Post by Mari on Jun 13, 2016 16:59:31 GMT -8
Character Name: Jester Guy
Home Planet/Origin: Madou Monogatari
Preferred Motto: "..."
Appearance:
Alignment: True Neutral
History On Li: Jester Guy has actually had quite an extensive history on Li. He usually appears around the life sphere, silently tending to his own business. He once challenged Arle, Glover and Shantae to a street performance that rocked the world; sadly, he was unsuccessful in thwarting them there and was soon forgotten as their performance overshadowed his. He seems to have held a grudge on Arle and Glover stemming from his defeat. His next appearance was a mission of his own design where he asked for assistance in retrieving his enchanted mirror from an abandoned carnival set. He was almost killed by Metal Sonic's arrogance. He managed to survive however and retrieved his precious mirror. His most recent appearance was in Sunshine Stadium, where it was revealed that he was a participant in the smasher's club and had a very unfortunate win-loss record, as well as a nickname to fit. "Fumbles".
Storied History: Jester Guy was once a performer in a madou circus and he apparently never slipped out of his role as a jester. His true nature, as well as the nature of his unholy powers, are up to speculation. He certainly isn't going to tell you. However, one could surmise based on the fact that his magic is divine that he is either a deity in disguise or has associated with a deity of some nature. He seems to be collecting magical artifacts for some reason, perhaps to further his own goals.
Stats:
Home Planet/Origin: Madou Monogatari
Preferred Motto: "..."
Appearance:
Alignment: True Neutral
History On Li: Jester Guy has actually had quite an extensive history on Li. He usually appears around the life sphere, silently tending to his own business. He once challenged Arle, Glover and Shantae to a street performance that rocked the world; sadly, he was unsuccessful in thwarting them there and was soon forgotten as their performance overshadowed his. He seems to have held a grudge on Arle and Glover stemming from his defeat. His next appearance was a mission of his own design where he asked for assistance in retrieving his enchanted mirror from an abandoned carnival set. He was almost killed by Metal Sonic's arrogance. He managed to survive however and retrieved his precious mirror. His most recent appearance was in Sunshine Stadium, where it was revealed that he was a participant in the smasher's club and had a very unfortunate win-loss record, as well as a nickname to fit. "Fumbles".
Storied History: Jester Guy was once a performer in a madou circus and he apparently never slipped out of his role as a jester. His true nature, as well as the nature of his unholy powers, are up to speculation. He certainly isn't going to tell you. However, one could surmise based on the fact that his magic is divine that he is either a deity in disguise or has associated with a deity of some nature. He seems to be collecting magical artifacts for some reason, perhaps to further his own goals.
Stats:
Discipline | Stat | Modifier |
---|---|---|
Strength | 4 | -3 |
Dexterity | 12 | +1 |
Constitution | 14 | +2 |
Intelligence | 18 | +4 |
Wisdom | 20 | +5 |
Charisma | 14 | +2 |
[PTabbedContent=Attacks and Abilities][PTab=Primary Attacks (5)]Abyss: Jester Guy launches a large fireball at the target, attempting to blast them with burning kinetic force! A basic and reliable form of attack with a 50% chance of burning the target. (Medium WIS attack; Does 10% damage)
Chaos: Jester Guy unleashes a storm of icy wind, snow and jagged icicles upon his opponents, bombarding them with pain. Has a 35% chence to freeze the targets. Jester Guy suffers a -1 to his dexterity during the turn he casts this attack. (Medium WIS attack; Does 18% Damage)
Smite: Jester Guy calls down lightning from the sky to smite a foe with awesome power. Can pass through solid matter to strike enemies. Because of the immense speed and disjointed nature of the attack, this qualifies as a surprise attack and therefore targets wisdom. Has a 25% chance of burning the foe and a 25% chance of paralyzing the foe. 3 turn cooldown. (Heavy WIS attack; Does 26% Damage)
Eclipse: Jester Guy attacks an opponent's mind, attempting to melt it! Has a 50% chance to inflict the Mind-Melted status effect, crippling an opponent's ability to react to the world around them and think straight if it hits. Targets INT. 1 turn cooldown. (Medium WIS Attack; Does 12% damage)
Shadowflame: Tendrils of dark magic lunge out from caster to viciously stab enemies with their perhaps deceptively sharp tips. This attack has a 25% chance of applying the mortal wound status, and will also apply it on a crit--yielding a 30% chance overall. Because of the nature of this attack, the caster leaves themselves slightly vulnerable when casting it represented by a -1 to their dodge rolls on the following turn for each time it was used. 6% recoil. (Heavy Wis Attack; Does 28% Damage)
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (9)]Illusion: This attack is two faceted. For starters it can be used for magical disguises, mimicking the appearance of other characters. However, as an attack, it instead creates an illusion around a target intended to blind them to oncoming attacks. This illusion creates blind spots in the target's senses. If Jester Guy and their allies are lucky, they can exploit these blind spots for increased damage. For three turns, the crit range on attacks against this enemy will increase by 2. For example, normal attacks will now crit on natural 18s and 19s. 5 turn cooldown.
