Post by Mari on Apr 18, 2021 9:34:04 GMT -8
Valorie Elizabeth Dusk Ryder
Home Planet/Origin
Alignment: Chaotic Good
Motto: "I would like to cast a curse."
Allies/Friends: Theodore, Emily, Oliver, Charleston
Enemies/Rivals: N/A
Backstory:
Setting
Galarian Valorie, hereby referred to just as Valorie, originates from the fanmade AU of Pokemon Sword and Shield mirroring the style of the Rainbow Rocket AUs where the protagonists lost to the villains of the series. In her AU, Gloria failed to defeat Eternatus and Eternatus went on to cause an apocolypse wherein pokemon began dynamaxing and losing control, attacking and killing humans and pokemon alike. This resulted in countless deaths and the destruction of all major settlements on the planet as Eternatus rampaged across the world from region to region, causing chaos wherever they went.
Humans survived in lower numbers, however they were forced to take up nomadic lifestyles to remain mobile so that they could flee at the sign of any dynamaxing pokemon in the area. They formed small tribes and lived off the land, as their mobile lifestyle didn't allow them much access to electricity or industrial tools. And those who dared to try and settle near locations that offered access to these things were often blamed when a dynamaxing pokemon eventually showed up and chased them off, causing a sudden loss of the comforts they'd grown accompanied to. Many tribes even became technophobes, shunning electronics and the very idea of settling down and developing the belief that such luxuries had ultimately been what doomed them, without any knowledge of Rose's involvement and little understanding of what exactly Eternatus was or did.
Thus, society regressed greatly over the following decades, clinging to whatever remnants of their old society they could as they moved on. Valorie was born a long time after all of this went down, raised in Galar by a tribe known as the Glimwood Tribe named for the region they settled in. Because they chose to live in a forest in perpetual darkness, members of the Glimwood Tribe have evolved a form of night vision to better suit their environment, allowing them to see about as well as a cat in the dark. For reference, this means they become nearsighted and have trouble discerning colors in the dark. They also have a sensitivity to bright lights compared to normal humans, and a higher rate of lightly colored eyes. Their skin is also typically very fair, and they also have a tendency to glow in dark due to a diet rich in the local bioluminescent mushrooms, with the color varying much like the colors of these mushrooms. Because they cannot trust that their pokemon won't ever dynamax and attack them, they usually only keep one or two pokemon at a time to limit the odds of an attack and often aren't as close with them as normal trainers.
Valorie's Backstory
Valorie's father was a hunter and her mother was a caregiver and homemaker. She grew up as the weird kid amongst her friends, a bit socially awkward and hyper competitive for a girl. She liked to pick fights and crack jokes few people actually enjoyed. In spite of this she kept a group of loose friends intact, though not without some chafing and fighting amongst them. Valorie's core friend group consisted of four other kids: Theodore, Emily, Oliver, and Charleston.
Theodore was an ace trainer, a master of many skills and general prodigy. Mild tempered, funny, and generally well-liked, he and Valorie are rival trainers, with him generally taking the winning side of their battles together. One of the best battlers and most adventurous kids in their tribe, Theodore's crowning moment was encountering and earning the judgement of worthiness from a latias. It was Theodore who invited Valorie to join the friend group's D&D sessions, and he served as the dungeon master for one of their campaigns.
Emily is a beauty, socialite and fashionista who prides herself in good impressions, grace, and acting. She's fabulous, polite, and radiates an awe-inspiring confidence. In this regard, she is prodigious in her own way. Her connection to Valorie is mostly through their group D&D sessions, which she joined because of her fondness for fantasy. With a presence like hers, she had no trouble being accepted to the group. What she lacks in raw battling prowess she makes up for in style and cleverness.
Oliver is a researcher. If he had a mantra, it would be that knowledge is power and observation is the key to unlocking it. He applies this mantra to everything, from the dynamax calamity to pokemon to the strange mushrooms their tribe depends on for survival. He was the one who originally collected the books they needed to play D&D and fleshed it out with his own homebrew content to fill in the missing gaps, and was the original DM for many of their games. What he lacks in power, he makes up for in strategy.
Charleston is a gourmand. He is very passionate about food, believing that it is the key to bringing people together and treating them to good times. A rather big guy, he is surpringly athletic for his size. He wants to be a master chef, and spread the joy of good food to everyone who will listen. He's quite good at cooking too, a skill that suffered after the decline of information technology, and gifting others with food made him rather popular with others. He joined the group's D&D group after being invited by Oliver, an easy decision given his carefree attitude. He makes up for what he lacks in raw battling prowess with power and a new perspective.
