Post by Coolshaymin on Nov 17, 2018 10:52:39 GMT -8
10 total points to distribute
Alignment: Lawful Good
Motto: "Don't bully me or my friends!"
Allies/Friends: Ciel, Roll, Arle, Schezo, Rulue, Owl Bear, Suketdora
Enemies/Rivals: Those that might eat her, Witch, Bullies
History On Li: Seriri ended up on Li after some strange vortex opened up deep in the ocean. It was too strong for her to swim away from and before she knew it she was stuck in some swimming pool in a kind of amusement park. While she was singing a jester looking guy and a strange metal thing showed up. It was not the most pleasant encounter but thankfully they left with nothing happening.
The mermaid was alone a while until a doctor showed. Shortly after that, her and the kind doctor shared a home in the Life Sphere. She had to live in a somewhat small swimming place but the former area was not exactly filled with pleasant company. Still, she had to make due with the direction of this for now.
She has been staying in her lab for a while now, not able to do much without her trinket. That was when Roll came in and saying she found it.Seriri took the trinket and sure enough it was the one she lost. She practiced to improve her water magic and mermaid abilities so she may help her friends once more.
Primary Attacks (3)
Aquas Magicka: Seriri's name for basic Water Magic fighting styles that she... based off literature because she's a nerd. With her Mermaid Abilities Seriri can perform various water based Magic techniques from any kind of watery shape from bubbles to fountains to bubbles to water weaponry like Water formed staffs or a Water Buster inspired by Roll. As a Mermaid she is naturally adept at Water Magic. [Light-Medium Wisdom Attack, 8-18%]
Harpy's Song: A variation of the Siren's Song... taught to Seriri by Harpy when criticizing the Siren's Song. As opposed to the hypnotic powers of the Siren's Song, Harpy's Song is painfully bad, harming the foe greatly. 2 turn cooldown, 50% chance to Mind Melt from the leftover Siren effect. [Medium Charisma AoE Attack. 18%]
Hydro Storm: Seriri channels a lot of her water magic into one focused orb before firing a surge of water in a beam to blast the foe for high concussive water damage, able to push past a foe and through foes close together. 2 turn cooldown. [Heavy Wisdom/Straight Beam AoE Attack, 26%]
Scald: Seriri manipulates the power of water to superboil her water magic, turning into scorching steam or boiling hot water in an instant, the water is extremely hot, causing rather nasty burns with a 50% chance but it is more taxing than normal Water magic so it has a 2 turn cooldown. (Medium Wisdom Attack, 18%)
Special Attacks (3)
Fever Concerto: Seriri attempts to motivate herself and her allies into performing much better by the most powerful inspirational force known to man. Music. Magic Music at that. When Seriri starts singing a phantasmal instrument backup sounds around the area to back up Seriri's voice. For this duration her and all allies gain a surge of power, dealing +3 damage with all attacks, a surge of inspiration, increasing a stat of their choice by 10 stat points but it can't exceed 20, and a surge of luck, doubling all secondary chances up to 100%, and a surge of focus, giving a +3 bonus to all Skill Checks. Fever Concerto's duration does not decrease if there is no combat or skill checks going on during a turn and lasts for 3 turns. However if Seriri is inflicted Silenced/Gagged or she's inflicted with suffocation the instrumental backup and therefore the Fever's power will end prematurely. Additionally she gets Severe Exhaustion for 1 turn + an additional turn for every ally she chose to buff after the music ends. 4 turn cooldown.
Siren's Song: Seriri sings a song that has a hypnotizing power, attracting any foe to her with a magical and powerful song that has the potential to make the foe act to her whim. Seriri rolls her Charisma against all the foe's INT, if the foe fails to resist her song they are Infatuated with Seriri. In addition, if Seriri rolls a 6+ against the foe she may choose to give an order on the next turn they must follow as a free action. 4 turn cooldown.