Rejuvinate: Jester Guy uses the power of holy magic to heal himself or his allies! Heals for 1D15+(Charisma Mod), but may have unexpected effects when used upon unholy targets. 3 turn cooldown.
Labyrinth: Select a move and tap it, incurring its cooldown and any secondary effects it has, including negative effects. Jester Guy then gains a diacute buff that he can tap to increase the damage of any attack, other than a final smash, by an amount equal to the previously mentioned attack's damage plus his wisdom modifier. Then lower Jester Guy's wisdom modifier by an amount you choose for 2 turns (This debuff does not affect perception checks) and add Xd5 to the diacute orb's damage, with X being the amount you lowered your wisdom modifier by. This can be given to an ally. Jester Guy takes 5% recoil. 2 turn cooldown.
Arle Shield: Jester Guy's magical breastplate begins to glow dimly. For three turns, whenever Jester Guy is hit by an attack, half of that attack's damage is absorbed by his breastplate. Additionally, half of all damage Jester Guy does while under this buff is used to offset the damage absorbed by the breastplate. When the buff expires, Jester Guy takes any remaining damage present on his breastplate. 3 turn cooldown.
Possession: Jester Guy forces his will upon an enemy, initiating a Wisdom vs INT roll to attempt to control them. If successful, he can force the target to make an action of his choice towards a target of his 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.
Purge: Jester Guy attempts to purge a target using arcane magic. This can either be used on an ally to reduce the number of turns on their negative status conditions by 2 or on an enemy, as a Wisdom vs INT roll, to reduce the number of turns left on their positive buffs by 2. 1 turn cooldown.
Flying Squirrel Mount: A (relatively) giant flying squirrel hops in and allows Jester Guy to mount it, greatly increasing his mobility! Though the squirrel cannot truly fly, it is so good at running, jumping and gliding that it is treated as if it could fly for the purposes of mechanics and fluff. While riding the squirrel, Jester Guy gains +2 to his dexterity modifier and takes 5% less damage from attacks directed at his. The squirrel lasts for 3 turns before it gets tired, at which point Jester Guy can continue riding it but will not gain the dexterity or damage reduction buff until he gets off and lets it rest. The squirrel itself has 40 HP. If it is reduced to 0 HP it becomes too wounded to be ridden, it's cooldown is doubled and it cannot be used again until it's HP is raised back above 0 via healing. 3 turn cooldown.
Spectre: The caster summons spirits from beyond the grave and commands them to attack a foes' very soul, leeching at their life energy. This heals the caster for half the damage they deal rounded up. This can be done multiple times at the cost of an extra action for each attempt, however, the attack incurs its full cooldown regardless of how many times it is performed. If this attack hits an individual 4+ times or is used on the turn an individual is KO'd, the caster heals themselves for an amount equal to this attack's damage. Targets INT. 4 turn cooldown. (Medium Cha Attack; Does 7+Cha Damage)
Fade: Jester Guy rips a hole in space using his magic, creating a wormhole leading to somewhere nearby! This can be used either to benefit allies or inconvenience enemies. When used on allies, it allows them to either effectually warp to a new location or rapidly change their position to sneak attack an enemy. This allows any attack to target wisdom and increases the damage of the attack in question to 1.5x its normal amount. When used on an enemy, the wormhole attempts to suck them in before displacing them somewhere else! This mostly serves the purpose of just forcefully relocating the target. The spell has a short range and cannot actually travel more than 50 feet or so, but can pass through walls, ceilings, and any other boundaries between it and the target location provided there is any space to fit them. If the enemy is able to make it back and continue attacking, it suffers a 1 action penalty. 3 turn cooldown.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Ultimate Attacks]Ragnarok: Jester Guy calls down a ray of holy energy from the sky and a burst of unholy energy from the depths of hell. When they collide, things go BOOM. Does 80% damage to all enemies, but Jester Guy suffers 30% damage and a -3 to all of his attack rolls for 3 turns.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Other Info]Jester Guy can breathe liquids
Jester Guy's boots, called the Ribbit Boots, are magical in nature and allow his to make very large jumps on command.