She got along alright with Charleston, but frequently missed with Oliver and Emily. Her pokemon, Mimikyu, was much like her--slightly off-putting and weird, but cute. She met Mimikyu while out chasing Theodore around, and Mimikyu proved to be docile enough to be tamed without a battle, perhaps just glad to have some attention and care. She became Valorie's guardian pokemon, a rite of passage in which one became independent once they had a pokemon to protect them.
On a day of no particular significance, people began vanishing without a clear source. This included Valorie's friends, starting with Theodore. Feeling a compulsion to go find him, she and the others as well as some members of the tribe set out to launch a search party for him. However, they too began to disappear, as did Valorie herself. The last thing she remembered was the sensation of falling a great distance. Valorie would later awaken on Li.
History On Li: Upon re-awakening on Li, Valorie found herself in Fruitful Fungi Forest. An ironically sharp departure from Glimwood Forest, due to the lack of normal trees. Yet, she was right at home among the fungi. Over the course of a few days her friends found her and the group was reunited with their tribe, though many members wound up missing.
However, people began slowly growing sick from a mysterious disease, and qualms about this new forest they found themselves lost in arose. There became a debate about leaving the forest to travel, complicated by the fact that the world around them was clearly ravaged by something beyond their comprehension.
Other Info: I am using a Black & White style style of 2 pokemon at a time sharing actions, combined with the Masters style of pairing each pokemon with their own trainer.
Primary Attacks (3)
Wood Hammer: Mimikyu violently whacks at a target with her fake tail like a club. It has a 30% chance of causing either the mind-melted or paralysis status, depending on where the target is hit. (Heavy Str Attack; Does 3d8 Damage)
Shadow Sneak: Mimikyu attacks from the shadows, clawing and ripping at a target. This attack can be used as a sneak attack rather easily. It has a 30% chance of knocking the target prone (-3 to dodge attempts against melee attacks, +2 against ranged attacks) until they stand up on their turn as an action. 1 turn cooldown (Heavy Str Attack; Does 3d10 Damage)
Play Rough: Mimikyu attempts to bully a foe with a series of slam attacks from her ghostly arms. 1 turn cooldown (Heavy Str Attack; Does 4d10, Max 30, Damage)
Special Attacks (3)
Energy Root: Valorie can feed Mimikyu some natural herbal medicine that rapidly heals their wounds! ...It technically works on anyone, though. Costs 2 actions and implies a -2 dodge penalty to one attack next turn because of the awkwardness and highly telegraphed movements involved in stopping and feeding your pokemon in the middle of battle. 3 turn cooldown. Heals for 3d8+(4x Cha Mod)
Battle Dance: Mimikyu misleads targets with strange movements that are difficult to predict, allowing her to make her dodge attempts during a given turn with her charisma modifier. This attack has a 2 turn cooldown. However the attack can be extended for an additional turn or the cooldown ended a turn early at the cost of the severe exhaustion status during said turn.
Mimic: Perfectly mimicking a character, a trainer or their pokemon can improvise a move just by watching it in action. However, these moves are inferior to the real thing and suffer from an extra turn of cooldown. A trainer can also only keep track of three moves at once.
Final Smash (1)
Let's Snuggle Forever: Mimikyu pulls a target underneath her disguise, which expands to contain them, and proceeds to beat them silly. Until the end of Mimikyu's next turn, they are trapped underneath the cloak and Mimikyu gains a +3 bonus to all stats when interacting with them, as well as +10 damage done and -8 damage taken. Lastly, a target successfully KO'd by the final smash heals Mimikyu for 10d6 HP
Primary Attacks (3)
Mist Ball: A condensed ball of fluffy down and mist is launched at a foe, exploding like a mist bomb upon a hit. The mist and down reacts with the body of whomever it hits, dulling their minds with a perhaps unwanted comfy vibe. A foe must succeed a second intelligence check against the attack roll if hit to avoid being mind-melted. (Medium Wis Attack; Does 3d6 Damage)
Dragon Breath Weapon: Latias' breath weapon is psychic, reflecting her own nature. A cry is uttered that hits nearby enemies like a blast wave, targeting their intelligence directly. A second bravery roll (intelligence) is made to avoid being afflicted with fear independently of whether the attack did damage. 1 turn cooldown (Medium Wis Attack; Does 3d8 Damage)
Psywave: Latias attacks the opponent's mind directly with psychic waves. (Heavy Wis Attack; Does 3d12, Max 30, Damage)
Special Attacks (3)
Energy Root: Theodore can feed Latias some natural herbal medicine that rapidly heals their wounds! ...It technically works on anyone, though. Costs 2 actions and implies a -2 dodge penalty to one attack next turn because of the awkwardness and highly telegraphed movements involved in stopping and feeding your pokemon in the middle of battle. 3 turn cooldown. Heals for 3d8+(4x Cha Mod)
Shapeshift: Latias can take the shape of any form she likes! This copies the physical (but not mental) stats of the form. However, during any turn in which she is hit by an attack, she must make a DC (Half damage taken or 20, whichever's lower) wisdom check to maintain the form. 3 turn cooldown
Tailwind: A mighty wind is conjured which obeys Latias' whims, helping her fly better! It's uncooperative with others, however. She gains a +2 to her dex modifier and a +3% damage bonus for 3 turns. 3 turn cooldown
Final Smash (1)
Healing Wish: Latias expends an enormous amount of energy to heal someone for 80 HP, weakening herself in the process. All of her attacks' cooldowns are increased by 1 for 3 turns, however, reflecting her exhaustion.