Healing Aria: Seiri sings a song that provides a healing power to herself or an ally, healing them and revitilizing their wounds through a mystical power as her voice carries magical effect. 3 turn cooldown. [Healing Move, Recovers 1d15+Charisma]
Whirlpool: Seriri conjures a whirlpool around the foe, attempting to entrap them in a swirling vortex of water. This acts as a long range grapple that uses Seriri's Wisdom vs the target's Strength if it connects. When it hits the foe is hit with Suffocation if they can't breathe underwater as well as Soaked that doesn't start going way until they break free. As well if Seriri beats the foe's resisting STR Roll by 6 or higher they are inflicted with Disabled in either STR, DEX, or WIS at Seriri's discretion. Costs 2 actions, 3 turn cooldown.
Final Smash (1)
Sympathy: Seriri performs a beautiful song that summons a rainstorm. The rainstorm showers the entire field for a few seconds with shining water. This water is blessed in that heals the wounds and cures the exhaustion of herself and all her allies in the rain. It is a powerful healing spell that heals all allies for 40%.
Other info:Her birthday is March 12th with a bloodtype of AB.
Seriri possesses a trinket that allows her to move freely on land.
Sea Salt Taffy Bomb: Seriri tosses an innocent looking piece of taffy at an enemy, only for the highly compressed and extra salty sweet to explode all over them, encumbering their movement with it's sticky goodness! Has a 100% of paralyzing if it hits. (Light Wis Attack; Does 5% Damage)
Coral Twizzler Whip: This confectionery takes the form of a rather long whip made out of a twizzler. The end has been frayed to resemble a cat o' nine tails. It is as painful as it is delicious... if you're into something betwixt black licorice and coral. Oddly enough, this whip can easily be used as a lasso instead to initiate grapples from a distance at a penalty of -8% damage. The initial grapple roll is DEX based, but additional turns use strength. (Medium Dex Attack; Does 18% Damage)
Sea Lettuce Cocoa Crispies: This compact sugary treat is made using freshly picked seaweed, as well as a lil' bit of somethin' extra, if you catch my drift. Explosives. I'm talking about explosives. This snack wasn't originally intended to be a weapon, but it turns out Sea Lettuce has an alarmingly high rate of being toxic. Has a 40% chance of inflicting poison. 2 turn cooldown. (HeavyWis Attack; Does 20% Damage)
Sea Salt Ice Ceam: Seriri weaves cold air and seasalt around the foe, quickly and skillfully trying to trap them in an oversized cone of blue seasalt ice cream, freezing them with the bitter cold but also trapping them in the ice cream prison in a form of Frozen Status but with a humorous twist. 100% chance to trigger Frozen. (Light Wisdom Attack, 5%)
Deep Sea Chocolate: Made with such exotic ingredients as seaweed, coral and algae these chocolates tend to be very ...hit and miss. Let's call it that. Seriri can give an ally a chocolate as a standard action, healing them for 10+(Twice Seriri's Charisma Modifier). The price of this powerful heal is a 50% to inflict the person who consumes the chocolate with a random status effect chosen by rolling a 1d14.
1 = Burn, 2 = Flower, 3 = Frozen, 4 = Infatuation, 5 = Mega, 6 = Metal, 7 = Mini, 8 = Paralysis, 9 = Disabled 10 = Poison, 11 = Sickness, 12 = Sleep, 13 = Slowed, 14 = Virus. The custom statuses are listed below.
Sweet Tooth: Seriri has an extra stat, yay! Her extra stat is called "Sugar Levels" and it always starts at 7. it can go as high as 20 or as low as 0. Every time Seriri attacks someone with a sweets or food related attack, it kinda makes her a little hungry! This reduces her sugar level by 1. In contrast, every time Seriri eats something that isn't explicitly very bitter, she gains 1 sugar level. If that something is sweet, she gains 3 levels. If Seriris sugar levels rise during a turn, they ignore all lowering effects that turn. Seriri cannot transform back to normal while at an elevated sugar level or above, and if she transforms while at dropping or below the effects will continue into her normal form. Certain sugar levels have unique effects.
0: Sugar Crash (-2 Dex Mod, Hunger Pangs for 1% damage each turn, -1 combat action)
5: Dropping (-1 Dex Mod, Hunger Pangs for 1% damage each turn)
15: Elevated (+1 Dex Mod, take -3 damage if dodge/resist roll is within 6)
20: Sugar High (+2 Dex Mod, take -6 damage if dodge/resist roll is within 6)
While experiencing a Sugar Crash or Sugar High, a tiny bit of Seriri's restraint and manners go out the window. She may attempt to eat things that would not normally be considered edible, gaining access to the following attack.
