Post by heirtothemonado on Nov 22, 2017 19:24:11 GMT -8
10 total points to distribute
Discipline | Stat Pts | MOD |
STR | 12 (13) | +1 |
DEX | 12 | +1 |
CON | 10 | +0 |
INT | 14 | +2 |
WIS | 14 (15) | +2 |
CHA | 8 | -1 |
Bowser Jr.
Mushroom Kingdom/Mario Series
Alignment: Chaotic Neutral
Motto: "Grin and bear it. If that don't work, grin and crush it"
Allies/Friends: Bowser, The Koopa Troop, The Koopalings. Peach
Enemies/Rivals: Mario, Luigi, Most of the Mushroom Kingdom
Backstory: link
Appearance:
]
History On Li: Bowser Jr hadn't seen or heard from his father in a while. Usually, when Bowser was going to be gone for a while, he would at least check up on him every so often, but there was nothing now, not even a phone call. Concerned by this, Bowser Jr set out across the worlds of the Mushroom Kingdom in his Clown Car to find him. He figured that Bowser had launched another attack on Peach's Castle, so he headed there first. But when he got there, the only thing that was there to greet him was a large, imposing vortex of shadows. Scared, Bowser Jr tried to fly away, but the power of the Vortex was just too much for him. He was sucked in, and transported to Li. "Dad?" Bowser Jr asked nothing. Luckily he had landed near the Life Sphere, but he still didn't know where his father was. Perhaps his father had stayed in this city. Seemed like a god a spot as any to start looking for him.
Primary Attacks (3)
Fire Breath: Like his father, Bowser Jr is able to breathe fire. While his abilities aren't quite as potent, Bowser Jr's flames are still hot enough to do some damage. Can be fired in short bursts, or one long stream. [DMG 5% Light Wisdom Attack as a burst, 15% Medium Wisdom attack as a stream. 10% chance of Burn ]
Hammer Toss: Pulling out the weapon of every Super Mario Bros 3 player's nightmares, Bowser Jr. throws a black headed hammer at his target as hard as he can. [DMG 13% Medium Dexterity Attack]
Shell Spin: Bowser Jr tucks his hands, feet, and head into his shell, and hurls himself toward his target. One wonders how he's able to see out of that. [DMG 20% Heavy Strength Attack. Cooldown 2 turns]
Ground Pound: Putting his weight to good use, Jr jumps up and attempts to land on his opponent, like father like son! Affects disabled on a stat of Jr's choice, for 2 turns. Jr suffers from -1 in dodges next turn. 1 turn Cooldown (Medium STR Attack; DMG 10%)
Special Attacks (3)
Clown Car Spawn: Bowser Jr summons his Koopa Clown Car and hops in. (Transformation to Clown Car Jr. Cannot be used the turn after Eject was used.)
Magic Paintbrush: His signature weapon from his misadventures on Delfino Island. This invention is capable of spewing a very dilute form of Delfino Goop all around the area. Enemies that step in the goop are poisoned by the stuff. [Enemies must make a DEX roll when attacking, in addition to their attack roll. If they fail to beat the number rolled by Bowser Jr, they are poisoned for 3 turns. Cooldown 3 turns]
Sonic Roar: Bowser let's out a supersonic screech that has the same effects as lightning. For some reason. [Inflicts Mini]
Magic Graffiti: Utilizing the power of his Magic Paintbrush, Jr doodles paints a splotch of paint and front of him, summoning an enemy to attack his enemies, decided by a dice roll. All attacks are decided via Jr's WIS stat. 2 turn cooldown.
1: Cataquak: Instead of attacking, the Cataquak turns on Jr and tosses him around, self-inflicting 10% DMG and waddling away
2-3: Swoopin Stu/Strollin Stu/Winged Strollin Stus: Deals a personalized 8% DMG and a 40% chance of Poison
4-5: Smolderin Stu: Attacks by hopping toward the target and trying to land on top of them, dealing 12% DMG, and 30% chance to Burn
6-7: Swipin Stu: A flying menace that swoops down on the target and does 12% DMG, as well as attempting to steal something off the target, inflicting Disable on a stat of Jr's choice.
