield: Arle's magical breastplate begins to glow dimly. For three turns, whenever Arle is hit by an attack, half of that attack's damage is absorbed by her breastplate. Additionally, half of all damage Arle does while under this buff is used to offset the damage absorbed by the breastplate. When the buff expires, Arle takes any remaining damage present on her breastplate. 3 turn cooldown.
Flying Squirrel Mount: A (relatively) giant flying squirrel hops in and allows Arle to mount it, greatly increasing her mobility! Though the squirrel cannot truly fly, it is so good at running, jumping and gliding that it is treated as if it could fly for the purposes of mechanics and fluff. While riding the squirrel, Arle gains +2 to her dexterity modifier and takes 5% less damage from attacks directed at her. The squirrel lasts for 3 turns before it gets tired, at which point Arle can continue riding it but will not gain the dexterity or damage reduction buff until she gets off and lets it rest. The squirrel itself has 40 HP. If it is reduced to 0 HP it becomes too wounded to be ridden, it's cooldown is doubled and it cannot be used again until it's HP is raised back above 0 via healing. 3 turn cooldown.
Curry Wizardry: This special polymorph spell transforms the target into a bowl of mystery curry with legs in a similar fashion to a Tempura Wizard from Kid Icarus. This begins at the END of the enemy's next turn and lasts for 2 turns after that. While transformed, Arle and allies can make grapple checks using STR, DEX, or any other stat they can grapple with to deal 20% damage and heal the attacker for a roll equal to 1d5+Arle's CHA made at the beginning of the transformation. If characters KO the character in question, everyone who succeeded on a devour roll is healed for 3d5+(3x Arle's Cha). The transformation itself targets INT. Alternatively, if the target is fully consumed prior to being KO'd, they become trapped inside the character in question and are afflicted with the digestion status as listed in Marin's Status Alteration Supplements. 4 Turn Cooldown.
Condia: Arle attempts to purge a target using a arcane magic. This can either be used on an ally to reduce the number of turns on their negative status conditions by 2 or on an enemy, as a Wisdom vs INT roll, to reduce the number of turns left on their positive buffs by 2. 1 turn cooldown.
Growth: This nature spell allows Arle to spur the rapid growth of plant life in an area or to encourage a single plant into rapid growth. The spell can be used to create vines or natural ladders to make the scaling of sheer surfaces easy. Wild Growth suffers a -5 modifier when free soil is not available and a -3 modifier when the soil she is using magic on is devoid of any life. However, she gains a +5 if she uses the move on a plant that is already in the process of growing. Lastly, the attack can be used in combat to summon dangerous plants. These plants can grapple foes using Arle's wisdom stat and attack her enemies for her, dealing 30% damage with a 50% chance of inflicting the poison status. Targets perception (wisdom). Costs 2 actions. 3 Turn Cooldown.
Illusion: This attack is two faceted. For starters it can be used for magical disguises, mimicking the appearance of other characters. However, as an attack, it instead creates an illusion around a target intended to blind them to oncoming attacks. This illusion creates blind spots in the target's senses. If Arle and her allies are lucky, they can exploit these blind spots for increased damage. For three turns, the crit range on attacks against this enemy will increase by 2. For example, normal attacks will now crit on natural 18s and 19s. 5 turn cooldown.
Levia: Arle summons a shield of magic in front of her to protect herself from an attack! To do this before the attack hits her, she must forfeit the right to dodge or bubble shield the attack and beat the attacking roll with a wisdom roll. If the opponent's attack is ranged or disjointed in any way (See: Melee attacks that use a weapon that increases their melee reach), it is reflected back into them with a +3 to its accuracy and a +5% to its damage. However, if it is a non-disjointed melee attack the character gets smacked with a magic wall for half the damage they would have done to Arle. INT targeting attacks can be blocked on a success, but will not be reflected. 3 turn cooldown.
Bayobayo: Arle attempts to warp time around her foes to slow them down! This takes the form of a Wis vs Int roll. The opponent is afflicted with the slow status if they fail to beat Arle's roll, and if Arle beats their Int roll by a value of 6 or above, they are also stunned. 5 turn cooldown.
Hiidon: A powerful mental attack that knocks a foe unconscious! Afflicts the drowsy and sleep statuses, but gains a +3 to accuracy against targets that are already drowsy. 1 turn cooldown.
Stardust Dragon: Arle spends two actions and 6% health summong a celestial dragon to ravage her foes. For the next four turns the magical dragon can make single 30% damage attack on a 1 turn cooldown as one of Arle's actions. This dragon attacks with Arle's intelligence modifier at the time of being summoned, ignoring any changes to it made after the fact. Her dodge rolls suffer a -2 penalty for one turn following itss suummoning. If the dragon does not attack, it does not use up a turn. The summoning itself has a 3 turn cooldown.
Little Form: Arle experiences a nasty case of age regression! This involuntary 'buff' is a transformation for the purposes of mechanics and can therefore not be dispelled or interacted with. While active, Arle's Strength stat is decreased to 1 and those stats are added to her dexterity stat. Additionally, her wisdom modifier is decreased by 1 and her attacks do 3% less damage. However, if she naturally rolls within 2 of what would be a crit for a given attack, her attack ignores the 3% damage penalty of this buff and does 1.5x damage without the guaranteed hit that comes with an actual crit.
Warp: Arle rips a hole in space using her magic, creating a wormhole leading to somewhere nearby! This can be used either to benefit allies or inconvenience enemies. When used on allies, it allows them to either effectually warp to a new location or rapidly change their position to sneak attack an enemy. This allows any attack to target wisdom and increases the damage of the attack in question to 1.5x its normal amount. When used on an enemy, the wormhole attempts to suck them in before displacing them somewhere else! This mostly serves the purpose of just forcefully relocating the target. The spell has a short range and cannot actually travel more than 50 feet or so, but can pass through walls, ceilings, and any other boundaries between it and the target location provided there is any space to fit them. If the enemy is able to make it back and continue attacking, it suffers a 1 action penalty. 3 turn cooldown.
