Viridi Resets The Record Straight!
Mar 26, 2020 8:34:18 GMT -8
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Post by Mari on Mar 26, 2020 8:34:18 GMT -8
Discipline | Stat Pts | MOD |
STR | 2 | -4 |
DEX | 16 | +3 |
CON | 16 | +3 |
INT | 14 | +2 |
WIS | 12 | +1 |
CHA | 20 | +5 |
Kid Icarus
Alignment: Lawful Neutral
Motto: "Humans are driven by selfish desire. They think only of themselves. They were killing each other for what? A wish?! A FAKE wish?! They've strayed too far from their intended path."
Allies/Friends: Forces of Nature, Arle
Enemies/Rivals: ...
Backstory: link
History On Li: Viridi woke up in the Frozen Scrapyard, laying witness to mountains of mechanical human generated waste contaminating a no doubt once beautiful landscape. Her expression contorted with fury as she absorbed what she was bearing witness to. "And who, exactly, thought it was appropriate to dump me in the garbage?!" Viridi called out in abject anger. Needless to say, she was quite upset. To her alarm, however, undead robots began to rise from the snowy mounds of scrap, creeping toward her, perhaps mistaking her for easy prey. She was just a little girl, after all! Viridi narrowed her eyes. "Alright you hunks of junk! Let's make this quick! I need to go find my commanders." Viridi challenged in anger.
After she finished destroying the errant zombie bots, she managed to track down the Life Sphere and began to understand the nature of tis new world and her role in it. Realizing that the starvia was a greater threat than any humans here could hope to be, she reluctantly set aside her old grudges and set out trying to find a solution to the starvia threat. This largely lead to her working on her own with the forces of nature. However, after meeting a girl named Arle her heart was turned and she began to take a more active role with the Life Sphere.
Primary Attacks (6)
Force of Nature: Viridi uses her control over nature to perform plant-based attacks such as assaulting people with spontaneous plants, vines, seeds, cherry blossoms, razor-sharp leaves and more. At the cost of a -2 dodge penalty to her next attack, she can intensify the attack to deal 12% extra damage. (Light-Medium Cha Attack, 8-18%)
Tree uppercut: A tree rapidly grows from the ground, basically stabbing a target where the sun doesn't shine as it begins to emerge and then violently bursting forth, launching the victim through the air! This attack suffers a -2 accuracy penalty due to its sluggish nature and Viridi suffers a -1 dodge penalty to her next dodge roll. However, its crit threshold is also 1 lower than normal. When this attack crits, crit confirm it twice. If both crit confirms hit, it scores a full on direct hit and deals 3x damage instead of 2x damage. 2 turn cooldown. (Heavy Cha Attack; Does 30% Damage)
Magma Rise: Viridi summons columns of magma to rip through the floor, causing severe burns to anyone caught in this vicious attack! However, the rumbling and shaking underfoot as well as the bulging ground serves as a clear warning moments before the attack hits, making it unreliable. Has a 100% chance of burning, but if the target's dodge roll is within 5 of the attack roll and the attack roll was not a crit, they takes -10 damage. 3 turn cooldown. (Heavy Cha Attack; Does 30% Damage)
Carnivorous Plant: Viridi summons a carnivorous plant to burst from the ground and chomp down on a foe! This is a WIS based grapple that holds the target in place, and can also deal biting/acid damage at the cost of extra actions. This deals 5-18% damage.
Earthquake: Viridi violently shakes the earth underneath her enemy, shaking them about! This targets CON and stuns them if it hits, and if they fail a 16+ Dex check they also lose an action or take 20% damage if they're an NPC that doesn't use actions. 2 turn cooldown.
Hurricane Gale: An attack without peer. While other attacks of the same name merely imitate the force of a hurricane, this attack summons an actual hurricane with deadly consequences. This attack first requires Viridi to spend an action summoning the storm with a WIS roll, which causes her to suffer a -2 dodge penalty during her next turn and 6% recoil damage. However, once the storm is summoned it takes on a life of its own and cannot be interrupted unless Viridi herself actively stops it. Once the storm hits, Viridi spends all of her actions sheltering her allies and herself to prevent them from getting hit, assuming she is able. The storm then attacks all enemies repeatedly, or as many times as Viridi had actions to be exact, with its accuracy equal to her summoning roll. It causes massive environmental damage and has heavy knockback via extreme winds and rain. Enemies hit have a 100% chance of being afflicted by the soak status and a 70% chance of being afflicted by mortal wound due to being hit by debris. (Heavy Cha Attack; Does 32% Damage)
Special Attacks (5)
Goddess' Fury: For every 20% damage Viridi accumulates, she gains a +1 to her charisma stat and a +1 to her damage done.
Blessing of Nature: Viridi bestows a target with her blessing! This move has a cooldown unique to the target, meaning she can cast blessings on multiple people in quick succession, but cannot cast more than one blessing on a single target until the first blessing's cooldown has worn off. By spending an entire turn, she can bestow a blessing upon her entire party even if there is more than three allies. She can give the following blessings.