Primary Attacks (3)
Aurora Beam: Amaura launches a colorful blast of icy energy at the foe resembling the polar lights. How pretty! This attack grants Amaura or her performing allies a +2 to a charisma roll they make during this turn. 1 turn cooldown. (Medium Wis Attack; Does 2d10 Damage)
Thunder Wave: A precise jolt of electricity is launched at the foe to cause their muscles to spasm uncontrollably for a bit, inducing paralysis. 1 turn cooldown. (Light Wis Attack; Does 2d12 damage)
Stone Edge: Amaura cutely stomps the earth and a jagged spire erupts from the ground where she is looking. It is somewhat telegraphed, and so suffers a -2 accuracy penalty. (Heavy Wis Attack; Does 4d12 damage, Max 30)
Special Attacks (3)
Energy Root: Emily can feed Amaura some natural herbal medicine that rapidly heals their wounds! ...It technically works on anyone, though. Costs 2 actions and implies a -2 dodge penalty to one attack next turn because of the awkwardness and highly telegraphed movements involved in stopping and feeding your pokemon in the middle of battle. 3 turn cooldown. Heals for 3d8+(4x Cha Mod)
Snow Warning: Amaura can summon a snow storm at-will. She can suppress and resume this effect as a free action. By default this is a gentle snow that only provides a +2 synergy bonus to performance rolls. However, at the cost of an action she can intensify the storm, threatening targets of her choice with strong blasts of wind and ice. They must make constintution saves each turn against her initial channel action for 3 turns to avoid the effect or take 10 damage. At the cost of a second action, she can intensify the effect further, threatening to freeze a target on a failed save.
Calm Mind: Amaura and Emily empty and focus their minds to achieve a highter state of being. For 3 turns they gain a -5 damage reduction and a +2 bonus to their mental stat modifiers, as well as a +2 b onus to any concentration checks they make. However, every turn in which they take damage they must make a DC (Half Damage Taken or 20, whichever is lower) constitution check to maintain their mental state, else their buff is dispelled early.
Final Smash (1)
Haunting Beauty: Calling upon eldritch fair folk magic, Emily and Amaura burn their visage into the eyes of all who gaze upon them. Those who are looking in their direction during the round this attack is used are rendered blind, only able to see the static vision of them when they open their eyes. Only status curing effects can remove this blindness, else it persists forever. Assume that it has a duration of 8 turns that never actually ticks down each turn for the purposes of cures that only reduce the duration of statuses. They are also stunned.
Primary Attacks (3)
Electroweb: A glob of electrified webbing is hurled at a target. It afflicts the paralysis status on a successful hit, and initiates a ranged grapple if the target is already paralyzed. (Light Dex Attack; Does 1d8 Damage)
Electro Ball: Ball lightning is hurled at a target, dealing bonus damage equal to the difference between your dexterity stat and their dexterity stat or +3 damage for every dodge impairing debuff on them, whichever is higher. (Max 30) (Medium Dexterity Attack; Does 3d8 damage)
Discharge: A powerful electric burst attack. Has a 50% chance of stunning the target. 3 turn cooldown (Heavy Wis Attack; Does 3d12 (Max 30) Damage)
Special Attacks (3)
Energy Root: Oliver can feed Galvantula some natural herbal medicine that rapidly heals their wounds! ...It technically works on anyone, though. Costs 2 actions and implies a -2 dodge penalty to one attack next turn because of the awkwardness and highly telegraphed movements involved in stopping and feeding your pokemon in the middle of battle. 3 turn cooldown. Heals for 3d8+(4x Cha Mod)
Sticky Web: Galvantula cartoonishly fires off a web that coats the immediate area! Anyone attempting to move through the area or caught in the attack's risks being caught up in it, and must make a dexterity save against the initial attack roll, else they become entangled (Cannot move. Take a -2 penalty to their dex modifier and all attack rolls). This is a grapple-like ability that the opponent can spend actions attempting to break free of on their turn. (Strength DC 16, anything else DC 20) The sticky web remains until someone takes the time to destroy it.
