Post by Mari on Apr 10, 2016 5:28:51 GMT -8
Character Name: Blue
Home Planet/Origin: Pokemon Special Adventures
Preferred Motto: "Hey~ Wanna trade your Nidoran for this amazing Weedle~?"
Alignment: Chaotic Neutral
History On Li: Blue is a new arrival on Li, and she had the misfortune of quickly making an important enemy of herself. After attempting to trick and steal from the Li mafia, Blue was caught and failed to escape capture. She was able to hide three of her pokeballs in a... secret place, however, her others were confiscated and stolen from her. Blue has spent several days in captivity as of now, attempting to formulate an escape plan from within whatever crude cell she's being held in. Her options are rather grim, that being to escape or likely never be seen again. The day of decision draws ever nearer, yet she remains steadfast in holding out for a chance at escape.
Storied History: Mixture of the Manga Character to provide substance to an otherwise blank slate and Game Canon where she is the female player character from RBY/FRLG
Family: Unnamed Parents
Close Friends: Yellow, Silver
Allies: Red, Green, Gold, Professor Oak, Celio, Brinca, Blaine,
Rivals:
Enemies: Masked Man, Team Rocket, Lorelei, Lance, Deoxys, Koga, Lt. Surge, Giovanni, Carr, Orm, Sird, Archer, Ariana, Proton, Petrel, Sabrina, Karen, Will, Sham, Carl
Any Other Information:
Blue owns a pokemon named Ditty the ditto. Ditty is a weak pokemon who cannot fight, but they serve the purpose of helping Blue disguise herself. By wearing Ditty and having Ditty transform, Blue can put on a fairly convincing disguise of nearly anyone or anything.
Blue has a hidden camera installed in Yellow's straw hat, allowing her to spy on the other at will.
Blue's pokeballs are often hidden from sight in a somewhat unexpected place, making it difficult to snatch them.
Blue has a natural talent for evolution, and can usually help any pokemon having trouble with evolving.
[PTabbedContent=Blue][PTab=Stats]
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[PTab=Primary Attacks (4)]Sucker Punch: You don't have to be a fool to fall for a sucker punch... but it certainly helps. Ironically, does not need to be a punch. A sucker punch is an underhanded blow wherein an opponent is tricked into believing they aren't about to be attacked or, alternatively, to an expect a different kind of attack and leave themselves open. It is unreliable, but powerful, suffering a -2 accuracy penalty as a result. This attack can be upgraded into a grapple at the cost of either its damage or an extra action. If this attack rolls higher than the target's INT stat (For enemies without a stated INT stat, 10 for mooks and 14 for bosses can be assumed) it costs one less action than normal. 2 turn cooldown. (Medium Cha Attack; Does 20% Damage)
Black Widow Kick: It's one thing to say don't underestimate girls. That rarely stops people. It's another to plant a knee or a toe where it hurts most. This attack does +8% damage and reduces the victim's actions by 1 for one turn if the target is male. 1 turn cooldown. (Medium Str Attack; Does 14% Damage)
Pepper Spray: Say cheese! A nasty capsaicin solution for when flamethrower might be a bit too much. Blinds the foe for 3 turns. The canister has enough spray in it for 4 blasts, after which the finicky can must be shaken to get it working again. This costs 1 action and restores 2 sprays each. (Medium Dex Attack; Does 7% Damage)
Banana Bomb: This strange bomb looks like a banana! Blue can place it somewhere and then detonate it later, releasing a bunch of bombs that then immediately explode on contact with any surface. Because of the delay before the bomb goes off, the explosions all suffer a -3 accuracy penalty if she actually throws it at someone and they know it's sketchy as a result. However, if someone has no reason to believe it's a weapon or is tricked into holding it, the initial explosion auto hits and the followups lose their accuracy penalty against them. The six total explosions can be distributed between any enemies present, however no more than three can target any individual character. Only one banana bomb is produced at a time. Costs 2 actions. (Heavy Dex Attack; Does 32% Damage)
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[PTab=Special Attacks (5)]Femme Fatale: Using her beauty and charm, Blue often prefers to avoid combat using an innocent and non-threatening facade. By committing fully to her act, Blue gains a +2 to her charisma modifier. However, she suffers a -2 to her dodge roll the first time she is attacked while putting up this act. This bonus ceases to apply if Blue makes more than one non-stealth / sneak attack action on any given turn for the duration of combat. Additionally, Blue can attempt to afflict characters with an all natural infatuation status that won't raise too many red flags using a persuasion roll, however, if this fails it will no longer be possible against that specific character for the thread.
Take Down: If Blue successfully makes a stealth or persuasion roll against a target during a turn she did not use any damaging attacks against them, she can follow this up by making a takedown attack against them that auto-hits and has one of the following effects: a 100% chance of stunning the target, a 1.5x damage bonus, or a +4 to maintaining a grapple that decreases down to a +3 and then a +2 on followup turns. This action does break stealth.
Strangulate: A simple grapple that makes it hard for the victim to breathe. Although it implies a chokehold, smothering is also acceptable. This afflicts the gagged and suffocation status if successful and will knock the target unconscious if the grapple is broken by suffocation damage. This functions as the sleep status against PCs and bosses, however against mooks if they are the only enemy aware of Blue such as when she uses this in conjunction with her take down attack, it simply eliminates them from play, rendering them unconscious for however long Blue needs to do what she needs to do and get gone. Suffers a -2 to accuracy due to the reliance on putting the victim into a difficult position. This grapple is maintained using CON, and all damage done to Blue is reduced by 1d15+(2x CON) with a natural 14+ being a crit that doubles the roll.
I own you: Using a pokeball or as an enhancement to a hungry cookpot, Blue attempts to entrap a target for her own purposes! While captured or eaten, the target can only take 2 actions per turn even accounting for action boosting buffs. To escape, they must deal a cumulative 40% damage to the pokeball containing them or Blue herself. Blue makes a single 1d15+(2x Con) roll to reduce the damage of all attacks from the victim, with a natural 14+ being a crit that doubles the roll. If she rolls higher than the damage done, she takes the difference and adds it to the 10% fatigue/digestion damage she can deal as a free action each turn, half of which is returned as healing if they were eaten. Each turn the victim attempts to escape and fails, her damage resistance roll gains a stacking +2 bonus. If the victim is eaten and KO'd, Blue continues healing for 1d8+Cha each turn for 3 turns. However, if they were captured and KO'd Blue can attempt to convince them to rejoin the fight on her side, restoring 40% HP if they join her. 2 turn cooldown.
Thief: Blue deftly attempts to steal something from someone in a swift, expert motion whether that be a weapon, an item, armor, or even the shirt off their back! When copying weapons, armor or other equipment, Blue can copy any moves associated with them to use the item in question, up to a maximum of 3 per item, and inherits any statuses associated with them from the owner at the time of stealing them. However, she can only bring 1 stolen items with her on any given mission, and any moves associated with these items suffer an additional turn of cooldown compared to the original. When stealing items from a character with no items readily available for stealing, Blue will fudge stealing a random item from the list below, with the items corresponding to a dice roll. 3 turn cooldown.
