Post by TartoonHand94 on Apr 12, 2016 23:18:49 GMT -8
Character Profile
SSB:LI Rank: Hero
Rank Up Rewards:
Other Permanent Buffs:
SSB:LI Rank: Hero
Discipline | Stat Pts | MOD |
Strength | 14 | +2 |
Dexterity | 14 | +2 |
Constituion | 12 | +1 |
Intelligence | 12 | +1 |
Wisdom | 8 | -1 |
Charisma | 10 | +0 |
Rank Up Rewards:
+5% to Base HP
Other Permanent Buffs:
None
Super Mario Land (GB 1989)
Age: 17 | Gender: Female |
Alignment: Chaotic Good | Voice Ref: Deanna Mustard (Mario Party 10) |
Height: 180 cm (5'11") | Weight: 128 lbs (58 kg) |
Daisy Blossoms
Daisy Gets Competitive
Marine Pop
Sky Pop
Daisy Meiddates
Daisy Explores
Daisy in Danger
Sky Pop into the Sunset
Sarasaland Medley
Slow Dance with Daisy
Daisy Gets Competitive
Marine Pop
Sky Pop
Daisy Meiddates
Daisy Explores
Daisy in Danger
Sky Pop into the Sunset
Sarasaland Medley
Slow Dance with Daisy
[PTabbedContent=Relationships][PTab=Friends]Princess Peach,
Luigi,
Mario,
Toadette,
Paula Polestar,
Penny Benson,
Valorie Ryder,
Chell,
Ashe,[/PTab={min-height:80px;max-height:102px;overflow:auto;}]
[PTab=Allies]Rosalina,
Lumio,
The Seven Star Spirits,
The Ghost Toad Guards,
Groose,
Hood Sickle,
Amite,
Lidelle
Samus Aran,
[/PTab={min-height:80px;max-height:102px;overflow:auto;}]
[PTab=Rivals] Rosalina,[/PTab={min-height:80px;max-height:102px;overflow:auto;}]
[PTab=Enemies]Tatanga,
Bowser,
Big Blin,
Petey Piranha[/PTab={min-height:80px;max-height:102px;overflow:auto;}]
[/PTabbedContent={max-width:400px}]
[PTabbedContent=Threads][PTab=Current (1)]The God Wars - Party 1,[/PTab={min-height:90px;max-height:120px;overflow:auto;}][PTab=Completed (4)]A City in the Stars,
Who You Gonna Call?,
Arle's Birthday Party,
Trial By Dragon,[/PTab={min-height:90px;max-height:120px;overflow:auto;}]
[PTab=PVP (2)]WWLi - Peach vs Daisy,
Daisy Orange vs Black Rosa,[/PTab={min-height:90px;max-height:120px;overflow:auto;}]
[PTab=Socials (2)]Sisters-In-Arms,
Sewing Seeds of Surprise,[/PTab={min-height:90px;max-height:120px;overflow:auto;}]
[PTab=Gambles (0)][/PTab={min-height:90px;max-height:120px;overflow:auto;}]
[PTab=Failed (7)]The Bonds of Time,
The Search for Peach's Parents,
The Green Thunder Strikes Back!,
NLB: Mushroom Royale Vs Spellblades,
Satsui No Hado 2 Turbo,
Girls Night Out: The Bender,
The Nitro Challenge,[/PTab={min-height:80px;max-height:120px;overflow:auto;}]
[/PTabbedContent={max-width:400px;}]
[PTabbedContent=Items][PTab=Food]Cheateu Romani x1,
Chuckola Cola x3,
Double Cherry x2,
Food x14,
Heart Container x1,
Hyper Candy x1,
Naura Bakery Cake x1,
Slice of Cake (11 HP) x2,
Strange Potions x1,
Super Mushroom x4,
Super Spicy Curry x1,[/PTab={min-height:120px;max-height:150px;overflow:auto;}]
[PTab=Clothing]Bunny Hood x2,
Cloaking Device x1,
Floral Headband x6,
Lovely Perfume x1,
Starman x1,
Super Bell x3,
Super Leaf x1,
Ink Bottle x1,[/PTab={min-height:120px;max-height:150px;overflow:auto;}]
[PTab=Battering]Beam Sword x2,
Home Run Bat x1,
Lip's Stick x1,
Star Rod x1,
Super Scope x3,
Whimsical Stars,[/PTab={min-height:120px;max-height:150px;overflow:auto;}]
