Post by Mari on Feb 9, 2020 10:32:19 GMT -8
Disciplinea | Stat Pts | MOD |
STR | 2 | -4 |
DEX | 10 | +0 |
CON | 10 | +0 |
INT | 16 | +3 |
WIS | 12 | +1 |
CHA | 18 | +4 |
Pokemon
Alignment: True Neutral
Motto: "No matter how tough things get, you just have to keep on trucking!"
Allies/Friends: ...
Enemies/Rivals: Cyrus
Backstory: The version of Dawn that I am playing is the Dawn strongly implied to exist in Ultra Sun and Ultra Moon from the Alternate Universe where Cyrus achieved his dreams. In that universe, Cyrus caught Dialga/Palkia and used them to create his new perfect world. However, he was then grabbed by a "great shadow" that engulfed him and yeeted him across time and space to fight the US/UM protagonist.
The Dawn I play has no wiki page and very little is known about her, other than the fact that she apparently couldn't stop Cyrus. And since the world was destroyed, it's extremely unlikely we will ever have a game expanding on her story. Moving forward, I will begin headcannoning up a backstory for her! Because of the nature of her story, the written backstory will be primarily focused on what makes her different from Dawn, rather than being comprehensive.
Backstory, Continued: This version of Dawn is, generally speaking, intended to be a less competent trainer than her prime counterpart. Rather than consistently beating her rivals and leaving them in the dust to go become the champion, her rivals Barry and Lucas beat her most of the time, leaving her in the dust and becoming each other's primary rivals instead. She often struggled with gym challenges, and didn't necessarily beat most of them on her first go around.
She also had a very different experience with Team Galactic. She failed to stop Mars in Valley Windworks, getting defeated and thrown out. At Team Galactic's Eterna Building, Jupiter defeated her and threatened to take her pokemon away from her. However, Dawn avoided this fate by agreeing to work for Team Galactic. She promptly fled when she got the chance, however. At Lake Valor, she very narrowly won against Saturn. Likewise, she was able to defeat Mars at Lake Verity with Barry's help. At Lake Aquity, she gets beaten by Jupiter again, but Barry arrives to rescue her before anything bad could happen to her. She narrowly lost to Cyrus during their first battle, but joined Barry atop Spear Pillar, managing to defeat Mars and Jupiter with him.
This is where the story diverges HARD. Atop Spear Pillar, Cyrus successfully manages to summon Dialga and Palkia, binding them to his will with the red chains. He then began destroying and recreating his perfect world. However, while this was going on a fashionably late Giratina appeared and dragged him into the Distortion World in a failed attempt to stop him. The others on top of Spear Pillar all had the option to chase after him before their world finished collapsing in on itself and trembling apart. Dawn chose life, and entered the Distortion World. In the Distortion World, witnessed and battled Cyrus over the destruction of her world and decisively faced a crushing defeat. After this Giratina, perhaps realizing that the combined power of Dialga and Palkia might be too much for her to defeat, banished Cyrus from the Distortion World, where he then wound up fighting the US/UM Protagonist.
Dawn was then left trapped in the Distortion World for some time, during which she had to make due with whatever strange foods were available and try to avoid battles due to the finiteness of the medicine she and her friends had available. of course, time has no consistent meaning in the Distortion World, so it was simultaneously an eternity and yet not really that long depending on the angle of one's perspective. Eventually, Dawn worked up the nerve to befriend the terrifying legendary monster living there with them: Giratina. For most of their stay, they'd avoided Giratina because it avoided them and they didn't really want to pick that fight knowing there was no world to return to. However, Dawn's weakened will and desperation proved a decent motivator. Giratina, surprisingly, proved willing to help her leave. However, Giratina asked for something in return. To escape, Dawn made a literal deal with the devil to which she now owes payment.
This version of Dawn had a father, and was a decently competent coordinator despite her relative lack of battling prowess. She was never the champion, nor did she ever fight the Elite Four or take part in any events that took place after Spear Pillar. Her background also takes additional inspiration from the manga. Her family was, past tense, wealthy and powerful within the Sinnoh region. Her father was Professor Rowan's assistant and was responsible for getting Dawn and her friends (Barry and Lucas) their starters by as a favor from Rowan. Her mother likewise was a Pokemon Researcher who studied Mythology, History, and Archaeology. Dawn actually grew up seeing her father as much if not more than her mother, due to the fact that he often worked closer to home than his mother.
