Post by Mari on Mar 5, 2022 1:35:43 GMT -8
⥓ロⵎⴽᏲⵎᒪᒪ
Discipline | Stat Pts | MOD |
STR | 2 | -4 |
DEX | 18 | +4 |
CON | 4 | -3 |
INT | 6 | -2 |
WIS | 16 | +3 |
CHA | 4 | -3 |
Ᏺ⩍≡ႽṲ≡ᒪᒪ
Discipline | Stat Pts | MOD |
STR | 4 | -3 |
DEX | 4 | -3 |
CON | 18 | +4 |
INT | 8 | -1 |
WIS | 12 | +1 |
CHA | 4 | -3 |
ႽŏćႽṲⵎ
Discipline | Stat Pts | MOD |
STR | 2 | -4 |
DEX | 16 | +3 |
CON | 2 | -4 |
INT | 6 | -2 |
WIS | 8 | -1 |
CHA | 16 | +3 |
↥⥓ႽᥕⵎИИ⩍ꟽ
Discipline | Stat Pts | MOD |
STR | 18 | +4 |
DEX | 8 | -1 |
CON | 6 | -2 |
INT | 14 | +2 |
WIS | 2 | -4 |
CHA | 2 | -4 |
Home Planet/Origin: Splatoon
Alignment: Chaotic Neutral
Motto: "Ⴝᐁ⥓ꕚ ╔Ᏺ≡ႽṲ ⥓Иᗡ ᥕ⥓ⴽ≡ ⥓ ᥕ≡ႽႽ"
Allies/Friends: Each Other, Bowser
Enemies/Rivals: Most people
Backstory: Prior to their arrival on Li, the Neo Bloop Troop were a dedicated Turf Wars team originally consisting of 4 inklings, the two present and two ex-members, their at-the-time boyfriends. Relationship problems led to the original team splitting, the boys having conspired to replace them with what they viewed as better girlfriends and better teammates. This left them without enough fighters for a premade team and forced them to get pretty aggressive about searching for replacements on short notice. Which in turn lead to them sifting through people who hadn't been picked up by other teams for various reasons.
This lead them to discovering two octolings who had been passed over both because of their aggressive and mouthy attitudes as well as ambient racial tensions. Agreeing that they couldn't afford to jeopardize the team's integrity again over romance related issues, the two remaining inklings decided that the octolings being girls from another species might be a boon in disguise and decided to give them a shot. Combined with the octoling's already spitfire attitudes, the bitterness over their betrayal wound up galvanizing the two inklings into becoming more vicious competitors with the goal of taking revenge on their exes by defeating them badly enough it put them on the street. And while this never came to pass, it did revitalize and push the team to new heights, becoming something of a dark horse in the Turf Wars.
On a dark day, a new competitor race surfaced from the depths of the ocean and waged war on Inkopolis alongside its own army of enslaved Octolings and later Inklings. While the forces of Inkopolis fought hard, this new competitor's knack for turning their own warriors against them proved catastrophic in the long run, resulting in the city's fall. As the tides turned, the world experienced one last catastrophic event only known as the Great Desiccation. The ocean appeared to rise up in an unnatural manner, creating walls of sea water miles high as if to swallow up the city, killing all of its inhabitants. However the water never came back down. It simply vanished into the sky, leaving what should've been the ocean floor barren. Rather than a proper ocean floor however, looking out from the city's borders... those who survived the war saw Li surrounding them.
History On Li: By the time they reached Li, the team would be battle hardened Sisters of War, having resolved any initial differences or tensions they might have had in favor of splat-born kinship. Deciding to take their chances in the wastelands rather than face slaughter or enslavement, the girls went AWOL and abandoned the city to search for a new place to live. To their dismay, they merely found a new force trying to enslave them: The Starvia. Thankfully, they were heavily armed and able to protect each other, and the massive trails of ink they left around from their battles ultimately proved to be their salvation, as discovering them ultimately lead to their discovery by Amy Rose, who managed to track them down and convince them to come with her to the Life Sphere before the starvia could overtake them.
Their inky habits, however, weren't appreciated by the life sphere's general residents. They made a mess of things everywhere they went, it seemed. And they were prone to using violence to settle disputes. This lead to the entire team becoming small time criminals and being ostracized from the general community. However, not everyone failed to appreciate the messes they made. Bowser, in particular, saw fit to recruit and house them in his area of the Black Market, offering them protection and a modest level of community in return for their loyalty. The Neo Bloop Troop accepted, and set about acting as his enforcement.