FEVER: For up to 5 turns, Arle can reduce the cooldown on any one of her attacks by 1 or the recoil by 2 for every attack she hit the previous turn after the first. Hitting just one attack does nothing. Hitting zero attacks ends this buff prematurely. This effect can only be used on damaging attacks and diacute. Activating it is a free action. 5 turn cooldown.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Ultimate Attacks (3)]Bayoen: Arle channels a greater summoning circle in the air before her. Upon completion of the spell the seal shatters, magical energy spilling out into the immediate area marked by the spontaneous release of flowers all over the place. Anyone caught by the spell has all of their buffs dispelled, including even invincibility, and is then stunned for a single follow-up attack that turn. The follow-up attack is considered part of the final smash for the purposes of how it interacts with mechanics, meaning it auto-hits barring crippling logic errors.
Aurora: A wave of holy energy is launched at a foe with so much power behind it that time and space itself trembles each time it is used, causing time-space quakes. The compressive forces this attack exerts causes space to collapse around it, creating a faux suction effect on anyone nearby. This target is then consumed by the light and damaged for a massive 80% damage, but Arle's attacks have their cooldowns increased by 1 for 3 turns.
Resurrectia: This powerful healing spell is used to yank a target back from beyond the breach of death, bringing them back to life. It comes at a large cost, however, and thus All of Arle's attacks have their cooldowns increased by 1 for 3 turns. Although it's intended for bringing foes back to life, it's quite effective at healing those still among the living as well. Heals for 80% damage.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Other Info]Arle can breathe liquids
Arle's boots, called the Ribbit Boots, are magical in nature and allow her to make very large jumps on command.
Arle owns a magical flute called the Panotti Flute. Any notes she plays on this flute will echo after she stops playing if there are magical items in the area.
Arle owns a magical dictionary that can help her roughly understand any text or speech that is in a magical language.
Arle owns a magical toy elephant that enables the user to shrink themselves to the size of a mouse.
Arle has to be able to speak (But does not need to be heard) to use most of her attacks, save the deep forest ribbon and elephant king ring. Being gagged severely hinders her.
Sonic the Hedgehog once cameoed as a fightable opponent in Puyo Puyo Fever. His presence was unexplained and he had no story relevance, but this was a thing that happened.
Arle owns a magical fairy feather that allows her to grow butterfly-esque fairy wings and fly![/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
[PTabbedContent=Valkyrie Arle][PTab=Stats]
| Stats | MOD |
STR | 16 | +3 |
DEX | 16 | +3 |
CON | 18 | +4 |
INT | 16 | +3 |
WIS | 4 | -3 |
CHA | 20 | +5 |
[PTab=Primary Attacks (12)]Divine Lance: This powerful lance converts kinetic energy into holy magic, causing it to burn every foe it strikes with bursts of holy energy. It excels at high-speed flyby attacks. Its base form is a -2 accuracy due to unwieldiness, dealing 24% damage. however, by spending an extra action to do a flyby its accuracy increases to a +2 and its damage increases to 30-(Base Dex Mod)+Dex Mod%. It also gains considerable knockback.
Light-Taekwando: A lance is not the most wieldy weapon for when an enemy is in your face, so Arle employs some basic martial arts and magic armor that imbues strikes with extra holy power to strike foes who get too close! However, this attack places her straight in an enemy's face where she strictly speaking doesn't want to be, conferring a -1 dodge penalty to 1 dodge roll next round. However, it has a +2 accuracy bonus for the same reason. (Light Comboable Str Attack; Does 4 + Cha Mod% Damage)
Dive attack: Arle performs a quick acrobatics maneuver and strikes an enemy with diving force, using her mobility to her advantage to add momentum to her attack. 2 turn cooldown. (Heavy Str Attack; Does 24-(Base Dex Mod)+ Dex Mod% Damage)
Megawave: Arle uses the force of her personality to compell the sky itself to smite her enemies, bolts of lightning striking down around her in rapid succession and threatening to electrocute every enemy in the immediate area. Does massive damage, as actual lightning is wont to do, but exhausts Arle for a bit, reducing her DEX, INT and Wisdom modifiers by 1 and locking her out of her special attacks on the following turn. Has a 30% chance to burn and a 30% chance to paralyze. 3 turn cooldown. (Heavy Cha Attack; Does 30% damage)
Holy Arrow: Arle fires a holy arrow from her bow at an enemy, attempting to strike them with a powerful bolt of evil slaying energy traveling at high speeds. (Medium DEX attack; Does 18%)
Holy Fire: Arle attempts to channel holy fire through a target's body, an incredibly painful experience that is liable to leave them with severe burns. Does an additional 5% damage when the target is unholy. Has a 100% chance to burn. 2 Turn Cooldown. (Medium CHA attack; Does 10+Cha% Damage)
Star Wrath: Strike your enemies with the girliest sword the world has ever seen outside of an actual magical girl shoujo. Then watch their laughter turn to screams as the force of a quarter dozen shooting stars joins with your blade to obliterate them. Very unwieldy sword. This attack suffers a -2 to its accuracy rolls. (Heavy Str Attack; Does 24% Damage)
Holy Laser → Heaven's Ray: Arle channels her force of personality into a divine laser that is quite difficult dodge--because it travels at the speed of light. The base form, Holy Laser, has a +2 to its accuracy and deals 15+Cha Damage. At the cost of a -1 penalty to one of Arle's dodge rolls next turn, it can be upgraded to Heaven's Ray to increase the damage by her charisma modifier. On a critical roll, this functions as Heaven's Ray, except the accuracy bonus is exchanged for an additional base damage bonus equal to her charisma modifier. Has a 2 turn cooldown.