Appearance:
History On Li: Dawn was deposited on Li fresh out of the Distortion World with a party of pokemon with wounds she hadn't been able to heal during her time there and an empty stomach, weakened by an indeterminate time subsisting on questionable Distortion World fruits, vegetables and what little she could hunt. From the large shadowy ultra wormhole that heralded her arrival she got dropped right in the middle of a match between Giovanni and Albert Wesker being possessed by Vaati--for some reason. The two promptly set their sights on her, irritated at her interruption of their battle. Not keen on getting bullied by the two of them, she promptly obliged by fighting back!
To everyone's surprise, including Dawn's, she managed to perform very well despite being trapped between two other fighters, almost seeming to have obscene luck as they tried and failed to take down her pokemon. Due to Giratina's manipulation of the battle, she was able to pull out a narrow victory, though it didn't officially count since it didn't technically obey Stadium rules. She was later escorted out and questioned, before becoming a Life Sphere Citizen. Her new motivations are trying to find any of the others that may have arrived on Li, protecting the world from the starvia and other wildly destructive influences, and of course Giratina's own hidden motives.
Other Info: Information on who went to the Distortion World with Dawn and who left with her has largely been omitted on the off chance that anyone else wants to play an AU Character from Dawn's verse to allow more flexibility with who they can choose.
Piplup
Sassy, proud, and a bit arrogant! Has a habit of posturing with his trainer.
Sassy, proud, and a bit arrogant! Has a habit of posturing with his trainer.
|
Primary Attacks (5)
Bubble Beam: Piplup fires off a storm of large bubbles that shove and pop with minor explosive power in people's faces! Not the strongest attack, but can really mess with an enemy's movement, facing them with a 50% chance of being stunned. 1 turn cooldown. (Medium Wis Attack; Does 12% Damage)
Hydro Pump: Piplup spits a powerful jet of water at a target, slamming into them with impressive kinetic force and afflicting them with the soaked status. Because Piplup has to concentrate on the move for a couple of moments to really get it going, he suffers a -2 dodge penalty on one of his dodges next turn. 2 turn cooldown. (Heavy Wis Attack; Does 30% Damage)
Ice Beam: Piplup fires off an elemental beam that has the superificial 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)
Brine: Piplup spits out a jet of very salty water that quite literally 'salts the wounds' so to speak, inflicting 1% extra damage for every 8% damage the target has taken at the time the attack is made. However, this extra damage does apply to bubble shields and other effects that prevent the attack from physically hitting the opponent. 1 turn cooldown. (Medium Wis Attack; Does 18% Damage)
Mud-Slap: Piplup launches watery mud at a target's face in an attempt to blind them. Because it only takes a swift motion to wipe mud out of your face, this move only results in a 100% chance of partial blindness from eye irritation that lowers the victim's dexterity and wisdom modifiers by 1. The duration is determined using the standard formula using a constitution check. (Light Wis Attack; Does 5 Damage)
Special Attacks (7)
Summon Giratina: Giratina emerges from hiding to fight on their own, replacing Dawn's party and acting as a solo fighter with a trainer.
Assist: Call in an ally pokemon to perform a combination attack! Dawn's active pokemon performs an attack, followed by the ally pokemon joining in to help! Each attack gains a +5 damage bonus. Dawn can then choose which pokemon remains active afterward, though they both remain vulnerable to attacks until next turn. When used engage in a performance or trick, it grants a +2 to the associated charisma roll. Costs 2 actions total. 3 turn cooldown.
Super Potion: Dawn applies medicine to one of her pokemon to rapidly heal their wounds! ...Technically works on anyone, though. Costs 2 actions and implies a -2 dodge penalty to one attack next turn because of the awkwardness of stopping and applying medicine, even quick-apply spray, during combat. 3 turn cooldown. Heals for 1d20+(4x Cha Mod)
Protect: From the shadows, Giratina distorts space around an ally to protect it from an oncoming attack, even if the person themselves doesn't realize it's coming, reducing the damage taken by it to 1% and negating any secondary effects of that attack. Giratina takes damage equal to half the attack roll rounded down or half the damage the attack would have done--whichever is lower. Can technically be used against final smashes, but Giratina takes the full effects of those. Has 3 charges, each of which takes 2 turns to recharge.