[PTab=Throwing]Banana Peel x4,
Flower x1,
Ink Bottle x1,
Lightning Bolt x1,
Mr Saturn x1,
Pitfall x1,
Red Shell x1,
X Bomb x1,[/PTab={min-height:120px;max-height:150px;overflow:auto;}]
[PTab=Summoning]Baby Yoshi x1,
Guardian Teddy Bear x1,
Master Ball x2,
Poke Ball x2,
Pokeball (Inkay) x1,
Ultra Beast Ball x1,
Witch AT,[/PTab={min-height:120px;max-height:150px;overflow:auto;}]
[/PTabbedContent={max-width:400px;}]
Luigi,
Mario,
Toadette,
Paula Polestar,
Penny Benson,
Valorie Ryder,
Chell,
Ashe,[/PTab={min-height:80px;max-height:102px;overflow:auto;}]
[PTab=Allies]Rosalina,
Lumio,
The Seven Star Spirits,
The Ghost Toad Guards,
Groose,
Hood Sickle,
Amite,
Lidelle
Samus Aran,
[/PTab={min-height:80px;max-height:102px;overflow:auto;}]
[PTab=Rivals] Rosalina,[/PTab={min-height:80px;max-height:102px;overflow:auto;}]
[PTab=Enemies]Tatanga,
Bowser,
Big Blin,
Petey Piranha[/PTab={min-height:80px;max-height:102px;overflow:auto;}]
[/PTabbedContent={max-width:400px}]
[PTabbedContent=Threads][PTab=Current (1)]The God Wars - Party 1,[/PTab={min-height:90px;max-height:120px;overflow:auto;}][PTab=Completed (4)]A City in the Stars,
Who You Gonna Call?,
Arle's Birthday Party,
Trial By Dragon,[/PTab={min-height:90px;max-height:120px;overflow:auto;}]
[PTab=PVP (2)]WWLi - Peach vs Daisy,
Daisy Orange vs Black Rosa,[/PTab={min-height:90px;max-height:120px;overflow:auto;}]
[PTab=Socials (2)]Sisters-In-Arms,
Sewing Seeds of Surprise,[/PTab={min-height:90px;max-height:120px;overflow:auto;}]
[PTab=Gambles (0)][/PTab={min-height:90px;max-height:120px;overflow:auto;}]
[PTab=Failed (7)]The Bonds of Time,
The Search for Peach's Parents,
The Green Thunder Strikes Back!,
NLB: Mushroom Royale Vs Spellblades,
Satsui No Hado 2 Turbo,
Girls Night Out: The Bender,
The Nitro Challenge,[/PTab={min-height:80px;max-height:120px;overflow:auto;}]
[/PTabbedContent={max-width:400px;}]
[PTabbedContent=Items][PTab=Food]Cheateu Romani x1,
Chuckola Cola x3,
Double Cherry x2,
Food x14,
Heart Container x1,
Hyper Candy x1,
Naura Bakery Cake x1,
Slice of Cake (11 HP) x2,
Strange Potions x1,
Super Mushroom x4,
Super Spicy Curry x1,[/PTab={min-height:120px;max-height:150px;overflow:auto;}]
[PTab=Clothing]Bunny Hood x2,
Cloaking Device x1,
Floral Headband x6,
Lovely Perfume x1,
Starman x1,
Super Bell x3,
Super Leaf x1,
Ink Bottle x1,[/PTab={min-height:120px;max-height:150px;overflow:auto;}]
[PTab=Battering]Beam Sword x2,
Home Run Bat x1,
Lip's Stick x1,
Star Rod x1,
Super Scope x3,
Whimsical Stars,[/PTab={min-height:120px;max-height:150px;overflow:auto;}]
[PTab=Throwing]Banana Peel x4,
Flower x1,
Ink Bottle x1,
Lightning Bolt x1,
Mr Saturn x1,
Pitfall x1,
Red Shell x1,
X Bomb x1,[/PTab={min-height:120px;max-height:150px;overflow:auto;}]
[PTab=Summoning]Baby Yoshi x1,
Guardian Teddy Bear x1,
Master Ball x2,
Poke Ball x2,
Pokeball (Inkay) x1,
Ultra Beast Ball x1,
Witch AT,[/PTab={min-height:120px;max-height:150px;overflow:auto;}]
[/PTabbedContent={max-width:400px;}]
Special Items
Samus Aran Bounty Hunter Training Guide x1 -
Dryad's Hat x1,
Shining Sprite x1,
Unstable Chaos Hungry Cookpot x1,
