Game 1
Location: Grand Fairbank Mall, Toronto, Canada
Chapter 0: Grand Introductions
"The revenue from this fight better be worth having to buy an entire mall." - Anonymous ArenaCorps. Representative
Grand Fairbank Mall is one of the primere shopping centers in all of Canada, providing goods that would appeal to all markets from children and families to bargain hunters and hobbyists. Well, it was anyways until ArenaCorps dropped nearly a billion Canadian dollars to buy out the entire complex and each store inside, not to mention the additional cost to pay each company's franchise. The newly formed Arena Entertainment Company believes that strong viewership will make their product a worthwhile investment, especially due to the ongoing problems plaguing other forms of international entertainment: a writer's strike in Hollywood, Netflix doubling its subscription costs, the World Cup being postponed indefinitely due to "shenanigans" and the NBA substituting out playing basketball with large men hitting each other in the testicles for an entire game.
At the moment, the mall stands deathly silent as if it were a library or Chernobyl. Then out of nowhere an announcer's hollering voice reverberates all around the empty stores and corridors:
"LET'S GET READY! TO! FIESSSSTAAAAAAAAAAAAAAAAAAAAAA-"Mall Layout:The Grand Fairbank is laid out in a general Y-shape, with three entrances/exits at each endpoint of the Y. These entry points each go through a two-story department store. The exterior of the mall is a standard parking lot, currently empty. The two diagonal lengths of this Y shape are equally long, while the bottom length, referred to as the 'Strip', is about 1.5 times the length of the diagonal sections.
The North-West Entrance goes through
Ditches & Hoes, a Home Depot style store combining home improvement, construction, and as implied by the title, a wide selection of gardening and lawn maintenance equipment.
The North-East Entrance contains
Beat Your Treat, which is designed as if the team behind Toys R' Us decided to expand their franchise at meeting during a cocaine orgy: the first level is 'Candyland' with all the delicious tooth-decaying treats a kid could want, while the bottom level is 'Toyworld' where children go to get everything from pellet guns so they can roleplay Soldiers vs. Terrorists, to dollhouses so they can roleplay Sleeper Terrorist Cell Infiltrates Suburbia. There is also a small indoors Ferris Wheel here.
The Southern Entrance holds
C.J. Nickels, a conventional department store. The upper section features clothing and accessories while the bottom contains household appliances and furniture.
At the intersection where all the lengths of the Y meet, there is
Adventureville, the mall's famous amusement park/child recreation center.
In the middle of the strip between C.J. Nickels and Adventureville you can find both the Food Court as well as the Movie Theater.
And of course, in between all of these larger places are the individual stores themselves, containing anything from electronics and sporting gear to costumes and pretzels. Finding out what and where each of these smaller stores are will require some adventuring around the mall.
At Ditches and Hoes:Mecha Hitler busts out of one of the sheds on display. "ACHTUNG, I HAVE RETURNED!"
Hitler's outburst alerts everyone to his presence in the store, including Crusty Pete who is busy in the Paint Section chowing down a bucket of "Lemon Delight", it is not nearly as tasty as the name sounds.
One of the vents on the ceiling begins leaking blood which forms a pool on the ground. This pool of blood then takes on a human shape before solidifying and becoming the form of Rez.
Katana 'Spammer' McKatana is faintly hears a German man screaming somewhere in the store as he looks around the store, searching for new cleaning sprays for his signature weapon.
At Beat Your Treat:At the entrance of Toyworld, a squadron of Stormtroopers kicks open the doors and spreads out among the various sections of the floor.
Sans is in Candyland carrying bags of his favorite candy, Ketchup.
Paper Mario leaps out of a gaming magazine in Toyworld.
Kyoko is eating copious amounts of candy.
At C.J. Nickels:Kars runs inside the store, getting out of the sun-drenched parking lot as quickly as he can.
Robin is looking for a snazzy new coat.
Evil Dark Mage is downstairs looking for some EVVVILLLL desk lamps.
Johnny Jokotaru is checking himself out in the dressing room mirrors.
Name: Katana 'Spammer' McKatana
Gender: Who knows?
Age: 'tis a mystery.