Even if someone succesfully saves against the web, they can only safely move at half speed through it, slowing their approach. The web is flammable, and any electric or fire abilities targeting it will catch it on fire, effectively also targeting anyone entangled in it. 1 turn cooldown.
Fury Cutter: A vicious slashing attack using Galvantula's mandibles that becomes more potent the more times it hits an opponent in quick succession. It deals an extra 1d8 damage (Max 30) for every previous hit against a given target and loses 2d8 of damage (Min 2d8) for every dodge by the target. Any mechanic which blocks the attack but in which the target or their bubbleshield still takes damage counts as a hit. (Medium Str Attack; Does 2d8 Damage)
Final Smash (1)
Agility: Galvantula goes into a psychic, hyperactive state wherein he moves nearly twice as fast, greatly increasing his combat ability. This lasts for 3 turns, during which he gains 2 actions per turn and a +2 bonus to all stats.
Primary Attacks (3)
Bite: Appleton chomps down on the target! This attack heals Appleton for 1 HP per each stack of tasty he has against them. 1 Turn Cooldown (Heavy Strength Attack; Does 22 Damage)
Apple Acid: Appleton fires off a spray of concentrated malic acid at a foe! On a hit, it bestows 1 stack of tasty against the target. If the target fails their dodge roll by 5 or more, or blocks the attack, Appleton gains 2 stacks instead. Although a bubbleshield cannot defend against the tasty stacks being gained, it can still block the acid's actual damage. 1 turn cooldown (Medium Dex Attack; Does 3d8 Damage)
Ice Cream Drop:: An attack in which a large glob of ice cream is arced at an opponent. It is heavy enough to knock a target prone (-3 to dodge attempts against melee attacks, +2 against ranged attacks) until they stand up on their turn as an action, and Appleton gains 2 stacks of tasty on a successful hit. 4 turn cooldown (Heavy Attack; Does 3d10 Damage)
Special Attacks (3)
Energy Root: Charleston can feed Appleton some natural herbal medicine that rapidly heals their wounds! ...It technically works on anyone, though. Costs 2 actions and implies a -2 dodge penalty to one attack next turn because of the awkwardness and highly telegraphed movements involved in stopping and feeding your pokemon in the middle of battle. 3 turn cooldown. Heals for 3d8+(4x Cha Mod)
Giga Drain: Appleton launches a barrage of apple seeds at the foe! These create a sort of negative energy implosion on contact that absorbs the energy from whatever they hit. They then heal Appleton for half the damage they do. It does 1d8 damage plus another d8 for every stack of tasty Appleton has against the target (Max 30) 3 turn cooldown
Sweet Scent: The powerful alluring scent of delicious apple pie is spread into the area, attempting to attract attention from those nearby. Nearby opponents must make a DC 16 Intelligence roll to resist the scent. If they fail, it interferes with their ability to focus properly and lowers their evasion, represented by the dispelling of any buff which gives them a bonus to dodging or, failing that, a -2 penalty to dodge rolls for 3 turns. The sweet scent lingers for 3 turns after being used, affecting anyone new who enters its area. However, it can only attempt to affect a given enemy once. 4 turn cooldown.
Final Smash (1)
Pie Drop: Appleton summons a giant apple pie from the sky to crush his foes, knocking them prone (-3 to dodge attempts against melee attacks, +2 against ranged attacks) until they stand up on their turn as an action. Appleton gains 5 stacks of tasty against them. Charleston then slices the pie with a comically oversized knife, after which the pie then bursts in a apple pie filling explosion. While this attack is an AoE, no two targets of it can be more than 30 feet apart to fit within its radius, meaning enemies have to be grouped up and there can't be allies between them to use effectively without friendly fire occurring. The targets take 30 Damage.
Home Planet/Origin
Alignment: Chaotic Good
Motto: "I would like to cast a curse."
