Post by PolarStarQuote on Oct 31, 2020 5:53:52 GMT -8
10 total points to distribute
Discipline | Stat Pts | MOD |
STR | 10 | +0 |
DEX | 12 | +2 |
CON | 2 | -4 |
INT | 18 | +4 |
WIS | 14 | +2 |
CHA | 14 | +2 |
Professor Hershel Layton
London , Earth
Alignment: Lawful Good
Motto: "Every Puzzle has an Answer!"
Allies/Friends: Luke Triton, Flora Reinhold, Roland/Lucille Layton, Alfendi Layton, Katrielle Layton, Clark Triton, Inspector Chelmy, Emmeline Altava, Phoenix Wright, Maya Fey
Enemies/Rivals: Don Paolo, Jean Descole, Clive, Anthony Herzen, The Storyteller
Backstory:https://layton.fandom.com/wiki/Professor_Hershel_Layton
Appearance:
History On Li: "The Mystery of the Black Tunnel. They say that when you enter the Tunnel, You vanish entirely!" Luke said, as Professor Layton seemed to puzzle, At the Drivers Seat of the Layton-mobile, as Layton and Luke drove along an old, Vine covered road, far out in the Yorkshire Meadows to appear before a Black Tunnel off the beaten path, The darkness inside quite palpable and stagnant.
"Professor...I dont like the look of this thing."
"A Gentleman never leaves a puzzle unanswered! But...Putting ourselves at risk is also quite a dark thought indeed. Lets investigate first, shall we?" Professor Layton asked, as Luke nodded, As they prepared to Leave...Only, for a sudden Rumbling to come from behind them! A Massive Bulldozer drove for them, Cutting off the Road as Layton and Luke gasped, to see Don Paolo behind them, Driving ever closer! "Nyehehehe! Laaaaayton, NOW, I SHALL BE RID OF YOU FOR GOOD, AAAAHAHAHA!!!"
"Hold on Luke!"
And with that, Layton stepped on the Gas of the Laytonmobile ... And Drove straight into the Dark Tunnel ahead!
After traveling through the darkness for a few moments, Layton emerged driving his buggy through the Meadow of the Harvest Acre Road, Looking about quite curiously. By chance-- they had arrived at a new Locale. The Life Sphere. Luke and Layton, Seeing this as simply another puzzle, Opt to stay on Li and to help however they can, Now Opening up a Small 'Puzzle Solving Agency' To help compete and solve missions. 'Professor Laytons Puzzle co.'
Primary Attacks (3)
Rules of a Gentleman: "A Gentleman must Always follow a Code of Ethics!"
Professor Layton is Infamously keen for his intimate knowledge on 'The Rules of Being a Gentleman.' A Gentleman must always keep his wits about him, a Gentleman must never let a lady be harmed, And of course; A Gentleman must always be Polite whenever possible! Though, Of course, Keeping a level of Gentlemanly Ethics isnt so bad either. Professor Layton is Not a Fighter, By any means. However, He can exhibit a sense of Gentlemanly Charisma as he Sets Chairs, Plays a Simple game of Chess, Turns Tail, And even something as simple as Serving up a Saucer of Tea, Can Damage an enemy, And Laytons Lack of Seriousness may add to some Direct Embarassment to those Uncouth! Infact, That is Laytons Intention! (2%-10% Damage Attack, 50% Chance to afflict Mind-Melted by Flummoxing the Enemy so much! STR/CHA VS DEX/INT, Respectively.)
Improvisational Fencer: "Ah, I actually took a championship in Juniors Fencing!"
Professor Layton practices a Style of Swordplay, Traditional English Fencing! However, it would just be rude of him to carry a Rapier with him everywhere, So, Instead, Layton can use any item that fits in his hand and has a General Length of a Rapier-- Such as a End of Old Pipe, a Stick, A curtain Rod, Any manner of items to use as a Makeshift Weapon. And, While his Passion may lie in Fencing, he can use any Improvisational Weapon he may find lying about--even real ones!
These are 8% Combo Attacks, or 18% Single attacks. However, At a Cost of putting a 3 turn cooldown on this move, Layton may deal a Whopping 10% Damage with Disabled on a Limb of Choice, By *breaking* The Makeshift Weapon onto the Enemy. The Cooldown is due to Professor Layton needing to Look for a new Improvisational Weapon to use. STR.
Stunning Accusation!: "I think the only enemy...is You, Sir!"
Layton Provides his excellent ability as a Detective once more, as he uses his most powerful Tool yet...A Stunning Accusation! Layton Singles out a Particular Enemy, and Attempts to deliver such Stern Words or Accusatory Remark toward them-- Perhaps bringing up there Past Regrets, There Insecurities, or even any Problems clouding them mid battle, to Deal a Mental Scar so great, it may cause them to break down!
This attack may use INT (By Layton Remembering and Pointing out Key Flaws in the Enemy-- More Layton forming together Truths than any Magical Intent), Or CHA (Simply giving a performance so Brutal it stuns them), He Delivers this Accusatory Remark with incredible Gusto, It Delivers an Intense Mental Attack to the enemy to Crush there Spirits and will to fight on, Delivering (Layton's INT Mod)d8+(Layton's CHA Mod)+(Any Negative INT or CHA Mod of the enemy)% Damage! Targets Enemies INT. 2 Turn cooldown.
Special Attacks (3)
This reminds me of a Puzzle!:
Professor Layton has a...Lets say 'Unique' Fascination with Puzzles. Layton can Take any Problem, and Reform and Rethink it into a Unique Puzzle for him or his Allies to Solve. Simply Providing a unique perspective, Can allow them to come back to the Problem with a fresh and open mind!