Smash Spirit
These strange spirits contain the phantom essences of other characters stripped from them either during their time here on Li or by other more mysterious means. They could be the spirit of any fictional character, even those who wouldn't normally be site legal! You can absorb these spirits to gain a permanent increase of 1 to a random stat! (Note: not modifier) If you'd like, you can have the smash spirit be the spirit of a character that was known for this stat. The existence of a Smash Spirit does not necessarily imply that a character is dead, as sometimes they are merely the 'memory essence' of a character rather than the complete spirit. However, you may feel free to portray them as if they are conscious spirits regardless.
To decide which stat to increase, roll 1d6! Exclude any stats that have reached the stat cap of 20. You may only gain a maximum of 8 stat points via Smash Spirits, however, you may also use Smash Spirits to reroll a stat you aren't happy with.
Inkling Witch's Brew x1,
Evil Affinity Badge
Boosts the damage output of the user’s move (not FS) by x1.5. 4 turn cooldown. User gains +2 to intimidation rolls.
Net Launcher
Ride Chaser
Now this is riding in style! This mechanical hover bike stores into a compact disc that fits into your pocket, But when activated, Creates the Rider Bike through Digital Construction, To give yourself the Hover bike you need! Can be colored however you see fit. Can drive on any terrain, barring 90 degree slopes.
When activated, Gain a +2 Dex Bonus while atop the Bike. All Attack Accuracy checks suffer -2 during this time, except for DEX or WIS based Attack checks. You can not perform normal Checks during this time. Also gains access to three moves.
Rider Bike Ram: Ram right into a target, crashing and sending them back with a full force ram! (20% Damage, DEX)
Ride Chaser Shot: Firing off the gun's from the front, Fire off a set of machine plasma fire! (1d3 Damage, DEX)
Boost Burner: Rising up your bike, Blast a target with an increased propulsion blast! (19% Damage, Afflicts Burn. DEX, 2 turn cooldown.)
Upon taking 30% Damage, The Bike is 'Wrecked' and can not be used for the rest of the thread.
A digital catalog containing all the information on how to be a bounty hunter and the secrets to survival as well as the fighting style of Samus Aran and a brief bibliography of all the creatures and places Samus Aran has experienced. Using memorabilia and her own memory, Samus pieced together this digital work in only a matter of hours. Reading and possessing this item allows you to learn ONE more move permanently to add to your primary OR special attacks. One time use.
Dryad's Hat x1,
The Dryad's hat is able to Unleash a Poisonous Gas, That affects a Area of Effect for all enemy targets, afflicting 3 Turns of Poison, Guaranteed! Can be used Twice per Thread.
Shining Sprite x1,
This is a three-Use Item, That causes you to Unleash a Massive Light upon any and all Enemy Targets in a AOE! Causes 10% + 1d20 + WIS Mod Amount of Damage to all targets!