Crash Landing: Valkyrie Arle attempts to land on someone at crashing speeds, crushing them underneath her and using them to cushion her fall! Very powerful, but results in her hurting herself if she misses, taking 10% recoil. Afflicts disabled on a stat of her choice. Because this involves her standing still for a couple of moments, it results in a -2 penalty to one dodge roll on her following turn. 2 turn cooldown. (Heavy Str Attack; Does 30% Damage)
Love Magic: Explosive hearts, scalding rainbows, twirling ribbons and sparkles. The power of a magical girl is misleading in its harmless appearance. Defeat foes with the force of love! 1 turn cooldown. (Medium Cha Attack. Does 14% + 2x Cha Mod Damage)
Butt Slam: Arle attempts to butt slam a target to show them their place, squishing them underneath her. This attack will inflict the stunned or infatuation status at Arle's discretion and can afflict the suffocation status if the target is being grappled. Does double damage if Arle is giant or her enemy is mini. Arle experiences a -3 to her next dodge roll on the following turn. Has a 2 turn cooldown. (Medium Wis Attack; Does 10% + 4x Cha Mod Damage)
Hip Bash: Arle hits someone with her hip and the target spontaneously explodes into hearts on contact with her. If someone attacks Arle from behind with a close-range attack or she gets thrown backward at another character she gets to use this attack on whomever that is as a free action. Additionally, this attack criticals on a natural 19+ and afflicts either infatuated or stunned on a critical hit. However, Arle suffers a -2 to her next dodge roll on the following turn due to literally presenting her butt for kicking. This attack has a 2 turn cooldown. (Heavy Wis Attack; Does 20% + 2x Cha Mod Damage)[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (16)]Healing Magic: Arle uses the power of holy magic to heal herself or her allies! Heals for 1D15+(Charisma Mod), but may have unexpected effects when used upon unholy targets. 3 turn cooldown.
Exorcism: Arle appeals to a deity for aid in smiting an unholy enemy in the name of JUSTICE! 2 turn cooldown. (Heavy Cha Attack; Deals 18 + Cha Mod% damage normally and 25 + Cha Mod% Damage to unholy enemies)
Ride of the Valkyries: Arle's holy presence rises to a feverish pitch, her body driven into overdrive by powerful magic. This buff raises Arle's strength and dexterity stats by 4 for 3 turns, as well as making her very, very warm--allowing her to thaw out of being frozen exactly once over the duration of the buff. 3 turn cooldown.
Divine Bulwark: Arle's magical armor begins to glow dimly. For three turns, whenever Arle is hit by an attack, half of that attack's damage is absorbed by her armor. Additionally, half of all damage Arle does while under this buff is used to offset the damage absorbed by the armor. When the buff expires, Arle takes any remaining damage present on her armor. 3 turn cooldown.
Flying Squirrel Mount: A (relatively) giant flying squirrel hops in and allows Arle to mount it, greatly increasing her mobility! Though the squirrel cannot truly fly, it is so good at running, jumping and gliding that it is treated as if it could fly for the purposes of mechanics and fluff. While riding the squirrel, Arle gains +2 to her dexterity modifier and takes 5% less damage from attacks directed at her. The squirrel lasts for 3 turns before it gets tired, at which point Arle can continue riding it but will not gain the dexterity or damage reduction buff until she gets off and lets it rest. The squirrel itself has 40 HP. If it is reduced to 0 HP it becomes too wounded to be ridden, it's cooldown is doubled and it cannot be used again until it's HP is raised back above 0 via healing. 3 turn cooldown.
Sacred Shield: Arle creates a holy aura around herself or an ally using her force of personality, represented by a charisma roll. This charisma roll indicates the strength of the shield. The shield reduces the damage from any attack against the target that fails to beat this roll by 12%. It only blocks 5% damage from attacks that beat the roll, however. Lasts for 2 turns. 3 turn cooldown.
Purifia: Arle attempts to purify a target using her force of will. This can either be used on an ally to reduce the number of turns on their negative status conditions by 2 or on an enemy, as a Charisma vs INT roll, to reduce the number of turns left on their positive buffs by 2. Does 12% damage to unholy targets. 2 turn cooldown.
Sanguinary Blow: To initiative this counter-attack, Arle first forfeits her ability to dodge or bubbleshield an incoming attack and is hit by that attack. She then rolls against that attack's accuracy roll using her preferred attacking stat. If she succeeds this roll, she manages to counter attack the opponent for 1.5x the damage they dealt her. This counter attack is cannot be avoided or shielded, but can be resisted. The opponent is then afflicted with the Mortal Wound status.
Seraphim Presence: Arle squares off against the competition and attempts to oppress them with her holy presence. This buff raises Arle's Charisma stat by 4 and adds her charisma modifier to her attack's damage for 3 turns. 3 turn cooldown.
Impale: To use this attack, Arle must first build up a lot of speed. This is usually done via flying into the air and dropping with the force of gravity behind her, or alternatively lunging off of a nearby surface. Arle then uses this speed to rush the target and attempts to run them through with her lance, impaling them against a nearby surface or the ground. This attack has is considered a grapple and therefore cannot be bubble shielded. It costs two actions and has a 70% chance of inflicting the mortal wound status. 3 Turn cooldown. (Heavy Str Attack; Does 30% Damage)
Consecrate: Arle unleashes a surge of holy energy into the ground around her, washing over everyone in the immediate area and temporarily turning it into holy ground. For a number of turns equal to her attack roll divided by five, or six for a natural 20, all enemies will be forced to roll CON against a flat value equal to 10+(Arle's Charisma Modifier) to avoid taking damage equal to 2+(2x Arle's Charisma Modifier) at the beginning of each turn. Because one cannot simply dodge an attack with such enormous coverage, this attack targets the CON stat. 6 turn cooldown. (Heavy Charisma Attack; Does 22% Damage)
Guardian Stance: Arle picks a person to stand guard over for one turn, meaning an action must be spent each turn to maintain guardian stance. Any enemy that targets this person with an action of any nature provokes an attack of opportunity from Arle when doing so, allowing her to make an attack against them in retaliation on her next turn. These retaliation attacks cost one less action than normal, but only up to three of them can be made per turn.