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[PTab=Ultimate Attacks (1)]Ditty and Ditta the Dittos: Two dittos are brought out of hiding to transform into Blue or one of her pokemon! It can superficially transform into other characters, optionally using their stats instead of Blue's / her pokemon's, however they will always use Blue's / her pokemon's moveset with the option to use one of the stolen items she is not currently using in a thread. These have a base HP of of 70, -/+ 5 per CON mod and a base shield of 35, -/+ 3 per CON mod. For 3 turns, Blue gains 3 extra actions per turn which belong to these doppelgangers. After these turns, the amount of actions these allies get is reduced to 1. These allies can share Blue's actions and may continue fighting alongside her until defeated. Else if they leave before being defeated, they'll gift Blue with an item of her choice gifted from her thief list.
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Clefable and Gengar share a single HP value, acting like a single pokemon with a gimmick.
[PTabbedContent=Clefable and Gengar][PTab=Stats]
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[PTab=Primary Attacks (3)
Clefable]Moonblast: Clefable attacks with a blast of moonlight! Has a 100% chance to afflict the drowsy status, and will afflict the sleep status if the target was already drowsy. Has a +2 to its accuracy. 1 turn cooldown. (Light Wis Attack; Does 6% Damage)
Confusion: Clefable attacks the target mentally with a very painful headache! Has a 100% chance of afflicting the mind-melted status. Has a +2 to its accuracy. Targets INT. 1 turn cooldown. (Medium Wis Attack; Does 6% Damage)
Psychic: A powerful mental attack that violently throws a target or slams them against a surface. Targets STR for their ability to physically resist being handled by an incorporeal force. Has a +2 to its accuracy. 2% recoil 2 turn cooldown (Medium Wis Attack; Does 24% Damage)
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[PTab=Special Attacks (3)
Clefable]Two Sides: Clefable and Gengar's HP and Bubble Shield are calculated by adding up their combined HP and Bubble shield up and then dividing the result by 2, rounded up to the nearest 10th for HP and the nearest 5th for bubble shield as necessary. One of the two pokemon can hide during a turn in which they do not attack, preventing them from being targeted by enemy attacks. However, both cannot do this at once. Whenever the two pokemon switch, their first attack that turn may optionally target wisdom if they appeared out of view. For every 20% damage the duo take, Gengar deals 1% more damage and Clefable gains a +1 to her charisma stat.
Wish: Clefable makes a wish, focusing all her efforts on healing herself or an ally! This consumes 2 actions, and heals for 1d20+(2xCha Mod). 3 turn cooldown.
Heal Bell: Clefable emits sound waves that sound like a tiny magical bell ringing. These sound waves have a healing effect This can either be used on an ally to reduce the number of turns on their negative status conditions by 4 or grant them a bonus to shaking off a non-turn based status equal to Clefable's cha mod that lasts until the status is cured. 2 turn cooldown.
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[PTab=Primary Attacks (3)
Gengar]Shadow Ball: Gengar tosses a powerful blob of shadows at foes, threatening to blow them away! However, because this is not of his preferred fighting style--cowardice--he leaves himself a bit open every time he uses it. This results in him suffering a -1 to a dodge roll on his next turn every time he uses it. (Heavy Wis Attack; Does 24% Damage)
Dream Eater: Gengar preys upon the sleepy and the drowsy, causing terrible nightmares and unrest as it devours their fear, along with a healthy sip of their souls. Does not work on foes that are fully awake, though. Heals for half the damage it deals. 3 turn cooldown. (Heavy Wis Attack; Does 30% Damage)
Spite: An energy draining attack where Gengar has a nibble at someone's soul, leaving the foe feeling weak and sore as they move about. Afflicts the Severe Exhaustion status for 3 turns. 3 turn cooldown
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[PTab=Special Attacks (3)
Gengar]Two Sides: Clefable and Gengar's HP and Bubble Shield are calculated by adding up their combined HP and Bubble shield up and then dividing the result by 2, rounded up to the nearest 10th for HP and the nearest 5th for bubble shield as necessary. One of the two pokemon can hide during a turn in which they do not attack, preventing them from being targeted by enemy attacks. However, both cannot do this at once. Whenever the two pokemon switch, their first attack that turn may optionally target wisdom if they appeared out of view. For every 20% damage the duo take they gain a charge of the , Gengar deals 1% more damage and Clefable gains a +1 to her charisma stat.
Hypnosis: A special psychic attack that is meant to knock opponents out. Afflicts the drowsy and sleep statuses, but gains a +3 to accuracy against targets that are already drowsy. 1 turn cooldown.
Nightmare: Gengar afflicts a sleeping or drowsy target with a terrible vision that poisons the soul and terrorizes the mind. Has a 100% chance of afflicting the horrified and fatigue statuses, the latter of which is just the poison status, only it rolls INT for duration instead of CON. 2 turn cooldown.
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[PTab=Ultimate Attacks (1)
Clefable]Healing Wish: Clefable uses a self-sacrificing wish to heal an ally. This heals a single ally for 80% health, but Clefable takes 30% damage in the process.
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[PTab=Ultimate Attacks (1)
Gengar]Soul Eater: Gengar Devours the opponent's very soul! ...Or at least, he tries. This deals 1d20+50 Damage and heals Gengar for 1d20+20. However, Gengar and Clefable become unusable for 3 turns, forcing a switch.
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[PTabbedContent=Victreebel][PTab=Stats]
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[PTab=Primary Attacks (4)]Leaf Blade: A leafy vine is used as a cutting edge for a whip-like slashing attack. (Medium Str Attack; Does 18% Damage)
Poison Jab: A venemous sting that sends the victim into shock, making life hell for them. This attack costs 2 actions. It afflicts the poison and paralysis statuses, and every turn one of these statuses remains on the victim, they have a 25% chance of passing out at the end of their turn, becoming afflicted by the sleep status. 1 turn cooldown. (Medium Str Attack; Does 16% Damage)
Power Whip: A vicious strike with two whip-like vines. Powerful, but overly committed such as to reduce the dodge roll of Victreebel's next dodge by 1. 1 turn cooldown. (Heavy Str Attack; Does 28% Damage)
Acid: When a normal bath just doesn't leave you feeling clean enough. Grab a target and splash them with digestive acids! Debuffs the target to take 5% extra damage from all attacks for 3 turns and afflicts burn, as well as a version of blind that can be cured by washing your face. 3 turn cooldown
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[PTab=Special Attacks (5)]Devour: Victreebel attempts to devour an enemy whole, as victreebel are known to do. While eaten, the target can only take 2 actions per turn even accounting for action boosting buffs. To escape, they must deal a cumulative 40% damage to Victreebel. Victreebel makes a single 1d15+(2x Con) roll to reduce the damage of all attacks from the victim that turn, with a natural 14+ being a crit that doubles the roll. If he rolls higher than the damage done, he takes the difference and adds it to the 10% digestion damage she can deal as a free action each turn, half of which is returned as healing. Each turn the victim attempts to escape and fails, his damage resistance roll gains a stacking +2 bonus. If the victim is KO'd, Victreebel continues healing for 1d8+Cha each turn for 3 turns. 2 turn cooldown.