Agility: From the shadows, Giratina distorts time around an ally to essentially speed them up, or slow down the rest of the world from their own perspective. Grants them an extra action for 3 turns. 4 turn cooldown.
Defiant: Piplup is a very determined pokemon who usually doesn't back down from challenges or fights. For every negative status effect he is afflicted by, the threshold for him to threaten an opponent with a critical hit lowers by 1, to a minimum of 16+. However, buffs offset this count.
Mermaid Dawn: Take the form of a mermaid! Allows Dawn to breathe/hear/see properly underwater and deal with water pressure much better and grants her a +4 to her base dexterity stat with respect to the base stat cap of 20 with regards to any roll involving her ability to move underwater. She also gains an additional +4 to underwater rolls to outrun something. However, if she is in this form out of water, either because she left or was removed, she is instead treated as if she were disabled (dex) and takes disadvantage on all dodge rolls. Taking and leaving this form has a cooldown of 5 turns, meaning she must spend at least 5 turns in it before she can return to normal.
Final Smash (1)
Volt Tackle: ...Piplup doesn't have a final smash, okay? So he just grabs Pachirisu and yeets her at the opponent with Hydro Pump. The water combined with an extremely unstable volt tackle form a deadly combo, dealing 60% damage to a single foe.
Lopunny
Flirty, Playful, ...expresses herself violently a lot.
Flirty, Playful, ...expresses herself violently a lot.
|
Primary Attacks (5)
Dizzy Punch: Lopunny attempts to give an opponent a nice, hard punch with hear ears. It has a 20% chance of mind-melting the target on a hit that increases by 20% each time the move is used until the target is successfully mind-melted. Loppuny suffers a -1 vulnerability to sneak attacks on the following turn for each time she uses this move due to the way swinging her gigantic ears around messes with her vision. (Medium Str Attack; Does 18% Damage)
Bounce: Lopunny jumps high into the air and crashes back down onto an enemy, either landing feet first or behind first on top of them. The foot landing variant does 10% damage, crits on a 19+, and knocks the opponent down, stunning them on a crit or if the opponent fails their dodge roll by 4 or more. The backside landing version does 30% damage, but results in a -2 dodge penalty to one dodge during Loppuny's next turn as a result of having to get back up.
Ice Beam: Lopunny fires off an elemental beam that has the superificial appearance of blue lightning. Has a 100% chance of freezing the target. This attack operates as if Loppuny's Base Wis Stat were 8 points higher, granting a +4 accuracy bonus. It has 2% recoil and a 4 turn cooldown. (Light Wis Attack; Does 6% Damage)
High Jump Kick: Lopunny performs a running jump kick! Hits immensely hard, however if she misses she crashes and takes damage equal to how much the dodge roll beat her attack roll by. Can only be used at the end of Lopunny's turn. 1 turn cooldown. (Heavy Str Attack; Does 32% Damage)
Aura Sphere: Lopunny summons a ball of aura and launches it at a foe like a magical cannon ball. This attack operates as if Loppuny's Base Wis Stat were 8 points higher, granting a +4 accuracy bonus. She afflicts herself with the mind-melted status in the process, however. 3 turn cooldown (Medium Wis Attack; Does 28 Damage)
Special Attacks (7)
Summon Giratina: Giratina emerges from hiding to fight on their own, replacing Dawn's party and acting as a solo fighter with a trainer.
Assist: Call in an ally pokemon to perform a combination attack! Dawn's active pokemon performs an attack, followed by the ally pokemon joining in to help! Each attack gains a +5 damage bonus. Dawn can then choose which pokemon remains active afterward, though they both remain vulnerable to attacks until next turn. When used engage in a performance or trick, it grants a +2 to the associated charisma roll. Costs 2 actions total. 3 turn cooldown.
Super Potion: Dawn applies medicine to one of her pokemon to rapidly heal their wounds! ...Technically works on anyone, though. Costs 2 actions and implies a -2 dodge penalty to one attack next turn because of the awkwardness of stopping and applying medicine, even quick-apply spray, during combat. 3 turn cooldown. Heals for 1d20+(4x Cha Mod)
Protect: From the shadows, Giratina distorts space around an ally to protect it from an oncoming attack, even if the person themselves doesn't realize it's coming, reducing the damage taken by it to 1% and negating any secondary effects of that attack. Giratina takes damage equal to half the attack roll rounded down or half the damage the attack would have done--whichever is lower. Can technically be used against final smashes, but Giratina takes the full effects of those. Has 3 charges, each of which takes 2 turns to recharge.