Spectre: The caster summons vengeful spirits from beyond the grave and commands them to attack a foes' very soul in the name of retribution, leeching at their life energy. This heals the caster for half the damage they deal rounded up. This can be done multiple times at the cost of an extra action for each attempt, however, the attack incurs its full cooldown regardless of how many times it is performed. If this attack hits an individual 4+ times or is used on the turn an individual is KO'd, the caster heals themselves for an amount equal to this attack's damage. Targets INT. 4 turn cooldown. (Medium Cha Attack; Does 7+Cha Damage)
Subspace Drop: Arle rips a hole in space using the seraphim orb, creating a wormhole leading through subspace to somewhere nearby! This can be used either to benefit allies or inconvenience enemies. When used on allies, it allows them to either effectually warp to a new location or rapidly change their position to sneak attack an enemy. This allows any attack to target wisdom and increases the damage of the attack in question to 1.5x its normal amount. When used on an enemy, the wormhole attempts to suck them in before displacing them somewhere else! This mostly serves the purpose of just forcefully relocating the target. The spell has a short range and cannot actually travel more than 50 feet or so, but can pass through walls, ceilings, and any other boundaries. If there isn't enough space to contain the target, reality will distort to create enough space. If the enemy is able to make it back and continue attacking, it suffers a 1 action penalty. 3 turn cooldown.
FEVER: For up to 5 turns, Arle can reduce the cooldown on any one of her attacks by 1 or the recoil by 2 for every attack she hit the previous turn after the first. Hitting just one attack does nothing. Hitting zero attacks ends this buff prematurely. This effect can only be used on damaging attacks and diacute. Activating it is a free action. 5 turn cooldown.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Ultimate Attacks (3)]Seraphim Orb: Arle twists reality around herself to mold herself into the people's champion! For four turns her charisma stat is buffed by 2 and all of her stats are buffed to match her charisma stat at all times. Additionally, her charisma modifier is added as bonus damage to all her attacks, as well as damage resistance against all attacks aimed at her.
Aurora: A wave of holy energy is launched at a foe with so much power behind it that time and space itself trembles each time it is used, causing time-space quakes. The compressive forces this attack exerts causes space to collapse around it, creating a faux suction effect on anyone nearby. This target is then consumed by the light and damaged for a massive 80% damage, but Arle's suffers 15% danage and a -2 dodge penalty on the following turn.
Resurrectia: This powerful healing spell is used to yank a target back from beyond the breach of death, bringing them back to life. It comes at a large cost, however, and thus All of Arle's attacks have their cooldowns increased by 1 for 3 turns. Although it's intended for bringing foes back to life, it's quite effective at healing those still among the living as well. Heals for 80% damage.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
[PTabbedContent=Battle Arle][PTab=Stats]
Alternative Title: Rulue Cross Arle
With a combination of Ki learned through Rulue and Arle's magic, Arle can prove to be a formidable apprentice.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]With a combination of Ki learned through Rulue and Arle's magic, Arle can prove to be a formidable apprentice.
| Stats | MOD |
STR | 16 | +3 |
DEX | 8 | -1 |
CON | 18 | +4 |
INT | 16 | +3 |
WIS | 12 | +1 |
CHA | 20 | +5 |
[PTab=Primary Attacks (12)]Rock Punch: Arle throws a powerful singular punch at an enemy! While not as powerful as the original outing, caution is still advised. It's named for the knockback it inflicts. (Medium STR Attack, Does 16%)
Wind Kick: Arle goes for a diagonal kick that goes as fast as the wind itself. This attack gains a +2 to its accuracy. (Medium Str Attack, Does 12%)
Madoken: Arle attacks by throwing concentrated magic and Ki! Takes the form of a single blast of blue'ish-white energy. Can be charged to perform the vacuum madoken instead, which gives grants a +2 to its accuracy but Arle suffers 3% damage in the process, even if the attack misses. Has a 2 turn cooldown. (Heavy Str Attack; Does 26% Damage)
Fire Destruction Wave: Arle combines fire magic and ki, unleashing a powerful fire laser similar to Rulue's Power Wave. Has a 50% Chance of burning. 3 turn cooldown (Heavy Int Attack, Does 25%)
Ice Surge Fist: Arle launches a mass of icy ki and magic at the foe, striking them with great strength and blasting them with snow and ice in the process. Has a 30% chance to freeze the target. However, Arle takes 3% recoil damage. 1 turn cooldown. (Medium Int attack; Does 22% Damage)
Thunder Surge Kick: Arle channels lightning through her body to drop kick a foe with all the power that entails. If the attack doesn't connect directly, the lighning will simply exit from her foot, potentially striking the opponent anyway. Has a 50% chance to paralyze and stuns on a natural roll of 16+, however Arle takes 3% recoil damage. 3 turn cooldown. (Heavy Str/Int Attack; Does 26% Damage)
Power Strike: Arle puts all of her might on a haymaker. Suffers from -2 accuracy. 1 turn cooldown. (Heavy STR, 25% + Str mod)
Holy Laser → Heaven's Ray: Arle channels her force of personality into a divine laser that is quite difficult dodge--because it travels at the speed of light. The base form, Holy Laser, has a +2 to its accuracy and deals 15+Cha Damage. At the cost of a -1 penalty to one of Arle's dodge rolls next turn, it can be upgraded to Heaven's Ray to increase the damage by her charisma modifier. On a critical roll, this functions as Heaven's Ray, except the accuracy bonus is exchanged for an additional base damage bonus equal to her charisma modifier. Has a 2 turn cooldown.