Acid Spray: Victreebel sprays the target with gastric acid, a cruel attack that lowers the duration of all the target's buffs by 2 turns or 2 charges. It also causes the target to take 5% extra damage for 3 turns. 4 turn cooldown. (Medium Wis Attack; Does 10% Damage)
Stun Spore: The target is attacked with slashes with whip-like vines combined with a spray of spores that infect the wounds. This afflicts a custom status called stun spore that reduces the actions the target can take by 1 for 3 turns. 3 turn cooldown. (Medium Str Attack; Does 10% Damage)
Infestation: The target is stabbed by a vine that leaves behind a parasite in the victim. This parasite will feed off their life energy until removed, acting identically to the mortal wound status. Victreebel suffers a -2 to his next dodge attempt and the attack suffers a -2 to its accuracy. 3 Turn cooldown. (Heavy Str Attack; Does 28% Damage)
Swords Dance: A rhythmic dance that invokes a powerful magic that coats the edges of Victreebel's leaves, giving them the ability to cut through enemies like butter! Increases Victreebel's strength modifier by 2 and increases his damage done by his strength stat.
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[PTab=Ultimate Attacks (1)]Ditty and Ditta the Dittos: Two dittos are brought out of hiding to transform into Blue or one of her pokemon! It can superficially transform into other characters, optionally using their stats instead of Blue's / her pokemon's, however they will always use Blue's / her pokemon's moveset with the option to use one of the stolen items she is not currently using in a thread. These have a base HP of of 70, -/+ 5 per CON mod and a base shield of 35, -/+ 3 per CON mod. For 3 turns, Blue gains 3 extra actions per turn which belong to these doppelgangers. After these turns, the amount of actions these allies get is reduced to 1. These allies can share Blue's actions and may continue fighting alongside her until defeated. Else if they leave before being defeated, they'll gift Blue with an item of her choice gifted from her thief list.
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[PTabbedContent=Ninetails][PTab=Stats]
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[PTab=Primary Attacks (4)]Aurora Beam: Ninetails launches a colorful blast of icy energy at the foe resembling the polar lights. How pretty! This attack grants Ninetails or her trainer a +2 to a charisma roll they make during this turn. 1 turn cooldown. (Medium Wis Attack; Does 10% Damage)
Blizzard: Ninetails assaults the foe with a bone-chilling and explosively powerful burst of snowy wind accompanied by hail projectiles. It acts as a much larger and more sluggish form of Ice Beam. Powerful, but because it is sustained it makes it hard for Ninetails to defend herself, represented as a -2 to one of her dodge rolls on the following turn. (Heavy Wis Attack; Does 30% Damage)
Dream Eater: Ninetales preys upon the sleepy and the drowsy, causing an abstract nightmare of soul piercing coldness in a snowy white void. Does not work on foes that are fully awake, though. Heals for half the damage it deals. 3 turn cooldown. (Heavy Wis Attack; Does 30% Damage)
Ice Beam: Ninetails fires off an elemental beam that has the superficial appearance of blue lightning. For every 1 a target fails to dodge ice beam by, it gains a stack of the freezing debuff. The freezing debuff just makes you uncomfortable on its own, lasting 3 turns and refreshing duration each time one is hit, but accumulating 6 stacks of it will consume the stacks to afflict the frozen debuff. However, frozen enemies are immune to this attack. 1 turn cooldown. (Medium Wis Attack; Does 16% Damage)
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[PTab=Special Attacks (5)]Aurora Veil: Ninetales summons a magical transluscent rainbow barrier that helps protect allies from damage. For three turns, whenever Ninetales or her allies are hit by an attack, half of that attack's damage is absorbed by her barrier. Additionally, half of all damage Ninetales does while under this buff is used to offset the damage absorbed by the barrier. When the buff expires, Ninetales takes any remaining damage present on the barrier. 3 turn cooldown.
Snow Warning: Ninetales summons a deadly snowstorm to terrorize her foes. 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 Ninetales wisdom stat+2, taking damage equal to the amount they fail this roll by plus 6%. Beating the roll or critting the defense results in no damage being taken.
Curse: A terrible curse that sabotages an enemy using a WIS vs INT roll. This shuffles two of an enemy's stats of Ninetales choice and if the target makes an attack roll of 5 or below, including mods, Ninetales gets to make a free action against them that turn. This status lasts until the target is healed for a cumulative 14% or more. 3 turn cooldown.
Hypnosis: A special psychic attack that is meant to knock opponents out. Afflicts the drowsy and sleep statuses, but gains a +3 to accuracy against targets that are already drowsy. 1 turn cooldown.
Possession: Ninetales forces her will upon an enemy, initiating a Wisdom vs INT roll to attempt to control them. If successful, she can force the target to make an action of her choice towards a target of her choice. This action bypasses the effects of non-physical statuses that would prevent the victim from attacking such as stun, infatuation, and sleep. When used on a sleeping target or a target that is otherwise incapable of defending themselves, possession lasts until they regain consciousness. 4 turn cooldown.
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[PTab=Ultimate Attacks (1)]Ditty and Ditta the Dittos: Two dittos are brought out of hiding to transform into Blue or one of her pokemon! It can superficially transform into other characters, optionally using their stats instead of Blue's / her pokemon's, however they will always use Blue's / her pokemon's moveset with the option to use one of the stolen items she is not currently using in a thread. These have a base HP of of 70, -/+ 5 per CON mod and a base shield of 35, -/+ 3 per CON mod. For 3 turns, Blue gains 3 extra actions per turn which belong to these doppelgangers. After these turns, the amount of actions these allies get is reduced to 1. These allies can share Blue's actions and may continue fighting alongside her until defeated. Else if they leave before being defeated, they'll gift Blue with an item of her choice gifted from her thief list.