- Devour: Seriri voraciously devours the target in a cartoonish fashion! This move has a 20% chance of targeting a random target other than the one Seriri chooses. While eaten, the target can only take 2 actions per turn even accounting for action boosting buffs. To escape, they must deal a cumulative 40% damage to Seriri. Seriri makes a single 1d20+Con roll to reduce the damage of all attacks from the victim that turn, with a natural 19+ being a crit that doubles the roll. If she rolls higher than the damage done, she takes the difference and adds it to the 10% digestion damage she can deal as a free action each turn, half of which is returned as healing. Each turn the victim attempts to escape and fails, her damage resistance roll gains a stacking +2 bonus and her sugar levels increase by 5.Seriri cannot spit the target up voluntarily. 2 turn cooldown.
Sushi Roll Smash: Seriri summons a giant sushi roll wrapped in nori seaweed above an opponent and drops it on them from above! As this attack is somewhat difficult to see coming, it targets the victim's perception (wisdom) instead of their dex stat. If the attack hits, the target is trapped inside the sushi roll and is considered grappled. Their threshold for escape is Seriri's initial attack roll, which decreases by 2 each turn or until the sushi roll is destroyed by outside forces. Consumes 2 actions. 3 turn cooldown. (Heavy Wis Attack; Does 30% Damage)
Sugar Rush Fever!: Seriri's sugar levels go into overdrive as her Fever starts gradually restoring her sugar levels by +3 every turn and keeps it from going down as well as buffing and it doubles the normal sugar gains. In addition she can expend her sugar levels during this state to increase her attack's damage output, doing 2% for every Sugar Level Consumed up to a max of 32% damage. In addition she gets a +5 to digestion damage to Swallowed Whole targets during this duration as Seriri's Metabolism improves and she gets a bonus as if her or an ally's charisma Mod was +5 higher from all food based healing. After this buff she ends she suffers Severe Fatigue for 2 turns. 4 turn cooldown.
Reversion: Seriri uses this attack to turn back to normal.
Neptunian Appetite: Seriri is gripped by the laws of the abyssal floor. For those unfamiliar with the deep ocean, everything there is terrifying and voracious. Does Seriri have fangs now..? Best not to find out, as she may suddenly confuse others for one of her 'delectable' treats. For 4 turns Seriri gains a +2 to all of her rolls and she gains access to the following additional attacks:
Improved Salt Taffy Bomb: Identical to and replaces the attack Salt Taffy Bomb, however, the attack now bypasses bubbleshields and functions as a ranged grapple due to an increased output of Taffy. Additionally, the attack now does 15% damage.
Improved Seasalt Ice Cream: Identical to and replaces Seasalt Ice Cream but targets all and the ice cream's Durability can be lowered of the Frozen Status to restore HP equal to the amount the Frozen Status is taken. 3 turn cooldown.
Improved Coral Twizzler Whip: Identical to and replaces the attack Coral Twizzler Whip, however, the attack now does a base 24% damage.
Improved Sea Lettuce Cocoa Crispies: Identical to and replaces the attack Sea Lettuce Cocoa Crispies, however, the attack's cooldown has been reduced by one and it's base damage increased to 25%.
Improved Sweet Tooth: Identical to and replaces the ability Sweet Tooth for the duration of the final smash, however, Seriri's sugar rush duration will not decrease during her final smash.
Improved Sushi Roll Smash: Identical to and replaces the attack Sushi Roll Smash, however, it's cooldown has been removed and it now functions as a finishing move. If the opponent remaining health is reduced to 50% or less by this attack they will be immobilized inside for 1 turn, after which Seriri may consume the sushi roll and it's unfortunate occupant. This KOs them, maxes out Seriri's sugar rush buff and restores 1d20+Cha HPOther Info: Seriri's Sweets Form is caused by trying to make sweets for Halloween in a Cookpot she got one year, creating a form that can create sweets effectiently but has severe side effects due to the magic of the Cookpot.
Last Edit: Jun 28, 2020 12:41:47 GMT -8 by Coolshaymin