Agility: From the shadows, Giratina distorts time around an ally to essentially speed them up, or slow down the rest of the world from their own perspective. Grants them an extra action for 3 turns. 4 turn cooldown.
Charm: Lopunny attempts to charm and pacify an opponent with love magic! Cha vs Int. Afflicts the charmed status and reduces the target's actions by 1 on the turn they are afflicted. 2 turn cooldown.
Mermaid Dawn: Take the form of a mermaid! Allows Dawn to breathe/hear/see properly underwater and deal with water pressure much better and grants her a +4 to her base dexterity stat with respect to the base stat cap of 20 with regards to any roll involving her ability to move underwater. She also gains an additional +4 to underwater rolls to outrun something. However, if she is in this form out of water, either because she left or was removed, she is instead treated as if she were disabled (dex) and takes disadvantage on all dodge rolls. Taking and leaving this form has a cooldown of 5 turns, meaning she must spend at least 5 turns in it before she can return to normal.
Final Smash (1)
Healing Wish: Lopunny sacrifices the remainder of her health, reducing herself to 0% HP and fainting, to heal an ally for 80% health.
Pachirisu
Playful, Mischevious, Very Bratty. Likes to cause trouble for her trainer frequently.
Playful, Mischevious, Very Bratty. Likes to cause trouble for her trainer frequently.
|
Primary Attacks (5)
Spark: Gotta go fast! Pachirisu rushes an opponent and runs around them, jumps on them, and crawls around on them, shocking them with each touch or arc from one body to the next. Carries a -1 penalty to one of Pachirisu's dodges next turn related to the duration of time she spends close to the target. Has a 30% chance of paralysis that stacks each time the move is used until the foe is successfully paralyzed. 1 turn cooldown. (Heavy Dex Attack; Does 22+Wis Mod Damage)
Discharge: A chaotic burst of electricity threatens to fry everyone nearby! This powerful attack exhausts Pachirisu, however it's liable to do much worse than that to anyone caught in it. Every time Pachirisu uses this move, she gains a charge of the tired debuff The tired debuff reduces the damage of Wis based attacks by 1d(Tired Stacks+1)-1, and one stack of the tired debuff falls off for every turn during which a new stack is not gained. She also suffers a -1 dodge penalty to one of her rolls next turn related to being briefly disorientated. (Heavy Wis Attack; Does 32% Damage)
Super Fang: Pachirisu clings onto someone and bites them extremely hard with fangs that glow with an arcane power. Deals damage equal to 15% of the target's maximum health, rounded up. If this would put the damage above 32%, the remainder is converted into a chance of afflicting the disabled status at a rate of 5% per 1 extra damage. 2 turn cooldown.
Seed Bomb: Pachirisu tosses an acorn or other tasty nut treat at a foe, which then explodes in a comical fashion. Don't ask why she disguises bombs as food, or how she made bombs. You'll regret it later. She can carry around up to 4 seeds at a time, and can forage to replenish them at a rate of 1 action per 2 seeds. (Heavy Dex Attack; Does 27% Damage)
Quick Attack: Pachirisu builds up an alarming amount of speed before attempting to deliver a glancing blow to an opponent in passing. Grants Pachirisu a +2 bonus to her dexterity modifier until after her defense rolls next turn. 1 turn cooldown (Light Dex Attack; Does 5 Damage)
Special Attacks (7)
Summon Giratina: Giratina emerges from hiding to fight on their own, replacing Dawn's party and acting as a solo fighter with a trainer.
Assist: Call in an ally pokemon to perform a combination attack! Dawn's active pokemon performs an attack, followed by the ally pokemon joining in to help! Each attack gains a +5 damage bonus. Dawn can then choose which pokemon remains active afterward, though they both remain vulnerable to attacks until next turn. When used engage in a performance or trick, it grants a +2 to the associated charisma roll. Costs 2 actions total. 3 turn cooldown.
Super Potion: Dawn applies medicine to one of her pokemon to rapidly heal their wounds! ...Technically works on anyone, though. Costs 2 actions and implies a -2 dodge penalty to one attack next turn because of the awkwardness of stopping and applying medicine, even quick-apply spray, during combat. 3 turn cooldown. Heals for 1d20+(4x Cha Mod)
Protect: From the shadows, Giratina distorts space around an ally to protect it from an oncoming attack, even if the person themselves doesn't realize it's coming, reducing the damage taken by it to 1% and negating any secondary effects of that attack. Giratina takes damage equal to half the attack roll rounded down or half the damage the attack would have done--whichever is lower. Can technically be used against final smashes, but Giratina takes the full effects of those. Has 3 charges, each of which takes 2 turns to recharge.