Unstable Chaos Hungry Cookpot x1,
Apparently, this magical cookpot was created from the essence of a gluttonous monster that preyed upon travelers. Draw power from it to give your character access to the devour command from Final Fantasy VIII. However, something's ...off about this pot. First, roll a natural d20. If the result is below 8, the cookpot backfires and you get eaten instead! This is invoked with a grapple roll using any logical grappling stats at your disposal. If successful, you swallow the victim whole using the power of cartoon physics and a spatial distortion technique that, in practice, smart shrinks the victim ju~ust enough to avoid any unfortunate size related limitations. After this, normal grapple mechanics cease to apply. 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 your stats by more than 4 using this method. 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 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.
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 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.
Smash Spirit
These strange spirits contain the phantom essences of other characters stripped from them either during their time here on Li or by other more mysterious means. They could be the spirit of any fictional character, even those who wouldn't normally be site legal! You can absorb these spirits to gain a permanent increase of 1 to a random stat! (Note: not modifier) If you'd like, you can have the smash spirit be the spirit of a character that was known for this stat. The existence of a Smash Spirit does not necessarily imply that a character is dead, as sometimes they are merely the 'memory essence' of a character rather than the complete spirit. However, you may feel free to portray them as if they are conscious spirits regardless.
To decide which stat to increase, roll 1d6! Exclude any stats that have reached the stat cap of 20. You may only gain a maximum of 8 stat points via Smash Spirits, however, you may also use Smash Spirits to reroll a stat you aren't happy with.
d6 Roll | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|
Stat Affected | Strength | Dexterity | Wisdom | Intelligence | Charisma | Constitution |
Inkling Witch's Brew x1,
This special potion will permanently give you the ability to take on the appearance and physiology of an inkling or octoling! Usually, this results in an inkling or octoling version of yourself. However, it could also be used to take on the appearance of an iconic inkling or octoling from Splatoon! We strongly recommend against completely submerging yourself in water while in this form. This is a cosmetic transformation that acts as a cosplay outfit despite being a full transformation and does not come with any moves / stats.
Evil Affinity Badge
Boosts the damage output of the user’s move (not FS) by x1.5. 4 turn cooldown. User gains +2 to intimidation rolls.
Net Launcher
This simple gun-like weapon fires a net with weights attached to its ends to help make it hard for a victim to escape. Allows you to make a ranged grapple with a +3 bonus. However, unless you move in to maintain the grapple, it will break on the next turn. Item is destroyed upon use.
Ride Chaser
Now this is riding in style! This mechanical hover bike stores into a compact disc that fits into your pocket, But when activated, Creates the Rider Bike through Digital Construction, To give yourself the Hover bike you need! Can be colored however you see fit. Can drive on any terrain, barring 90 degree slopes.
When activated, Gain a +2 Dex Bonus while atop the Bike. All Attack Accuracy checks suffer -2 during this time, except for DEX or WIS based Attack checks. You can not perform normal Checks during this time. Also gains access to three moves.
Rider Bike Ram: Ram right into a target, crashing and sending them back with a full force ram! (20% Damage, DEX)
Ride Chaser Shot: Firing off the gun's from the front, Fire off a set of machine plasma fire! (1d3 Damage, DEX)
Boost Burner: Rising up your bike, Blast a target with an increased propulsion blast! (19% Damage, Afflicts Burn. DEX, 2 turn cooldown.)
Upon taking 30% Damage, The Bike is 'Wrecked' and can not be used for the rest of the thread.
Daisy
Damage: 0%
160/160 HP
55/55 Shield
Status: Normal
[PTabbedContent=Princess Daisy][PTab=Stats]
Discipline | Stat Pts | MOD |
Strength | 14 | +2 |
Dexterity | 14 | +2 |
Constituion | 12 | +1 |
Intelligence | 12 | +1 |
Wisdom | 8 | -1 |
Charisma | 10 | +0 |
Passive Ability: Competitive Spirit – Ask anyone who’s played with or against her, Daisy is a feisty girl who loves to get dirty and play with the rest of the crowd!
