Post by Mari on Apr 27, 2022 16:05:42 GMT -8
Roll-Roll
Home Planet/Origin: Mega ManDiscipline | Stat Pts | MOD |
STR | 16 | +3 |
DEX | 12 | +1 |
CON | 16 | +3 |
INT | 14 | +2 |
WIS | 16 | +3 |
CHA | 12 | +1 |
Copy Roll
Discipline | Stat Pts | MOD |
STR | 14 | +2 |
DEX | 10 | +0 |
CON | 16 | +3 |
INT | 14 | +1 |
WIS | 14 | +2 |
CHA | 8 | -1 |
Mirage Roll
Discipline | Stat Pts | MOD |
STR | 14 | +2 |
DEX | 10 | +0 |
CON | 16 | +3 |
INT | 8 | -1 |
WIS | 14 | +2 |
CHA | 14 | +2 |
Alignment: Lawful Good (Mirage Roll), Lawful Evil (Copy Roll)
Motto: "This place is filthy! Leave it to me."
Allies/Friends (Mirage Roll): Ciel, Roll, Zero, Alouette, Grey, Kalinka, Vent, Mega Man,
Allies/Friends (Copy Roll): Roll, Kalinka, Yumiko
Enemies/Rivals (Mirage Roll): Dr. Wily,
Enemies/Rivals (Copy Roll): Dr. Ciel, Vanitas
Backstory: Copy Roll is a variant of the Copy Robot that appears in Powered Up if you're playing as Roll. She was originally destroyed and lost seemingly forever during the events of Mega Man 1
Mirage Roll originates from the mirage. Specifically, from Ciel's day as the leader of the life sphere. Ciel decided to upgrade her to the functionality level of a reploid and give her free will, while doing her best to maintain the personality she was programmed with. This was in an effort to conquer her fear of building robots From now on though, she can grow and expand as a person.
History On Li Mirage Roll was a reward from the Leader for a Day mirage, chronicled here: (Part 1, Part 2, Part 3) She came back with Ciel and became a loved member of the de facto family. ...Up until she visited the mirage and was kidnapped by Gothie for weird heart stuff, being turned into Roll-Roll in the process, chronicled here: (Part 1, Part 2)
Copy Roll was rescued from non-existence by the powers that be on Li, or rather, her memory was drudged up by the mirage for mirage things and Gothie got a hold of her and decided it would be fun to play heart surgery and see how much chaos she could cause with it. To this end Mirage Roll's heart was purified of all darkness, and that darkness was then infused into Copy Roll, artificially creating her heart. They were then given a simple mission to go terrorize the original Roll, which took place during their first mission.
Unified Attacks (Both Rolls have these moves)
Primary Attacks (3)
Cleaning: Roll shoves her broom-mop at an enemy and attempts to aggressively and somewhat violently clean them. Has a 10% chance of afflicting soak. (Light Comboable Str Attack; Does 5% Damage)
Roll Buster: This fancy cylinder has an open end on one side to slot in an arm, converting it into a buster arm. It can spray plasma everywhere as a light comboable attack, or be briefly charged to give off a stronger attack with a 5% chance of stunning. Roll can also further charge it, but doing so takes a turn during which she is afflicted by Disabled (Strength) representing the fact that she has to fight one-handed that turn. Doing this adds 7 damage and a +1 to its accuracy. This attack benefits from solar related buffs (Variable Wis Attack; Does 8-15% Damage)
Broom Beatdown: Roll gives the target a strong whack with her ceratanium broom. Has high knockback and disorientates the foe with conclusive force. However, by getting so close, she puts herself at risk, represented by a -2 penalty to her next dodge roll. By accepting a -2 penalty to her accuracy roll, she can make a called shot to strike a particularly vulnerable part of the body, granting the move a 30% chance of afflicting the disabled status on a stat of her choice. If she does not target the head or a joint, it just does 10% additional damage. (Heavy Str Attack; 30% Damage)
Special Attacks (6)
Hyper Empathy: Roll is a hyper-empath who literally feels the phantom emotions of others near her. This can be pretty inconvenient for her, and while feeling the emotions of someone getting punched in the face isn't as bad as getting punched in the face, it's still bad enough to represent a form of harm. Whenever someone other than themselves takes HP damage, not including any damage that is immediately and fully mitigated, the Rolls take 1 recoil. This includes both allies and enemies, but does not include creatures who aren't capable of emotional suffering for whatever reason. (Ex: Emotionless robot, character who literally can't feel pain, creatures too simple to have proper emotions)
In return, they each have 10 more stat points than normal and an extra action. They also get advantage on any roll to find someone trying to hide from them, provided they are not emotionless, due to an ability to sense their presence.
Zenkai: For every 20% damage Roll accumulates, her attacks do 1% more damage. For every 40% damage she accumulates, her strength and wisdom modifiers increase by 1.