Appearance: A tall... someone. It's really hard to tell with the round, blue, shiny mask that covers the entirety of their face, and what little might have clued somebody in on their actual identity is covered by a hood. Everything else is covered by a very baggy white robe, with some brown boots to top it all off. On their feet, obviously. Oh, and gloves. Can't forget the black gloves.
Backstory: Who knows? The origins of Katana McKatana are a mystery to everyone, even themselves. He just knows he hates the human worms that feast on glorious Nippon's carcass.
Abilities
1. Spammy Fucker(Passive): 50% chance of an extra attack being made on each turn against an enemy. Only applies if Katana McKatana has attacked this turn.
2. 150% Counter!(Passive): If Katana counter-attacks, increase the result of the dice roll by 2.
3. Slashy Slashy(Active): Katana slashes at their opponent with their glorious Nippon steel katana.
4. The Art of a Single Strike(Active): Katana sheathes their blade, charging up their ki chakras before speeding up to ridiculous speeds to strike their opponent with glorious Nippon steel. Cannot be defended against, always hits at the strength of a 3 vs. 1 hit. 2-turn cooldown.
5. Dancing McKatana(Passive): Katana McKatana utilises the glorious Nippon technique of old: getting the fuck out of the way while trying to look vaguely graceful. Increases defensive rolls by 2.
Equipment
1. Nippon Steel Katana: A glorious blade, folded 2 gorillion times in the depths of Mt. Nipponkatana by the best of the best katana smiths. It slices through most materials like they aren't even there, for none can stand against the full might of 2 gorillion folds. +2 to attack rolls(The Art of a Single Strike does not get a bonus from this).
2. Katana-Infused Robes: While they do not look it, these white robes have been infused with the very essence of Nippon steel itself, granting them great durability. +2 to defensive rolls.
3. Mask of the Nameless Swordsman: An incredibly shine blue mask. Looking at it, it almost seems to stare into your soul, somehow. +2 to mental resistance rolls.
Status: Normal
Kills: 0
Location: Ditches & Hoes
Inventory: Nippon Steel Katana, Katana-Infused Roes, Mask of the Nameless Swordsman
Name: sans
Gender: MaleAge: *
i haven't really been keepin' track.Appearance:
*checkin' me out, huh?Backstory: *
not much, really.
Abilities:
1. dodge (passive) - can dodge any attack, if he scores a >5 defense roll, making it do no damage. however, can only take 1 hit of any damage before dying
2. special attack (active) - prevents an enemy from taking it's turn, causing it to not be able to roll against the next attack. 5 turn cooldown
3. knowledge (passive) - grants use of the g. blasters
4. you're blue now (active) - can control the gravity of an enemy, and move them to his will, however, they still retain some control, able to move, if circumstances permit. 2 turn cooldown.
5. bad time (passive) - -1 from any enemy's defensive roll, but +1 to any enemy's attack roll
Equipment:
1. bones - more magic than physical tool, can be summoned from the ground, or hands to be fired at enemies. can also be used to impale, in combination with 'you're blue now'. is removed upon death
2. g. blasters - ... can be summoned at will, and shoot lasers at enemies. can be used in combination with bones, but has a 2 turn cooldown. a max of 5 can be summoned at once. is removed upon death
3. scarf - grants a +1 to defensive rolls, and gives a +1 to offensive rolls,(but the offense bonus is only for sans)
Status: Normal
Kills: 0
Location: Beat Your Treat
Inventory: Scarf
[spoiler=avalon.mp3]Name: Kars, the Pillarman
Gender: More male than you will ever be
Age: >100,000 years
Appearance:
Normal FormUltimate Life FormBackstory: Kars is a Pillarman, ancient beings of incredible power, living at the top of the food chain and eating ordinary humans like that piece of bacon you've had for breakfast (Note: Human bacon is quite a delicacy in Pillarman culture, Kars is rather fond of it himself). However, despite their extraordinary strength, intelligence and posing, the had one weakness: sunlight. A Pillar Man that spends more than five to ten seconds in sunlight burns up and dies. This, understandably, trimmed their population somewhat.
