Post by Coolshaymin on Jun 7, 2018 12:22:28 GMT -8
10 total points to distribute
Discipline | Stat Pts | MOD |
STR | 16 | +3 |
DEX | 12 | +1 |
CON | 6 | -2 |
INT | 10 | +0 |
WIS | 14 | +2 |
CHA | 12 | +1 |
DLN-002 Roll Light
Megaman Classic
Alignment: Lawful Good
Motto: "I still have cleaning and laundry to do, so let's make this quick! "
Allies/Friends: Dr. Light, Mega Man, Kalinka
Enemies/Rivals: Dr. Wily, The Forces of Filth
Backstory: link
Appearance:
History On Li: Roll became disenfranchised and confused when she wound up on Li, unable to return to her owner and lost in a world so utterly filthy it disgusted her. She then wound up going on a quest to clean the polluted planet, a task so great that not even Roll could realistically hope to accomplish. ...Or could she? Roll certainly tried, anyway. The odd cleaning robot understandably attracted some unwanted attention while she was attempting to clean the earth itself, winding up getting into fights. Without her creator around to take care of her and with only an assistant level understanding of the sciences involved in maintaining a super fighting Robot, Roll was only able to perform basic maintenance. That is, until she noticed a problem she couldn't solve. The sun never came out. It was always partially hidden behind the smog that tended to reside up in Li's atmosphere. If only she could clean that... She couldn't, though, and it resulted in her being unable to absorb the crucial solar energy she needed to be independent. She now runs on low power, trying her best to make due with what she has.
She has been upgraded by Ciel to be more capable of combat and free will and helps her out by cleaning the lab.
Primary Attacks (3)
Art of Broom: A surprisingly sturdy and strong broom that can contain substances like a mop, Roll's signature weapon as she swings it around with high speed and force despite it's weight. Her most useful weapon for augmenting with other abilities. (Light-Medium Strength Attack, 8-18%)
Roll Buster: Roll uses solar energy absorbed from the world around her to charge her buster, unleashing a blast of plasma energy. Can be charged at the cost of 1 extra combat action for 10% extra damage. This attack benefits from the effects of solar based buffs, such as Sunny Day for example. (Medium Wis Attack; Does 18% Damage)
Broom Beatdown: Roll gives the target a strong whack with her ceratanium broom. Has high knockback and may severely disorientation the foe with conclusive force, represented by a 40% chance of the mind-melted status being inflicted. 2 turn cool down. (Heavy Str Attack; 20% Damage)
Special Attacks (3)
Support Bot Eddie!: Roll calls forth the helpful robot assistant Eddie to provide her with a free item. Roll rolls a 1d20 and the result dictates what kind of item Eddie supplies from his top. This can provide a variety of helpful assists but Eddie's head is full of junk so the potential items are chosen at random. All items gotten in this manner must be used by the end of the mission or they will be returned to Eddie. At the cost of an action this roll can be lowered or raised by 1 or you can choose 2 different items from the roulette. 3 turn cooldown.
1-3: Failure, Eddie shoots out a worthless piece of junk that deals 1% damage to whoever it hits.
4-6: Slightly less useless junk, but they are somewhat situational, Wall Eraser ,Li Gas Mask, Baby Yoshi, Coffee Bean
7-9: A weapon to smite Evil: Fire Bar, Spiny Shell, Lip's Stick, Killer Edge
10-12: A friend for your time of need, Choose any Megaman Themed AT: Cybeast Gregar,Elec Man, Falzar, Wily Capsule, Zero
13-15:Transformiguation Central! Super Mushroom, Mini Mushroom, Metal Box, Super Bell
16-18: Bombs? You want them? Bomber, B0b-omb, Gooey Bomb, Tempura Bomb
19: The best Healing Money can buy, Heart Container, Maxim Tomato, Fairy Bottle, Healing Sprout
20: Eddie has just what you needed! You can pick any item from any tier.
Vacuum Arm:: Vacuum Arm:: Roll transforms her arm into the head of an extremely elastic vacuum cleaner! She then begins to vacuum up an area of her choice, absorbing whatever loose objects are there. If the objects are non-toxic and non-volatile, she absorbs them to heal herself for 1d15+cha health. Else, she can launch the objects back out at her enemy, inflicting between 14-18% damage with a 30% chance of inflicting a status effect appropriate to the object launched.