Allies/Friends: Theodore, Emily, Oliver, Charleston
Enemies/Rivals: N/A
Backstory:
Setting
Galarian Valorie, hereby referred to just as Valorie, originates from the fanmade AU of Pokemon Sword and Shield mirroring the style of the Rainbow Rocket AUs where the protagonists lost to the villains of the series. In her AU, Gloria failed to defeat Eternatus and Eternatus went on to cause an apocolypse wherein pokemon began dynamaxing and losing control, attacking and killing humans and pokemon alike. This resulted in countless deaths and the destruction of all major settlements on the planet as Eternatus rampaged across the world from region to region, causing chaos wherever they went.
Humans survived in lower numbers, however they were forced to take up nomadic lifestyles to remain mobile so that they could flee at the sign of any dynamaxing pokemon in the area. They formed small tribes and lived off the land, as their mobile lifestyle didn't allow them much access to electricity or industrial tools. And those who dared to try and settle near locations that offered access to these things were often blamed when a dynamaxing pokemon eventually showed up and chased them off, causing a sudden loss of the comforts they'd grown accompanied to. Many tribes even became technophobes, shunning electronics and the very idea of settling down and developing the belief that such luxuries had ultimately been what doomed them, without any knowledge of Rose's involvement and little understanding of what exactly Eternatus was or did.
Thus, society regressed greatly over the following decades, clinging to whatever remnants of their old society they could as they moved on. Valorie was born a long time after all of this went down, raised in Galar by a tribe known as the Glimwood Tribe named for the region they settled in. Because they chose to live in a forest in perpetual darkness, members of the Glimwood Tribe have evolved a form of night vision to better suit their environment, allowing them to see about as well as a cat in the dark. For reference, this means they become nearsighted and have trouble discerning colors in the dark. They also have a sensitivity to bright lights compared to normal humans, and a higher rate of lightly colored eyes. Their skin is also typically very fair, and they also have a tendency to glow in dark due to a diet rich in the local bioluminescent mushrooms, with the color varying much like the colors of these mushrooms. Because they cannot trust that their pokemon won't ever dynamax and attack them, they usually only keep one or two pokemon at a time to limit the odds of an attack and often aren't as close with them as normal trainers.
Valorie's Backstory
Valorie's father was a hunter and her mother was a caregiver and homemaker. She grew up as the weird kid amongst her friends, a bit socially awkward and hyper competitive for a girl. She liked to pick fights and crack jokes few people actually enjoyed. In spite of this she kept a group of loose friends intact, though not without some chafing and fighting amongst them. Valorie's core friend group consisted of four other kids: Theodore, Emily, Oliver, and Charleston.
Theodore was an ace trainer, a master of many skills and general prodigy. Mild tempered, funny, and generally well-liked, he and Valorie are rival trainers, with him generally taking the winning side of their battles together. One of the best battlers and most adventurous kids in their tribe, Theodore's crowning moment was encountering and earning the judgement of worthiness from a latias. It was Theodore who invited Valorie to join the friend group's D&D sessions, and he served as the dungeon master for one of their campaigns.
Emily is a beauty, socialite and fashionista who prides herself in good impressions, grace, and acting. She's fabulous, polite, and radiates an awe-inspiring confidence. In this regard, she is prodigious in her own way. Her connection to Valorie is mostly through their group D&D sessions, which she joined because of her fondness for fantasy. With a presence like hers, she had no trouble being accepted to the group. What she lacks in raw battling prowess she makes up for in style and cleverness.
Oliver is a researcher. If he had a mantra, it would be that knowledge is power and observation is the key to unlocking it. He applies this mantra to everything, from the dynamax calamity to pokemon to the strange mushrooms their tribe depends on for survival. He was the one who originally collected the books they needed to play D&D and fleshed it out with his own homebrew content to fill in the missing gaps, and was the original DM for many of their games. What he lacks in power, he makes up for in strategy.
Charleston is a gourmand. He is very passionate about food, believing that it is the key to bringing people together and treating them to good times. A rather big guy, he is surpringly athletic for his size. He wants to be a master chef, and spread the joy of good food to everyone who will listen. He's quite good at cooking too, a skill that suffered after the decline of information technology, and gifting others with food made him rather popular with others. He joined the group's D&D group after being invited by Oliver, an easy decision given his carefree attitude. He makes up for what he lacks in raw battling prowess with power and a new perspective.
She got along alright with Charleston, but frequently missed with Oliver and Emily. Her pokemon, Mimikyu, was much like her--slightly off-putting and weird, but cute. She met Mimikyu while out chasing Theodore around, and Mimikyu proved to be docile enough to be tamed without a battle, perhaps just glad to have some attention and care. She became Valorie's guardian pokemon, a rite of passage in which one became independent once they had a pokemon to protect them.