Kars, seeking to get rid of this weakness, created a powerful artifact; the Stone Mask, an artifact that, through acupuncture, could turn ordinary humans into powerful vampires, which 1) Actually GAVE them a weakness to sunlight and 2) Made them even more delicious when turned into bacon. Unfortunately, Kars forgot that Pillarman skulls are too hardcore to be punctured by rock, and all it did was allow him to do even weirder shit with his body than before, and also gave him this uncanny craving for bacon.
Despite result number 2, most of the Pillarmen started to want to execute him for being a potential mad scientist archetype. So, he and his best bud Esidisi grabbed two Pillarman children (Wham and Santana, they named them later and yes these are all music references) and fucking killed the rest of the race.
Kars realized that to make the Stone Mask viable, he needed a Perfect Red Stone of Aja, which were rare as shit. So he went into some random fucking hole in the ground somewhere in Italy with his mates (excluding Santana because he's bad at what he does) and slept for a while. A long, long while.
Abilities:
1. Pillarman (Passive): Kars is an Aztec God of Fitness. Well, not really, but you get the point. This gives him super intelligence, super senses, the ability to eat people just by touching them, and to make his body do really weird shit. In exchange, he can only survive in sunlight briefly before having to turn himself into stone, and is similarly weak to Ripple energy and other sun-based powers. He can resist Ripple a little bit, though.
2. Light Slice: Kars cuts something with his light blades. Please note: He can cut through a fucking car with those things.
3. Light Mode: Bright Blade: We never said Kars "Creator of the
Stone Mask" was very good at names. Uses his light blades to deflect light at the enemy intense enough to blind them.
4. Light Mode: Shining Sabers: Seriously? He just took the previous attack name and exchanged the words with their synonyms? Cuts the air so quickly it creates several white slashes which cut an opponent from afar.
5. Evolutionary Regeneration (Passive): Kars, being a Pillarman, regenerates quite a bit of damage every turn. This ability is negated when in contact with sunlight or other sun-based powers.
Equipment:
1. The Stone Mask and the Red Stone of Aja: Kars carries the Stone Mask into battle. The Red Stone is hidden somewhere in the area, maybe. When Kars has both the Stone Mask and the Red Stone, he may turn into the ultimate lifeform, assuming there's some sort of light around to activate the Red Stone. As the ultimate lifeform, Kars is immune to sunlight, does not age, can regenerate so fast he might as well be immortal, turn his body parts into any animal or any animal part ever, able to use a type of Ripple so powerful it melts humans, and SEX: USELESS. Regular humans with the Stone Mask can use them to also gain a weakness to sunlight, and in return also be able to do weird shit, like shoot lasers made out of eye liquid. Ew.
2. Light Blades: Kars' use of the regular Stone Mask allowed him to use Light Mode, sprouting incredibly sharp blades from any part of his body. That seem to shine. Oh, and did I mention that each light blade also has an massive number of tiny blades moving around its edge like a chainsaw? Yes, Kars can create a light chainsaw from any part of his body at will. What can you do, mate?
3. Kars' Hood: It's just a hood. It doesn't do anything other than cover up his fabulous locks. This is important, because the only ones allowed to see the full majesty of his hair are people that Kars respects, i.e. absolutely nobody. Other than his Pillarman bros.
Kars' theme when he awakensKars' theme while kicking assUltimate Kars' theme
Status: Normal
Kills: 0
Location: C.J. Nickels
Inventory: The Stone Mask, Red Stone of Aja [Hidden in Arena], Kars' Hood
Name: Kyoko Sakura.
Gender: Female.
Age: 15.
Appearance:
"Hey, why are ya staring at me?"Backstory:
"I ain't telling you, after all i only just met ya." (Not stating here cuz spoilers)
Abilities:
1. Puella Magi (Passive): Kyoko is a Puella Magi, she feels less physical pain and is able to survive any attack so long as her soul gem stays intact, though she can still be incapacitated.
2. Veteran Magical Girl (Passive): Exactly what it says on the tin, she is better at dodging and attacking since she has done this thing for a while.
3.Rosso Phantasma: Kyoko can make copy's of herself as well as make other illusions, though she cant really use it as much anymore ever since a certain thing happened in her past.
4.Scorpion Spear: A gigantic version of her spear that she can summon, its only used as a last resort and the power needed for its use is life threatening.