⥓ロⵎⴽᏲⵎᒪᒪ Primary Attacks (3) Hip Fire: What qualifies as rapid fire for a sniping weapon. Accuracy is exchanged for sustainability. A pressurized line burst of ink is sent flying at someone at a distance. (Medium Dex Attack; Does 18 Damage) Precision Shot: A careful and precise shot is taken at a target, aiming to strike their weak spots. Has a +2 to accuracy, crits on an 18+ and when it crits crit confirm twice, dealing 3x damage if both succeed. However, the user takes a -3 dodge penalty against the next attack to target them within their following turn, and it has a 2 turn cooldown. (Heavy Dex Attack; Does 28 Damage) Toxic Mist Bomb: Creates a purple mist cloud at the location of impact, afflicting the poison, mind-melted, and sickness statuses. 3 turn cooldown Special Attacks (3) Ink Warfare: Each member of the neo bloop troop starts threads with an ink tank that is 100% full. Attacks cost half their base damage as a percentage of that ink (round up). Refilling a tank costs an action and that member's turn. In return, the Neo Bloop Troop gets an extra action by default. Attacks coat enemies in half their ink cost worth of ink (round up) with the other half (round down) coating the immediate area. Attacks that don't hit an enemy deal their full ink cost to the immediate area. For every 40% an enemy is inked, they suffer a -1 dex penalty and take 2 more damage. For every 40% the immediate area is inked, the troop gains a +1 dex bonus and takes 2 less damage. Watery attacks destroy ink at a rate equal to their damage. Generic actions spent cleaning ink destroy 15% of it. Keep your distance: This inkling's fighting style functions best at a distance. They suffer a -2 accuracy penalty if they were attacked in melee last turn, regardless of whether that attack hit. In contrast, on any turn in which they are not attacked at all or dodge any attacks aimed at them by 6 or more lowers the cooldown of their next Precision shot by 1 turn. Ink Mine: A mobile robotic trap is set in motion, moving and burying itself in a location of the user's choice. This has two distinct functions. The first is a remote trap. The user can make WIS vs WIS checks to try predict where enemies are likely to move and hide the bomb there, which explodes if successful. The second is preventing flanking. By standing within the 15 foot radius themselves, one can force anyone who attempts to melee attack the them to enter the bomb's radius. Whenever someone uses this function, make a WIS roll. This will serve as the bomb's pre-emptive attack roll should someone provoke it, targeting their own WIS. If it hits, the target not only takes damage but their attack is disrupted and they lose its action(s). 3 turn cooldown (Does 20 Damage) Final Smash (1) Special Weapon - Killer Wail: A massive line of sonic destruction is fired off from the megaphone esque weapon that violently ... shakes anyone unlucky enough to be caught in it. You'll be coughing up your own ink once its done with you. The Killer Wail deals 50 damage and afflicts mortal wound. However, it does not auto-hit | Ᏺ⩍≡ႽṲ≡ᒪᒪ Primary Attacks (3) Fizzy Bomb: A modified can of soda containing an explosive ink mixture is shaken up and thrown. This particular bomb sprays ink wildly much like a cartoonishly over the top exploding can of soda, and can explode multiple times. (Light Comboable Wis Attack; Does 8 Damage) Brella Blurst: Pressure is built up by repeated pumping of the gun's hand-guard without firing it to unleash a more powerful, messy shotgun blast. The kick behind it has a high potential to knock enemies on their butts if they fail a Con check with a DC that is 4 lower than the attack's accuracy roll, stunning them. It stuns automatically on a confirmed crit instead. However, the user suffers a -2 dodge penalty to an attack on their next turn stemming from kickback and tunnel vision 1 turn cooldown (Medium Wis Attack; Does 30 Damage) Battle Charge: The user rushes a nearby opponent while blind-firing through their opaque brella shield in an attempt to gain covering fire and safely advance. This moves the user into close range, however it causes them to take a -2 penalty to perceive a sneak attack in retaliation, if such is possible. 