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[PTabbedContent=Kangaskhan][PTab=Stats]
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[PTab=Primary Attacks (4)]Outrage: An all-out rage-fueled attack made with little regard for Kangaskhan's own safety. She suffers a -2 to the dodge roll of one of her attacks next turn for every time she uses this attack. (Heavy Str Attack; Does 30% Damage)
Thunder Punch: A precision strike with an electrified fist that sends a bolt of electricity racing through the target on contact, causing their muscles to clench up uncontrollably. It takes a bit for their muscles to relax after the attack, reducing the actions the target can take by 1 for 3 turns. 3 turn cooldown. (Medium Str Attack; Does 10% Damage)
Drain Punch: A special strike that steals energy from the victim, healing for half the damage it does! Has a 3 turn cooldown. (Heavy Str Attack; Does 20% Damage)
Shadow Claw: A deceptive attack where Kangaskhan's shadow flanks the target with her as she swipes at the target, forcing a Sneak Attack. 2 turn cooldown +2 Accuracy (Heavy Str Attack; Does 20% Damage)
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[PTab=Special Attacks (5)]Rage: Being a protective mama bear, Kangaskhan gets mad when enemies attack her allies. Every attempted attack grants 1 stack of rage and every succesful attack grants 2 stacks with no upper limit on how many stacks she can gain. Allies who get feared, mortal wounded, crit or grappled grant 3 stacks of rage and allies hwo get KO'd grant 10 stacks. However, attacking kangaskhan reduces the rage stack by 2. Rage stacks increase Kangaskhan's damage done by 1% up to a maximum of 8% and can be consumed 5 at a time to add a 100% chance to stun or a 100% chance to reduce the target's actions by 1 next turn to one of Kangaskhan's attacks.
Parental Bond: Jr. exits Kangaskhan's pouch and aids her in fighting! This adds a +2 to Kangaskhan's strength mod and adds her strength mod to the damage of all her attacks for 3 turns. 3 turn cooldown.
Disable: Kangaskhan delivers a crippling blow that disables a stat of her choice for 3 turns. She suffers a -2 to a dodge attempt next turn. 2 turn cooldown. (Medium Str Attack; Does 18% Damage)
Counter: Kangaskhan attempts to brute force her way through an opponent's attack, forfeiting her ability to dodge or bubble shield the attack and taking its full damage. She then makes an opposing attack roll. If this attack roll beats the opponents attack roll, Kangaskhan ignores the secondary effects of the attack that hits her and strikes the opponent back for 1.5x the damage she took as unavoidable damage. If she fails to beat the attacker's roll, however, she takes the attack as normal and her action is wasted. 3 turn cooldown.
Facade: Mind over matter. Kangaskhan uses willpower to overcome her wounds, attacking with renewed vigor! This attack does 4% more damage for every negative status effect Kangaskhan is suffering from and ignores accuracy penalties stemming from statuses upon her. It also deals 1% extra damage for every 20% damage Kagaskhan has accumulated. 1 turn cooldown. (Medium Str Attack; Does 10% Damage)
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[PTab=Ultimate Attacks (1)]Ditty and Ditta the Dittos: Two dittos are brought out of hiding to transform into Blue or one of her pokemon! It can superficially transform into other characters, optionally using their stats instead of Blue's / her pokemon's, however they will always use Blue's / her pokemon's moveset with the option to use one of the stolen items she is not currently using in a thread. These have a base HP of of 70, -/+ 5 per CON mod and a base shield of 35, -/+ 3 per CON mod. For 3 turns, Blue gains 3 extra actions per turn which belong to these doppelgangers. After these turns, the amount of actions these allies get is reduced to 1. These allies can share Blue's actions and may continue fighting alongside her until defeated. Else if they leave before being defeated, they'll gift Blue with an item of her choice gifted from her thief list.
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[PTabbedContent=The Skiller Skitty][PTab=Stats]
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[PTab=Primary Attacks (4)]Hyper Beam: A blast of concentrated energy is shot with extreme force at a target! However, because Skitty's tiny body was never naturally meant to withstand the recoil from such an attack, it impacts her ability to dodge the next attack aimed at her by -2. (Heavy Wis Attack; Does 30% Damage)
Explosion: The air around Skitty spontaneously and explosively combusts! Because of the extremely fast and violent nature of this attack, it gains a +2 to its accuracy. However, she suffers a -2 to her next dodge roll and 7% recoil. 2 turn cooldown. (Heavy Dex Attack; Does 32% Damage)
Night Slash: An evil move of murderous intent. Skitty lunges at a target and viciously mauls them with her claws! It costs two actions and has a 70% chance of inflicting the mortal wound status. 3 Turn cooldown. (Heavy Str Attack; Does 30% Damage)
Eruption: The Skiller Skitty is enveloped by a fiery inferno that superficially resembles both a volcano erupting and a nuke going off. Burns anything flammable and deforms metal from the heat. Skiller Skitty's WIS lowers by 2 for 4 WIS attacks. Afflicts burn and sets the target on fire. They take 15% damage each turn for 3 turns, however they can put themselves out if they spend 3 actions doing so or if they spend one action dousing themselves with water. 3 turn cooldown. (Heavy Wis Attack; Does 30% Damage)
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[PTab=Special Attacks (5)]Anger Point: For every 20% damage Skitty takes, she does 1% more damage and her dex stat increases by 1.
Hyper Voice: A terrible soundwave attack where Skitty cutely meows a little song for her opponents, creating a deadly concussive sound blast that causes environmental damage on a large scale, causing localized earthquake, shattering windows, and causing internal injuries through sheer pressure waves. Because dodging sound doesn't work as a concept, this targets CON. This can cause the blind, silenced, mortal wound or stun statuses at Skitty's discretion. Skitty suffers a -1 to her next dodge attempt after making this attack. 1% recoil. 2 turn cooldown. (Heavy Wis Attack; Does 20% Damage)
Sing: ...This is literally just Hyper Voice but Skitty is using her indoor voice. The sound waves from this song are more focused and impact foes with concusive force to knock them out. Afflicts the drowsy and sleep statuses, but gains a +3 to accuracy against targets that are already drowsy. 1 turn cooldown.
Dream Eater: Skitty preys upon the sleepy and the drowsy, eating their dreams and replacing them with bizarre cat-related dreams that can range from surreal to nightmarish. Does not work on foes that are fully awake, though. Heals for half the damage it deals. 3 turn cooldown. (Heavy Wis Attack; Does 30% Damage)
Future Sight: Skitty warps time and space itself into a frigging pretzel and summons versions of herself from across time and space to ravage her foe. This costs two actions and 6% health. They can attack once a turn for up to 4 turns, with a turn without an attack not counting toward its duration. (Heavy Wis Attack; Does 30% Damage)
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[PTab=Ultimate Attacks (1)]Work Up: For 4 turns, all of Skitty's attacks deal 10% more damage and have their negative secondary effects removed, including their cooldowns.
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Home Planet/Origin: Pokemon Special Adventures
Preferred Motto: "Hey~ Wanna trade your Nidoran for this amazing Weedle~?"
Alignment: Chaotic Neutral
History On Li: Blue is a new arrival on Li, and she had the misfortune of quickly making an important enemy of herself. After attempting to trick and steal from the Li mafia, Blue was caught and failed to escape capture. She was able to hide three of her pokeballs in a... secret place, however, her others were confiscated and stolen from her. Blue has spent several days in captivity as of now, attempting to formulate an escape plan from within whatever crude cell she's being held in. Her options are rather grim, that being to escape or likely never be seen again. The day of decision draws ever nearer, yet she remains steadfast in holding out for a chance at escape.