Flurry of Fists: Arle pauses a moment to focus her ki into a storm of punches that strikes an opponent dozens of times in quick succession, attempting to overwhelm them with an extreme volume of attacks. Has heavy knockback on crits or when all three attack rolls hit. Has a +2 to accuracy. 2 turn cooldown. (Light Comboable Str Attack; Does 8% Damage)
Love Magic: Explosive hearts, scalding rainbows, twirling ribbons and sparkles. The power of a magical girl is misleading in its harmless appearance. Defeat foes with the force of love! 1 turn cooldown. (Medium Cha Attack. Does 14% + 2x Cha Mod Damage)
Butt Slam: Arle attempts to butt slam a target to show them their place, squishing them underneath her. This attack will inflict the stunned or infatuation status at Arle's discretion and can afflict the suffocation status if the target is being grappled. Does double damage if Arle is giant or her enemy is mini. Arle experiences a -1 to her next dodge roll on the following turn. Has a 2 turn cooldown. (Medium Wis Attack; Does 10% + 4x Cha Mod Damage)
Hip Bash: Arle hits someone with her hip and the target spontaneously explodes into hearts on contact with her. If someone attacks Arle from behind with a close-range attack or she gets thrown backward at another character she gets to use this attack on whomever that is as a free action. Additionally, this attack criticals on a natural 19+ and afflicts either infatuated or stunned on a critical hit. However, Arle suffers a -2 to her next dodge roll on the following turn due to literally presenting her butt for kicking. This attack has a 2 turn cooldown. (Heavy Wis Attack; Does 20% + 2x Cha Mod Damage)[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (16)]Kiai-icute: Diacute, with a ki flavored flair! Select a move and tap it, incurring its cooldown and any secondary effects it has, including negative effects. Arle then gains a diacute buff that she can tap to increase the damage of any attack, other than a final smash, by an amount equal to the previously mentioned attack's damage plus her wisdom modifier. Then lower Arle's wisdom modifier by an amount you choose for 2 turns (This debuff does not affect perception checks) and add Xd5 to the diacute orb's damage, with X being the amount you lowered your wisdom modifier by. This can be given to an ally. Arle takes 5% recoil. 2 turn cooldown.
Balance Breaker: Arle proceeds to unleash a storm of kicks at an opponent. The moniker isn't a joke in any way shape or form, as Arle can throw an opponent off-balance, requiring them to roll 12+ STR to resist being thrown completely off balance and stunned as a result. 3 turn cooldown. (Heavy Str Attack; Does 18% Damage)
Healing Magic: Arle uses the power of holy magic to heal herself or her allies! Heals for 1D15+(Charisma Mod), but may have unexpected effects when used upon unholy targets. 3 turn cooldown.
Ki Shield: Arle forms a shield around her body. For three turns, whenever Arle is hit by an attack, half of that attack's damage is absorbed by that shield. Additionally, half of all damage Arle does while under this buff is used to offset the damage absorbed by the shield. When the buff expires, Arle takes any remaining damage present on her breastplate. 3 turn cooldown.
Flying Squirrel Mount: A (relatively) giant flying squirrel hops in and allows Arle to mount it, greatly increasing her mobility! Though the squirrel cannot truly fly, it is so good at running, jumping and gliding that it is treated as if it could fly for the purposes of mechanics and fluff. While riding the squirrel, Arle gains +2 to her dexterity modifier and takes 5% less damage from attacks directed at her. The squirrel lasts for 3 turns before it gets tired, at which point Arle can continue riding it but will not gain the dexterity or damage reduction buff until she gets off and lets it rest. The squirrel itself has 40 HP. If it is reduced to 0 HP it becomes too wounded to be ridden, it's cooldown is doubled and it cannot be used again until it's HP is raised back above 0 via healing. 3 turn cooldown.
Chill of Death Fist Storm: Arle's spin on Rulue's Tekken Seisai, in which she emblazes her fists with icy energy and rains down a storm of piercing punches towards an opponent. They say the cold numbs you, which is excellent because the wounds this attack causes would otherwise be excruciating. Has a 50% chance of inflicting mortal wound, and will always inflict mortal wound if the attack roll is a natural 19+. This one is actually stronger than the actual conterpart, but not without a drawback... Arle's hands get a bit frostbitten in the process. [30% damage, 9% recoil, 3 turn cooldown]
Thunder Purge: Arle attempts to grab an opponent by the face or neck and slam them down to the ground, channeling an enormous amount of thunder magic through their bodies on impact. This attack ignore defensive buffs and reduces the duration of defensive buffs on the target by 2 turns. Costs 2 actions. 3 turn cooldown. (Heavy STR Attack, Does 30% Damage)
Condia: Arle attempts to purge a target using a arcane magic. This can either be used on an ally to reduce the number of turns on their negative status conditions by 2 or on an enemy, as a Wisdom vs INT roll, to reduce the number of turns left on their positive buffs by 2. 1 turn cooldown.
Focused Abandon: Arle clears her mind of all thoughts, most especially pain, in order to counter-attack a foe. To initiative this counter-attack, Arle first forfeits her ability to dodge or bubbleshield an incoming attack and is hit by that attack. She then rolls against that attack's accuracy roll using her preferred attacking stat. If she succeeds this roll, she manages to counter attack the opponent for 1.5x the damage they dealt her. This counter attack is cannot be avoided or shielded, but can be resisted. The opponent is then afflicted with the Mortal Wound status.
Burning Impact: Arle jumps high into the air and imbues one of her legs with her fire magic. She dive kicks soon afterward, the impact creating a small-scale earthquake on the ground once the kick connects due to the sheer strength. The kick is a single target attack while the earthquake is an AoE. Both attacks are determined by one roll, which benefits from a +1 to its accuracy. [Kick: 20%, Earthquake: 6%, 3 turn cooldown]
Twin Dragon Fist: Arle channels Rulue and delivers a mighty blow with their combined strength! Supposedly, you can feel a spectral second fist impact you seperately from Arle's--but that's actually just ki! ...Probably. This attack is used twice before incurring its cooldown as two actions, with the second iteration using the same roll but with Rulue's strengh modifier instead of Arle's. (When she is not present, it uses her base modifier) This attack has a 6 turn cooldown. (Heavy Str Attack; Does 30% Damage)
Bayobayo: Arle attempts to warp time around her foes to slow them down! This takes the form of a Wis vs Int roll. The opponent is afflicted with the slow status if they fail to beat Arle's roll, and if Arle beats their Int roll by a value of 6 or above, they are also stunned. 5 turn cooldown.
