Post by TheSpatialWeeg on Jun 29, 2019 18:48:04 GMT -8
10 total points to distribute
Discipline | Stat Pts | MOD |
STR | 14 | +2 |
DEX | 12 | +1 |
CON | 8 | -1 |
INT | 10 | +0 |
WIS | 14 | +2 |
CHA | 12 | +1 |
Mario
Mushroom Kingdom/Donkey Kong
Alignment: Neutral Good
Motto: "Let's-a go!"
Allies/Friends: Luigi, Peach, Toad, Rosalina, Yoshi, Daisy, Goombario, Goombella, Koops, Toadworth, Pit, Kirby, Link, E. Gadd, Sonic, Samus, Arle, Cappy, Donkey Kong, among many, many others
Enemies/Rivals: Sonic (friendly rivalry), Bowser, Bowser Jr. & the Koopalings, Wario, Fawful, Cackletta, Grodus, Shadow Queen, Donkey Kong (honestly, it's complicated), Dimentio, Antasma, Black Shadow, Tabuu, Popple, Jr. Troopa
Backstory: "Here we go!"
History On Li: Mario was one of the first people to be transported to Li. After learning of the threats that resided within the planet, he, alongside Samus and Sonic, had created a safe haven within the infected lands - the Life Sphere. When it came to actually dealing with the Starvia and its corruption however, the team-up saw fractures. While he suggested to find a cure to fend off the virus and save the planet, Samus seemed rather indifferent to what was going on, and Sonic just wanted to get out of the place. Regardless of suspicions and tension, the three worked diligently to ensure the Life Sphere was at least a decent place for the other people to live in.,
With the most recent developments regarding Absolution, Mario had a hard time deciding on his personal focus. He wanted to clear out Sonic's name from Mephiles' misdeeds, but there was also the matter of Peach needing Power Stars for a barrier of her own, allowing for a possible second safe spot for the people to be a reality. Not to mention the new threat, the Absolutionists, and the fact that the Life Sphere itself was in a not very good shape despite recovering from its lowest point. Truly a lot to do, but he wouldn't back down. He was a Leader of the Life Sphere, after all.
Primary Attacks (3)
Basic Atk 1: Basic Brawling: A wild assortment of punches and kicks that Mario can use to deliver the pain. [7% STR, Combo]
Basic Atk 2: Jump: The absolute classic maneuver. Mario's trademark ability is to leap towards incredible heights. Of course, he has learned to weaponize that too, by using his falling speed to stomp on a foe. [18% STR]
Basic Atk 3: Ultra Hammer: A golden hammer that Mario can carry and swing around with relative ease. He can swing it like he normally does, but he can also throw the hammer with the use of his DEX. [STR/DEX, 22%, +2 damage bonus when thrown, 1 turn cooldown]
Special Attacks (3)
Special Atk 1: Roulette Block: Mario picks up a translucent blue box with rapidly rotating items, and hits it, gifting him an item that transforms him into a different form, giving him new moves (replacing Roulette Block) and perks for him to take advantage of! Each item lasts for 3 turns before Mario is de-powered. Once that happens, this move enters a 4 turn cooldown. Mario also cannot willingly switch items mid-duration.
Item: | New Move: | Perks: |
Fire Flower | Fireball: Mario charges up powerful flames in one of his hands before throwing a big fireball at the enemy. 1 turn cooldown. [WIS, 12%, 100% chance of Burn] | +1 WIS Mod Mario is 50% more resistant to Burn All attacks have a 10% chance of Burn (sans Fireball) Mario takes +5 damage from water-related attacks |
Superball Flower | Superball: Mario throws a black ball that ricochets on ground and walls at high speeds before hitting an enemy with ferocious speed and strength. 1 turn cooldown. [DEX, 20+Mario's STR Mod%] | +1 STR Mod +10% resistance to all statuses All attacks deal +3 damage Mario has a -1 dodge roll penalty |
Cape Feather | Cape: Mario quickly sweeps the cape he gained from the feather before him. This attack can work as either a projectile reflector (1.5 x Enemy Attack, Mario must roll the same or a higher number to succeed in countering the attack) or as an offensive tool that, while deals a small 2% damage, guarantees Mind-Melted upon a successful hit. 1 turn cooldown | +2 DEX Mod 'Jump' gets a +4 damage boost and is flair changed to 'Cape Bomber' +1 dodge roll bonus Mario takes +2 damage |
Statue Leaf | Statue Mario: Mario musters the power of the Statue Leaf to...well, become a statue! This move can be used two ways: Mario can shield an ally and tank up to 35 HP in their stead or as a stomp attack that deals 30% damage, but inflicts 5% recoil. 1 turn cooldown. | +1 CON Mod +10 extra HP +1 defense roll bonus No extra Shield HP |
Hammer Suit | Hammer Storm: Mario leaps backward and throws several small hammers at his foes. If he decides to use his other combat actions to keep the rain coming, the attack grows steadily more powerful. [DEX, AoE 14% > 18% > 22% damage] | +2 CON Mod +25 Shield HP No extra HP |
Penguin Suit | Iceball: It's like a Fireball, except it's made out of ice instead! It's a bit weaker, but hey, the fact you can freeze someone with it makes it all worth it. 1 turn cooldown. [WIS, 10%, 100% chance of Freezing] | +1 CHA Mod Mario is 50% more resistant to Freeze All attacks have a 10% chance of Freeze (sans Iceball) Mario takes +5 damage from fire-related attacks |
Special Atk 2: Bros. Moves: Mario teams up with an ally--the move simply fails if this requirement is not met for reasons--and forms a "bond" with them. For 3 turns both characters gain a +2 attack roll bonus and deal 3% additional damage with all of their attacks so long as they are working together against that enemy. 4 turn cooldown.
Special Atk 3: F.L.U.D.D: Mario's mechanical companion that he got on his "vacation" at Isle Delfino, a multipurpose water pack, coming with a set of different nozzles for Mario to use. F.L.U.D.D. builds up a liter of water each turn, and can store up to a maximum of 5 Liters. Every time Mario uses an ability from F.L.U.D.D. it consumes a certain amount of water based on the nozzle he uses. After he uses a technique, the water stops refilling until the next turn.
- Spray Nozzle: This nozzle shoots a basic stream of water. It can be used to clean goop, ink, dirt, and most importantly, enemies! This Nozzle is also the lest costly of the bunch, with only 1L of water per use. It causes 5% damage and guarantees the Soaked status. Also has a Hover function for aerial use. [WIS]
- Rocket Nozzle: A more experimental nozzle, which after charging up for a bit, lets F.L.U.D.D. take Mario to the skies like a...well, rocket. Enemies might have to look out for that blast of water, though! This nozzle uses 3L of water. Causes 24% damage to all that is close to Mario when the blast hits. [WIS]
- Turbo Nozzle: This nozzle sprays out water at super fast speeds, which is weaponized by Mario by turning this nozzle on, and allowing the burst of speed he gets to build enough momentum for him to ram an opponent. This ability costs 4L of water, and deals 30% damage, alongside inflicting 4% recoil on Mario. [STR]
Mario Finale
Mario calls upon the power of the Firebrand to summon two flame dragons that ravage the battlefield and the enemies in it. Thing is, he's a bit out of practice with this move, so this attack ends up injuring him slightly. AoE Final Smash that does 60% damage, but inflicts 30% recoil on Mario after use.
Other Info:
Last Edit:
Jul 3, 2019 16:16:01 GMT -8 by TheSpatialWeeg