Post by tofu on Aug 23, 2020 22:49:37 GMT
[PTabbedContent=Skipper]
[PTab=Default Appearance]
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RACE: (Paper) Koopa
AGE: 17
HOME WORLD: [Whatever planet 'Paper Mario' takes place on]
LVL: 0 | 0%
Prestige Points: 34
Racial Points: 0
Class Points: 0
PAGES: 484,353
Hegemony Credits: 2
Chuck-E-Cheese Tokens: 7
Greek Drachma: 140
VILLAIN PAGES - DON'T TOUCH, SKIPPER: 15000
[PTabbedContent=Transforms]
[PTab=Apex Form]
| APEX FORM | [Refreshes 9/12/2021]
[Level 2 - 50% EXP]
Your body quakes as the brilliant, lustrous light within you shines for all to see, brought forth by your hope for the future, the strength of your convictions, and the willpower to see it through. When the light fades, the colors of your clothing have changed to swirls of black and white, representing your mastery over both the light and dark that dwells within you. With this new power, your path is clear. While your friends are absolutely important, in this drive you've realized an important truth everyone must face, but few are able to truly accept - you're important too. In this form, you are at your apex. In this form, you are Skipper.
| STAT BONUSES |
Robustness: +5
Deftness: +20
Vitality: +20
Intelligence: +5
Perspicacity: +5
Appeal: +20
Luck: +5
| ABILITIES |
The Blade of Body - In your right hand you carry a keyblade that pushes your physical capabilities to their absolute peak. With this keyblade you can move at near-lightspeed!
The Blade of Heart - And in your left, you hold a keyblade that allows the strength of your heart to blossom forth. This keyblade allows you to freely use the abilities of your allies!
Rallying Cry - The power of your heart is a source of inspiration, comfort, and strength for your friends to rely on. Once per round, roll appeal to add that roll's successes to a target roll an ally has made!
| TRIGGER EVENTS |
Location - A place you've fought a great battle that's strengthened your heart, A place where your heart has truly been tested, Petalburg
Battle - If at least half your party has been killed, A BOP of Lesser Aspect-level or greater challenges your party
Who - Skipper (Once per month), A Keyblade Master, Overseer, Chris, DM
APEX FORM LEVEL BONUSES:
Level 2: +5 to all of this transform's stat bonuses.
Level 3: ???
Level 4: ???
Level 5: ???
Level 6: ???
Level 7: ???
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[PTabbedContent=Keyblade Wielder]
[PTab=Class Tiers]
Tier 1
Chosen – The light within your heart shines brightly and takes form as a giant key designed for hand-to-hand combat in a turn of events no one could have foreseen. You keyblade may unlock any lock you come across, or lock any unlocked lock you come across. You may gain a new keychain in each universe you visit and successfully complete a mission. Summoning one of these multiversal keyblades is a simple action. Attacks with your keyblade are based off your primary keyblade stat (as chosen below).
Awakening – Vitality - Before you sit three items of great power; a sword, a shield, and a staff. Which will you choose? Which will you forsake? Gain +X to robustness, vitality, or intelligence, where X is your tiers in this class. This is your primary keyblade stat.
Tier 2
Magic Key – Black Magic - A giant key like this has gotta be magic if it’s gonna do any damage. Choose either white or black magic. You gain access to all low-level spells of this choice.
On Guard – On guard? En guarde! You may attempt to defend against any type of attack with your keyblade based on your primary keyblade wielder stat. Once per encounter, you may attempt a basic keyblade attack on your attacker after a successful block, assuming they're within melee range.
Tier 3
Duality – Light - Choose light or darkness. If you choose light, you may once per encounter fire a spear of holy light at a target. If you choose dark, you may once per encounter fire a salvo of dark energy shots at a target. Based off your primary keyblade wielder stat.
Chain of Hearts - You make a lot of friends in your adventures, and it'd be a shame to leave those friends behind forever! If you make a particularly strong connection with an NPC, you may attempt to summon them to perform an action for you! They'll use your keyblade wielder stat for whatever action they perform, however.
Tier 4
Keymanship Training – You’ve started taking your fighting style seriously, as non-serious as it may seem. You have learned the technique of the ‘Strike Raid’, a keyblade technique where you throw your keyblade with reckless abandon at an enemy. Don’t worry, it’ll come back though. Once per encounter, you may imbue your strike raid with an element for cooler effects (Fire, Ice, Air, Poison, etc.). Based on your primary keyblade stat.
Second Chance - As long as you've got one more HP, you're good to go. Once per day, when you're knocked into critical condition you will automatically negate the next non-BOP attack that targets you as you hold on TIGHT to your last HP point.
Tier 5
Synch Blade (Unique) – Once per day, mission, or bounty, you may summon a second keyblade for three turns, gaining all the abilities and bonuses of both. While this ability is active, you may perform two basic attacks for the price of one main action.
Awakening? – Intelligence - So like, you grabbed your magic artifact or whatever, but the other ones didn’t disappear... I guess you can just grab a second one? Gain +X/2 to robustness, vitality, or intelligence (excluding your original choice), where X is the number of tiers you have in this class.
Tier 6
Magic Key (Bonus) – The magic keeps on coming. Choose either white or black magic. You gain access to all spells of the next tier of this choice (For example, if you picked black magic last time and pick it again, you gain access to all medium-tier black magic spells. If you picked black magic last time and pick white magic, you gain all low-tier white magic spells).
Tier 7
Grand Magic - You're a grand wizard! Not... that kind of grand wizard though... Repeatedly casting the same spell builds up a lot of magical prowess in this ol' key of yours, allowing you to pump it up to insanely strong heights. After casting the same spell twice in combat, your third time casting will cast a "-za" version of that spell, the next tier above "-ga" spells. For example, casting fire twice will allow you to cast firaza once, a much more powerful version that can deal a lot more damage! Using grand magic will make you unable to cast anymore magic until the end of your next turn as your MP recharges.