2 turn cooldown (Heavy Wis Attack; Does 16 Damage) Special Attacks (3) Ink Warfare: Each member of the neo bloop troop starts threads with an ink tank that is 100% full. Attacks cost half their base damage as a percentage of that ink (round up). Refilling a tank costs an action and that member's turn. In return, the Neo Bloop Troop gets an extra action by default. Attacks coat enemies in half their ink cost worth of ink (round up) with the other half (round down) coating the immediate area. Attacks that don't hit an enemy deal their full ink cost to the immediate area. For every 40% an enemy is inked, they suffer a -1 dex penalty and take 2 more damage. For every 40% the immediate area is inked, the troop gains a +1 dex bonus and takes 2 less damage. Watery attacks destroy ink at a rate equal to their damage. Generic actions spent cleaning ink destroy 18% of it. Brella Shield: The reinforced canopy of the Shotgun Umbrella can help deflect attacks. By beating the incoming attack roll with a con roll, she can bubble shield an attack for only half the damage it should've caused. This also grants her a +2 to a followup attack against the target, resulting from pre-aiming during the block. (The barrel of the gun is at the head of the brella, pointing forward toward the attack) Point Blank Shots: Your attacks do an extra 8 damage at close range. To forcefully get close to an opponent during your turn, you must spend an action to do so. Eenemies may freely move away from you during their turn, however if they are near you during at least part of their turn, either because you used an action to move close or because they positioned themselves close, you get at least one attack with the damage bonus before they can move away, provided you are not stunned or otherwise incapacitated when the proximity occurs. Final Smash (1) Special Weapon - Ink Armor: The user coats themselves in their own ink, helping protect them from damage. For two turns they take half damage and cannot be reduced below 1 HP. When any Special Weapon Final Smash is used, the rest of the (living) Inklings use their own Special Weapon in tandem, representing 4 separate parts of a single final smash. |
ႽŏćႽṲⵎ Primary Attacks (3) Burst Fire: The user fires off several bursts of ink in quick succession, gunning down her foes. (Light Comboable Dex Attack; Does 8 Damage) Called Shot: A precision shot aimed at something like a joint or the head to maximize the disruptiveness of an injury. However, hitting shots like this is difficult, especially if your opponent knows you're trying to do it. If your target is hit by it, they must roll a second time using their wisdom representing them making it difficult to hit the intended target. If they fail both rolls, they are afflicted with the disabled status on a stat of your choice. Else, if they only fail their dodge they only take the damage. 2 turn cooldown (Medium Cha Attack; Does 16 Damage) Blinding Shot: A quick shot of ink in the eye blinds one as easily as pie. Afflicts the blindness status. 2 turn cooldown. (Light Dex Attack; Does 6 Damage) Special Attacks (3) Ink Warfare: Each member of the neo bloop troop starts threads with an ink tank that is 100% full. Attacks cost half their base damage as a percentage of that ink (round up). Refilling a tank costs an action and that member's turn. In return, the Neo Bloop Troop gets an extra action by default. Attacks coat enemies in half their ink cost worth of ink (round up) with the other half (round down) coating the immediate area. Attacks that don't hit an enemy deal their full ink cost to the immediate area. For every 40% an enemy is inked, they suffer a -1 dex penalty and take 2 more damage. For every 40% the immediate area is inked, the troop gains a +1 dex bonus and takes 2 less damage. Watery attacks destroy ink at a rate equal to their damage. Generic actions spent cleaning ink destroy 18% of it. Salmonid Squad: Weaponizing her charms, the user has befriended a group of salmonids alienated from their clan and established herself as the leader. Because they revere death, the salmonids are immune to fear effects that rely upon the threat of physical intimidation or harm. They use a generic group beat up attack using their various weapons. However, a natural 1 results in a salmonid challenging the user instead. Their str/dex/con/wis/int/cha are 14/12/10/8/12/4 and solitary challengers deal only 4 damage. A single medium/heavy attack or two light attacks are enough to defeat them regardless of damage. Salmonids can also be eaten to heal the eater. It takes an entire turn to do so unless you are a giant and heals you as if you had spent five actions eating food items. However eating them permanently reduces the damage of their group attack by 4 until they can be replaced, typically in a new thread. 