5. Don't waist food (Passive): Kyoko loves food, really she does. If someone does something to destroy food she will get a bit angry with them... okay that's a massive understatement. She also is almost always eating something.
Equipment:
1. Modular Spear: A modular spear. While steel hard, it is extremely flexible, and can extend or bend easily. The handle can be broken down into numerous pieces, connected by a chain, allowing the user to attack or defend over a wide area. The chain runs along the handle, ending in a heavy ball at the blunt side. The ball's weight is used to easily wrap the chain around foes, restricting them.
2. Soul gem: The one thing all puella magi have, it allows her to go into her magi form as and contains her soul, she would technically still be alive if only her soul gem was left of her.
3. Box of pocky: Exactly what it says on the tin, its just a box of chocolate pocky.
Status: Normal
Kills: 0
Location: Beat Your Treat
Inventory: Modular Spear, Soul Gem, Box of Pocky
Name: Mecha-Hitler
Gender: Male/Robot
Age: 54 (Biologically)
Appearance: A tall bipedal structure of polished steel stands before you. Looking up, the visage of an insane 50 something man. Gatling guns swivel to ready their aim, only two have survived the years. Hitler screa-*boom*
Backstory:As the Axis powers steadily fell to the Allies, the "scientists" of Germany began a secret project to turn their leader into a super soldier. The procedure was carried out in Castle Wolfenstein, but Mecha-Hitler became trapped within the rubble created when an American prisoner destroyed it. Now, Mecha-Hitler is ready for some football for revenge.
Abilities:
1. Steel Resolve (Passive) Be able to take a small number of hits with no internal damage.
2. Occult Power (Active) Release a bolt of eldritch energies.
3. Gatling Frenzy (Active) Bullets have higher velocity, but can overheat and damage the turrets.
4. The Incredible Bulk (Passive) You are naturally very large and heavy. This can be both good and bad.
5. Mind of the Mad (Passive) Spending half a century buried under rubble in a cyborg body can make you somewhat insane. You are resistant to mental based attacks, as being in a madman's brain can be rather dangerous.
Equipment:
1. Side-Mounted Gatlings- Mighty swiveling weapons, these guns are a dangerous tool. However, due to decades of unuse, they can become worn out.
2. Iron Cross- Serving as a channel for occult energy, it slightly improves damage for occult attacks, but is a weak point in the armor.
3. Demonic Rounds- Mecha-Hitler has enought of these pentagram engraved bullets for one salvo, doing extra damage to holy characters.
Status: Normal
Kills: 0
Location: Ditches & Hoes
Inventory: Side-Mounted Gatling Guns, Iron Cross, Demonic Rounds
Name: EVUL DARK MAGE OF EVILOUS DARKITY DOOM
Gender: M.
Age: Ehh, who cares?
Appearance: EEEEEEEEVVVVVVVIIIIIIILLLLLLLLLL.
Backstory: EEEEEEEEVVVVVVVIIIIIIILLLLLLLLLL
Abilities:
1. (Active) DARK EXPLOSION! : Explodes darkness! It explodes! Slams into things! Makes spiky stuff!
2. (Active/Passive) DARK CLOAKING FIELD! : Makes shadows into a shield and cloak when attacked! Can be used to make solid shadows anywhere!
3. (Active) MORE DARKENING! : Creates darkness!
4. (Active) SHADOW PORTAL! : Opens a portal in a shadow!
5. (Active) MAGIIIIIIC! : Imitate a magic effect!
Equipment:
1. MAGIC STAFF OF DARKNESS! : When casting DARK EXPLOSION!, cast two.
2. GATLING GUN OF MAGIC MISSILE! : Exactly what it says on the tin. Spams homing magic missiles.
3. WAND OF MASHY SPIKE PLATE! : Doesn't really look that much like a wand... Summons a MASHY SPIKE PLATE! to mash things!
Status: Normal
Kills: 0
Location: C.J. Nickels
Inventory: MAGIC STAFF OF DARKNESS!, GATLING GUN OF MAGIC MISSILE!, WAND OF MASHY SPIKE PLATE!
Name: Crusty Pete
Gender: Male.
Definitely Male.
