Post by Nostalgia on Mar 13, 2020 17:32:34 GMT -8
0 total points to distribute
Discipline | Stat Pts | MOD |
STR | 8 | -1 |
DEX | 20 | +5 |
CON | 10 | +0 |
INT | 10 | +0 |
WIS | 13 | +1 |
CHA | 17 | +3 |
Blue Vessel
Hollow Knight by Team Cherry
Alignment:Neutral Good
Motto:
"..."
Allies/Friends: A single lifeseed that they treat as a traveling companion
Enemies/Rivals: The Radiance
Backstory: Like the other vessels they were created to contain the Radiance, and like most of them they were not created perfectly. As a consequence their three parts are not perfectly fused internally and the Blue vessel has a personality and a mind of it's own.
After escaping the abyss they wandered the world until they were compelled to return to the kingdom they were created in. When they returned they found strange blue growths and the residents far more hostile than they once were. They spent many days back in their home-land, searching for what they did not know. Their search carried them to every corner of Hollownest, from the highest areas of the crystal peak to returning to their birthplace in the abyss, picking up powers and abilities along the way. Eventually their goal showed itself, a way to destroy the radiance truly, beyond even their original purpose of containing it. With the dream nail they even ventured into the minds of other bugs to remove the influence, which eventually led them to the god seekers.
Trying to cleanse the godseekers minds proved more difficult than others, their mind a strange world all in it's own right, populated with the purest versions of the creatures throughout Hollownest. It took time, but eventually they cleared through the gauntlet of beasts, only to find them self facing the Radiance once more, imprinted by the god seekersat the peak of it's abilities. The Vessel does not know what happened in that fight, but they found themself sitting silently in the darkness where they had found the godseeker, their skull partially split across their eye.
Their body was sore and exhausted, the Vessel wandering back through the quiet ruins of Hollownest, finding one of the cool blue growths to lay against and rest on. While taking the time to rest and heal the blue growth spread over them and was mostly absorbed by the void of their body, leaving behind a single flying lifeseed that they now call their companion. From that point on they found themselves with new abilities and blue eyes which they did not remember having before. With the compulsion to battle the radiance no longer available, they had nothing, the drive that had been their great purpose slowly becoming wanderlust. Since then they have wandered and tried to see as much as they can.
Appearance:
History On Li: While wandering the world they found a large dark hole in the ground that felt odd. There were no walls or sounds of other bugs inside the hole like they were used to. Their curiosity gripped them as they hopped inside the darkness, gliding down with their wings. That was the last they remember.
When the Blue Vessel woke up they found themselves in a field, their wings torn and broken to uselessness. As they sat up and looked over this strange new world they saw a large structure in the distance, above ground! Seeing something so large out in the open air intrigued them, making them wander to the city they now wander and explore.
[PTabbedContent=Attacks and Abilities][PTab=Primary Attacks (3)]Nail Spear: [Ranged, DEX, DMG 3+dexMod%Combo-able, DMG 4+2xDexMod% non-combo] The Blue Vessel throws their nail out like a spear, using a nearly invisible threat at the end of it to quickly pull the spear back. Gives 1 soul point on successful hit. Alternatively the Vessel can put more strength into a single throw, driving it deeper into their enemy and dealing more damage with a 30% chance to apply Mortal Wound.
Bind: [DEX, targets WIS, DMG %5] The Blue vessel throws out their nail towards an enemy and uses the thin thread to try and tie up part of the enemy's body. It is a race to wether the Blue Vessel can finish tying up the enemy before they are able to see the thread and recognize what is happening. If the Blue Vessel succeeds then the enemy is minorly cut from the sharp threat and is affected by the "Slowed" status.
Dream Gate: [DEX, targets WIS, 18% damage] The vessel channels the power of their dream nail, after a brief moment they teleport in a flash of light in another location to try and throw their needle in a sneak attack.
[/PTab={min-height:300px;max-height:600px;overflow:auto;}]
[PTab=Special Attacks (7)]
Soul Points: Primary attacks give a soul point when they successfully deal damage, which can be used for more powerful abilities. All spells cost 4 soul points:
Lifeblood wings: The Blue Vessel 's ravaged wings spring to life, lifeblood pumping through them and temporarily giving them a limited amount of functionality. +2 to dexterity modifier and wisdom modifier for 2 turns, then cooldown for 2 turns.