Resolution: Arle gains a +2 to all of her modifiers except strength which gains a +4 for 3 turns. However, the technique exhausts her and she is afflicted with the drowsy status once the buff ends. 3 turn cooldown.
Guardian Stance: Arle picks a person to stand guard over for one turn, meaning an action must be spent each turn to maintain guardian stance. Any enemy that targets this person with an action of any nature provokes an attack of opportunity from Arle when doing so, allowing her to make an attack against them in retaliation on her next turn. These retaliation attacks cost one less action than normal, but only up to three of them can be made per turn.
Stardust Dragon: Arle spends two actions and 6% health summoning a celestial dragon to ravage her foes. For the next four turns, the magical dragon can make single 30% damage attack on a 1 turn cooldown as one of Arle's actions. This dragon attacks with Arle's wisdom intelligence at the time of being summoned, ignoring any changes to it made after the fact. Her dodge rolls suffer a -2 penalty for one turn following its summoning. If the dragon does not attack, it does not use up a turn. The summoning itself has a 3 turn cooldown.
Subspace Punch/Kick: Arle punches or kicks a hole in space using magic, creating a tiny portal for her limb to travel through in order to hit an enemy as if she were right next to them no matter where she is! This portal can be expanded to let her reposition herself, or she can simply retract her limb, remaining where she is. This attack always functions as a sneak attack, targeting wisdom, and increases the damage of whatever attack it is combo'd with by 1.5x. Alternatively, she can yank someone through the portal to bring them to her, acting as a ranged grapple! 3 turn cooldown.
FEVER: For up to 5 turns, Arle can reduce the cooldown on any one of her attacks by 1 or the recoil by 2 for every attack she hit the previous turn after the first. Hitting just one attack does nothing. Hitting zero attacks ends this buff prematurely. This effect can only be used on damaging attacks and diacute. Activating it is a free action. 5 turn cooldown.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Ultimate Attacks (3)]Blazing Aura: An oppressive golden aura surrounds Arle, absorbing the force from incoming attacks and amplifying her own attacks. It also has the side effect of making her eyes glow quite brightly and causing lighter objects nearby to float freely into the air. This lasts four turns, and can be extended to up to 6 turns at the cost of Arle going berserk and suffering a -2 penalty to her charisma/int modifiers for those extra turns. During this time her attacks deal 8% extra damage, Arle takes 8% less damage and she can add a 100% chance of causing any status she wants to one of her attacks once per turn.
Qigong: Spiritual healing taken to a magical extreme. Arle spreads her chill to her nearby allies, radiating a healing aura that soothes their pain and calms their minds! This lasts for 4 turns, during which Arle and her all are healed of all their negative statuses, healed for 10 HP, and lastly granted a free use of their special and primary attacks that ignore those attacks' cooldown if they have one. These benefits are repeated each turn.
Resurrectia: This powerful healing spell is used to yank a target back from beyond the breach of death, bringing them back to life. It comes at a large cost, however, and thus All of Arle's attacks have their cooldowns increased by 1 for 3 turns. Although it's intended for bringing foes back to life, it's quite effective at healing those still among the living as well. Heals for 80% damage
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Companions / Minions
[PTabbedContent=Carbuncle][PTab=Stats]
| Stats | MOD |
STR | 2 | -4 |
DEX | 16 | +3 |
CON | 12 | +1 |
INT | 6 | -2 |
WIS | 16 | +3 |
CHA | 4 | -3 |
[PTab=Primary Attacks (4)]Laser Blast: This wacky, unexpected, powerful laser shot fired from the gem on carbuncle's forehead can have wide effects, most of which are wildly destructive. However, Carbuncle must stand still to perform it and leaves himself briefly vulnerable, represented by a -1 to his dodge rolls on the following turn. This stacks with consecutive uses. (Heavy Wis Attack; Does 26% Damage)
Concussive Laser: This particular lasere blast is aimed at the face! Why? Because screw that face! Has a 70% chance of inflicting min-melted. Carbuncle must stand still to perform it and leaves himself briefly vulnerable, represented by a -1 to his dodge rolls on the following turn. This stacks with consecutive uses. 2 turn cooldown. (Heavy WIS Attack; Does 28% Damage)
Mind Blast: Oddly enough, despite being incredibly incompetent himself, Carbuncle is fully capable of assaulting another person's mind with raw magic power. Targets INT. (Medium WIS Attack; Does 16% Damage)
Dash Attack: Carbuncle runs around all hyper-active-like and smacks into an enemy rather violently, probably even on accident! Doesn't do great damage due to his size and squishy consistency, but commands undue attention, stunning the victim. Carbuncle takes 5% recoil, however. 2 turn cooldown. (Medium Dex Attack; Does 16% Damage)[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (4)]Heat Wave: Carbuncle fires a laser at the sun, or the moon, and temporarily intensifies the rays it reflects upon Li to that of a much stronger sun, creating an insufferable heat wave that scorches enemies. May cause sweating, lack of energy, dehydration and death. Lasts 5 turns, during which the effetiveness of ice and water elemental attacks are decreased by 5% and the effectiveness of fire and heat elemental attacks are increased by 5%. Characters that stay out in the sunlight for 4 or more consecuitive turns are inflicted with a nasty sunburn, represented by a 100% chance of the burn status.