Jester Guy owns a magical flute called the Panotti Flute. Any notes he plays on this flute will echo after he stops playing if there are magical items in the area.
Jester Guy owns a magical dictionary that can help his roughly understand any text or speech that is in a magical language.
Jester Guy owns a magical toy elephant that enables the user to shrink themselves to the size of a mouse.
Jester Guy has to be able to speak (But does not need to be heard) to use most of his attacks, save the deep forest ribbon and elephant king ring. Being gagged severely hinders his.
Jester Guy owns a magical fairy feather that allows his to grow butterfly-esque fairy wings and fly!
Jester Guy owns an enchanted mirror that supposedly shows someone's "true self" if they gaze into it. Given his proficiency with illusions, one might be rightfully skeptical to trust the mirror.
Jester Guy owns an enchanted mirror that supposedly shows someone's "true self" if they gaze into it. Given his proficiency with illusions, one might be rightfully skeptical to trust the mirror.
There doesn't appear to be any way to remove Jester Guy's mask or his outfit for that matter. It's as if they were crafted over his body, or if the cloth itself is his body.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
Chaos: Jester Guy unleashes a storm of icy wind, snow and jagged icicles upon his opponents, bombarding them with pain. Has a 35% chence to freeze the targets. Jester Guy suffers a -1 to his dexterity during the turn he casts this attack. (Medium WIS attack; Does 18% Damage)
Smite: Jester Guy calls down lightning from the sky to smite a foe with awesome power. Can pass through solid matter to strike enemies. Because of the immense speed and disjointed nature of the attack, this qualifies as a surprise attack and therefore targets wisdom. Has a 25% chance of burning the foe and a 25% chance of paralyzing the foe. 3 turn cooldown. (Heavy WIS attack; Does 26% Damage)
Eclipse: Jester Guy attacks an opponent's mind, attempting to melt it! Has a 50% chance to inflict the Mind-Melted status effect, crippling an opponent's ability to react to the world around them and think straight if it hits. Targets INT. 1 turn cooldown. (Medium WIS Attack; Does 12% damage)
Shadowflame: Tendrils of dark magic lunge out from caster to viciously stab enemies with their perhaps deceptively sharp tips. This attack has a 25% chance of applying the mortal wound status, and will also apply it on a crit--yielding a 30% chance overall. Because of the nature of this attack, the caster leaves themselves slightly vulnerable when casting it represented by a -1 to their dodge rolls on the following turn for each time it was used. 6% recoil. (Heavy Wis Attack; Does 28% Damage)
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (9)]Illusion: This attack is two faceted. For starters it can be used for magical disguises, mimicking the appearance of other characters. However, as an attack, it instead creates an illusion around a target intended to blind them to oncoming attacks. This illusion creates blind spots in the target's senses. If Jester Guy and their allies are lucky, they can exploit these blind spots for increased damage. For three turns, the crit range on attacks against this enemy will increase by 2. For example, normal attacks will now crit on natural 18s and 19s. 5 turn cooldown.
Rejuvinate: Jester Guy uses the power of holy magic to heal himself or his allies! Heals for 1D15+(Charisma Mod), but may have unexpected effects when used upon unholy targets. 3 turn cooldown.
Labyrinth: Select a move and tap it, incurring its cooldown and any secondary effects it has, including negative effects. Jester Guy then gains a diacute buff that he can tap to increase the damage of any attack, other than a final smash, by an amount equal to the previously mentioned attack's damage plus his wisdom modifier. Then lower Jester Guy's wisdom modifier by an amount you choose for 2 turns (This debuff does not affect perception checks) and add Xd5 to the diacute orb's damage, with X being the amount you lowered your wisdom modifier by. This can be given to an ally. Jester Guy takes 5% recoil. 2 turn cooldown.