If a character is vacuumed up instead as a WIS vs DEX roll, they are trapped inside Roll and she assimilates some aspect of their fighting style such as a weapon or special skill, stealing one of those characters' primary or special moves in the process. These moves gain an additional turn of cooldown and she can only keep 3 stolen attacks at once. In addition the foe is inflicted with Swallowed Whole as Roll tries to keep them contained inside her. Roll may eject a person early for 10% damage and inflicts Soaked. 3 turn cooldown
- List item 2
- List item 3
Mop Bucket: Roll produces a giant bucket of soapy water out of nowhere! She can dump it on herself to instantly restore her clean buff at the cost of soaking herself for 3 turns, but her melee attacks also gain an additional 30% chance to soak for 3 turns. She can also just stick her broom or another melee weapon of choice in the bucket, gaining an 30% chance to soak for 3 turns without soaking herself but without storing her clean buff. Alternatively, she can violently throw it at someone as a 16% damage dex based attack that has a 100% chance of soaking them if it hits. 3 turn cooldown.
Life Spark: A special prayer technique that allows Roll to summon pink energy. It's not quite certain where Roll has obtained this ability but it seems at least somewhat similar in nature to love magic. This move is unique in that it actually has different functionality based on target. For all robots, reploids, Megamerged humans or other artificial beings that move is used on, it will heal them greatly for 1d20+charisma, creating a Pink energy around Roll or a pink ball of light that goes into an ally robot.
On any other lifeform or not lifeform however the energy will instead hit them with a really strong shock. This functions as an attack and deals 22% damage with a 50% chance of Paralysis, Infatuation or Mind-Melted on Roll's choice. This version of the move can not be used on a target that can be healed instead. Using either of these functions puts Life Spark on a 4 turn cooldown. Charisma based.
Final Smash (1)
Eddie Support
Eddie arrives out of nowhere to gift Roll with a large boost of energy. Roll then gains an undispellable Energy buff with 6 charges that lasts for 4 turns that she can spend to bestow a buff on herself or an alley as a free action. This buff can be any of the following, but characters cannot have two of the same type of buff:
10% damage healed over time for 4 turns
+5% damage done for 4 turns.
-5% damage taken for 4 turns.
Gain +3 to a stat of choice for 4 turns.
Ignore any downsides normally associated with a damaging move other than a single action being spent.
Other Info: Roll's broom doubles as a mop.
10 total points to distribute
Discipline | Stat Pts | MOD |
STR | 16 | +3 |
DEX | 16 | +3 |
CON | 16 | +3 |
INT | 10 | +0 |
WIS | 4 | -3 |
CHA | 8 | -1 |
Knight Roll
Appearance: A costume built around throwing and heavy armor, more well defended than her other forms at the cost of lower energy output. Despite the armor Roll can still move pretty freely.
Primary Attacks (3)
Armored Knuckle: Roll punches the foe or uses one of her other weapons as a melee weapon to either rapidly bash a foe or send them flying with a heavy strike. In Bronze Armor State and 10 MP this attack can deal 4 extra damage. In Gold Armor State and 50 MP cost this attack inflicts Stun as well. [Light to Heavy STR Attack, 8-19 %]
Vampire Killer: A whip copied from the designs of Richter Belmont. It's not as potent as the real deal but it still carries a holy flare to it that will make any undead cower. Deals +5 damage to Undead and Evil Aligned Characters. While in Bronze Armor, it can be upgraded into a chain whip at the cost of 20 MP for 8 more damage. In Gold Armor stat For 40 MP it can be upgraded into an alchemical flame whip, dealing 2 more damage with a 60% chance to burn on top of the Bronze Armor effects. [Medium DEX/STR Attack, 15%]
Lance Shot: Roll tosses her lance towards an enemy to deal damage to them from a distance before pulling out another one. Alternatively she can use a jet boost to propel the lance into a foe for a ram attack. -1 to her next dodge. In Bronze Armor Mode and For 20 MP it can be upgraded into the Rocket Lance, dealing 4% more damage and a +1 to hit. In Gold Armor state and 40 MP this can be further enhanced into Thunder Lance, dealing 2 more damage and having a 60% chance to paralyze. [Heavy DEX/STR Attack, 24%]
Special Attacks (3)
Costume Change~!: Roll changes her costume, each outfit bolstering it's only different use of energy output and tools to make her able to fight her best. Any outfit can be her base costume while she carries an alternate on her to change on the fly.