On a day of no particular significance, people began vanishing without a clear source. This included Valorie's friends, starting with Theodore. Feeling a compulsion to go find him, she and the others as well as some members of the tribe set out to launch a search party for him. However, they too began to disappear, as did Valorie herself. The last thing she remembered was the sensation of falling a great distance. Valorie would later awaken on Li.
History On Li: Upon re-awakening on Li, Valorie found herself in Fruitful Fungi Forest. An ironically sharp departure from Glimwood Forest, due to the lack of normal trees. Yet, she was right at home among the fungi. Over the course of a few days her friends found her and the group was reunited with their tribe, though many members wound up missing.
However, people began slowly growing sick from a mysterious disease, and qualms about this new forest they found themselves lost in arose. There became a debate about leaving the forest to travel, complicated by the fact that the world around them was clearly ravaged by something beyond their comprehension.
Other Info: I am using a Black & White style style of 2 pokemon at a time sharing actions, combined with the Masters style of pairing each pokemon with their own trainer.
Valorie & Mimikyu
And a brief description if you so wish to include one
And a brief description if you so wish to include one
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Primary Attacks (3)
Wood Hammer: Mimikyu violently whacks at a target with her fake tail like a club. It has a 30% chance of causing either the mind-melted or paralysis status, depending on where the target is hit. (Heavy Str Attack; Does 3d8 Damage)
Shadow Sneak: Mimikyu attacks from the shadows, clawing and ripping at a target. This attack can be used as a sneak attack rather easily. It has a 30% chance of knocking the target prone (-3 to dodge attempts against melee attacks, +2 against ranged attacks) until they stand up on their turn as an action. 1 turn cooldown (Heavy Str Attack; Does 3d10 Damage)
Play Rough: Mimikyu attempts to bully a foe with a series of slam attacks from her ghostly arms. 1 turn cooldown (Heavy Str Attack; Does 4d10, Max 30, Damage)
Special Attacks (3)
Energy Root: Valorie can feed Mimikyu some natural herbal medicine that rapidly heals their wounds! ...It technically works on anyone, though. Costs 2 actions and implies a -2 dodge penalty to one attack next turn because of the awkwardness and highly telegraphed movements involved in stopping and feeding your pokemon in the middle of battle. 3 turn cooldown. Heals for 3d8+(4x Cha Mod)
Battle Dance: Mimikyu misleads targets with strange movements that are difficult to predict, allowing her to make her dodge attempts during a given turn with her charisma modifier. This attack has a 2 turn cooldown. However the attack can be extended for an additional turn or the cooldown ended a turn early at the cost of the severe exhaustion status during said turn.
Mimic: Perfectly mimicking a character, a trainer or their pokemon can improvise a move just by watching it in action. However, these moves are inferior to the real thing and suffer from an extra turn of cooldown. A trainer can also only keep track of three moves at once.
- List item 1
- List item 2
- List item 3
Final Smash (1)
Let's Snuggle Forever: Mimikyu pulls a target underneath her disguise, which expands to contain them, and proceeds to beat them silly. Until the end of Mimikyu's next turn, they are trapped underneath the cloak and Mimikyu gains a +3 bonus to all stats when interacting with them, as well as +10 damage done and -8 damage taken. Lastly, a target successfully KO'd by the final smash heals Mimikyu for 10d6 HP
Theodore & Latias
Theodore is a prodigious ace trainer and jack of all trades
Theodore is a prodigious ace trainer and jack of all trades
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Primary Attacks (3)
Mist Ball: A condensed ball of fluffy down and mist is launched at a foe, exploding like a mist bomb upon a hit. The mist and down reacts with the body of whomever it hits, dulling their minds with a perhaps unwanted comfy vibe. A foe must succeed a second intelligence check against the attack roll if hit to avoid being mind-melted. (Medium Wis Attack; Does 3d6 Damage)
Dragon Breath Weapon: Latias' breath weapon is psychic, reflecting her own nature. A cry is uttered that hits nearby enemies like a blast wave, targeting their intelligence directly. A second bravery roll (intelligence) is made to avoid being afflicted with fear independently of whether the attack did damage. 1 turn cooldown (Medium Wis Attack; Does 3d8 Damage)
Psywave: Latias attacks the opponent's mind directly with psychic waves. (Heavy Wis Attack; Does 3d12, Max 30, Damage)
Special Attacks (3)
Energy Root: Theodore can feed Latias some natural herbal medicine that rapidly heals their wounds! ...It technically works on anyone, though. Costs 2 actions and implies a -2 dodge penalty to one attack next turn because of the awkwardness and highly telegraphed movements involved in stopping and feeding your pokemon in the middle of battle. 3 turn cooldown. Heals for 3d8+(4x Cha Mod)
Shapeshift: Latias can take the shape of any form she likes! This copies the physical (but not mental) stats of the form. However, during any turn in which she is hit by an attack, she must make a DC (Half damage taken or 20, whichever's lower) wisdom check to maintain the form. 3 turn cooldown
Tailwind: A mighty wind is conjured which obeys Latias' whims, helping her fly better! It's uncooperative with others, however. She gains a +2 to her dex modifier and a +3% damage bonus for 3 turns. 3 turn cooldown
Final Smash (1)
Healing Wish: Latias expends an enormous amount of energy to heal someone for 80 HP, weakening herself in the process. All of her attacks' cooldowns are increased by 1 for 3 turns, however, reflecting her exhaustion.