Arle Shield: Jester Guy's magical breastplate begins to glow dimly. For three turns, whenever Jester Guy is hit by an attack, half of that attack's damage is absorbed by his breastplate. Additionally, half of all damage Jester Guy does while under this buff is used to offset the damage absorbed by the breastplate. When the buff expires, Jester Guy takes any remaining damage present on his breastplate. 3 turn cooldown.
Possession: Jester Guy forces his will upon an enemy, initiating a Wisdom vs INT roll to attempt to control them. If successful, he can force the target to make an action of his choice towards a target of his 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.
Purge: Jester Guy attempts to purge a target using arcane magic. This can either be used on an ally to reduce the number of turns on their negative status conditions by 2 or on an enemy, as a Wisdom vs INT roll, to reduce the number of turns left on their positive buffs by 2. 1 turn cooldown.
Flying Squirrel Mount: A (relatively) giant flying squirrel hops in and allows Jester Guy to mount it, greatly increasing his mobility! Though the squirrel cannot truly fly, it is so good at running, jumping and gliding that it is treated as if it could fly for the purposes of mechanics and fluff. While riding the squirrel, Jester Guy gains +2 to his dexterity modifier and takes 5% less damage from attacks directed at his. The squirrel lasts for 3 turns before it gets tired, at which point Jester Guy can continue riding it but will not gain the dexterity or damage reduction buff until he gets off and lets it rest. The squirrel itself has 40 HP. If it is reduced to 0 HP it becomes too wounded to be ridden, it's cooldown is doubled and it cannot be used again until it's HP is raised back above 0 via healing. 3 turn cooldown.
Spectre: The caster summons spirits from beyond the grave and commands them to attack a foes' very soul, leeching at their life energy. This heals the caster for half the damage they deal rounded up. This can be done multiple times at the cost of an extra action for each attempt, however, the attack incurs its full cooldown regardless of how many times it is performed. If this attack hits an individual 4+ times or is used on the turn an individual is KO'd, the caster heals themselves for an amount equal to this attack's damage. Targets INT. 4 turn cooldown. (Medium Cha Attack; Does 7+Cha Damage)
Fade: Jester Guy rips a hole in space using his magic, creating a wormhole leading to somewhere nearby! This can be used either to benefit allies or inconvenience enemies. When used on allies, it allows them to either effectually warp to a new location or rapidly change their position to sneak attack an enemy. This allows any attack to target wisdom and increases the damage of the attack in question to 1.5x its normal amount. When used on an enemy, the wormhole attempts to suck them in before displacing them somewhere else! This mostly serves the purpose of just forcefully relocating the target. The spell has a short range and cannot actually travel more than 50 feet or so, but can pass through walls, ceilings, and any other boundaries between it and the target location provided there is any space to fit them. If the enemy is able to make it back and continue attacking, it suffers a 1 action penalty. 3 turn cooldown.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Ultimate Attacks]Ragnarok: Jester Guy calls down a ray of holy energy from the sky and a burst of unholy energy from the depths of hell. When they collide, things go BOOM. Does 80% damage to all enemies, but Jester Guy suffers 30% damage and a -3 to all of his attack rolls for 3 turns.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Other Info]Jester Guy can breathe liquids
Jester Guy's boots, called the Ribbit Boots, are magical in nature and allow his to make very large jumps on command.
Jester Guy owns a magical flute called the Panotti Flute. Any notes he plays on this flute will echo after he stops playing if there are magical items in the area.
Jester Guy owns a magical dictionary that can help his roughly understand any text or speech that is in a magical language.
Jester Guy owns a magical toy elephant that enables the user to shrink themselves to the size of a mouse.
Jester Guy has to be able to speak (But does not need to be heard) to use most of his attacks, save the deep forest ribbon and elephant king ring. Being gagged severely hinders his.
Jester Guy owns a magical fairy feather that allows his to grow butterfly-esque fairy wings and fly!
Jester Guy owns an enchanted mirror that supposedly shows someone's "true self" if they gaze into it. Given his proficiency with illusions, one might be rightfully skeptical to trust the mirror.
Jester Guy owns an enchanted mirror that supposedly shows someone's "true self" if they gaze into it. Given his proficiency with illusions, one might be rightfully skeptical to trust the mirror.
There doesn't appear to be any way to remove Jester Guy's mask or his outfit for that matter. It's as if they were crafted over his body, or if the cloth itself is his body.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
Last Edit:
May 21, 2021 7:11:56 GMT -8 by Mari