Armor Upgrade: Roll can upgrade her armor into a shiny new coat that increases her abilities by quite a bit! Best part is the buff is limited by a duration! The unfortunate part is the armor is quite fragile and prone to breaking. Using her bubble shield does not take away from the armor's durability. Attacks targeting INT do not effect the armor's strength. She has two armors she can change into. 3 turn cooldown.
- Bronze Armor: A splendid green armor made of bronze. Increases Dexterity and STR mods by 2 and has a durability of 40 HP. In addition she is able to use the first step of the Magic System and other abilities.
- Golden Armor: A shining gold armor. This armor can only be used if Roll goes 3 turns without the Bronze Armor breaking. By spending an action on the 4th turn she can achieve Golden Status. Her DEX And STR Mods are boosted by another 2 and it comes with a shield, raising the current durability by another 40 HP. On top of this her bubble shield regenerates at double the rate and she has access to Level 3 attacks. However if the armor breaks she is back to her base outfit.
- Magic System: When Bronze Armor is initiated Roll gains access to 50 MP and can spend this to upgrade attacks. This magic regenerates at 10 per turn when a spell is not in use or can sacrifice an action to charge up her MP for 10 recovery. In Golden Armor mode the Cap is doubled to 100 MP. She loses all current MP when her armor breaks.
Herione Stance: Roll places a firm stance and begins to prepare herself for attack and counterattack. For 3 turns her damage dealt is increased by 5 and her damage taken reduces by 5. 3 turn cooldown.
Vacuum Arm Roll transforms her arm into the head of an extremely elastic vacuum cleaner! She then begins to vacuum up an area of her choice, absorbing whatever loose objects are there. If the objects are non-toxic and non-volatile, she absorbs them to heal herself for 1d15+cha health. Else, she can launch the objects back out at her enemy, inflicting between 14-18% damage with a 30% chance of inflicting a status effect appropriate to the object launched.
If a character is vacuumed up instead as a DEX vs DEX roll, they are trapped inside Roll and she assimilates some aspect of their fighting style such as a weapon or special skill, stealing one of those characters' primary or special moves in the process. These moves gain an additional turn of cooldown and she can only keep 3 stolen attacks at once. In addition the foe is inflicted with Swallowed Whole as Roll tries to keep them contained inside her. Roll may eject a person early for 10% damage and inflicts Soaked. In addition to the usual effects of Swallowed Whole, Roll can expend 30 MP to add 10 to her Digestion Roll. 3 turn cooldown
- List item 1
- List item 2
- List item 3
Final Smash (1)
Golden Dragon: Roll unleashes a mystical golden dragon to attack her target. This FS is fairly low powered, only dealing 30% damage, however it also immediately upgrades Roll to Gold Armor Status. The FS heals Gold Armor to full durability if it's already active or if it's at full durability already, the FS deals a full 60% damage.
Other Info: This form is based on Powered Up, Super Ghouls and Ghosts and her brief training under Richter.
12 total points to distribute
Discipline | Stat Pts | MOD |
STR | 2 | -4 |
DEX | 14 | +2 |
CON | 6 | -2 |
INT | 12 | +1 |
WIS | 20 | +5 |
CHA | 16 | +3 |
Witch Roll
Appearance: Roll dons a witch outfit that limits her physical abilities severely but in exchange her energy output is buffed to maximum allowing her to pull off powerful magic like abilities. She can even use some of the excess energy to lift her broom into the air to fly.
Primary Attacks (3)
Witch Buster: From the palms of her hands Roll fires forth various elemental and light attacks similar to a Buster. The core appearance is pink and purple orbs of light although she can manifest it in a few different shapes.[Light to Medium WIS Attack, 8-18 %]
Jack O' Lantern: Creates a Fireball that takes the form of blue skulls, pink hearts or an orange pumpkin. No matter the theme of the attack it sends forth an explosive ball of flames that deals great damage. For 5 recoil this attack can be charged and has a 100% chance to inflict Burn. -1 to her next dodg.. [Heavy WIS Attack, 24 %]
Witchy Bolt: Roll calls down a storm of bolts from the sky using magic like energy. These bolts deal high damage and target WIS instead of DEX. Can be upgraded in damage up to twice with each one increasing the damage output by 6% but lowering her next dodge by 1. At 5 recoil she can upgrade it to inflict Paralysis. [Medium WIS Attack, 18 %]
Special Attacks (4)
Costume Change~!:Roll changes her costume, each outfit bolstering it's only different use of energy output and tools to make her able to fight her best. Any outfit can be her base costume while she carries an alternate on her to change on the fly.