Emily & Amaura
Emily is a fashionista and performance artist with a level head and confident gait.
Emily is a fashionista and performance artist with a level head and confident gait.
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Primary Attacks (3)
Aurora Beam: Amaura launches a colorful blast of icy energy at the foe resembling the polar lights. How pretty! This attack grants Amaura or her performing allies a +2 to a charisma roll they make during this turn. 1 turn cooldown. (Medium Wis Attack; Does 2d10 Damage)
Thunder Wave: A precise jolt of electricity is launched at the foe to cause their muscles to spasm uncontrollably for a bit, inducing paralysis. 1 turn cooldown. (Light Wis Attack; Does 2d12 damage)
Stone Edge: Amaura cutely stomps the earth and a jagged spire erupts from the ground where she is looking. It is somewhat telegraphed, and so suffers a -2 accuracy penalty. (Heavy Wis Attack; Does 4d12 damage, Max 30)
Special Attacks (3)
Energy Root: Emily can feed Amaura some natural herbal medicine that rapidly heals their wounds! ...It technically works on anyone, though. Costs 2 actions and implies a -2 dodge penalty to one attack next turn because of the awkwardness and highly telegraphed movements involved in stopping and feeding your pokemon in the middle of battle. 3 turn cooldown. Heals for 3d8+(4x Cha Mod)
Snow Warning: Amaura can summon a snow storm at-will. She can suppress and resume this effect as a free action. By default this is a gentle snow that only provides a +2 synergy bonus to performance rolls. However, at the cost of an action she can intensify the storm, threatening targets of her choice with strong blasts of wind and ice. They must make constintution saves each turn against her initial channel action for 3 turns to avoid the effect or take 10 damage. At the cost of a second action, she can intensify the effect further, threatening to freeze a target on a failed save.
Calm Mind: Amaura and Emily empty and focus their minds to achieve a highter state of being. For 3 turns they gain a -5 damage reduction and a +2 bonus to their mental stat modifiers, as well as a +2 b onus to any concentration checks they make. However, every turn in which they take damage they must make a DC (Half Damage Taken or 20, whichever is lower) constitution check to maintain their mental state, else their buff is dispelled early.
Final Smash (1)
Haunting Beauty: Calling upon eldritch fair folk magic, Emily and Amaura burn their visage into the eyes of all who gaze upon them. Those who are looking in their direction during the round this attack is used are rendered blind, only able to see the static vision of them when they open their eyes. Only status curing effects can remove this blindness, else it persists forever. Assume that it has a duration of 8 turns that never actually ticks down each turn for the purposes of cures that only reduce the duration of statuses. They are also stunned.
Oliver and Galvantua
Oliver is a small, observant boy with a mind for strategy.
Oliver is a small, observant boy with a mind for strategy.
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Primary Attacks (3)
Electroweb: A glob of electrified webbing is hurled at a target. It afflicts the paralysis status on a successful hit, and initiates a ranged grapple if the target is already paralyzed. (Light Dex Attack; Does 1d8 Damage)
Electro Ball: Ball lightning is hurled at a target, dealing bonus damage equal to the difference between your dexterity stat and their dexterity stat or +3 damage for every dodge impairing debuff on them, whichever is higher. (Max 30) (Medium Dexterity Attack; Does 3d8 damage)
Discharge: A powerful electric burst attack. Has a 50% chance of stunning the target. 3 turn cooldown (Heavy Wis Attack; Does 3d12 (Max 30) Damage)
Special Attacks (3)
Energy Root: Oliver can feed Galvantula some natural herbal medicine that rapidly heals their wounds! ...It technically works on anyone, though. Costs 2 actions and implies a -2 dodge penalty to one attack next turn because of the awkwardness and highly telegraphed movements involved in stopping and feeding your pokemon in the middle of battle. 3 turn cooldown. Heals for 3d8+(4x Cha Mod)
Sticky Web: Galvantula cartoonishly fires off a web that coats the immediate area! Anyone attempting to move through the area or caught in the attack's risks being caught up in it, and must make a dexterity save against the initial attack roll, else they become entangled (Cannot move. Take a -2 penalty to their dex modifier and all attack rolls). This is a grapple-like ability that the opponent can spend actions attempting to break free of on their turn. (Strength DC 16, anything else DC 20) The sticky web remains until someone takes the time to destroy it.