For every 3 consecutive attacks landed successfully without the assistance of a grapple, Daisy's Competition gauge increases by 1.
Starting at 0 and maxing out at 5, Daisy’s Competition gauge increases Daisy’s first attack roll against the same opponent on the next turn.
This gauge is depleted by 1 for every 3 consecutive attacks landed against her by this same opponent.
It becomes a competition of who can outlast who. Better uproot Daisy before she plants you![/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Primary Attacks]Floral Fists - a Princess needs to protect herself and defend her kingdom, and the restless Daisy relishes in her duties. Her slaps and jabs are stronger than Peach’s but not as fast. This attack uses Strength as its modifier.(Light Str Attack; Does 8% Damage)
Tango Tussle - Some people say fighting is like a violent dance, but in Daisy's case it would be more accurate to say that her dancing is like elegant fighting. By staying on her toes and using her grace to her advantage, Daisy can attack without leaving herself open, giving her a +1 to her dodge rolls for the next turn. This attack uses Strength as its modifier and has a 2 turn cool down. (Medium Str Attack; Does 15% Damage)
Bug Spray - Daisy blasts a puff of Stanley's Bug SprayTM at enemies. The Bug Spray inflicts Poison status. (Light Wis Attack; Does 5% Damage)
Hibiscus Hips - Daisy jumps up and Ground Pounds on a target butt first. If hit, the target is literally flattened like a pancake in a cartoon fashion. May result in a character Hammered Into the Ground. The target is afflicted by mini if hit. Additionally, this attack gains a +2 to it's roll if Daisy is afflicted by the Mega Status or if the target is already afflicted by mini. However Daisy suffers -1 to her Dex rolls for the rest of the turn that she's used this. Has a 2 turn cooldown. (Heavy Con Attack; Does 14% damage)[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks]Projectile Power Flower - Daisy harnesses the power of the kingdom's most famous flowers to pollinate pain. She can launch a projectile from one of the following at a time:
- Super Ball – The super flowers of her native Sarasaland, as seen in Super Mario Land, grant Daisy the ability to launch super balls. These balls launch with incredible speed and ricochet off surfaces. Uses dexterity as its attack modifier. (Light Dex Attack; Does 8% Damage)
- Fire Flower - The Spiciest of Sunflowers
Daisy picks a Fire Flower and sprays super spicy balls that have a 10% chance of inflicting Burn status from it. Since she uses the Fire Flower like a weapon instead of a transformation, it uses her Dexterity as its attack modifier. (Light Dexterity Attack; Does 5% Damage) - Ice Flower - The Coolest Carnation
Daisy picks an Ice Flower and shoots chilling snow balls that have a 10% chance of inflicting from it. Since she uses the Ice Flower like a weapon instead of a transformation, it uses her Dexterity as its attack modifier. (Light Dexterity Attack; Does 5% Damage)
Sporty Swing - Daisy’s always up for a friendly or not so friendly game round of sports and she brings all of her Tennis, Baseball, and Golf skills with her in this attack. She swings for the fences with either a Tennis Racket, Baseball Bat, Golf Club, or even a surprise like a Hockey Stick.