Devour: Carbuncle cartoonishly expands in size to swallow something whole, unrestricted by all but the most extreme of size differences. (Think: He swallowed an entire shop once.) This can be used to steal weapons, disabling any attacks that require them and allowing other characters to use those attacks if they retrieve the weapon. He can also simply eat enemies to defeat them. While eaten, dex/wis targeting attacks from the victim will target Carbuncle's CON instead and they have to do 30% cumulative damage to escape. In return, Carbuncle can deal 30% damage to the victim each turn and heal himself for 5% at the cost of 2 actions. It can also be used as a DEX based counter against ranged attacks where Carbuncle eats the attack and spits it back out at the attacker with an added 100% chance of afflicting the soak status. ...Ew. When targeting characters themelves, it is strength based unless it is a sneak attack, in which case it becomes dex on the grounds that him managing to pull it off quickler than they can react is the most likely way for it to succeed.
Curry: Carbuncle produces a curry item! This unique curry item is considered a volatile healing item that expires once a thread ends but can be used to heal Carbuncle or an ally for a 1d25+CHA roll Carbuncle makes. 5 turn cooldown.
Scavenge: Carbuncle can attempt to steal a weapon as a DEX based attack, item or other form of equipment. When used on a player, this removes their equipment and if they cannot use a move without it, that move becomes unusable until they get it back. Carbuncle is incapable of using most equipment due to his size, but he can hand it off to Arle or other larger characters to use, granting them the ability to use moves associated with that piece of equipment. When stealing items from a character with no items readily available for stealing, Carbuncle will either fudge stealing a random item from the list below, or cough one up, with the items corresponding to a dice roll. These items are volatile, meaning they disappear at the end of a thread. 3 turn cooldown.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
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[PTabbedContent=Piranha Plant][PTab=Stats]
LEGENDARY COMPANION This (all but) unique piranha plant is loyal to the person who waters it! It's your very own man-eating plant and it won't hesitate to fight on your behalf--mostly because it's too stupid not to. Whoever owned it last took good care of it, making it a bit tougher than an average companion right off the bat. Depending on what it is fed on a regular basis, it may change colors. When inactive or urged to, it will retreat into its pot and seemingly disappear, making it ultra-portable.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}] | Stats | MOD |
STR | 16 | +3 |
DEX | 6 | -2 |
CON | 14 | +2 |
INT | 4 | -3 |
WIS | 18 | +4 |
CHA | 2 | -4 |
[PTab=Primary Attacks (3)]Chomp: The Piranha Plant lunges out to chomp at nearby enemies! (Light Comboable Str Attack; Does 8% Damage)
Dizzy Breath: The Piranha releases a noxious gas meant to knock out the victim. It tends to fall a bit short of that though, making them dizzy insead. Has a 100% chance of afflicting mind-melted. 1 turn cooldown. (Light Wis Attack; Does 2% Damage)
Elemental Breath: The piranha spits ice or fire balls at an enemy. If you feed it a fire flower, this attack will deal 2% bonus damage and have a 30% chance of afflicting either burn or frozen at your discretion instead of the fire flower's usual mechanics. (Light Wis Attack; Does 8% Damage)[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (3)]Vicious Temper: This turn, Chomp does +8% extra damage per bite. 2 turn cooldown, and the piranha plant takes 5% damage.
Ultra Portable Pot: When held by someone, they may make dodge rolls on the piranha plant's behalf using their own dex stat. In addition, the piranha plant may disguise itself as a regular pot full of dirt by retreating into it and has very little weight to it for some reason.
Devour: Weirdly enough, the piranha plant is potted in a hungry cookpot. The result is that when it eats items, or enemies, they are magically transported to the owner's stomach instead. They are also shrunk ju~ust enough to avoid any unfortunate size related injuries. This is done as a grapple roll. While the target is eaten you gain 2 stat points in their two highest stats (if there is a tie, you may choose from the tied stats) and only take half damage from all of their attacks through the power of bullying them with your body. Additionally, any dex targeting attack they make against you will target your CON stat instead. However, they also take half damage from all outside sources and are outright immune to outside attacks that target CON. To escape, they must deal 40% cumulative damage to you which can be offset by any healing you receive. If the target fails to escape in 4 turns or is KO'd, your stat bonus becomes permanent for the rest of the mission. However, you cannot boost any stat by more than 4 by eating multiple enemies. This item has a 4 turn cooldown.
Once a turn you may deal 15% digestion damage to the victim, healing yourself for 5% health as a free action that cannot be dodged or bubble shielded. At the cost of an action, however, you can upgrade this to 25% damage and grant your next attack against anyone a 5% damage bonus attributed to a burst of energy. If you do this at least once and the victim escapes, they are afflicted with the burn status upon escaping.
Alternatively, you can choose a more protective route to keeping them prisoner. All attack rolls directed at them can instead be intercepted and rolled against by yourself, including mental attacks. While doing this, you gain a +3% damage bonus against anyone who attacked the target in the past 3 turns and a +3% healing bonus towards the target. However, these bonuses cease to function for the turn if the target attacks you from within, even if they fail to do any damage.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
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[PTabbedContent=Mirage Secretary Rocco][PTab=Stats]
LEGENDARY COMPANION From Arle's day as the leader of the life sphere. She is dedicated to helping Arle by gathering information, scheduling things and planning her day. Although the mirage has ended, she knows no other reality, and has deigned to serve as Arle's subordinate even in a world that may not recognize her as leader.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}] | Stats | MOD |
STR | 2 | -4 |
DEX | 14 | +2 |
CON | 4 | -3 |
INT | 12 | +1 |
WIS | 12 | +1 |
CHA | 16 | +3 |
[PTab=Primary Attacks (5)]Dive Kick: Rocco isn't a very strong girl, but if she can get over her clumsiness and maneuver herself over a person, she can drop onto them and deliver a pretty hard kick in the process! Should you really be kicking people, or even just hovering above someone, in a mini skirt that short? I don't know! Eat a shoe. Rocco takes 3% recoil, because kicking people hard kinda hurts her legs a bit. 1 turn cooldown. (Heavy Str Attack; Does 28% Damage)
Holy Laser → Heaven's Ray: Rocco channels her force of personality into a divine laser that is quite difficult dodge--because it travels at the speed of light. The base form, Holy Laser, has a +2 to its accuracy and deals 15+Cha Damage. At the cost of a -1 penalty to one of Rocco's dodge rolls next turn, it can be upgraded to Heaven's Ray to increase the damage by her charisma modifier. On a critical roll, this functions as Heaven's Ray, except the accuracy bonus is exchanged for an additional base damage bonus equal to her charisma modifier. Has a 2 turn cooldown.
