Post by Mari on Jul 18, 2023 17:17:15 GMT -8
Discipline | Stat Pts | MOD |
STR | 12 | +1 |
DEX | 14 | +2 |
CON | 8 | -1 |
INT | 14 | +2 |
WIS | 10 | +0 |
CHA | 13 | +1 |
Shantae
Alignment: Chaotic Evil
Motto: "In the flesh!"
Allies/Friends: Her Crew
Enemies/Rivals: Shantae, Heroes, Boring People, Genies
Backstory: link
History On Li: Risky stared in disbelief as a giant white hand began stirring the ocean before her ship with its pointer finger in a dainty fashion. Not initially understanding what it was doing, she watched until an enormous whirlpool began to form when she abruptly realized its intent. Despite her best efforts, her ship was unable to escape the vortex and sunk down the funnel. Rather than hitting the seabed and being ripped apart though, it dropped into... a new ocean! An eighth sea?! Initially Risky was in further disbelief at this miraculous development. However realizing she'd been dealt something resembling mercy, she set sail to chart this new land, eventually coming across the life sphere while searching for food that wouldn't make her or her crew sick.
While not entirely thrilled to be forced to live with do-gooders, she reluctantly made the Life Sphere her new home, having already become familiar with how treacherous living alone could be on Li.
Primary Attacks (3)
Dancing Scimitar: Perfect for dicing genies into little ribbons~! Risky waves her sword about in a rhythmic, sweeping fashion--giving the attack its name--that lends itself to large yet shallow wounds. Painful, impressive looking, effective at crippling, but de-emphasizing lethality. Whenever this attack deals damage, it afflicts a stack of cut-up that applies a -1 penalty to a stat (not modifier) of Risky's choice. Cut-up is cured by being healed for half the damage of the cut that caused it. It is possible to heal multiple stacks at once with a bigger heal. (Light Strength Attack; Does 10 Damage)
Flintlock Pistol: It's got a single bullet in it and probably a missile or two. That's magic baybee. The bullets are comically huge and so aren't very good at actually penetrating their target, but they'll leave one hell of a bruise! It's a bit more like being struck by a baseball. The pistol has 11 charges. Reloading and refreshing the charges costs an action and a turn of cooldown, meaning it can't be reloaded and fired on the same turn. The charges can be spent thusly:
- 1 charge to fire a bullet that deals 20% damage
- 2 charges to fire off a shotgun blast of flaming pellets that deal 12 damage and afflict the burn status
- 3 charges to launch a bomb that has a -2 to its accuracy because of the delay before it explodes, but deals 30% damage
- 4 charges to launch a missile that has a +2 to its accuracy and deals 20% damage
- 8 charges to launch a much bigger missile that has a +2 to its accuracy and deals 30% damage
Pocket Canon: Oddly enough, not a dysphemism for her gun! This literal hammerspace cannon can be whipped out on a whim and used to blast someone with a cannonball. It seems to be enchanted to be relatively weightless, however it remains unwieldy and as a consequence all its recoil goes directly into the person firing it, usually flinging them back with each blast. A direct hit by one of these cannonballs will definitely send someone flying, though. Takes an action to ready, after which it can be fired up to three times--an action each--before needing to be reloaded at the cost of an action and a turn of cooldown, meaning it can't be reloaded and fired on the same turn. (Heavy Dex Attack; Deals 25% Damage)
Special Attacks (3)
Grappling Anchor: Attached to a rope, Risky can also use it to latch onto distant objects, either yanking them close or if they're sturdy enough attaching to them like a grappling hook. She can also hook its blade behind someone to yank them toward her as a ranged grapple. If it hits them directly, it still hurts too! (Medium Dex Attack; Does 18% Damage)
By spending an extra action, she can yank someone toward her before delivering a devastating kick to them midway there, dealing massive damage from the combined forces. This function has a +2 to its accuracy and increases the damage by 12%
Risky's Boots: Risky taps her boots as a free action, which build up energy before allowing her to perform a superspeed dash! While using this she moves fast enough to run on water, which is as close to a Jesus figure as this bad witch is going to get. For the remainder of her turn she gains a +2 to any non-ranged attack roll and does +8 damage with them, however she takes 2 recoil when any such attack hits. She also gains a +2 to her dodge rolls next turn. If she makes any speed or jumping related skill checks while under the effect of this buff, she gets a +5 on that check. 2 turn cooldown
Enchant: Risky uses dark magic to enchant someone's gear, making it more powerful. Each enchantment has a set number of times it can activate, referred to as uses below, before it fades away.
This move isn't suitable for use in the middle of combat, as it takes 2 actions to use and Risky can't dodge or bubble shield while using it, and getting hit by anything capable of causing knockback will generally interrupt the process. However she can enchant up to five pieces of gear at the same time, and can enchant one piece of her own gear prior to arriving in any given thread. The enchantments don't stack with themselves, meaning if one character has two pieces of gear with the same enchantment, they can't get double the effect. Enchantments are presumed to end between threads unless they ICly take place back to back. Characters can voluntarily choose not to use their enchantments while using the enchanted gear, preserving their uses for later.
This can bestow one of the following benefits applicable to the item:
- +2 to rolls made using it (6 uses)
- Add a 100% chance of afflicting a lesser status to it. (3 uses)
- Add a 100% chance of afflicting a greater status to it. (1 use)
- Add a +10 damage bonus to it (3 uses)
- Add a -10 damage taken bonus to person wearing it (3 uses)
- Add 1 turn to the duration of a buff (1 use)
Final Smash (1)
Tinkerbat Takedown: Risky calls her Tinkerbat crew out of her ship to mob an enemy, using numbers to overwhelm them! Deals 40 damage to all foes.
Other Info:
Companions / Minions
[PTabbedContent=Steam Powered Oceanic Tinker Tub][PTab=Stats]
Risky's ship has been modified to walk on land and fight on its own when it needs to! It's a very simple automaton with a simple purpose in terms of its intelligence.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}] | Stats | MOD |
STR | 12 | +1 |
DEX | 14 | +2 |
CON | 18 | +4 |
INT | 1 | -5 |
WIS | 14 | +2 |
CHA | 1 | -5 |
[PTab=Primary Attacks (2)]Barrel Throw: The tub spits a barrel out at an enemy. (Medium Dex Attack; Does 18% Damage)
Trample: The tub charges an enemy to smash them. By commiting to the charge, it greatly limits its ability to dodge, represented by a -1 dodge penalty next turn. (Heavy Str Attack; Does 28% Damage)
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (2)]Anchors Aweigh: The tub spits an anchor at an enemy. It can then yank them back in and swallow them, depositing them in... THE BRIG! It's a series of prison cells inside the ship. They're restrained with chains during the process. They can free themselves from the chains with an appropriate stat check vs the tub's con. Otherwise, they take a -2 penalty on all attacks while restrained. (-4 for any attack requiring the hands) Tinkerbats may poke the imprisoned with swords if they're seen resisting as an 8% comboable attack. Further escape requires one to deal 40% damage to the ship. Attacks from within are resisted with constitution. 2 turn cooldown
Cannonballs: The tub turns to face the enemies with its broadside and peppers them with cannon fire! While the cannonballs aren't very good at hitting people directly, they are very annoying and provide supporting fire even if they don't, granting allies a +2 accuracy bonus to their attacks for 1 turn. The balls themselves have a -2 accuracy penalty. If allies dedicate their turns to helping reload the cannons, they can take a turn off the cooldown every turn they spend doing it. 3 turn cooldown. (Heavy Dex Attack; 24% Damage)
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
Last Edit:
Dec 3, 2023 10:54:35 GMT -8 by Mari