8-9: Piranha Plant: A muck-covered Piranha Plant sprouts out of the goop, and attempts to bite the target for 18% DMG
10-11: Blooper: A large white Blooper jumps out of the paint, and spits goop at the opponent's face/face equivalent for 20% DMG and 30% chance of inflicting Blind.
12-13: Piranhabon: A giant Piranha Plant head erupts out of the goop and lands on the target, dealing 24% with a 30% chance of inflicting Mini.
14-15: Miniature Manta Ray: A paper thin manta shape that glides over the ground like a shadow toward a single target. When the targeted enemy next attacks, it must make a DEX check equal to Jr's attack roll, or suffer 20% DMG and 30% chance of Paralysis
16-17: Gatekeeper: A giant Piranha Plant that chomps on the target for 30% DMG
18-19: Gooper Blooper: A gigantic Blooper that launches even more goop at it's opponant, dealing 26% with a 30% chance of inflicting Blind
20: Phantamanta: Behaves exactly like the Miniature Manta Rays, but affects the whole battlefield. Cannot be buffed via crit confirms
1: Cataquak: Instead of attacking, the Cataquak turns on Jr and tosses him around, self-inflicting 10% DMG and waddling away
2-3: Swoopin Stu/Strollin Stu/Winged Strollin Stus: Deals a personalized 8% DMG and a 40% chance of Poison
4-5: Smolderin Stu: Attacks by hopping toward the target and trying to land on top of them, dealing 12% DMG, and 30% chance to Burn
6-7: Swipin Stu: A flying menace that swoops down on the target and does 12% DMG, as well as attempting to steal something off the target, inflicting Disable on a stat of Jr's choice.
8-9: Piranha Plant: A muck-covered Piranha Plant sprouts out of the goop, and attempts to bite the target for 18% DMG
10-11: Blooper: A large white Blooper jumps out of the paint, and spits goop at the opponent's face/face equivalent for 20% DMG and 30% chance of inflicting Blind.
12-13: Piranhabon: A giant Piranha Plant head erupts out of the goop and lands on the target, dealing 24% with a 30% chance of inflicting Mini.
14-15: Miniature Manta Ray: A paper thin manta shape that glides over the ground like a shadow toward a single target. When the targeted enemy next attacks, it must make a DEX check equal to Jr's attack roll, or suffer 20% DMG and 30% chance of Paralysis
16-17: Gatekeeper: A giant Piranha Plant that chomps on the target for 30% DMG
18-19: Gooper Blooper: A gigantic Blooper that launches even more goop at it's opponant, dealing 26% with a 30% chance of inflicting Blind
20: Phantamanta: Behaves exactly like the Miniature Manta Rays, but affects the whole battlefield. Cannot be buffed via crit confirms
Gut Check: Despite what you might think, Jr's actually pretty strong. Combining that with his rather stout frame, this can be a rather dangerous combination. Planting his feet into the ground, Jr uses his stomach to bounce projectiles or people back to where they came from, countering attacks for a 1.5x the incoming damage. STR Based. 3 turn cooldown
Snack Time: Hey, battling is hard work, y'know! Sometimes you just need something to help you get by. Jr radio's in his Clown Car to drop in a supply of food for him to eat. Alternatively, Jr can have the Clown Car to drop the food on an ally to let them eat up instead. Heals 1d15+CHA. 3 turn Cooldown
Belly Drum: Jr pounds on his stomach with his fists in order to look intimidating and psych himself up! However...punching yourself in the gut still hurts quite a bit. Jr can do up to three tiers of this move, with each tier buffing his attack power by 5%. However, each tier will also deal 10% self-damage to him as well. This buff lasts for 3 turns, and has a 3 turn cooldown.