Given the nature of the sports these sticks are used for, this attack can also reflect projectiles, with even greater force. The reflected projectile will return doing damage increased by a factor determined by the base roll. This attack uses Strength as its modifier and has a 3 turn cool down. (Heavy Str Atttack; Does 20% Damage)
Sporty Swing | ||
Roll | Sport Stick | Damage Multiplier |
1-5 | Hockey Stick | x1.0 |
6-10 | Golf Club | x1.2 |
10-15 | Tennis Racket | x1.4 |
15-20 | Baseball Bat | x1.6 |
Hibiscus Hips - Daisy jumps up and Ground Pounds on a target butt first. If hit, the target is literally flattened like a pancake in a cartoon fashion. May result in a character Hammered Into the Ground. The target is afflicted by mini if hit. Additionally, this attack gains a +2 to it's roll if Daisy is afflicted by the Mega Status or if the target is already afflicted by mini. However Daisy suffers -1 to her Dex rolls for the rest of the turn that she's used this. Has a 2 turn cooldown. (Heavy Con Attack; Does 14% damage)
Photosynthesis – Daisy unleashes power of the Baributo Sun! Rooting herself where she stands, she absorbs sunlight and nutrients from the environment and converts it into energy. This charge of energy can be used to boost a single attack’s damage output. Each charge costs a battle action and grants 5% extra damage. This charge caps out at 15% and once that boosted attack is spent, the charge is reverted to -5%. (Heavy Cha Technique)
Vegetables
Daisy plucks vegetables from the ground and throws them at enemies. Unlike regular veggies, they often sport eyes or even faces. Different vegetables deal different amounts of damage. The vegetable plucked depends on the roll.
Face | ||||
Damage | 3% | 6% | 12% | 24% |
Roll | 1-7 | 8-13 | 14-19 | 20 |
Minion Summoning Process: Gardening – One of Daisy’s fondest past times becomes her most fortuitous strategies on the battlefield. Daisy carries a pouch of Piranha Plant seeds wherever she goes.
First she makes a 1d5 roll to determine how many seed's she'll plant and then she swiftly plops them into the ground. To water each seed will cost a battle action. Once each seed has been watered, they will sprout the next turn as…
Nippers – The infantile versions of Piranha Plants.
These small pale sprouts hop around in search of nourishment, and momma's got a meal of enemies just waiting for them.
At this stage, they only know how to dodge and will roll 1d20 to do so.
If Daisy can spend a battle action to water a Nipper, it will put down roots in the next turn and become...
Munchers – these evolved versions of Nippers are now colored black and settled where they sit. They no longer hop around and are best simply avoided, but their defenses have greatly increased and aren’t so as easy to purge.
At this phase of development, they can only shield with a 1d20 constitution roll.
But you better uproot them soon before Daisy can water them or they grow into…
Piranha Plants - The fully grown plant with a gaping mouths full of teeth and a long green stem for extended range around them. Hitting them from a distance is your best option, being within their stem range is your worst.
Piranha Plants can utilize a 1d20 roll to perform their primary attack and function, Bite, dealing 6% damage.
Its attacks are independent of Daisy's battle actions. A single Piranha Plant can Bite up to 3 times a turn, but the maximum amount of Bites two or more Piranha Plants can take in a turn is 5.
If Daisy spends a battle action to feed a Piranha Plant a Fire Flower it will become a...
Fire Piranha Plant – a Piranha Plant that shoots balls of fire with a 10% chance to inflict Burn status.
If Daisy spends a battle action to feed a Piranha Plant a Ice Flower it will become a...
Frost Piranha Plant – a Piranha Plant that shoots balls of ice with a 10% chance to inflict Frozen status.
If Daisy spends a battle action to feed a Piranha Plant a Bug Spray it will become a...
Putrid Piranha Plant – a Piranha Plant with a 10% chance of inflicting Poisoned status with Bite.
Daisy can also spend two battle actions to scoop one up and pot it, increasing it's maximum HP by 20, turning it into a Potted Piranha Plant that can use a 1d20 roll to hop around and dodge or use its flower pot as a shield.
Everything you love or hate about Piranha Plants, now conveniently mobile.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]First she makes a 1d5 roll to determine how many seed's she'll plant and then she swiftly plops them into the ground. To water each seed will cost a battle action. Once each seed has been watered, they will sprout the next turn as…
Nippers – The infantile versions of Piranha Plants.
These small pale sprouts hop around in search of nourishment, and momma's got a meal of enemies just waiting for them.