Vacuum Arm:: Roll transforms her arm into the head of an extremely elastic vacuum cleaner! She then begins to vacuum up an area or character of her choice. She can launch the objects back out at her enemy, inflicting 12% damage with a 100% chance of inflicting a status effect appropriate to the object launched. If a character is vacuumed up instead as a WIS vs STR roll, they are trapped inside Roll and she assimilates some aspect of their fighting style such as a weapon or special skill, stealing one of those characters' primary or special moves in the process. These moves gain an additional turn of cooldown and she can only keep 3 stolen attacks at once. If the victim isn't attacking/struggling, Roll can heal herself or them for 5% each turn. Alternatively, Roll can launch them back out as a projectile as if they were an object (See above) dealing damage to both them and the target hit--or turn on her very own washing machine / digestion function to afflict the soaked or digestion status. 1 turn cooldown.
- First Move: N/A
- Second Move: N/A
- Third Move: N/A
Sub Tank: Roll has a Sub Tank stored inside her body that she can use to store excess energy. It has a percentile capacity of up to 100%. She can restore sub tank energy by vacuuming and cleaning things up and converting filth, debris, and matter to fuel. This restores 1d6 per action spent cleaning, plus an additional 3% for each action spent after the first one. A defeated enemy that is vacuumed up and processed restores 50% sub tank energy. Else, landing attacks on enemies restores 2% Sub Tank Energy. This energy can be spent to create objects to help herself or allies. She begins with 30% energy. Producing these items costs an action, as does using them.
- E-Tank: The secret ingredient is love. Heals the person who drinks it for 1d20+10+(2x Roll's Cha) Costs 30% Energy
- W-Tank: Removes up to 10 turns of cooldown from the drinker's moves that turn, or restores 40 damage worth of resources, distributed as the drinker sees fit. Costs 50% energy
- M-Tank: Combines the effects of an E-Tank and W-Tank at a slight discount. Costs 70% Energy.
- L-Tank: Too inefficient to mass-produce, these special E-Tank variants restore 2d20+20+(4x Roll's Cha). Costs 80% Energy.
Soap Infusion: Roll drenches her broom-mop in soap, giving it the following properties for 3 turns on a 3 turn cooldown. Which type of soap she uses determines the effect. On a turn in which the broom-mop is not used, it takes 2 turns for the buff duration to tick down a turn:
Cleaning Soap
- Gains the listed benefits against soaked enemies as if it were an appropriate element.
- Suds up and threatens soaked foes with a 30% chance of causes uncontrollable tears, blinding them.
- 100% chance of afflicting sickness if ingested
- Successful attacks also count as a cleaning action for the purposes of her Sub Tank move
- Successful attacks lower the duration of a not-purely-mental buff or debuff on Roll and the target by 1 turn, or lowers the DC to overcome that status by 1.
Greasing Soap
- Has a 50% chance of afflicting the burn status
- Has a 30% chance of getting in their eyes and burning them, causing blindness
- 100% chance of afflicting sickness if ingested
- Successful have a 50% chance of greasing the target up, afflicting them with Slippery
Dive to the Heart: Copy Roll has been trained to invade the hearts of others, and through being a part of Copy Roll for an extended period of time, Mirage Roll has... sorta learned how to do it too? Doing this serves several possible functions:
- Fusion: By entering another's heart, they become one. This results in a fusion appearance somewhere between the two of them and the combination of the characters' respective movesets, with both the full movesets of both being available to the fusion, though any exact duplicate moves are skipped. When the two Rolls fuse, they are treated as a solo character for the purposes of stats and combine their damage taken. When they split, they split the damage of the combined form between them.
- Hostile Takeover: If a fusion is non-consensual, or more control is desired, it can be forced via a Cha vs Cha roll to prevent the fusion from happening. Each turn thereafter, the characters must fight for control. Calculate each character's heart's HP the same way you would their regular HP, only use their charisma instead of constitution. The characters engage in a secondary battle in their hearts that is normally handwaved for the sake of keeping things simple. Each character involved in the fusion gets one action using their fused body, with any remaining actions being contested between them. The possessor makes a Wis/Cha vs Int/Cha roll for each action along with what they want that action to do. If they win that roll, the character is forced to perform as instructed and takes 1d10+30 damage to their heart. If they fail, they get to do what they please with that action and the possessor takes 1d10+30 damage to their heart instead. If the possessor's heart reaches 0 HP, they are ejected and afflicted with severe exhaustion for 3 turns. If the posssessed's heart reaches 0 HP, they are defeated and can no longer resist being controlled, being afflicted with severe exhaustion for 3 turns if they are later freed.
Final Smash (0)
Distinct Attacks
Copy Roll | Mirage Roll |
---|---|
Final Smash (1) Dark Aura: Copy Roll is enveloped in an unholy aura. For 5 turns she receives a +4 bonus on all defensive rolls, and anyone who enters melee range with her during her turn has to save against a Wis vs Int roll to avoid having their strength sapped, reducing their strength stat by 2 and increasing Copy Roll's strength and wisdom stat by 1 for the duration and 3 turns after. | Final Smash (1) Light Aura: Mirage Roll is enveloped in a holy aura. For 5 turns she receives a +4 bonus on all defensive rolls. Additionally, all of her attacks have their critical thresholds reduced by 3, representing the tendency for bolts of holy light(ning) to drop from the sky and smite them alongside the attacks themselves. |
Other Info:
Last Edit:
Nov 22, 2023 10:51:42 GMT -8 by Mari