Rain Flush: Calls down an acidic rain upon all foes. The rain burns to the touch and is quite toxic. This attack has a 50% chance to Soak and a 50% chance to poison on non-robots, robots instead have a 50% chance to become Paralyzed by the rain. Targets CON. 3 turn cooldown. [Heavy WIS Attack, 20%]
Full Moon: Roll boosts her energy output to full power, bypassing her normal limits to cast more powerful 'spells'. Raises her WIS Mod by +2 and increases damage by that Mod for 3 turns. 3 turn cooldown.
Sweet Surprise : Roll uses a spell-like invisible shot of energy that alters the foe into candy that makes for easy consumption. Uses WIS Vs the Foe's INT, they are turned into a sweet and can be given to someone else or consumed by Roll herself. When consumed they turn back to their original form, albeit maybe not full size, but are inflicted with Swallowed Whole. Optionally it can turn others objects into sweets or make it's own sweets that heals 1d15+CHA. If no one eats the candy they are transformed back to normal but take 30% damage from a sweet explosion. 3 turn cooldown.
Final Smash (1)
Witching Hour~!:Roll triggers a much more powerful moon effect with the use of the Cyber Elves, making the place resemble a night forest temporarily as her energy is further enhanced. For 3 turns she gains a +3 to all modifiers and in addition all upgraded versions of her moves now have zero additional cost over the standard variation of the move and any move without a special variation have their cooldowns lowered by 2, allowing her to fight at full strength with far less restriction.
Other Info: Roll's Bubble Shield in this form is Skull Barrier in flavor.
Purely Powered Up themed for this one.
10 total points to distribute
Discipline | Stat Pts | MOD |
STR | 18 | +4 |
DEX | 18 | +4 |
CON | 4 | -3 |
INT | 10 | +0 |
WIS | 8 | -1 |
CHA | 12 | +1 |
Ninja Roll
Appearance: Diverts durability and energy supplies to overwhelming offense and skills she was taught by Zero.
Primary Attacks (3)
Roll Saber: Roll does either a rapid but focused chain of attacks with her Roll Saber or she performs a solid blow for medium damage. [Light to Medium Attack, 8-18%]
Raijingeki->Raijingeki Burst!: Roll charges her blade with electricity before thrusting it forward. The result is a piercing electrical stab into the foe. Deals high damage but lowers her dodge modifier by 1. The second use in a single turn overloads it and deals 4% damage and a 40% chance to Paralyze at the cost of a 2 turn cooldown on top of the usual -1 dodge penalty. [Heavy STR Attack, 24%]
Ryujin->Ryujin EX: A flaming uppercut with fist or sword that deals a lot of damage at the cost of 5 recoil. For 2 extra recoil she can up the fire power for a 40% chance to burn. [Heavy STR Attack 28%]
Special Attacks (4)
Costume Change~!:Roll changes her costume, each outfit bolstering it's only different use of energy output and tools to make her able to fight her best. Any outfit can be her base costume while she carries an alternate on her to change on the fly.
Critical Focus: Strike their weakpoints, show no mercy in striking down the enemy. That was an abridged of Zero's lessons. Roll analyzes the foe's weak spots before aiming for them for 3 turns, lowering her Critical requirement to Nat18+. 3 turn cooldown.
Twin Dream: Roll creates a pink copy of herself that can make a better offense as a free action. This copy can perform an action of it's own once per turn and is untouchable basically giving her four actions. In a Discord Fight this instead gives her a +3 to her Attack Modifier as she tries to overwhelm the foe with a simultaneous attack. The copy lasts for 3 turns before it poofs. 4 turn cooldown.
Recovery Stance: Roll takes a moment to recover herself after a sequence of attacks. For an action she can negate up to 18% worth of penalities from other moves that turn. For example Dodge Penalties can be lowered up to 3, Recoil up to 9% or Cooldown up to 4 turns. This can be done in any combination but can not exceed 18% total. However, Buffs and Final Smashes do not count toward this ability. 2 turn cooldown.
Final Smash (1)
Final Cut: 1,000 Cherry Blossoms: Roll dashes forward before unleashing a series of slashes to the foe, all focused on key weakpoints. Deals high damage but also deals 10% recoil and 2 turns of Severe Fatigue back. 80% single target damage.
Other Info: This form is inspired by Powered Up and Zero teaching Roll sword fighting techniques.
Last Edit:
Jun 21, 2021 4:14:11 GMT -8 by Coolshaymin