- Power of Flight: A green aura surrounds a winged target's wings. When they make dodge rolls, their base modifier is increased to match Viridi's Charisma Modifier. Any flyby attacks gain a +2 accuracy and a +3 damage bonus. Lasts 5 turns. 5 turn cooldown.
- Law of the Jungle: All leeching attacks gain a +5 damage and a +8 healing bonus. If the target eats another character while under the affects of this buff and keeps them down for at least 4 turns, they gain a +1 in the the target's highest stat for the remainder of the thread They can get this bonus up to twice in a thread. Lasts 3 turns. 3 turn cooldown
- Mother Nature's Care: Adds Viridi's charisma modifier to all healing the target receives. If the target is female, and has a mothering side that can be brought out, it is and they also gain Viridi's charisma modifier as a bonus to their healing done. Lasts 5 turns. 5 turn cooldown
- Fortitude of the Mountain: The target takes half damage. The other half of the damage is absorbed by Viridi. She can offset this damage by doing damage herself. If there is still damage absorbed when the blessing ends, Viridi takes that damage. Lasts 3 turns. 3 turn cooldown
- Mama Bear's Wrath: The target gains a damage bonus equal to Viridi's charisma modifier and this damage bonus increases by 1% every time an enemy attacks a target that is not afflicted by Mother Bear's Wrath. Lasts 4 turns. 4 turn cooldown.
- Savage Strength: The target's strength and dexterity modifiers increase by +2. Lasts 3 turns. 3 turn cooldown.
- Divine Guidance: The target may reroll any 1 roll they make during the duration. The buff ends early once this is done. Lasts 2 turns. 2 turn cooldown.
Summon Nature's Ally: Viridi summons a creature to fight for her! Which creature is random depending on a dice roll. On a 20, it summons a greater summon. Lesser summons have 40 HP and greater summons have 100 HP. All of them use Viridi's charisma modifier when making rolls. At the cost of an extra action, you can add or subtract 1 from the roll result. This move has a 3 turn cooldown.
1) The Vegan Wolf. It runs away if there are no plant-based life forms to attack. Else, it targets them and attempts to chow down, doing 15+Cha Mod Damage per turn until its grapple is broken. Then it runs away.
2-4) Blader, Lethinium, Lurchthorn, Nutski, Grass Starter Pokemon, Launches a personalized attack at an enemy for 10+Cha Mod Damage each turn for 3 turns before vanishing.
5-6) Bumpety Bomb. It rushes an enemy and explodes violently, sacrificing itself to do 25+Cha Mod Damage.
7) Cactaur. Attacks for 10+Cha Mod each turn for 2 turns, before abruptly using its thousand needles attack on its last turn for 25+Cha Mod Damage before leaving.
8-10) Meeba, Flage, Skreetle, Urgle, Grass Starter Pokemon Secondary Form, Launches a personalized attack at an enemy for 15+ Cha Mod Damage each turn for 3 turns before vanishing.
11-12) Piranha Plant. Viciously bites a foe or spits spikey balls at them each turn for 20+Cha Mod Damage. Can choose to spit poison at them instead, doing 10+Cha Mod Damage and afflicting the poison status.
13-14) Pikmin Swarm. A bunch of pikmin swarm and beat on a foe! They drag a foe down, afflicting the disabled (dexterity) status during any turn they successfully attack an enemy and preventing flight. Uses a light comboable attack each turn that does 3+Cha Mod Damage
15-16) Hugworm, Carnivine, Gulpin, Swalot, Yoshi. Grabs foes and constricts them for 15+Cha Mod Damage. The foe must pass a 15+ Con check to not lose consciousness, being afflicted by 1 turn sleep status. This check rises by 1 each turn they remain grappled. If they pass out, they are eaten and suffer the Digestion status. The yoshi variant does no digestion damage, but can be attacked until the grapple breaks, at which point the egg breaks. The ally will remain around until eaten prey escape or are defeated. Otherwise, lasts 3 turns.
17-19) Boom Stomper, Clobbler, Pew Pew, Toxiecap, Dibble dop, Captain Flare, Zert, Grass Starter Pokemon Final Form, Launches a personalized attack at an enemy for 20+Cha Mod Damage with a 20% chance of causing an appropriate status of one's choice every turn for 3 turns before vanishing.
20) Greater Summons. Summons one of the following at Viridi's discretion:Phosphora: Summons Phosphora for 3 turns, who has access to her entire move list minus final smash and controls as if she were a player character. At the GM's discretion, her player can control her instead of Viridi.
Arlon: Summons Arlon for 3 turns! He has 6 Str, 12 Dex, 10 Con, 20 Int, 20 Wis, and 12 charisma. He can summon supernatural darkness to blind enemies, toss energy bolts that have a -2 accuracy penalty and do 24% damage, summon spikes from below to stab a character for 22% damage on a 1 turn cooldown, and order a lunar sanctum orbital strike on a 6 turn cooldown that does 30% damage, crits on a natural 18+, and crit confirms twice, with a double crit confirm resulting in 3x damage instead of 2x damage.