Storied History: Mixture of the Manga Character to provide substance to an otherwise blank slate and Game Canon where she is the female player character from RBY/FRLG
Family: Unnamed Parents
Close Friends: Yellow, Silver
Allies: Red, Green, Gold, Professor Oak, Celio, Brinca, Blaine,
Rivals:
Enemies: Masked Man, Team Rocket, Lorelei, Lance, Deoxys, Koga, Lt. Surge, Giovanni, Carr, Orm, Sird, Archer, Ariana, Proton, Petrel, Sabrina, Karen, Will, Sham, Carl
Any Other Information:
Blue owns a pokemon named Ditty the ditto. Ditty is a weak pokemon who cannot fight, but they serve the purpose of helping Blue disguise herself. By wearing Ditty and having Ditty transform, Blue can put on a fairly convincing disguise of nearly anyone or anything.
Blue has a hidden camera installed in Yellow's straw hat, allowing her to spy on the other at will.
Blue's pokeballs are often hidden from sight in a somewhat unexpected place, making it difficult to snatch them.
Blue has a natural talent for evolution, and can usually help any pokemon having trouble with evolving.
[PTabbedContent=Blue][PTab=Stats]
Trainer Stats
| Solo Stats
|
[PTab=Primary Attacks (4)]Sucker Punch: You don't have to be a fool to fall for a sucker punch... but it certainly helps. Ironically, does not need to be a punch. A sucker punch is an underhanded blow wherein an opponent is tricked into believing they aren't about to be attacked or, alternatively, to an expect a different kind of attack and leave themselves open. It is unreliable, but powerful, suffering a -2 accuracy penalty as a result. This attack can be upgraded into a grapple at the cost of either its damage or an extra action. If this attack rolls higher than the target's INT stat (For enemies without a stated INT stat, 10 for mooks and 14 for bosses can be assumed) it costs one less action than normal. 2 turn cooldown. (Medium Cha Attack; Does 20% Damage)
Black Widow Kick: It's one thing to say don't underestimate girls. That rarely stops people. It's another to plant a knee or a toe where it hurts most. This attack does +8% damage and reduces the victim's actions by 1 for one turn if the target is male. 1 turn cooldown. (Medium Str Attack; Does 14% Damage)
Pepper Spray: Say cheese! A nasty capsaicin solution for when flamethrower might be a bit too much. Blinds the foe for 3 turns. The canister has enough spray in it for 4 blasts, after which the finicky can must be shaken to get it working again. This costs 1 action and restores 2 sprays each. (Medium Dex Attack; Does 7% Damage)
Banana Bomb: This strange bomb looks like a banana! Blue can place it somewhere and then detonate it later, releasing a bunch of bombs that then immediately explode on contact with any surface. Because of the delay before the bomb goes off, the explosions all suffer a -3 accuracy penalty if she actually throws it at someone and they know it's sketchy as a result. However, if someone has no reason to believe it's a weapon or is tricked into holding it, the initial explosion auto hits and the followups lose their accuracy penalty against them. The six total explosions can be distributed between any enemies present, however no more than three can target any individual character. Only one banana bomb is produced at a time. Costs 2 actions. (Heavy Dex Attack; Does 32% Damage)
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[PTab=Special Attacks (5)]Femme Fatale: Using her beauty and charm, Blue often prefers to avoid combat using an innocent and non-threatening facade. By committing fully to her act, Blue gains a +2 to her charisma modifier. However, she suffers a -2 to her dodge roll the first time she is attacked while putting up this act. This bonus ceases to apply if Blue makes more than one non-stealth / sneak attack action on any given turn for the duration of combat. Additionally, Blue can attempt to afflict characters with an all natural infatuation status that won't raise too many red flags using a persuasion roll, however, if this fails it will no longer be possible against that specific character for the thread.
Take Down: If Blue successfully makes a stealth or persuasion roll against a target during a turn she did not use any damaging attacks against them, she can follow this up by making a takedown attack against them that auto-hits and has one of the following effects: a 100% chance of stunning the target, a 1.5x damage bonus, or a +4 to maintaining a grapple that decreases down to a +3 and then a +2 on followup turns. This action does break stealth.
Strangulate: A simple grapple that makes it hard for the victim to breathe. Although it implies a chokehold, smothering is also acceptable. This afflicts the gagged and suffocation status if successful and will knock the target unconscious if the grapple is broken by suffocation damage. This functions as the sleep status against PCs and bosses, however against mooks if they are the only enemy aware of Blue such as when she uses this in conjunction with her take down attack, it simply eliminates them from play, rendering them unconscious for however long Blue needs to do what she needs to do and get gone. Suffers a -2 to accuracy due to the reliance on putting the victim into a difficult position. This grapple is maintained using CON, and all damage done to Blue is reduced by 1d15+(2x CON) with a natural 14+ being a crit that doubles the roll.
I own you: Using a pokeball or as an enhancement to a hungry cookpot, Blue attempts to entrap a target for her own purposes! While captured or eaten, the target can only take 2 actions per turn even accounting for action boosting buffs. To escape, they must deal a cumulative 40% damage to the pokeball containing them or Blue herself. Blue makes a single 1d15+(2x Con) roll to reduce the damage of all attacks from the victim, with a natural 14+ being a crit that doubles the roll. If she rolls higher than the damage done, she takes the difference and adds it to the 10% fatigue/digestion damage she can deal as a free action each turn, half of which is returned as healing if they were eaten. Each turn the victim attempts to escape and fails, her damage resistance roll gains a stacking +2 bonus. If the victim is eaten and KO'd, Blue continues healing for 1d8+Cha each turn for 3 turns. However, if they were captured and KO'd Blue can attempt to convince them to rejoin the fight on her side, restoring 40% HP if they join her. 2 turn cooldown.
Thief: Blue deftly attempts to steal something from someone in a swift, expert motion whether that be a weapon, an item, armor, or even the shirt off their back! When copying weapons, armor or other equipment, Blue can copy any moves associated with them to use the item in question, up to a maximum of 3 per item, and inherits any statuses associated with them from the owner at the time of stealing them. However, she can only bring 1 stolen items with her on any given mission, and any moves associated with these items suffer an additional turn of cooldown compared to the original. When stealing items from a character with no items readily available for stealing, Blue will fudge stealing a random item from the list below, with the items corresponding to a dice roll. 3 turn cooldown.