Age:
Appearance: Crusty Pete is a very large, muscular being that if not a Human, at least heavily resembles one. A very thick layer of accumulated Filth has built up over the
Eons Years, and acts as a sort of second skin. Crusty Pete reeks of Tobasco Sauce, Cheap Booze, and what smells like some kind of Chili Powder. He is extremely hairy, to the extant that his bodily appearance is unknowable, his hair is brown with many gray streaks, food stains, and miscellaneous garbage tangled up in it. He wears a pair of well-worn Gray Overalls that might've been Blue once upon a time, a filthy undershirt, a pair of heavily scuffed Leather Boots, and lastly, a pair of seemingly ordinary, yet unusual Sunglasses. His Hands, the only visible part of his body, are extremely calloused, filthy, and scarred. He Laughs at everything in a Psycotic Manner and seems to have no Fear of Death, but he
does have a Crippling Phobia of Spaghetti, for reasons known only to him.
Backstory:
"De day dat I tell the likes a' You my backstory 'll be da day I die!"Abilities:
1.
Smells Horrible, (PASSIVE) When in Melee Combat with a Living Opponent with a Functioning sense of Smell, that Opponent must roll a 5 or Higher to Attack each Turn, if that Opponent rolls a 4 or Lower, they are Stunned and unable to Attack for the Turn. However, Crusty Pete gains a -4 Penalty to All stealth rolls.
2.
Sentient Hair, (ACTIVE) When in Melee Combat, Crusty Pete can unleash his Mystical Living Beard to Attack 1 Opponent for 2 Turns. The Beard gets it's own Piercing Attack, and can roll to Attack the Opponent. It doesn't provide any bonuses or penalties to Crusty Pete's Attacks while functioning, however Crusty Pete and his Mystical Living Beard can Attack in the same Turn. The Sentient Hair Ability has a 4 Turn Cooldown.
3.
Built Like An Ape, (PASSIVE) Crusty Pete gains a +3 Bonus to All Strength Based rolls.
4.
That Reeks! (ACTIVE) Crusty Pete gain gather all of his Stench and Fling it at an Opponent in a Fog. The Stench Fog has an Area of Effect Radius of 20 Feet, and all Living Opponents caught in it must roll to avoid instant heart failure. If they roll a 2 or Lower, they are Killed Instantly, but if they roll a 3 or Higher, they are only Blinded and Stunned until they can leave The Stench Fog. The Stench Fog has Acidic Properties and will damage Metal Equipment. Crusty Pete is Immune to The Stench Fog's Effects, But while The Stench Fog Ability is Functioning, Crusty Pete temporarily loses his
Smells Horrible, (PASSIVE) Ability. The Stench Fog exists for 4 Turns, and has a Cooldown of 2 Turns.
5.
Large Size, (PASSIVE) Crusty Pete is Larger than Normal, giving him a -2 to all Dodging rolls, but a +2 to all Strength rolls, and sightly reduces the damage of successful hits.
Equipment:
1.
Ma' Whoppin' Stick- A very large, makeshift wooden club. Despite it's crude nature, it could probably do a lot of damage to someone's body, and, judging by the Cracks in it's surface, it probably has.
2.
A Can Of Beard Oil(6 Charges Left)- A Can Of Beard Oil, when used, it Strengthen's the User's Beard, giving it a +4 to all Beard Attacks for 2 Turns, however, too much of it will cause The User's Beard to Fall Off, and become it's own Combatant.
3.
Strange Sunglasses- These malevolent shades give the User a +2 to resist Fear and Mental Attacks, but they may attempt to possess the Wearer after doing so, in an attempt to Join the Carnage and Get it's Grasping Appendages on the Prize.
Status: Normal
Kills: 0
Location: Ditches & Hoes
Inventory: Ma' Whoppin' Stick, Can of Beard Oil (6 Charges Left), Strange Sunglasses
Name: Rez
Gender: Male
Age: 282, functionally 40
Appearance: A man wearing a blood red cloak over ordinary american garb.
Backstory: The man who figured out the power of BLOOD! Give it up for REZ!
Abilities:
1. (Active) Blood Regeneration: Rez can use blood(not his own, though), draining the life force from it, to heal himself. The more blood, the more heals.