Call of the Void:[WIS, 30% damage] The Vessel taps into their void half, calling upon their siblings to help them in battle. The Vessel touches the ground and channels the void, asking their siblings to attack their enemies. A few moments later massive tendrils of void energy lash out of the ground, out of every crevice and shadow to slash whip and spear any enemies in circles around the Vessel's enemies. Gets +2 to hit. It's difficult to dodge hundreds of spears and tendrils shooting out of the ground at once, the enemy's best bet is to predict the area the spears will come from. In order the call the siblings the Vessel needs to stay relatively still, taking a -3 to a dodge roll next turn. (Target's WIS).
Lifeblood Shield: A thin layer of lifeblood covers the Vessel's entire body, the substance resisting outside damage. Half of all damage taken is stored in the Lifeblood shield instead of being subtracted from the Vessel. For the duration of the ability, one third of all damage the Vessel deals healed. Active for three turns, 3 turn cooldown. As soon as the shield is over, all stored damage is immediately taken by the Vessel.
Dream Wielder- Fear:Uses Charisma, targets int. The Vessel uses the dream nail in a more mundane way than the dream breaker, instead of wreaking havok in the target's mind they use the nail to push specific thoughts or memories into the target.
The Vessel rummages around in the targets mind and finds fearful memories in the target's mind, drawing them forward to the front of the target's thoughts and warping their perceptions slightly to mimic the memories, inflicting fear. Fear acts as normal, with Vessel counting as the source of the fear. The Bravery check for this move is the original roll that caused the fear. Can only be used once per turn, shared with other Dream Wielder moves.
Perfect Parry: [Counter, Str] Using extremely precise timing and accuracy The Vessel can redirect and reflect incoming melee and projectile attacks respectively. When being struck in melee, the Vessel swings their nail at the incoming attack to knock it off course, keeping their nail in contact with the strike to gain some momentum from it before spinning and striking the attacker. When having a projectile aimed at them, the Vessel strikes it mid-air, much like a baseball, and sends it flying back to the attacker. Only usable on a natural 20 dodge roll, deals 2x the original attack's damage.
Become Baby!: In a poof of white smoke tinted with the colors of green, Vessel transformed into a little Sango! This does not take an action, and can be done at any time once during their turn, but incurs a -3 to a dodge roll every time they swap.
[/PTab={min-height:300px;max-height:600px;overflow:auto;}]
[PTab=Ultimate Attacks (1)]Dream Breaker: The Blue Vessel's nail glows bright white and becomes ethereal, phasing through any blades, armor and shields that come in it's path. Deals 40% INT damage to the target and inflicts Mind Melted and Drowsy, the nail invading their mind and their dreams forcefully.
[/PTab={min-height:300px;max-height:600px;overflow:auto;}]
[PTab=Smash Spirits (6)]See Smash Journal for rolls
(Dexterity increase, going to Vessel) The Great Nailsage Sly has practiced their entire life in nail arts, their small frame making them focus on speed and agility.
(Charisma increase, going to Vessel) Charm Lover Salubra has a great adoration for little trinkets and charms, carrying over slightly to anything small and cute. She spends most of her time alone in her hut, but she loves to chat and coddle others, having a clear preference for giving big kisses.
(Charisma increase, going to Vessel) The White Lady is the mother of all of the Vessels, greatly regretting their fate. She eventually locked herself away to curb her overwhelming urge to propagate herself throughout the land. Though rare, she is still very happy to meet visitors and have a chat.
(Charisma increase, going to Vessel) Eternal Emilitia was a successful socialite long long ago, but now with hollownest in ruins they spend their time alone, miraculously immune to the infection as they watch the other members of the city wandering aimlessly.
(Charisma increase, going to Vessel) Marissa was a renouned songstress back in the peak of Hollownest's glory. She now exists as a ghost, inhabiting a sauna and singing perpetually, though if someone comes by they will happily stop and have a chat with them.
(Dexterity increase, given to Vessel) Hornet is the half-sister of all the Vessels. Though they are almost all gone, she remains patrolling hollow nest, stopping outsiders from entering and weeding out the weak who are unable to actually save Hollownest.
[/PTab={min-height:300px;max-height:600px;overflow:auto;}]
[/PTabbedContent]
Other Info: Unable to speak, they carry around a tablet that they use lifeblood to write on.
Leader of the Small Stars.
Currently practicing Violin at Hylia's Grace Academy.