- Bob-Omb
- Mr. Saturn
- Chuckola Cola
- Food x3
- Pitfall
- Super Mushroom
- Ray Gun
- Lip's Stick
- Pokeball
- Metal Box
- Ink Bottle
- Freezie
- Devil's Kiss Lollipop
- Chateau Romani
- Fire Bar
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[PTab=Ultimate Attacks (1)]Ditty and Ditta the Dittos: Two dittos are brought out of hiding to transform into Blue or one of her pokemon! It can superficially transform into other characters, optionally using their stats instead of Blue's / her pokemon's, however they will always use Blue's / her pokemon's moveset with the option to use one of the stolen items she is not currently using in a thread. These have a base HP of of 70, -/+ 5 per CON mod and a base shield of 35, -/+ 3 per CON mod. For 3 turns, Blue gains 3 extra actions per turn which belong to these doppelgangers. After these turns, the amount of actions these allies get is reduced to 1. These allies can share Blue's actions and may continue fighting alongside her until defeated. Else if they leave before being defeated, they'll gift Blue with an item of her choice gifted from her thief list.
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Clefable and Gengar share a single HP value, acting like a single pokemon with a gimmick.
[PTabbedContent=Clefable and Gengar][PTab=Stats]
Clefable
| Gengar
|
[PTab=Primary Attacks (3)
Clefable]Moonblast: Clefable attacks with a blast of moonlight! Has a 100% chance to afflict the drowsy status, and will afflict the sleep status if the target was already drowsy. Has a +2 to its accuracy. 1 turn cooldown. (Light Wis Attack; Does 6% Damage)
Confusion: Clefable attacks the target mentally with a very painful headache! Has a 100% chance of afflicting the mind-melted status. Has a +2 to its accuracy. Targets INT. 1 turn cooldown. (Medium Wis Attack; Does 6% Damage)
Psychic: A powerful mental attack that violently throws a target or slams them against a surface. Targets STR for their ability to physically resist being handled by an incorporeal force. Has a +2 to its accuracy. 2% recoil 2 turn cooldown (Medium Wis Attack; Does 24% Damage)
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[PTab=Special Attacks (3)
Clefable]Two Sides: Clefable and Gengar's HP and Bubble Shield are calculated by adding up their combined HP and Bubble shield up and then dividing the result by 2, rounded up to the nearest 10th for HP and the nearest 5th for bubble shield as necessary. One of the two pokemon can hide during a turn in which they do not attack, preventing them from being targeted by enemy attacks. However, both cannot do this at once. Whenever the two pokemon switch, their first attack that turn may optionally target wisdom if they appeared out of view. For every 20% damage the duo take, Gengar deals 1% more damage and Clefable gains a +1 to her charisma stat.
Wish: Clefable makes a wish, focusing all her efforts on healing herself or an ally! This consumes 2 actions, and heals for 1d20+(2xCha Mod). 3 turn cooldown.
Heal Bell: Clefable emits sound waves that sound like a tiny magical bell ringing. These sound waves have a healing effect This can either be used on an ally to reduce the number of turns on their negative status conditions by 4 or grant them a bonus to shaking off a non-turn based status equal to Clefable's cha mod that lasts until the status is cured. 2 turn cooldown.
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[PTab=Primary Attacks (3)
Gengar]Shadow Ball: Gengar tosses a powerful blob of shadows at foes, threatening to blow them away! However, because this is not of his preferred fighting style--cowardice--he leaves himself a bit open every time he uses it. This results in him suffering a -1 to a dodge roll on his next turn every time he uses it. (Heavy Wis Attack; Does 24% Damage)
Dream Eater: Gengar preys upon the sleepy and the drowsy, causing terrible nightmares and unrest as it devours their fear, along with a healthy sip of their souls. Does not work on foes that are fully awake, though. Heals for half the damage it deals. 3 turn cooldown. (Heavy Wis Attack; Does 30% Damage)
Spite: An energy draining attack where Gengar has a nibble at someone's soul, leaving the foe feeling weak and sore as they move about. Afflicts the Severe Exhaustion status for 3 turns. 3 turn cooldown
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[PTab=Special Attacks (3)
Gengar]Two Sides: Clefable and Gengar's HP and Bubble Shield are calculated by adding up their combined HP and Bubble shield up and then dividing the result by 2, rounded up to the nearest 10th for HP and the nearest 5th for bubble shield as necessary. One of the two pokemon can hide during a turn in which they do not attack, preventing them from being targeted by enemy attacks. However, both cannot do this at once. Whenever the two pokemon switch, their first attack that turn may optionally target wisdom if they appeared out of view. For every 20% damage the duo take they gain a charge of the , Gengar deals 1% more damage and Clefable gains a +1 to her charisma stat.
Hypnosis: A special psychic attack that is meant to knock opponents out. Afflicts the drowsy and sleep statuses, but gains a +3 to accuracy against targets that are already drowsy. 1 turn cooldown.
Nightmare: Gengar afflicts a sleeping or drowsy target with a terrible vision that poisons the soul and terrorizes the mind. Has a 100% chance of afflicting the horrified and fatigue statuses, the latter of which is just the poison status, only it rolls INT for duration instead of CON. 2 turn cooldown.
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[PTab=Ultimate Attacks (1)
Clefable]Healing Wish: Clefable uses a self-sacrificing wish to heal an ally. This heals a single ally for 80% health, but Clefable takes 30% damage in the process.
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[PTab=Ultimate Attacks (1)
Gengar]Soul Eater: Gengar Devours the opponent's very soul! ...Or at least, he tries. This deals 1d20+50 Damage and heals Gengar for 1d20+20. However, Gengar and Clefable become unusable for 3 turns, forcing a switch.
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[/PTabbedContent]
[PTabbedContent=Victreebel][PTab=Stats]
| Stats | MOD |
STR | 16 | +3 |
DEX | 12 | +1 |
CON | 16 | +3 |
INT | 10 | +0 |
WIS | 10 | +0 |
CHA | 4 | -3 |
[PTab=Primary Attacks (4)]Leaf Blade: A leafy vine is used as a cutting edge for a whip-like slashing attack. (Medium Str Attack; Does 18% Damage)
Poison Jab: A venemous sting that sends the victim into shock, making life hell for them. This attack costs 2 actions. It afflicts the poison and paralysis statuses, and every turn one of these statuses remains on the victim, they have a 25% chance of passing out at the end of their turn, becoming afflicted by the sleep status. 1 turn cooldown. (Medium Str Attack; Does 16% Damage)
Power Whip: A vicious strike with two whip-like vines. Powerful, but overly committed such as to reduce the dodge roll of Victreebel's next dodge by 1. 1 turn cooldown. (Heavy Str Attack; Does 28% Damage)
Acid: When a normal bath just doesn't leave you feeling clean enough. Grab a target and splash them with digestive acids! Debuffs the target to take 5% extra damage from all attacks for 3 turns and afflicts burn, as well as a version of blind that can be cured by washing your face. 3 turn cooldown
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[PTab=Special Attacks (5)]Devour: Victreebel attempts to devour an enemy whole, as victreebel are known to do. While eaten, the target can only take 2 actions per turn even accounting for action boosting buffs. To escape, they must deal a cumulative 40% damage to Victreebel. Victreebel makes a single 1d15+(2x Con) roll to reduce the damage of all attacks from the victim that turn, with a natural 14+ being a crit that doubles the roll. If he rolls higher than the damage done, he takes the difference and adds it to the 10% digestion damage she can deal as a free action each turn, half of which is returned as healing. Each turn the victim attempts to escape and fails, his damage resistance roll gains a stacking +2 bonus. If the victim is KO'd, Victreebel continues healing for 1d8+Cha each turn for 3 turns. 2 turn cooldown.