Tantrum: Inheriting his father's fiery temper, Jr flies into a rage fueled by how unfair this fight is going, what the heck?! For three turns, Jr buffs his STR and DEX by +3 and his damage output by 15%
Other Info:
10 total points to distribute
Discipline | Stat Pts | MOD |
STR | 14 | +2 |
DEX | 10 | +0 |
CON | 12 | +1 |
INT | 14 | +2 |
WIS | 14 | +2 |
CHA | 6 | -2 |
Clown Car Jr
Appearance:
Primary Attacks (3)
Boxing Gloves: The Clown Car sprouts a pair of boxing gloves, which launches a flurry of punches at it's target.[DMG 5% Light STR Attack]
Ram: Bowser Jr flies the Clown Car directly into the target's face. [DMG 20% Heavy STR Attack. Cooldown 2 turns]
Koopa Cannon Ball: The Clown Car points a cannon out of his mouth, and fires it toward the target. [DMG 25% Heavy DEX Attack. Cooldown 3 turns]
Air Cannon: Jr deploys the Clown Car's cannon, and blows a strong gust of wind out of the barrel and himself and his target flying! Deals 15% from the force of the winds and deals knockback, separating Jr from his opponent. (Medium DEX attack)
Eject: Bowser Jr quickly jumps out of the Clown Car into the air, ready to fight again once he lands. With no one to control it, the Clown Car crashes to the ground, dealing 20% to the poor shmuck who stands in the way. (Uses a flat roll for the explosion, no mods. Transforms back to Bowser Jr. Cannot be used the turn after Clown Car Spawn was used.)
Mechakoopa: The Clown Car spawns a small mechanical koopa that slowly hops toward the target. If Bowser Jr is attacked in the next turn, the attacker rolls DEX. If beaten, the attack hits the Mechakoopa instead, which will explode. If the Mechakoopa goes unattacked in three turns, it will explode on its own.[Explosion deals 10% DMG. No Mods. Cooldown 4 turns]
Koopa Go Kart: The Clown Car sprouts wheels and an exhaust pipe, and starts zipping around the area. [DEX+2. Durations 3 turns. Cooldown 3 turns]
Drill Shove: [15% + 10% on followup] The Koopa Clown Car sprouts a pair of drills on each side. Bowser Jr. shoves one drill into the foe's face, costing one action, and uses the other to follow up with a heavy shove sending them hurdling away. The first hit guarantees the second followup if the foe rolls 2 under his initial roll. STR based.
Drill Shove: [15% + 10% on followup] The Koopa Clown Car sprouts a pair of drills on each side. Bowser Jr. shoves one drill into the foe's face, costing one action, and uses the other to follow up with a heavy shove sending them hurdling away. The first hit guarantees the second followup if the foe rolls 2 under his initial roll. STR based.
Spike Ball Shot: Jr lobs a spike covered cannonball from the Clown Car's cannon, causing the cannonball to dig into the opponent and puncture their skin. Deals 20% DMG, with a 30% chance of Mortal Wound. 2 turn Cooldown
Taking a Bite: The Clown Car opens its mouth to intercept an attack, swallowing up the projectile/person. If a projectile was eaten, it is transferred into Jr's stomach, making it a bit more solid and a bit more stronger. For 4 turns after this counter is used, Gut Check has a +2 accuracy and a x2 multiplier instead of 1.5x If a person is swallowed, then they are held in the Clown Car's hull. This inflicts an adjusted version of Digested where Jr is not healed, but deals 1d20 damage per turn, and failed escapes do not give a stacking bonus to damage resistance/escape rolls. 4 turn Cooldown.
SupaMerge: Taking notes from his little Rabbid friend, Jr fires some strange pulses out of the eyes of the Clown Car toward two of his allies, and fuses them together! In the absence of an more then one ally, Jr can choose to fuse someone with himself instead. Either way, their stats modifiers are added together, and the new character has access to both of their move pools, able to attack on both RPer’s respective turns. Negative stat modifiers are unchanged for the purposes of combining stats. The characters damage taken will be combined during the fusion and split evenly after the fusion. The length of the fusion depends on a charisma roll by Bowser Jr. A roll lower then 8 will result in the move failing. 5 turn Cooldown.
Megaleg: Bowser Jr ducks completely into the Clown Car, and the Car transforms into a rather smaller version of Megaleg. a three-legged robot with many Bullet Bill Cannons. Megaleg runs forward to stomp the enemies into the ground to stun them. After that, he turns around and carpet bombs the area with Bullet Bills. How Bowser Jr's allies survive that is a mystery. (40% Damage to all enemies.)
Other Info:
Last Edit:
May 24, 2022 17:30:51 GMT -8 by heirtothemonado