Bind: [DEX, targets WIS, DMG %5] The Blue vessel throws out their nail towards an enemy and uses the thin thread to try and tie up part of the enemy's body. It is a race to wether the Blue Vessel can finish tying up the enemy before they are able to see the thread and recognize what is happening. If the Blue Vessel succeeds then the enemy is minorly cut from the sharp threat and is affected by the "Slowed" status.
Dream Gate: [DEX, targets WIS, 18% damage] The vessel channels the power of their dream nail, after a brief moment they teleport in a flash of light in another location to try and throw their needle in a sneak attack.
[/PTab={min-height:300px;max-height:600px;overflow:auto;}]
[PTab=Special Attacks (7)]
Soul Points: Primary attacks give a soul point when they successfully deal damage, which can be used for more powerful abilities. All spells cost 4 soul points:
- Focus: The Blue Vessel can focus, making blue lifeblood envelop their body and heal them or a nearby ally for 1d8+cha and cure statuses.
- Shade Soul: The Blue Vessel can build soul up and fire it from the front of their body as a projectile, dealing 20% damage to any enemies who cannot dodge out of the way, uses Wisdom.
Lifeblood wings: The Blue Vessel 's ravaged wings spring to life, lifeblood pumping through them and temporarily giving them a limited amount of functionality. +2 to dexterity modifier and wisdom modifier for 2 turns, then cooldown for 2 turns.
Call of the Void:[WIS, 30% damage] The Vessel taps into their void half, calling upon their siblings to help them in battle. The Vessel touches the ground and channels the void, asking their siblings to attack their enemies. A few moments later massive tendrils of void energy lash out of the ground, out of every crevice and shadow to slash whip and spear any enemies in circles around the Vessel's enemies. Gets +2 to hit. It's difficult to dodge hundreds of spears and tendrils shooting out of the ground at once, the enemy's best bet is to predict the area the spears will come from. In order the call the siblings the Vessel needs to stay relatively still, taking a -3 to a dodge roll next turn. (Target's WIS).
Lifeblood Shield: A thin layer of lifeblood covers the Vessel's entire body, the substance resisting outside damage. Half of all damage taken is stored in the Lifeblood shield instead of being subtracted from the Vessel. For the duration of the ability, one third of all damage the Vessel deals healed. Active for three turns, 3 turn cooldown. As soon as the shield is over, all stored damage is immediately taken by the Vessel.
Dream Wielder- Fear:Uses Charisma, targets int. The Vessel uses the dream nail in a more mundane way than the dream breaker, instead of wreaking havok in the target's mind they use the nail to push specific thoughts or memories into the target.
The Vessel rummages around in the targets mind and finds fearful memories in the target's mind, drawing them forward to the front of the target's thoughts and warping their perceptions slightly to mimic the memories, inflicting fear. Fear acts as normal, with Vessel counting as the source of the fear. The Bravery check for this move is the original roll that caused the fear. Can only be used once per turn, shared with other Dream Wielder moves.
Perfect Parry: [Counter, Str] Using extremely precise timing and accuracy The Vessel can redirect and reflect incoming melee and projectile attacks respectively. When being struck in melee, the Vessel swings their nail at the incoming attack to knock it off course, keeping their nail in contact with the strike to gain some momentum from it before spinning and striking the attacker. When having a projectile aimed at them, the Vessel strikes it mid-air, much like a baseball, and sends it flying back to the attacker. Only usable on a natural 20 dodge roll, deals 2x the original attack's damage.
Become Baby!: In a poof of white smoke tinted with the colors of green, Vessel transformed into a little Sango! This does not take an action, and can be done at any time once during their turn, but incurs a -3 to a dodge roll every time they swap.
[/PTab={min-height:300px;max-height:600px;overflow:auto;}]
[PTab=Ultimate Attacks (1)]Dream Breaker: The Blue Vessel's nail glows bright white and becomes ethereal, phasing through any blades, armor and shields that come in it's path. Deals 40% INT damage to the target and inflicts Mind Melted and Drowsy, the nail invading their mind and their dreams forcefully.
[/PTab={min-height:300px;max-height:600px;overflow:auto;}]
[PTab=Smash Spirits (6)]See Smash Journal for rolls
(Dexterity increase, going to Vessel) The Great Nailsage Sly has practiced their entire life in nail arts, their small frame making them focus on speed and agility.
(Charisma increase, going to Vessel) Charm Lover Salubra has a great adoration for little trinkets and charms, carrying over slightly to anything small and cute. She spends most of her time alone in her hut, but she loves to chat and coddle others, having a clear preference for giving big kisses.