2. (Passive) Blood Rage: Rez gains physical rolls bonuses depending on how bloody he is. The more bloody he is, the higher his bonuses are.
3. (Active) Blood Animation: Rez can animate the blood in a fallen enemy, creating a Blood Elemental minion that will obey his orders. He can only have one Blood Elemental at a time.
4. (Passive) Not Quite Death: After dying, Rez can take one additional action. Blood Regeneration might possibly bring him back to life.
5. (Active) Blood Rite: The more blood in the area, the more powerful this ability. Consumes a large amount of spilled blood in the area to create a somewhat explosive sphere(size depending on blood consumed) that is then fired at an enemy. A successful impact has a chance(depending on how much blood is consumed) to prevent the impacted enemy's passive abilities from working for a duration(depending on how much blood consumed). Has a 4 turn cooldown.
Equipment:
1. Cloak of Blood: This red cloak can store blood in a hammerspace within it.
2. Bloodletter: A somewhat long dagger that tends to cause bleeding in any foes it hits.
3. A flask of magical blood: Will likely be more useful for Rez's abilities than normal blood.
Status: Normal
Kills: 0
Location: Ditches & Hoes
Inventory: Cloak of Blood, Bloodletter Dagger, Flask of Magical Blood
Appearance.
https://s-media-cache-ak0.pinimg.com/736x/8a/b0/7b/8ab07bdad205482257cfa3d6ae3151fc.jpgName: Robin
Gender:Bishonen male
Age:23
Backstory:OptionalVessel of a super evil dragon fought it and won is now a nations tactician and is Intrested in blood she'd!
Abilities:
1.Tatics!:if Robin hits an enemy a 1d6 is rolled if it successful then he will critical hit ((Triple damage)) (Passive))
2Flurry of blows
3.Thoron: Robin fires a powerful beam of lightening this can melt steel and is highly concentrated only 3 uses per combat.((active))
4.Waifu power!: Robin can summon a random waifu to aid him in battle (Active))
5.Ultimate smash:Robin can challenge his for to a game of super smash bros ((active))
Equipment:
1.Armored robes:Robin is wearing well armored and stylish robes that upon being hit will reduce the damage by 1/3
2.Levin sword:Robin can both slash and fire lightening from this sword it is long and does electric and physical damage.
3.Tome of desperation:Robin can activate this tone and some kind of destructive spell will fire whether that's good or bad all depends.
Status: Normal
Kills: 0
Location: C.J. Nickel's
Inventory: Armored Robes, Levin Sword, Tome of Desperation
Name: AL-2048
Gender: Unknown. The armour obscures all.
Age: 20? You can't exactly tell.
Appearance: Nothing can be seen under the armour.
Backstory: Trained from a young age at an Imperial Academy, AL-2048 knows only loyalty to the emperor.
Abilities:
1. Stormtrooper Marksmanship Academy (Passive) - The E-11 Blaster Rifle is difficult to use without specialised training
2. Squad Combat (Passive) - Stormtroopers do not act alone. They deploy in squads
3. Unyielding Resolve (Passive) - Their training combined with their loyalty to the emperor makes them highly resistant to fear and mind-affecting effects
4. Suppressing Fire (Passive) - The sheer volume of fire unleashed when attacking will cause anyone with a sense of self preservation to seek cover, even when if they don't get hit
5. Imperial Assets (Passive) - Instead of acquiring special abilities when getting kills the squad will instead be reinforced and additional equipment (such as weapons and vehicles) may be provided
Equipment:
1. Stormtrooper Armour - A hardened plastoid composite, it is almost impervious to solid projectiles and shrapnel, but almost completely ineffective against energy weapons. High Calibre AP rounds can also pierce the armour. It does however limit mobility and vision, making it difficult to aim.
2. E-11 Blaster Rifle - A rapid fire, accurate energy weapon, capable of releasing an unending stream of blasts, assuming the user can manage the heat generated. Exceptionally difficult to use without training.
3. Thermal Detonators - A high explosive the size of an apple, it has a variable fuse and is surprisingly powerful for its size.
Status: Normal [15/15 Stormtroopers]
Kills: 0
Location: Beat Your Treat
Inventory: Stormtrooper Armour, E-11 Blaster Rifle, Thermal Detonators
Name: Paper Mario
Gender: Male
Age: Middle-aged?