Agility: From the shadows, Giratina distorts time around an ally to essentially speed them up, or slow down the rest of the world from their own perspective. Grants them an extra action for 3 turns. 4 turn cooldown.
Sweet Kiss: Y'ever had a squirrel flirt with you? Stuff's weird. Ask Bayonetta. A pretty pink heart emerges and sorta chases an opponent down to infatuate them with Pachirisu's cuteness. You can dodge if you want, but it'll just keep coming until the target leaves the area, forcing them to dodge again each turn. It's otherwise Wis vs Int.
Mermaid Dawn: Take the form of a mermaid! Allows Dawn to breathe/hear/see properly underwater and deal with water pressure much better and grants her a +4 to her base dexterity stat with respect to the base stat cap of 20 with regards to any roll involving her ability to move underwater. She also gains an additional +4 to underwater rolls to outrun something. However, if she is in this form out of water, either because she left or was removed, she is instead treated as if she were disabled (dex) and takes disadvantage on all dodge rolls. Taking and leaving this form has a cooldown of 5 turns, meaning she must spend at least 5 turns in it before she can return to normal.
Final Smash (1)
Dynamax: Oh look at that. Pachirisu found a wishing star. What's she going to do with it, do you think? ...Something insane with zero input from Dawn? You betcha. Lasts 3 turns, during which Pachirisu gains a 12% damage bonus, takes 5% less damage, gains +1 to all stat modifiers, and is immune to knockback, grappling, any attack that uses weight as a variable, and action reduction for the duration.
Discipline | Stat Pts | MOD |
STR | 18 | +4 |
DEX | 6 | -2 |
CON | 20 | +5 |
INT | 14 | +2 |
WIS | 18 | +4 |
CHA | 2 | -4 |
Giratina
Appearance:
Primary Attacks (5)
Shadow Sneak: Giratina's clawed tentacles lash out and punch holes in space, appearing near enemies to strike them from any given direction! Targets Wis. (Light Comboable Str Attack; Does 8% Damage)
Dragon Breath: Giratina breathes a belly full of eerie purple fire, afflicting special burns that cause one to have difficulty moving without jarring discomfort, afflicting the paralysis status! Also forces enemies who witness it to make a 14+ Int Check or be afflicted with the fear status for 1 turn. Has a cooldown of 1d4+1 turns. (Heavy Wis Attack; Does 24% Damage)
Mind Flay: Giratina uses its powers of distortion to interfere with the brain's normal function with terrible consequences. Afflicts a status called 'Paroxysm' that deals 2% damage each turn for every stack of it, up to a maximum of 10%, refreshing its duration of 8-(INT Mod) (Max: 8) each time it is afflicted. Further wounds past that point afflict sickness or mind-melted instead. Giratina suffers a -2 dodge penalty to one of her dodges on her next turn after using this attack. Targets INT. (Medium Wis Attack; Does 18% Damage)
Outrage: Giratina slams into a target with overwhelming force and rage. She suffers a -2 to a dodge roll on her following turn as a consequence of her reckless aggression. (Heavy Str Attack; Does 30% Damage)
Thunder: Devistating but inaccurate lightning bolts are called down to smite a foe. This attack suffers from a -2 accuracy penalty and has a 2 turn cooldown, but also has a 20% chance of paralyzing. It targets wisdom, due to the inability to dodge lightning reactively. (Heavy Wis Attack; Does 30 Damage)
Special Attacks (7)
Retreat to the Shadows: Giratina retreats to the shadows to hide, leaving Dawn and her pokemon to fend for themselves.
Avatar of Giratina: Giratina can lend their power to other characters. While using this move, the characters of her choice gain access to Giratina's attacks (excluding this one) that all use Giratina's modifiers as if Giratina was making the attack on their behalf using their actions instead of Giratina's own actions. However, Giratina cannot take actions of their own while using this move, and generally hides in the shadows of their avatar(s).