(Charisma increase, going to Vessel) The White Lady is the mother of all of the Vessels, greatly regretting their fate. She eventually locked herself away to curb her overwhelming urge to propagate herself throughout the land. Though rare, she is still very happy to meet visitors and have a chat.
(Charisma increase, going to Vessel) Eternal Emilitia was a successful socialite long long ago, but now with hollownest in ruins they spend their time alone, miraculously immune to the infection as they watch the other members of the city wandering aimlessly.
(Charisma increase, going to Vessel) Marissa was a renouned songstress back in the peak of Hollownest's glory. She now exists as a ghost, inhabiting a sauna and singing perpetually, though if someone comes by they will happily stop and have a chat with them.
(Dexterity increase, given to Vessel) Hornet is the half-sister of all the Vessels. Though they are almost all gone, she remains patrolling hollow nest, stopping outsiders from entering and weeding out the weak who are unable to actually save Hollownest.
[/PTab={min-height:300px;max-height:600px;overflow:auto;}]
[/PTabbedContent]
Other Info: Unable to speak, they carry around a tablet that they use lifeblood to write on.
Leader of the Small Stars.
Currently practicing Violin at Hylia's Grace Academy.
0 total points to distribute
Discipline | Stat Pts | MOD |
STR | 4 | -3 |
DEX | 18(20) | +5 |
CON | 18 | +4 |
INT | 6 | -2 |
WIS | 10(11) | +0 |
CHA | 14(19) | +4 |
Chibi Sango!
Appearance: Ok so imagine this, but squish it down a whoooooole lot and make it chibi.
[PTabbedContent=Attacks and Abilities][PTab=Primary Attacks (3)]Shtahp it!: Little Sango does their best to convince the target not to be too mean and take it easy, though they're still learning how the whole talking thing works so there may be a bit of a struggle to actually get it out. Inflicts infatuation on the target, targets int uses cha. Only usable once per turn.
Tiny Dragon Kick!: They do their best to copy big Sango and do a really impressive ice kick. What they lack in leg size and strength they more than make up for in persistence and love for the real thing. Can be used as a frosty 3+ChaMod% light combo or an 10+2xChaMod% adorable drop kick.
Become the projectile!: In this form Vessel doesn't really have a needle to toss around, or many other things to throw, but they definitely have themself! With some considerable effort from those tiny wings can pick up surprising speed, perfect for flinging yourself directly at super high speeds for +2 accuracy right into someone's face for 30% damage! Unfortunately it's really hard to control after the actual bonk, leaving them open with a -3 to a dodge roll next turn.
[/PTab={min-height:300px;max-height:600px;overflow:auto;}]
[PTab=Special Attacks (7)]
Become Not Baby: In a poof of white smoke with tints of the color wheel red through blue their form changes back to Vessel's usual lil mute self.
Vicious Omnivore!: [10% Cha] Kori's here too! But being this tiny really causes some issues with their main goal of eating anything and everything nearby. They sure can chomp though! Little Sango does her best to command Kori to chomp on someone nearby, inflicting Mortal Wound. If attacked from behind, Kori takes a free chomp! Only usable once per turn, including free chomps.
Victorious Omnivore!: Now, just because you're tiny doesn't mean you cant eat things, the things just have to be even smaller than you! Kori, obviously a genius, knows this well and takes any chance that they can get. If Vicious Omnivore is used on a target with Mini, it can apply the digesting status instead of mortal wound with a few unique effects. First, Small Sango takes -4 to all dodges while they remain in this state. Second, the duration of Mini is extended until the target escapes, constrained by smolness. Finally a couple unique actions are provided.
Please Hurry Up?: Small Sango asks the target to stop fighting back so much and let them win causing a Cha v Int check, also jostling around and speeding up the process for 10% damage, doubled if they fail the check. Only usable once per turn.
Roost: Small Sango... Takes a break! They just sit down and take a breather, healing for 1d8+ChaMod and taking an additional -1 to all dodge rolls. Only usable once per turn.
Ponder the Tum: Once per turn Small Sango meditates and concentrates, gaining +1 to their wisdom stat, stacking and lasting until the status is broken, or after effect healing wears off.
Not Completely Tiny: Small Sango is, well, small, but when you consider the original that makes a few things almost normal sized! With such a concentrated center of mass you may even be able to squish someone down to equal footing! Inspired by some faint memories of another time they were in a different body, coming down from the sky like a heart-trailed comet, the little dragon wishes upon a Sango to squash their opponent flat! Inflicts the mini status for 3 turns and deals 20% damage. Unfortunately if it misses, landing on your butt kinda hurts, dealing 5% recoil. 3 turn cooldown.