Love Magic: Explosive hearts, scalding rainbows, twirling ribbons and sparkles. The power of a magical girl is misleading in its harmless appearance. Defeat foes with the force of love! (Medium Cha Attack. Does 14% + Cha Mod Damage)
Tickle: Rocco attempts to tickle a foe into submission! This doesn't hurt, but it sure screws up their ability to fight correctly! Lowers the amount of actions the victim has by 1, or if the victim is an NPC and doesn't follow action limits, reduces the damage of their next two attacks by half. Has an additional 70% chance of stunning the victim. 1 turn cooldown. DEX attack.
Holy Nova: A burst of light is emitted that blinds those who do not look away in time for 2 turns! It also kinda burns. 3 turn cooldown. (Medium Cha Attack; Does 10% Damage)
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (5)]Faire Un Câlin: Rocco embraces a target in a very affectionate manner, healing them with the power of love~! This powerful healing gesture restores a massive 1d20+(5x Cha Mod), however the target becomes infatuated to Rocco in the process. This infatuation can be overcome normally, or by Rocco rolling charisma against the infatuation threshold to convince the target to fight harder for her. 6 Turn Cooldown.
Self-Care: Rocco uses the power of positive thoughts and spiritual magic to heal herself! Heals for 1D20+(Charisma Mod). 4 turn cooldown.
Chain Healing: For 3 turns, a target of Rocco's choice will be healed for an amount equal to her charisma modifier every time they hit an attack
Runepen: Rocco draws on someone! This saps their strength away if they're an enemy, reducing the damage they do by 5%, or grants them a 5% damage bonus if they're an ally. Lasts 5 turns. 5 turn cooldown.
Duo Drop: Rocco can drop an ally on the target from above! ...Doesn't work on characters more than say 170 or 180 pounds normally, though, as she's too weak to carry them even briefly. She quickly follows them, duo divebombing them! This attack hits twice and consumes an action from each character, one for the dropped character and one for the character Rocco dropped, meaning Rocco can only use it on a character that gives up an action to let her. Both attacks afflict the stun status, and if they both hit the target will also be disabled in a status of their choice. However, missing will cause the character to take 7% recoil from hitting the ground. Due to logic, if you bubble shield one of the drops you must bubble shield the other, as they happen at pretty much the same time. However, Roco suffers a -1 to her next 3 dodge rolls due to exhaustion. Has a 4 turn cooldown, but Rocco can do the move before she's ready at a cost of 2% recoil per turn left on the CD. (Heavy Dex Attack; Does 30% Damage)[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
[PTabbedContent=The Chaos Kin][PTab=Stats]
LEGENDARY COMPANION It's said that this primordial creature existed before even the gods, and that its power surpassed even theirs. However, it seems to have lost some of its potency after being squished one too many times. You'd almost think it was behind the mirage portals themselves until you get to know it and realize it could have never could have created a convincing illusion with any consistency. For some reason or another, it attaches itself to you on its quest to feed and regain its strength. Be warned, it has a disturbing love of chaos and cannot be domesticated very well.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}] | Stats | MOD |
STR | 16 | +3 |
DEX | 14 | +2 |
CON | 10 | +0 |
INT | 4 | -3 |
WIS | 14 | +2 |
CHA | 2 | -4 |
[PTab=Primary Attacks (3)]Eye Laser: The Chaos Kin fires a laser from its gross single eye! (Medium WIS Attack; Does 16% Damage)
Dark Energy Blast: The Chaos Kin launches a nasty blast of dark energy at the foe to send them flying! 2 turn cooldown. (Light Wis Attack; Does 24% Damage)
Feed: The Chaos Kin attempts feed on a foe's soul by gruesomely attempting to dig into them to get at it! The Chaos Kin is healed for half the damage it does. 3 Turn Cooldown. (Heavy Str Attack; Does 20% Damage)[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (3)]Invisibility: The Chaos Kin turns invisible, forcing enemies to pass a wisdom roll of 12 before making any given attack against the chaos kin. If they fail the roll, the attack suffers a -5 modifier penalty. Lasts until the chaos kin takes 30% cumulative damage, after which it has a 3 turn cooldown.
Possession: This two action attack begins with the chaos kin grappling onto the victim's back. It then drives its hook deep into them, violating their soul without quite pulling it out. This knocks the victim out, and grants the Chaos Kin control over their body! It can force them to take any action on its behalf. These actions bypasses the effects of non-physical statuses that would prevent the victim from attacking such as stun, infatuation, and sleep. Uses STR. Possession lasts until shake off the sleep status. 4 turn cooldown.
Doppelganger!: The Chaos Kin creates a doppelganger of anyone you please. However, for the purposes of combat it can only create a combat-able doppelganger if the character in question is actually present. If they aren't, the doppelganger can only make skill checks or pretend to be the original. This doppelganger may be off somehow to the theme of chaos, however, they are just as able-bodied as their originals with the exception of having a max HP of 50. The Doppelganger will use a copy of an item or attack the original used within the past 3 turns leading up to their summoning at your discretion for 3 turns before running off, consuming the chaos kin's actions for those turns. 5 turn cooldown.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
Last Edit:
May 12, 2022 17:39:35 GMT -8 by Mari