Shadow Force: Giratina vanishes as a free action, allowing them to use their wisdom modifier to attempt to dodge a single attack or each attack in a multi-hit attack on their turn. They can then make a sneak attack targeting any character's wisdom instead of their dex, which costs an action as normal. This sneak attack can be any of their other attacks, and does 1.5x damage. 3 turn cooldown.
Gravity: Giratina distorts space to impose a sense of intense gravity upon their enemies, weighing them down and making movement problematic. This is a WIS vs STR roll that afflicts the slow status for 3 turns. Additionally, the target must make a CON roll for each turn for 3 turns against the original attack roll. If they fail, they take 10% crushing damage. Characters that attempt to fly, jump or swim while under the affects of gravity are treated as if Giratina was making a wisdom based grapple check to prevent them from doing so each turn. (Ask for the roll if you need it.) 5 turn cooldown.
Tailwind: Giratina distorts time to either support allies or debilitate enemies. When used on enemies, it is a WIS vs INT roll that reduces their available actions by 1 for 3 turns if it succeeds. When used on allies, it grants them an extra action for 3 turns. 3 turn cooldown.
Double Team: Giratina creates 1d3+Wis shadow clones of any character nearby. These shadow clones make defensive rolls using their original's stats and react to AoE attacks by imitating being hit. They mimic and stay close to their original to make it hard to tell which is which. Single-target attacks, however, will vanquish them. Any attack that targets a target with a shadow clone must be accompanied by a WIS check of 14+, with a failure meaning it targets a shadow clone. 4 turn cooldown
Mermaid Dawn: Take the form of a mermaid! Allows Dawn to breathe/hear/see properly underwater and deal with water pressure much better and grants her a +4 to her base dexterity stat with respect to the base stat cap of 20 with regards to any roll involving her ability to move underwater. She also gains an additional +4 to underwater rolls to outrun something. However, if she is in this form out of water, either because she left or was removed, she is instead treated as if she were disabled (dex) and takes disadvantage on all dodge rolls. Taking and leaving this form has a cooldown of 5 turns, meaning she must spend at least 5 turns in it before she can return to normal.
Final Smash (1)
Lethal Embrace: Giratina moves to overwhelm a target with their many limbs, pinning them down and digging their claws into them in a pretty painful manner that gets exponentially worse the more they squirm, leeching at their life force. Does 1d30+50+(Str Mod) Damage (Max: 80 after the resist roll) and heals Giratina for half as much while depriving both of an action that turn due to the drawn out nature of the attack.
The target may roll 1d30+Con Mod to reduce the damage they take.
Companions & Minions
LEGENDARY COMPANION Lola Bunny impersonator Bianca is here fresh from the mirage and she's going to cast a spell on you.
[PTabbedContent=Gulp][PTab=Stats]
| Stats | MOD |
STR | 4 | -3 |
DEX | 14 | +2 |
CON | 8 | -1 |
INT | 10 | +0 |
WIS | 16 | +3 |
CHA | 8 | -1 |
[PTab=Primary Attacks (3)]Rainbow Cracker: A simple projectile attack has a rainbow trail and explodes on impact. (Medium Str Attack; Does 18 Damage)
Color Spray: A cone shaped prismatic blast is conjured from a wand to blow someone away. 2 turn cooldown (Heavy Str Attack; Does 26 Damage)
Transmutation: A blast that shrinks or transforms a specific body part into something else, such as turning an arm into a crab claw, causing all sorts of problems. It afflicts the disabled status on one stat of Bianca's choice. 3 turn cooldown. (Medium Dex Attack; Does 10 Damage)
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (3)]Spell Research: Bianca can use magic to recreate effects she observes from the world around her, though she's unreliable. Roll a 1d100. On a 1-69, the spell goes off normally. On a 70+, the spell backfires and either targets Bianca or whiffs entirely, whichever is worse. These spells can be stored and cast later.
- Spell 1
- Spell 2
- Spell 3
Monsterify: This spells alter's a person's body, transforming them into a monster! ...Or just a bigger, stronger version of themselves. This size change grants them a simple brute force attack that deals 18 damage and, if they desire, the ability to afflict swallowed whole at will. It afflicts the mega status. The transformation lasts for 3 turns. 3 turn cooldown
Diminufy: This spell turns someone into a diminutive creature, or just a tiny version of themselves. This afflicts them with the mini status. 3 turn cooldown
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
Last Edit:
Mar 27, 2022 9:18:15 GMT -8 by Mari