Getting a bit Steamed: When you borrow the body of someone you love, having someone else try and attack it is really rude! Maybe even, a bit of a peeve, a real uncool thing, a gear grinder. When you're a little water dragon, all those intense feelings make a bit of steam. But that's not the only way to get steam, embarrassment may also cause a small cloud to form and hide that blush! For every damage taken, Small Sango gets a stack of steam and every time Small Sango gets flustered they gain 10 steam up to 100. This steam can be consumed for a variety of effects at the cost of an action. Only one of these actions can be used per turn:
Steam Beam!: [Dex] Spew out a jet of hot steam at a target, shoving foes back with impressive force, dealing 25% damage and critting on 18+ and using up 40 steam.
Scalding Breath!: [Dex] Store up some steam until it's up to boiling, spewing it all out at once over the area, dealing 20% damage and inflicting burned at the cost of 20 steam.
Simmering Shield!: Small Sango billows out a cloud of extra hot steam around themself, burning up anyone who isn't careful! Sango rolls a pure 1d10, and if the enemy rolls less than that amount on any attack roll for the next 3 turns they take 10% damage. Costs 30 steam.
An Homage to Mama!: Small Sango hypes themself up with affection for the one and only original, getting ready to go home and tell them everything went okay! With the power of a first friend and a partner these tiny fists burst with enough love energy to explode all who dare stand to tarnish it! Gains +2 to their charisma mod and adds their charisma to their damage for 3 turns, 3 turn cooldown. Attacks that already scale with Cha get 4 less bonus damage from this buff.
An Attempt at Cooking?: Small Sango doesn't just try to fight for big Sango, they try to cook for them too! They aren't very good at it yet, so they need more practice, and what better person to practice on than the enemy! Small Sango pulls out a 'meal' and rolls a 1d4+ChaMod before tossing it at an enemy. The smell alone is quite... offputting. Also slightly corrosive! causing them to take extra damage equal to the number rolled above for 3 turns. They can resist the cliche murderous food aura with a con check against how close the meal got thrown to them. 3 turn cooldown.
[/PTab={min-height:300px;max-height:600px;overflow:auto;}]
[PTab=Ultimate Attacks (1)]
Mini Magical Girl Sango!: Thanks to a handy dandy magical girl outfit Vessel already had and unlocking the power of their affection for their partner, they have access to the most powerful form of all. A light pink and green light consumes the area, blinding nearby enemies with the raw radiance. When it fades what is left is a tiny sango with new and improved style, wearing a small pink dress gifted to them by the original long ago! All cooldowns are reset and their modifiers are all increased by 3 for 3 turns, dealing 5 damage more for the same duration. The dress can still linger once the buffs are gone.[/PTab={min-height:300px;max-height:600px;overflow:auto;}][/PTabbedContent]
Tiny Dragon Kick!: They do their best to copy big Sango and do a really impressive ice kick. What they lack in leg size and strength they more than make up for in persistence and love for the real thing. Can be used as a frosty 3+ChaMod% light combo or an 10+2xChaMod% adorable drop kick.
Become the projectile!: In this form Vessel doesn't really have a needle to toss around, or many other things to throw, but they definitely have themself! With some considerable effort from those tiny wings can pick up surprising speed, perfect for flinging yourself directly at super high speeds for +2 accuracy right into someone's face for 30% damage! Unfortunately it's really hard to control after the actual bonk, leaving them open with a -3 to a dodge roll next turn.
[/PTab={min-height:300px;max-height:600px;overflow:auto;}]
[PTab=Special Attacks (7)]
Become Not Baby: In a poof of white smoke with tints of the color wheel red through blue their form changes back to Vessel's usual lil mute self.
Vicious Omnivore!: [10% Cha] Kori's here too! But being this tiny really causes some issues with their main goal of eating anything and everything nearby. They sure can chomp though! Little Sango does her best to command Kori to chomp on someone nearby, inflicting Mortal Wound. If attacked from behind, Kori takes a free chomp! Only usable once per turn, including free chomps.