Appearance: mario, except made of paper
Backstory: he rescues princesses and stuff
Abilities:
1. (Active) Curse: Tube Form: Changes to Tube Form. While in Tube Form, Paper Mario is unable to attack, but is harder to hit (+2 to all defensive rolls) and able to fit into small spaces.
2. (Active) Spring Stomp: Mario leaps far into the sky, temporarily becoming untargetable by most attacks. On his next turn, he lands, inflicting heavy damage on the target. (3-turn cooldown)
3. (Active) Quake Hammer: Damages all ground- and ceiling-based enemies with shockwaves; ceiling-based enemies are also dislodged and stunned.
4. (Passive) Heart Finder: Restores HP upon killing an enemy.
5. (Passive) Lucky Day: Grants Paper Mario a random beneficial effect on the 1st turn, and every 4th turn thereafter.
Equipment:
1. Ultra Hammer: The strongest of all hammers! +2 to hammer-based attacks.
2. Ultra Boots: The ultimate stomping shoes! +2 to jump-based attacks.
3. Fire Flower: Once placed, spews fireballs at all foes until its death. Very fragile.
Status: Normal
Kills: 0
Location: Beat Your Treat
Inventory: Ultra Hammer, Ultra Boots, Fire Flower
Character Sheet:
Name: Johnny Jokotaru
Gender: M.
Age: 27
Appearance:
http://4.bp.blogspot.com/_jQSFWPkJnkU/TQJ9hxNwS7I/AAAAAAAAD54/hu8wxZFmSh0/s1600/952310_20091023_screen010.pngStand: Dog Days
http://1.bp.blogspot.com/-JFop7w2WODo/VHsYJw_M0xI/AAAAAAAAEyg/8xyYqTRyYkA/s1600/catgirl2.pngBackstory:
"Heeeeeeeeeeeeeeeeeey now. Don't go getting any funny thoughts about looking me up. You wont find a thing."Abilities:
1. Toriya, Toriya, Toriya!!! [Passive] - Upon a successful attack roll of 4-6 before bonuses, Johnny strikes the enemy again, repeating this ability until a failure. If the strike would kill the enemy, It's negated and Johnny uses Death Spiral Uppercut!.
2. Death Spiral Uppercut! [Active] - Strikes an enemy square in the jaw, killing them and sending them spiraling into the air. Does nothing if the enemy is not about to die.
3. Yoriya, Yoriya, Yoriya!!! [Pasive] - Johnny's stand follows up all of Johnny's attacks, adding in her own equally strong strike. Only active while Dog Days is out.
4. Stand: Dog Days [Active] - Johnny activates his stand, causing the area around him to seem to become humid and sleepy. Enemies gain -2 to attack and defense rolls while Dog Days is active.
5. Sleepy Haze Active - Johnny yawns, causing time around him to slow down. Johnny gains +2 to Attack and Defense rolls.
Equipment:
1. Bands of Asura- Golden bands worn on the wrists and ankles. Adds +2 to Unarmed attack rolls.
2. Reminder of the Dog Days - A crown of gold worn by the toughest member of the Jokotaru tribes. Only those that can work on the hottest of the dog days is allowed to wear it. Adds +3 to Defense rolls.
3. Gift of the Dog Days - A jeweled amulet Johnny made for his stand. She can't wear it, so he wears it for her. Adds +2 to Dog Day's rolls.
Status: Normal
Kills: 0
Location: C.J. Nickels
Inventory: Bands of Asura, Reminder of the Dog Days, Gift of the Dog Days
Intro turn, yeah baby. I promise that the individual character introductions are not reflective of how the actual game will be in terms of length and quality, I just had to find an excuse to get them all in the mall.
I even distributed the players among the three starting points and from now on each new/respawning character will havea 33% chance to spawn at any of the entrances.
I expect to be able to update this game daily. If you miss an update, you character will likely be injured or killed but this is a casual game and respawning is as easy as saying "Respawn".
I also forgot to spawn in my own character, oops. Will put them in next turn.
Unless there is strong opposition, I will also occasionally spawn some NPCs who are worth extra points if you can take them down, as well as some Side Quests to earn extra points.