Name: Donchaka Tribe
Age: 580 total
Race: Patapon
Appearance: Roundish black creatures with a single large pupil, these tribal beings have banded together, and use the sacred totems to guide them in battle
Personality: Hardworking and Diligent, these industrious little seafarers have a big heart and a deep respect for tradition.
Level: 6
EXP: 0
HP: 51/51 (+10MHP)
Init:
Stats:
Constitution- 5
Dexterity- 2
Intelligence- 2
Luck- 2
Resistance- 2
Strength- 2
Synergy- 2
Fever- 4
Fever Gauge- 0/20
Perks:
Feel the Rhythm, feel the Rhyme!: The Donchaka tribe have an additional Stat, "Fever" Every time they make a successful action in battle, their Fever Gauge fills by that amount, If they critically fail an action, the gauge will drop by half, and if they fail their next action after that, it goes to zero. Their Fever Gauge's max is equal to 1/2 of their current health.
Blessed by Almighty: The Donchaka tribe's god guides them into battle, giving them coordination beyond compare. Their Fever Gauge is added to their Dex.
Of the Sea: When in water, Their Dex is increased by 1.5X
Equipment:
Name of Weapon: Iron Spears
Type: Ranged
Effects: Ignore 1dFever RES (Not Fever Gauge) on all attacks
Base Damage:
Description: These iron spears, while crude, are not to be underestimated in the hands of a skilled Donchaka Spear thrower.
Name of Weapon: Iron Bows
Type: Ranged
Effects: Add Fever Gauge to Crit Chance
Base Damage:
Description: These iron Bows, while crude, are not to be underestimated in the hands of a skilled Donchaka Archer.
Name of Bauble: Iron Shields
Effects: +10 HP (Not added to Fever Gauge Max.)
Description: these Iron shields increase the survivability of the average Donchaka
Name of Bauble: Miracle of Water
Effects: When activated with the appropriate skill, turns the ground or floor into water temporarily, flooding the entire area, summoning the Donchakka boats, and giving allies and allies only magic ice platforms beneath them to allow them to walk on it as normal.
Can only be used once per Plot.
Description: This sacred scroll holds on it a miracle from the Almighty, allowing the Donchakka tribe to never be far from the waters they are so accustomed to, even in the oddest of circumstances.
Actions:
Basic Attack: Just nonsense: The Donchaka tribe attack blindly, dealing 1d6 damage. This skill is automatically used on a crit fail.
Basic Defence: Just nonsense: The The Donchaka tribe cower blindly, gaining 1 RES. This skill is automatically used on a crit fail.
Pata-Pata-Pata-Pon (□ □ □ ○) (Level 1)
The March of Mobility allows the Patapons to move forward. Tatepons/Taterazay will move with their shields raised, providing 5 RES for this turn, Enemies cannot advance past the Donchaka tribe without beating their STR when this is used
Pon-Pon-Pata-Pon (○ ○ □ ○) (Level 3)
The Aria of Attack (Ranged) commands Patapons to use their weapons on the nearest target, Dealing 1d(1/2 Dex) to all targets in range.
They can choose to drain their current Fever to add (Fever Gauge)d4 to their attack.
Chaka-Chaka-Pata-Pon (△ △ □ ○) (Level 2)
The Lament of Defense pulls the Patapons back around Hatapon, increasing their RES by (Fever Gauge)d(RES). Tatepons will raise their shields to further decrease damage on a crit, multiplying defense by the shield's level
They can They can choose to drain their current Fever to add (Fever)dRES to their RES for 3 turns.
Pon-Pata-Pon-Pata (○ □ ○ □) (Level 1)
The Requiem of Retreat causes Patapons to stop whatever they're doing and run for their lives. This provides a quicker escape than the Lament of Defense, but Patapons receive no damage reduction during a retreat, Contest Patapon's Dex verses Enemy's Dex, or miss this turn's and their next turn's attack against the Donchaka Tribe
Don-DoDon-DoDon (X XX XX) (Level 2)
The Song of Miracles drains the Fever Gauge and gives a chance equal to (Current Fever Gauge+Fever)/(Fever Gauge Maximum) to activate the currently equipped miracle.
They can mulligan for a reroll on this skill in return for being stunned for a turn if it fails.
Pon-Pon-Chaka-Chaka (O O △ △) (Level 2)
The Hold-Tight Hoe-Down charges up the Patapons' energy, increasing the power of their next attack or defense by X2 for 2 turns. (It only has one charge, hence affecting their NEXT and only next attack.)
They can choose to drain 10 Fever to increase it to x3 for their next 2 attack or defenses.
Pata-Pon-Don-Chaka (□ O X △) (Level 2)
The Ballad of 1999 is another song first seen in Patapon 2. It cures any status effects afflicting the Patapons, also preventing further effects from harming them until their next action, also adding an additional 5 Fever to the gauge regardless of action success.
It also restores Fever Gauge+2 Health when used to the tribe and all their allies.
Inventory:
The Sacred Drums:
These Drums, used by the Almighty, guide the Donchaka tribe into battle. Pata, Pon, Don, and Chaka