Acid Spray: Victreebel sprays the target with gastric acid, a cruel attack that lowers the duration of all the target's buffs by 2 turns or 2 charges. It also causes the target to take 5% extra damage for 3 turns. 4 turn cooldown. (Medium Wis Attack; Does 10% Damage)
Stun Spore: The target is attacked with slashes with whip-like vines combined with a spray of spores that infect the wounds. This afflicts a custom status called stun spore that reduces the actions the target can take by 1 for 3 turns. 3 turn cooldown. (Medium Str Attack; Does 10% Damage)
Infestation: The target is stabbed by a vine that leaves behind a parasite in the victim. This parasite will feed off their life energy until removed, acting identically to the mortal wound status. Victreebel suffers a -2 to his next dodge attempt and the attack suffers a -2 to its accuracy. 3 Turn cooldown. (Heavy Str Attack; Does 28% Damage)
Swords Dance: A rhythmic dance that invokes a powerful magic that coats the edges of Victreebel's leaves, giving them the ability to cut through enemies like butter! Increases Victreebel's strength modifier by 2 and increases his damage done by his strength stat.
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[PTab=Ultimate Attacks (1)]Ditty and Ditta the Dittos: Two dittos are brought out of hiding to transform into Blue or one of her pokemon! It can superficially transform into other characters, optionally using their stats instead of Blue's / her pokemon's, however they will always use Blue's / her pokemon's moveset with the option to use one of the stolen items she is not currently using in a thread. These have a base HP of of 70, -/+ 5 per CON mod and a base shield of 35, -/+ 3 per CON mod. For 3 turns, Blue gains 3 extra actions per turn which belong to these doppelgangers. After these turns, the amount of actions these allies get is reduced to 1. These allies can share Blue's actions and may continue fighting alongside her until defeated. Else if they leave before being defeated, they'll gift Blue with an item of her choice gifted from her thief list.
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[/PTabbedContent]
[PTabbedContent=Ninetails][PTab=Stats]
| Stats | MOD |
STR | 2 | -3 |
DEX | 14 | +2 |
CON | 14 | +2 |
INT | 14 | +2 |
WIS | 18 | +4 |
CHA | 6 | -2 |
[PTab=Primary Attacks (4)]Aurora Beam: Ninetails launches a colorful blast of icy energy at the foe resembling the polar lights. How pretty! This attack grants Ninetails or her trainer a +2 to a charisma roll they make during this turn. 1 turn cooldown. (Medium Wis Attack; Does 10% Damage)
Blizzard: Ninetails assaults the foe with a bone-chilling and explosively powerful burst of snowy wind accompanied by hail projectiles. It acts as a much larger and more sluggish form of Ice Beam. Powerful, but because it is sustained it makes it hard for Ninetails to defend herself, represented as a -2 to one of her dodge rolls on the following turn. (Heavy Wis Attack; Does 30% Damage)
Dream Eater: Ninetales preys upon the sleepy and the drowsy, causing an abstract nightmare of soul piercing coldness in a snowy white void. Does not work on foes that are fully awake, though. Heals for half the damage it deals. 3 turn cooldown. (Heavy Wis Attack; Does 30% Damage)
Ice Beam: Ninetails fires off an elemental beam that has the superficial appearance of blue lightning. For every 1 a target fails to dodge ice beam by, it gains a stack of the freezing debuff. The freezing debuff just makes you uncomfortable on its own, lasting 3 turns and refreshing duration each time one is hit, but accumulating 6 stacks of it will consume the stacks to afflict the frozen debuff. However, frozen enemies are immune to this attack. 1 turn cooldown. (Medium Wis Attack; Does 16% Damage)
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[PTab=Special Attacks (5)]Aurora Veil: Ninetales summons a magical transluscent rainbow barrier that helps protect allies from damage. For three turns, whenever Ninetales or her allies are hit by an attack, half of that attack's damage is absorbed by her barrier. Additionally, half of all damage Ninetales does while under this buff is used to offset the damage absorbed by the barrier. When the buff expires, Ninetales takes any remaining damage present on the barrier. 3 turn cooldown.
Snow Warning: Ninetales summons a deadly snowstorm to terrorize her foes. 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 Ninetales wisdom stat+2, taking damage equal to the amount they fail this roll by plus 6%. Beating the roll or critting the defense results in no damage being taken.
Curse: A terrible curse that sabotages an enemy using a WIS vs INT roll. This shuffles two of an enemy's stats of Ninetales choice and if the target makes an attack roll of 5 or below, including mods, Ninetales gets to make a free action against them that turn. This status lasts until the target is healed for a cumulative 14% or more. 3 turn cooldown.
Hypnosis: A special psychic attack that is meant to knock opponents out. Afflicts the drowsy and sleep statuses, but gains a +3 to accuracy against targets that are already drowsy. 1 turn cooldown.
Possession: Ninetales forces her will upon an enemy, initiating a Wisdom vs INT roll to attempt to control them. If successful, she can force the target to make an action of her choice towards a target of her choice. This action bypasses the effects of non-physical statuses that would prevent the victim from attacking such as stun, infatuation, and sleep. When used on a sleeping target or a target that is otherwise incapable of defending themselves, possession lasts until they regain consciousness. 4 turn cooldown.
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[PTab=Ultimate Attacks (1)]Ditty and Ditta the Dittos: Two dittos are brought out of hiding to transform into Blue or one of her pokemon! It can superficially transform into other characters, optionally using their stats instead of Blue's / her pokemon's, however they will always use Blue's / her pokemon's moveset with the option to use one of the stolen items she is not currently using in a thread. These have a base HP of of 70, -/+ 5 per CON mod and a base shield of 35, -/+ 3 per CON mod. For 3 turns, Blue gains 3 extra actions per turn which belong to these doppelgangers. After these turns, the amount of actions these allies get is reduced to 1. These allies can share Blue's actions and may continue fighting alongside her until defeated. Else if they leave before being defeated, they'll gift Blue with an item of her choice gifted from her thief list.