Even if someone succesfully saves against the web, they can only safely move at half speed through it, slowing their approach. The web is flammable, and any electric or fire abilities targeting it will catch it on fire, effectively also targeting anyone entangled in it. 1 turn cooldown.
Fury Cutter: A vicious slashing attack using Galvantula's mandibles that becomes more potent the more times it hits an opponent in quick succession. It deals an extra 1d8 damage (Max 30) for every previous hit against a given target and loses 2d8 of damage (Min 2d8) for every dodge by the target. Any mechanic which blocks the attack but in which the target or their bubbleshield still takes damage counts as a hit. (Medium Str Attack; Does 2d8 Damage)
Final Smash (1)
Agility: Galvantula goes into a psychic, hyperactive state wherein he moves nearly twice as fast, greatly increasing his combat ability. This lasts for 3 turns, during which he gains 2 actions per turn and a +2 bonus to all stats.
Charleston & Appletun
Charleston is a heavyset boy with a love of food and dreams of becoming a professional chef.
Charleston is a heavyset boy with a love of food and dreams of becoming a professional chef.
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Primary Attacks (3)
Bite: Appleton chomps down on the target! This attack heals Appleton for 1 HP per each stack of tasty he has against them. 1 Turn Cooldown (Heavy Strength Attack; Does 22 Damage)
Apple Acid: Appleton fires off a spray of concentrated malic acid at a foe! On a hit, it bestows 1 stack of tasty against the target. If the target fails their dodge roll by 5 or more, or blocks the attack, Appleton gains 2 stacks instead. Although a bubbleshield cannot defend against the tasty stacks being gained, it can still block the acid's actual damage. 1 turn cooldown (Medium Dex Attack; Does 3d8 Damage)
Ice Cream Drop:: An attack in which a large glob of ice cream is arced at an opponent. It is heavy enough to knock a target prone (-3 to dodge attempts against melee attacks, +2 against ranged attacks) until they stand up on their turn as an action, and Appleton gains 2 stacks of tasty on a successful hit. 4 turn cooldown (Heavy Attack; Does 3d10 Damage)
Special Attacks (3)
Energy Root: Charleston can feed Appleton some natural herbal medicine that rapidly heals their wounds! ...It technically works on anyone, though. Costs 2 actions and implies a -2 dodge penalty to one attack next turn because of the awkwardness and highly telegraphed movements involved in stopping and feeding your pokemon in the middle of battle. 3 turn cooldown. Heals for 3d8+(4x Cha Mod)
Giga Drain: Appleton launches a barrage of apple seeds at the foe! These create a sort of negative energy implosion on contact that absorbs the energy from whatever they hit. They then heal Appleton for half the damage they do. It does 1d8 damage plus another d8 for every stack of tasty Appleton has against the target (Max 30) 3 turn cooldown
Sweet Scent: The powerful alluring scent of delicious apple pie is spread into the area, attempting to attract attention from those nearby. Nearby opponents must make a DC 16 Intelligence roll to resist the scent. If they fail, it interferes with their ability to focus properly and lowers their evasion, represented by the dispelling of any buff which gives them a bonus to dodging or, failing that, a -2 penalty to dodge rolls for 3 turns. The sweet scent lingers for 3 turns after being used, affecting anyone new who enters its area. However, it can only attempt to affect a given enemy once. 4 turn cooldown.
Final Smash (1)
Pie Drop: Appleton summons a giant apple pie from the sky to crush his foes, knocking them prone (-3 to dodge attempts against melee attacks, +2 against ranged attacks) until they stand up on their turn as an action. Appleton gains 5 stacks of tasty against them. Charleston then slices the pie with a comically oversized knife, after which the pie then bursts in a apple pie filling explosion. While this attack is an AoE, no two targets of it can be more than 30 feet apart to fit within its radius, meaning enemies have to be grouped up and there can't be allies between them to use effectively without friendly fire occurring. The targets take 30 Damage.
Last Edit:
Apr 22, 2022 12:45:56 GMT -8 by Mari