Cragalanche: Summons Cragalanche for 3 turns! He has 20 Str, 16 Dex, 20 Con, 10 Int, 14 Wis and 2 charisma. He can punch, crush, or toss large heavy objects at foes for 30% damage and a 30% chance of disabling their str or dex chance. He can also launch shockwaves at a foe that do 20% damage and stun them on a 1 turn cooldown. However, he suffers a constant -3 penalty on his dodge rolls.
Dark Pit: Summons The Dark Version of Pit for 3 turns, who has access to all of Pit's move list minus final smash and controls as if he were a player character.
Arle: Summons Arle Nadja for 3 turns, who has access to all of Arle's move list minus final smash and controls as if she were a player character.
Whispy Woods: This attack functions as tree uppercut, only with a one lower crit threshold, a +2 to its accuracy and a 1.5x damage bonus. It sticks around for 3 turns before vanishing. It can blow wind at enemies to push them back, and if they fail a constitution roll they trip and get sent flying a mild distance, taking 2% damage from the fall. Once per turn, it drops 3 apples that function as food items that use Viridi's charisma modifier when eaten, or can be thrown as a 10% damage projectile.
Envenom: Bestow the power of venom upon an ally! For 3 turns, any physical attack used by that ally that makes contact afflicts the deadly poison status. This lowers a stat of their choice by 1. This status can be afflicted multiple times for multiple stats, and if it afflicts the same status twice, it simply re-applies immediately for another -1 to that stat. It lasts 3 turns otherwise, and each turn the target must make a single 14+ CON check for all of their deadly poisons or suffer an additional -1 to that stat. If a stat lowers to 1, additional damage to that stat causes 15% damage. The stat lowering effect lasts 6 turns, regardless of how many times it is re-applied. 4 turn cooldown.
Natural Healing: Viridi fills the target with nature energy, rapidly healing their wounds! Costs 2 actions and implies a -2 dodge penalty to one attack next turn because of the concentration it requires. 3 turn cooldown. Heals for 1d20+(4x Cha Mod)
Final Smash (1)
Reset Bomb: BAM! A reset bomb gets dropped on the area. Human constructions disintegrate in the explosion. However, natural constructs are unharmed. Likewise, nature is unharmed and in fact grand jungle esque forests tend to sprout at the site of impact. However, everything outside of like, normal animals and plant life gets reset bombed for 80% AoE Damage. Viridi can briefly put allies in a teleportation stasis to help them dodge the attack using Lunar Sanctum tech. However, this exhausts her. She takes 30% recoil and the cooldown on her attacks increases by 1 for 3 turns.
Other Info:
Companions / Minions
[PTabbedContent=Black Jewel Jr.][PTab=Stats]
| Stats | MOD |
STR | 5 | -3 |
DEX | 12 | +1 |
CON | 9 | -1 |
INT | 10 | +0 |
WIS | 16 | +3 |
CHA | 2 | -4 |
[PTab=Primary Attacks (2)]Heat Beam: The odd jewel fires a heated red beam from within its core to the foe. (Light WIS attack; Does 5% Damage. 5% chance of BURN ailment.)
Rainbow Wave: The little Black jewel spins slowly at first then faster and faster dancing with any light source around it creating a shimmering rainbow on its exterior and then firing a rainbow colored shockwave at all foes around it using the momentum from the spin. (Medium WIS attack; does 10% Damage to all foes nearest it. 1 turn cool down.)
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (2)]Fire Cage MOMMY DEAREST: Remembering a technique it learned from its powerful parent, Black Jewel, the offspring plants its strangely organic like feet into the ground and widens its one eye which then begins to glow a gushing red. The ground beneath it then starts to shake and from beneath the surface up comes several raging pillars of fire around the closest enemy! It damages the opponent but ALSO prevents all movement of the foe for 2 combat turns as well as has a burn chance. In addition, the companion cannot move or attack and must recharge for an entire character turn/post after using this technique. (Medium WIS Attack; 15% Damage, 50% Burn Chance, Foe cannot move for 2 combat turns. Companion cannot perform any combat actions for an entire post/character turn. 5 turn cool down.)
Pocket Dimension, PROTECT ON!: Protecting its master, the Black Jewel Jr. fires a peculiar translucent beam at its owner/master causing them to vanish for one whole combat turn allowing them to avoid any attack without needing to try and dodge or block it by securing them into an alternate pocket dimension within the jewel itself. However, the master/owner of this companion must build trust with this companion first to use this move. (Auto Dodge any move except for Final Smashes((so, equivalent of one opponent combat turn)) without needing to dodge roll or block. However, this technique is not usable unless the companion has fought in at least 5 different battles overtime with their master((5 enemies/foes or bosses and NOT all at once.)) Additionally, this technique has a 4 turn cool down.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
Last Edit:
Mar 14, 2021 8:47:59 GMT -8 by Mari