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[/PTabbedContent]
[PTabbedContent=Kangaskhan][PTab=Stats]
| Stats | MOD |
STR | 16 | +3 |
DEX | 12 | +1 |
CON | 20 | +5 |
INT | 10 | +0 |
WIS | 4 | -3 |
CHA | 6 | -2 |
[PTab=Primary Attacks (4)]Outrage: An all-out rage-fueled attack made with little regard for Kangaskhan's own safety. She suffers a -2 to the dodge roll of one of her attacks next turn for every time she uses this attack. (Heavy Str Attack; Does 30% Damage)
Thunder Punch: A precision strike with an electrified fist that sends a bolt of electricity racing through the target on contact, causing their muscles to clench up uncontrollably. It takes a bit for their muscles to relax after the attack, reducing the actions the target can take by 1 for 3 turns. 3 turn cooldown. (Medium Str Attack; Does 10% Damage)
Drain Punch: A special strike that steals energy from the victim, healing for half the damage it does! Has a 3 turn cooldown. (Heavy Str Attack; Does 20% Damage)
Shadow Claw: A deceptive attack where Kangaskhan's shadow flanks the target with her as she swipes at the target, forcing a Sneak Attack. 2 turn cooldown +2 Accuracy (Heavy Str Attack; Does 20% Damage)
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[PTab=Special Attacks (5)]Rage: Being a protective mama bear, Kangaskhan gets mad when enemies attack her allies. Every attempted attack grants 1 stack of rage and every succesful attack grants 2 stacks with no upper limit on how many stacks she can gain. Allies who get feared, mortal wounded, crit or grappled grant 3 stacks of rage and allies hwo get KO'd grant 10 stacks. However, attacking kangaskhan reduces the rage stack by 2. Rage stacks increase Kangaskhan's damage done by 1% up to a maximum of 8% and can be consumed 5 at a time to add a 100% chance to stun or a 100% chance to reduce the target's actions by 1 next turn to one of Kangaskhan's attacks.
Parental Bond: Jr. exits Kangaskhan's pouch and aids her in fighting! This adds a +2 to Kangaskhan's strength mod and adds her strength mod to the damage of all her attacks for 3 turns. 3 turn cooldown.
Disable: Kangaskhan delivers a crippling blow that disables a stat of her choice for 3 turns. She suffers a -2 to a dodge attempt next turn. 2 turn cooldown. (Medium Str Attack; Does 18% Damage)
Counter: Kangaskhan attempts to brute force her way through an opponent's attack, forfeiting her ability to dodge or bubble shield the attack and taking its full damage. She then makes an opposing attack roll. If this attack roll beats the opponents attack roll, Kangaskhan ignores the secondary effects of the attack that hits her and strikes the opponent back for 1.5x the damage she took as unavoidable damage. If she fails to beat the attacker's roll, however, she takes the attack as normal and her action is wasted. 3 turn cooldown.
Facade: Mind over matter. Kangaskhan uses willpower to overcome her wounds, attacking with renewed vigor! This attack does 4% more damage for every negative status effect Kangaskhan is suffering from and ignores accuracy penalties stemming from statuses upon her. It also deals 1% extra damage for every 20% damage Kagaskhan has accumulated. 1 turn cooldown. (Medium Str Attack; Does 10% Damage)
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[PTab=Ultimate Attacks (1)]Ditty and Ditta the Dittos: Two dittos are brought out of hiding to transform into Blue or one of her pokemon! It can superficially transform into other characters, optionally using their stats instead of Blue's / her pokemon's, however they will always use Blue's / her pokemon's moveset with the option to use one of the stolen items she is not currently using in a thread. These have a base HP of of 70, -/+ 5 per CON mod and a base shield of 35, -/+ 3 per CON mod. For 3 turns, Blue gains 3 extra actions per turn which belong to these doppelgangers. After these turns, the amount of actions these allies get is reduced to 1. These allies can share Blue's actions and may continue fighting alongside her until defeated. Else if they leave before being defeated, they'll gift Blue with an item of her choice gifted from her thief list.
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[/PTabbedContent]
[PTabbedContent=The Skiller Skitty][PTab=Stats]
| Stats | MOD |
STR | 14 | +2 |
DEX | 14 | +2 |
CON | 14 | +2 |
INT | 8 | -1 |
WIS | 16 | +3 |
CHA | 2 | -4 |
[PTab=Primary Attacks (4)]Hyper Beam: A blast of concentrated energy is shot with extreme force at a target! However, because Skitty's tiny body was never naturally meant to withstand the recoil from such an attack, it impacts her ability to dodge the next attack aimed at her by -2. (Heavy Wis Attack; Does 30% Damage)
Explosion: The air around Skitty spontaneously and explosively combusts! Because of the extremely fast and violent nature of this attack, it gains a +2 to its accuracy. However, she suffers a -2 to her next dodge roll and 7% recoil. 2 turn cooldown. (Heavy Dex Attack; Does 32% Damage)
Night Slash: An evil move of murderous intent. Skitty lunges at a target and viciously mauls them with her claws! It costs two actions and has a 70% chance of inflicting the mortal wound status. 3 Turn cooldown. (Heavy Str Attack; Does 30% Damage)
Eruption: The Skiller Skitty is enveloped by a fiery inferno that superficially resembles both a volcano erupting and a nuke going off. Burns anything flammable and deforms metal from the heat. Skiller Skitty's WIS lowers by 2 for 4 WIS attacks. Afflicts burn and sets the target on fire. They take 15% damage each turn for 3 turns, however they can put themselves out if they spend 3 actions doing so or if they spend one action dousing themselves with water. 3 turn cooldown. (Heavy Wis Attack; Does 30% Damage)
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[PTab=Special Attacks (5)]Anger Point: For every 20% damage Skitty takes, she does 1% more damage and her dex stat increases by 1.
Hyper Voice: A terrible soundwave attack where Skitty cutely meows a little song for her opponents, creating a deadly concussive sound blast that causes environmental damage on a large scale, causing localized earthquake, shattering windows, and causing internal injuries through sheer pressure waves. Because dodging sound doesn't work as a concept, this targets CON. This can cause the blind, silenced, mortal wound or stun statuses at Skitty's discretion. Skitty suffers a -1 to her next dodge attempt after making this attack. 1% recoil. 2 turn cooldown. (Heavy Wis Attack; Does 20% Damage)
Sing: ...This is literally just Hyper Voice but Skitty is using her indoor voice. The sound waves from this song are more focused and impact foes with concusive force to knock them out. Afflicts the drowsy and sleep statuses, but gains a +3 to accuracy against targets that are already drowsy. 1 turn cooldown.
Dream Eater: Skitty preys upon the sleepy and the drowsy, eating their dreams and replacing them with bizarre cat-related dreams that can range from surreal to nightmarish. Does not work on foes that are fully awake, though. Heals for half the damage it deals. 3 turn cooldown. (Heavy Wis Attack; Does 30% Damage)
Future Sight: Skitty warps time and space itself into a frigging pretzel and summons versions of herself from across time and space to ravage her foe. This costs two actions and 6% health. They can attack once a turn for up to 4 turns, with a turn without an attack not counting toward its duration. (Heavy Wis Attack; Does 30% Damage)
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[PTab=Ultimate Attacks (1)]Work Up: For 4 turns, all of Skitty's attacks deal 10% more damage and have their negative secondary effects removed, including their cooldowns.
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[/PTabbedContent]
Last Edit:
Dec 7, 2021 20:06:45 GMT -8 by Mari