By Giving an Ally a 'Puzzle', Layton grants them Advantage on a Roll of there Choice in there next Three Turns (Roll Twice, Take the Higher Number), and giving them Advantage on any Repeated Use of that Roll (Using the Same Attack, Performing the Same DEX Check, Etc.) Contextualized by them being able to Think from Two Different Perspectives by the Puzzle! (2 Turn Cooldown)
Laytons Trunk: "Hm? What's this here? Perhaps a clue for our investigation!"
One man's Junk is Inevitably Going in Laytons Trunk. Layton can take Weapons or Items from the ground, Or approach an Enemy and Steal a Weapon or Item of there's with a STR Check. This Puts said Weapon/Item (and all Moves associated with them), Into Layton's Trunk. Layton's Trunk can fit up to Three Items. However, Layton, Being...Not much of a Combatant, Instead prefers to give these Weapons and Items to Allies!
Layton can immediately give any Item in Layton's Trunk to an Ally, Allowing them to use them and any Moves associated with them. The Weapon takes up one of the Three Slots in Layton's Trunk until it is Stolen Back, or Destroyed.
I have an Invention just for this!: "Ah, I remember making one of these! Just one moment--"
Layton has a Unique Invention for Any Situation! All he needs are any Impromptu Common Household items, and he's off to the Races! Layton must make a consecutive INT Check of 40 in order to make an 'Invention', By Rolling Once per turn. The initial check requires One Action, but Consecutive Rolls can be a Free Action at the Start of Laytons turn.
After passing this 40 Roll, Layton create's an 'Invention', A Tool that can be used as a Weapon, or as a Utility Object. This Invention can be used Three times before breaking, And has the following statistics Determined by a 3d4 Roll.:
The First Roll determines the Objects Utility, As in, What Stat it may use. When used for a Non-combat Check, Using this Invention adds an Additional +2 Bonus to stat Checks requiring the listed Stat.:
1. STR
2.DEX
3.CON
4.INT
The second Roll, Determines the Damage it Deals as a Weapon:
1. Deals 10% Flat Damage
2. Deals 2d6
3. 1d18
4. Deals 2d10
And the Third Roll, Is any Unique effects it may have:
1. Intended Breakable: On Last use, Afflicts Disabled.
2. Lightweight: Grant Combo-ability
3. Sharp: 50% Mortal Wound Chance.
4.No Unique Effect.
Layton may make up to 2 Inventions at any given time, and each creation causes a 3 turn cooldown.
Every Puzzle Has An Answer!
Professor Layton finds the current event or battle to be a puzzle in it of itself, and Promptly puzzles himself in such a manner to figure out the best way to solve the battle instantaneously! Professor Layton calls out a Direct weakpoint of the enemy that can be exploited by anyone nearby, Causing the Enemies Crit Threshold to be reduced by 5 for this turn, Allowing his allies to gain a critical advantage!
Luke Triton
Luke acts as the Professors Apprentice, And Most Prominently, as a Companion to the Professor in Missions.
Luke acts as the Professors Apprentice, And Most Prominently, as a Companion to the Professor in Missions.
14 total points to distribute
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Primary Attacks (3)
No Holding Back!:
Luke is nothing if not Rough and Tumble, and not quite as gentlemanly as Layton, as he goes all out to Slug or Bonk enemies! (8%-18% Damage.)
Luke is nothing if not Rough and Tumble, and not quite as gentlemanly as Layton, as he goes all out to Slug or Bonk enemies! (8%-18% Damage.)
Special Attacks (3)
Say...This reminds me of a Puzzle!:
Luke, Having been subjected to so many of the Professors Puzzles, Happens to recall enough to make his own!
By Giving an Ally a 'Puzzle', Luke grants them Advantage on a Roll of there Choice in there next Three Turns (Roll Twice, Take the Higher Number), and giving them Advantage on any Repeated Use of that Roll (Using the Same Attack, Performing the Same DEX Check, Etc.) Contextualized by them being able to Think from Two Different Perspectives by the Puzzle! (2 Turn Cooldown)
Luke, Having been subjected to so many of the Professors Puzzles, Happens to recall enough to make his own!
By Giving an Ally a 'Puzzle', Luke grants them Advantage on a Roll of there Choice in there next Three Turns (Roll Twice, Take the Higher Number), and giving them Advantage on any Repeated Use of that Roll (Using the Same Attack, Performing the Same DEX Check, Etc.) Contextualized by them being able to Think from Two Different Perspectives by the Puzzle! (2 Turn Cooldown)
Hint Coin for your thoughts?:
Luke always keeps a few Hint Coins handy! Hint Coins are small golden tokens that, when used, Provide a neat little hint to a problem you may have at this moment in time.
Luke has 5 hintcoins at any given time. Luke may remove up to 3 Hint Coins once per turn, to give him, or an Ally a +1 Advantage on a INT or WIS Check of there choice within 3 turns, Per Coin Used. Luke can only restore his Hint Coins by Expending a full turn in order to Refill them.
Luke always keeps a few Hint Coins handy! Hint Coins are small golden tokens that, when used, Provide a neat little hint to a problem you may have at this moment in time.
Luke has 5 hintcoins at any given time. Luke may remove up to 3 Hint Coins once per turn, to give him, or an Ally a +1 Advantage on a INT or WIS Check of there choice within 3 turns, Per Coin Used. Luke can only restore his Hint Coins by Expending a full turn in order to Refill them.
Last Edit:
Nov 16, 2020 10:59:15 GMT -8 by PolarStarQuote