Victorious Omnivore!: Now, just because you're tiny doesn't mean you cant eat things, the things just have to be even smaller than you! Kori, obviously a genius, knows this well and takes any chance that they can get. If Vicious Omnivore is used on a target with Mini, it can apply the digesting status instead of mortal wound with a few unique effects. First, Small Sango takes -4 to all dodges while they remain in this state. Second, the duration of Mini is extended until the target escapes, constrained by smolness. Finally a couple unique actions are provided.
Please Hurry Up?: Small Sango asks the target to stop fighting back so much and let them win causing a Cha v Int check, also jostling around and speeding up the process for 10% damage, doubled if they fail the check. Only usable once per turn.
Roost: Small Sango... Takes a break! They just sit down and take a breather, healing for 1d8+ChaMod and taking an additional -1 to all dodge rolls. Only usable once per turn.
Ponder the Tum: Once per turn Small Sango meditates and concentrates, gaining +1 to their wisdom stat, stacking and lasting until the status is broken, or after effect healing wears off.
Not Completely Tiny: Small Sango is, well, small, but when you consider the original that makes a few things almost normal sized! With such a concentrated center of mass you may even be able to squish someone down to equal footing! Inspired by some faint memories of another time they were in a different body, coming down from the sky like a heart-trailed comet, the little dragon wishes upon a Sango to squash their opponent flat! Inflicts the mini status for 3 turns and deals 20% damage. Unfortunately if it misses, landing on your butt kinda hurts, dealing 5% recoil. 3 turn cooldown.
Getting a bit Steamed: When you borrow the body of someone you love, having someone else try and attack it is really rude! Maybe even, a bit of a peeve, a real uncool thing, a gear grinder. When you're a little water dragon, all those intense feelings make a bit of steam. But that's not the only way to get steam, embarrassment may also cause a small cloud to form and hide that blush! For every damage taken, Small Sango gets a stack of steam and every time Small Sango gets flustered they gain 10 steam up to 100. This steam can be consumed for a variety of effects at the cost of an action. Only one of these actions can be used per turn:
Steam Beam!: [Dex] Spew out a jet of hot steam at a target, shoving foes back with impressive force, dealing 25% damage and critting on 18+ and using up 40 steam.
Scalding Breath!: [Dex] Store up some steam until it's up to boiling, spewing it all out at once over the area, dealing 20% damage and inflicting burned at the cost of 20 steam.
Simmering Shield!: Small Sango billows out a cloud of extra hot steam around themself, burning up anyone who isn't careful! Sango rolls a pure 1d10, and if the enemy rolls less than that amount on any attack roll for the next 3 turns they take 10% damage. Costs 30 steam.
Things that steam a Sango | Steam of the Sango |
Compliments from an enemy | 5 steam |
A Hug! (Normal grapples don't count) | 7 steam |
A Kiss!? | 10 steam |
Falling in love?! (Infatuation) | 15 steam |
An Homage to Mama!: Small Sango hypes themself up with affection for the one and only original, getting ready to go home and tell them everything went okay! With the power of a first friend and a partner these tiny fists burst with enough love energy to explode all who dare stand to tarnish it! Gains +2 to their charisma mod and adds their charisma to their damage for 3 turns, 3 turn cooldown. Attacks that already scale with Cha get 4 less bonus damage from this buff.
An Attempt at Cooking?: Small Sango doesn't just try to fight for big Sango, they try to cook for them too! They aren't very good at it yet, so they need more practice, and what better person to practice on than the enemy! Small Sango pulls out a 'meal' and rolls a 1d4+ChaMod before tossing it at an enemy. The smell alone is quite... offputting. Also slightly corrosive! causing them to take extra damage equal to the number rolled above for 3 turns. They can resist the cliche murderous food aura with a con check against how close the meal got thrown to them. 3 turn cooldown.
[/PTab={min-height:300px;max-height:600px;overflow:auto;}]
[PTab=Ultimate Attacks (1)]
Mini Magical Girl Sango!: Thanks to a handy dandy magical girl outfit Vessel already had and unlocking the power of their affection for their partner, they have access to the most powerful form of all. A light pink and green light consumes the area, blinding nearby enemies with the raw radiance. When it fades what is left is a tiny sango with new and improved style, wearing a small pink dress gifted to them by the original long ago! All cooldowns are reset and their modifiers are all increased by 3 for 3 turns, dealing 5 damage more for the same duration. The dress can still linger once the buffs are gone.[/PTab={min-height:300px;max-height:600px;overflow:auto;}][/PTabbedContent]
Last Edit:
May 14, 2022 13:58:04 GMT -8 by Nostalgia