1 Turn Cooldown (Heavy Cha Attack; Does 24 Damage) Identity Theft: A proper fashionista, the user is able to form fairly convincing disguises through the use of clothes, makeup, voice training, and a bit of ingenuity. She gains a +2 to her charisma modifier while putting on an act. However, she suffers a -2 to her dodge roll the first time she is attacked while putting up this act. This bonus ceases to apply if she makes more than one non-stealth / sneak attack action on any given turn for the duration of combat. Additionally, the user can attempt to afflict characters with an all natural infatuation status that won't raise too many red flags using a persuasion roll, however, if this fails it will no longer be possible against that specific character for the thread. Final Smash (1) Special Weapon - Echolocator: Special soundwave based technology is used to grant the user and her allies temporarily blindsight, granting them the ability to precisely detect the locations of things around them and discern between enemies and objects regardless of any statuses or other limitations they may be afflicted by. This lasts for 3 turns.dl When any Special Weapon Final Smash is used, the rest of the (living) Inklings use one of their own Special Weapon in tandem, representing 4 separate parts of a single final smash. | ↥⥓ႽᥕⵎИИ⩍ꟽ Primary Attacks (3) Flurry of Ink: A furious flurry of ink sent by rapid swipes of the brush that covers a large area in ink but suffers from a lack of focus, making it a bit inaccurate at actually hitting its intended target. It suffers a -2 accuracy penalty and has a 1 turn cooldown (Heavy Strength Attack; Does 28 Damage) Brush Train: A simple attack wherein the user recklessly plows into their opponent using a brush. If the opponent is hit, they must make a second defense roll using their CON or be knocked over, initiating a grapple. However, the user takes 2 recoil damage from the collision 1 turn cooldown (Medium Strength Attack; Does 16 Damage) Rising Upperbrush: The user bursts from the ink beneath someone and attempts to strike them with their octobrush, knocking them into the air and stunning them. 3 turn cooldown (Heavy Strength Attack; Does 20 Damage) Special Attacks (3) Ink Warfare: Each member of the neo bloop troop starts threads with an ink tank that is 100% full. Attacks cost half their base damage as a percentage of that ink (round up). Refilling a tank costs an action and that member's turn. In return, the Neo Bloop Troop gets an extra action by default. Attacks coat enemies in half their ink cost worth of ink (round up) with the other half (round down) coating the immediate area. Attacks that don't hit an enemy deal their full ink cost to the immediate area. For every 40% an enemy is inked, they suffer a -1 dex penalty and take 2 more damage. For every 40% the immediate area is inked, the troop gains a +1 dex bonus and takes 2 less damage. Watery attacks destroy ink at a rate equal to their damage. Generic actions spent cleaning ink destroy 18% of it. Rage: The user flies into a rage, increasing the damage they do by 5, decreasing the damage they take by 5, and increasing their STR and CON modifiers by 3. However, they suffer a -2 dodge penalty during their rage. Afterwards, they suffer the severe exhaustion status for 3 turns. 3 turn cooldown Splat Bomb Intercept: A splat bomb is tossed near an opponent, not with the goal of hitting them directly but of persuading them to dodge. The user then attempts to intercept them mid-dodge and give them a good whack with octobrush or a melee weapon of choice. This attack relies on that intercept more than anything else. The attack has a +2 to its accuracy. If the target fails their defense roll by 6 or more, they are also hit by the bomb itself, doubling the damage they take. 3 turn cooldown (Heavy Str Attack; Does 20 Damage) Final Smash (1) Special Weapon - Kraken: A special weapon for when you just need to lose your mind. The user shifts into a monstrous octopus form and rushes a nearby opponent, lunging at them. If they aren't a giant of some sort, they are swallowed whole and 100% inked in the process. Else, they take 20 damage and are 100% inked. When any Special Weapon Final Smash is used, the rest of the (living) Inklings use one of their own Special Weapon in tandem, representing 4 separate parts of a single final smash. |
Other Info: The Neo Bloop Troop is the first formally rather than aesthetically quatro character. To do this, I took the balancing of Duo Characters (-10 stat points) and simply doubled it, giving them a base stat total of 50 each.
Inklings and Octolings have a toxic relationship with water that isn't treated to be safe for them. Submerging them splats them instantly.
Hey why does ink hurt people? Why aren't these weapons garbage at dealing damage? Good question. The best 1:1 answer is that the ink is a toxic chemical weapon with a caustic effect on others, and that the inklings/octolings have some ability to control these properties.
They largely don't speak common. (The "common" language everyone speaks) They speak inkling and octoling, which to most sounds like high pitched gargling.
This app is something of a tributary to the original Bloop Troop. Whether they're actually related is left unclear.
Last Edit:
Oct 8, 2023 13:42:35 GMT -8 by Mari