At this stage, they only know how to dodge and will roll 1d20 to do so.
If Daisy can spend a battle action to water a Nipper, it will put down roots in the next turn and become...
Munchers – these evolved versions of Nippers are now colored black and settled where they sit. They no longer hop around and are best simply avoided, but their defenses have greatly increased and aren’t so as easy to purge.
At this phase of development, they can only shield with a 1d20 constitution roll.
But you better uproot them soon before Daisy can water them or they grow into…
Piranha Plants - The fully grown plant with a gaping mouths full of teeth and a long green stem for extended range around them. Hitting them from a distance is your best option, being within their stem range is your worst.
Piranha Plants can utilize a 1d20 roll to perform their primary attack and function, Bite, dealing 6% damage.
Its attacks are independent of Daisy's battle actions. A single Piranha Plant can Bite up to 3 times a turn, but the maximum amount of Bites two or more Piranha Plants can take in a turn is 5.
If Daisy spends a battle action to feed a Piranha Plant a Fire Flower it will become a...
Fire Piranha Plant – a Piranha Plant that shoots balls of fire with a 10% chance to inflict Burn status.
If Daisy spends a battle action to feed a Piranha Plant a Ice Flower it will become a...
Frost Piranha Plant – a Piranha Plant that shoots balls of ice with a 10% chance to inflict Frozen status.
If Daisy spends a battle action to feed a Piranha Plant a Bug Spray it will become a...
Putrid Piranha Plant – a Piranha Plant with a 10% chance of inflicting Poisoned status with Bite.
Daisy can also spend two battle actions to scoop one up and pot it, increasing it's maximum HP by 20, turning it into a Potted Piranha Plant that can use a 1d20 roll to hop around and dodge or use its flower pot as a shield.
Everything you love or hate about Piranha Plants, now conveniently mobile.
Nipper | Muncher | Piranha Plant | ||||
Health | 10HP | 20HP | 30HP | |||
Discipline | Stat | Modifier | Stat | Modifier | Stat | Modifier |
Strength | 4 | -3 | 20 | +5 | 20 | +5 |
Dexterity | 20 | +5 | 2 | -4 | 8 | -1 |
Wisdom | 12 | +1 | 4 | -3 | 4 | -3 |
Intelligence | 12 | +1 | 6 | -2 | 8 | -1 |
Charisma | 4 | -3 | 4 | -3 | 4 | -3 |
Constitution | 4 | -3 | 20 | +5 | 12 | +1 |
[PTab=Ultimate Attacks]Piranha Princess - Daisy becomes one with nature. Literally. Utilizing forbidden Sarasaland botanist magic, Daisy takes root and transforms herself into a Flos Dente Maximus(Dino Piranha). This transformation lasts a single turn. In this new terrifying form, Daisy is free to proceed to chase down and chomp down on multiple opponents, dealing 60% divided by the amount of targets to each of them. She can also choose to do what Piranha Plants do best and devour her enemies. They will remain consumed even after the transformation ends. From this point on until they escape or their HP reaches 0, once a turn she may deal them 15% digestion damage, healing herself for 10% health. The victim may attempt to escape by attacking from the inside, but any Dexterity targeting attack will target her Constitution stat instead. To escape, they must deal 40% cumulative damage to you which can be offset by any healing she receives.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
[PTabbedContent=Companions/Minion][PTab=One Chubby Chocobo]
One Chubby Chocobo
Discipline | Stat | Modifier |
---|---|---|
Strength | 4 | -3 |
Dexterity | 4 | -3 |
Constitution | 18 | +4 |
Intelligence | 10 | +0 |
Wisdom | 14 | +2 |
Charisma | 6 | -2 |
Primary Attacks(3):
Peck: The chocobo flails and attempts to smack the target around! Put some weight into it, chicken. (Light Str Attack; Does 8% Damage)
Quake: The chocobo's stomach growls very loudly, causing the earth itself to shake around them a bit. This is a wisdom based attack, targeting constitution, that stuns every enemy in the area if it hits. Each successive use suffers a cumulative -2 penalty to its roll for each time the target has heard the noise before, however. If a character happens to be inside the chocobo during this attack, the roll penalty is voided, the chocobo gains a +2 to their roll instead and the victim additionally takes 15% damage. 1 turn cooldown.
Trample: The chocobo attempts to run (or roll) a target down, crushing it with its immense weight. Has a 70% chance of inflicting paralysis. 3 Turn Cooldown. (Heavy Str Attack; Does 26% Damage)
Special Attacks(3):
Hunger Strike: To summon the chocobo, an item or vulnerable character must be sacrificed to bait it onto the field of battle. Once summoned, the chocobo will eat whatever it was offered and gain a buff called well fed. This buff gives the chocobo +5 to its strength mod and +2 to its dex mod. Lasts for 3 turns, or until the eaten character perishes. Whichever comes second. After this, the chocobo will become uninspired and refuse to fight until it is given more food. If a character is eaten but strong enough to fight back, they must deal 35% cumulative damage targeting the chocobo's constitution modifier to escape, after which it will lose its well fed buff but continue fighting for 3 turns in an attempt to retrieve the escapee. Eaten characters can be dealt 10% damage per turn as a free action and suffer a burn that doesn't decrease in duration until they are freed.
Receive: The chocobo attempts to consume an incoming attack using an opposing constitution roll, spitting it back at the attacker or biting them in the process as logic may dictate. This blocks the attack if succesful, and the opponent must then roll against the earlier constitution roll to dodge. The first time this attack is used in front of a given character, it may target wisdom instead of dexterity as a surprise attack and gains +2 to its constitution roll. The reflected attack deals damage equal to the original, but has the effect chance or potency of any secondary effects reduced by half. 3 turn cooldown.
Phat Mount: You can ride the chocobo! It has no problem carrying several passengers but isn't particularly fast. However, while riding it all damage directed at the riders is reduced by 5% and the riders can use the chocobo's dex modifier in place of their own to make dodge rolls.[/PTab={min-height:150px;max-height:300px;overflow:auto;}][PTab=Nippers]
Nipper 1 | Nipper 2 | Nipper 3 | Nipper 4 | Nipper 5 |
5 HP | 5 HP | 5 HP | 5 HP | 5 HP |
Status: Mobile | Status: Mobile | Status: Mobile | Status: Hungry | Status: Hungry |
[ proll=1d20+5] Dodge | [ proll=1d20+5 ] Dodge | [ proll=1d20+5 ] Dodge | [ proll=1d20+5 ] Dodge | [ proll=1d20+5 ] Dodge |
Muncher 1 | Muncher 2 | Muncher 3 | Muncher 4 | Muncher 5 |
5 HP | 5 HP | 5 HP | 5 HP | 5 HP |
Status: Immobile | Status: Immobile | Status: Immobile | Status: Immobile | Status: Immobile |
[ proll=1d20+5 ] CON | [ proll=1d20+5 ] CON | [ proll=1d20+5 ] CON | [ proll=1d20+5 ] CON | [ proll=1d20+5 ] CON |
Piranha Plant 1 | Piranha Plant 2 | Piranha Plant 3 | Piranha Plant 4 | Piranha Plant 5 |
10 HP | 10 HP | 10 HP | 10 HP | 10 HP |
Status: Hungry | Status: Hungry | Status: Hungry | Status: Hungry | Status: Hungry |
[ proll=1d20+5] Strength | [ proll=1d20+5] Strength | [ proll=1d20+5] Strength | [ proll=1d20+5] Strength | [ proll=1d20+5] Strength |
[/PTabbedContent]
Last Edit: Apr 2, 2017 at 7:52am by TartoonHand94
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Aug 21, 2024 8:14:21 GMT -8 by TartoonHand94