Tier 8
Duality (Bonus) – If you’ve chosen darkness, once per day you may create a corridor to darkness to teleport you somewhere else based on your primary keyblade wielder stat. If you’ve chosen light, once per day you may unleash a devastating light attack known as “Ragnorak”, a flurry of light magic unleashed from keyblade. Roll a 2d2 when using Ragnorak. This is the number of times you may attack based on your primary keyblade wielder stat. You may choose the attacks targets as you wish.
Tier 9
Drive – Once per day, you may unleash a powerful technique known as a drive form where you combine with a member of your team and become more powerful than you could possibly imagine. Particulars are further detailed in each drive form. You may rarely get drive forms like keyblades, although not nearly as frequently. Activating a drive form is a simple action. You only start with one drive form:
Valor Form: Combine with a member of your team to add their physical stats onto yours for 1d2 turns.
Tier 10
Synch Blade (Unique Bonus) – You may always have two keyblades out at once, and all the benefits this brings.
Awoken – Robustness - You took the second one and nothing happened. Might as well grab the last one too. Gain +X/4 to intelligence, robustness, or vitality (depending on which has not been chosen yet) where X is your tiers in Keyblade Wielder.
Tier 11
Mark of Mastery – You’ve taken the first step to being a true master of the gigantic key. You can use your keyblade in new ways no one else has ever done! You may now summon keyblade armor as a simple action, an incredibly powerful suit of armor that doubles your defensive rolls against darkness-based attacks. Despite it’s apparent heft, your new armor doesn’t impede your movement whatsoever.
Tier 12
Chain of Hearts (Bonus) - May your heart be your guiding key. Once per day, you may use an ability of someone who your heart is "connected to". This means any NPCs you've made meaningful connections with as well as any of your friends!
Tier 13
The Power of Friendship – You didn’t expect to get to tier 20 without an ability named after friendship, did you? Did you forget what class you’re using? Once per day, mission, or bounty, you may use a special combination attack with your allies that’ll be different depending on who it’s used with! Limit of two other allies.
Tier 14
Drive (Bonus) – Your drives now level up and give you bonuses out of your drive form, as well as bonuses TO the drive form! They cap at level 7. Their “growth abilities” (abilities outside of the drive form) are first unlocked at level 3, upgraded at level 5, and maxed out at level 7. Levels 2, 4, and 6 are bonuses to the drive itself. Every drive has different ways to gain experience. For example, your valor form will gain 30% experience on every successful attack while in the form.
Tier 15
The Heart’s Key (True Unique) – Your heart is attuned to the keyblade, and the keyblade is attuned to your heart. It knows you – inside and out, and it has created a keychain to allow your true self to shine through. You gain an incredibly powerful and unique keyblade based on who you are. No two keyblades given by this ability are the same. No other keyblade wielders may use this keychain.
Class Mastery - Once per encounter, activate this ability as a simple action. You gain a 1.5x multiplier to all class-related rolls made this turn.
Tier 16
Mark of Mastery (Bonus) – You know how they go to a lot of different worlds in Kingdom Hearts? You can do that, no problem. You may now turn your keyblade into a keyblade glider that is capable of traversing to different universes! Transforming your keyblade is a simple action, while actually traveling to another world will use your movement action. Make sure to wear your armor before you activate it though. Based on your primary keyblade wielder stat.
Tier 17
Magic Key (MAXXED) - FUCK IT. You know what? If you're this dedicated to the keyblade to take 17 tiers of this class, you've gotta have a lot of magic in your heart. You gain access to ALL Final Fantasy magic. Whether you're actually capable of casting them and surviving is another story.
Tier 18
Chosen (Bonus) – The multiverse flows through your veins. I won’t even say what’s pumping it, because it’ll stop feeling like a real word if we say it too much (I’ll give you a hint though, it rhymes with fart). Your connection to the keyblade, and thus the multiverse itself, is so strong that once per day, mission, or bounty, you may attempt to use a universal ability from the universe of a keychain you possess. In addition, you no longer need to have your keyblades out to use the abilities they give you! You DO need your keyblade out to use a universal ability from its universe however.
Tier 19
Synch Blade (Unique MAXXED) – Through a magic you don’t quite comprehend but you aren’t really gonna argue with, once per day, mission, or bounty, you may summon a third keyblade telekinetically floating near you for three turns as a simple action. While this keyblade is out you not only gain the benefits of this third keyblade, but you may perform THREE basic attacks for the price of one main action. If you have three keyblades out that synergize in some way, you may find yourself in possession of an incredibly powerful ability for the duration as well…
Tier 20
The Heart’s Key (True Unique MAXXED) – If you’re with your friends, once per week you may attempt to do the impossible.
Class Mastery (Bonus) - Once per encounter, activate this ability as a simple action. You gain a 2x multiplier to all class-related rolls you make this turn.
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[PTab=Chain of Hearts]
Space Captain Elminster Aumar (Sorcerer AU. Acrea AU.) - Fire-aligned sorcerer-captain of a space-faring ship that once sailed on Acrea. Now it is in the Tar infested area between planets. Skipper helped the crew's ship ascend into the wild plane by attaching spaceship thrusters to the back of it.
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[PTab=Keyblades]
Kingdom Key
[image eventually!]
BMX-Blade - +2 Deftness - This Keyblade can be ridden around on earth or sea, and has a maximum speed of 60 mph.
[Image eventually!]
The Log Pose - +2 Int - A keyblade that ends with a gigantic orb in which lays a compass. Once Per Day the compass can be used to point to a location that you know the appearance, or name of.
[Image eventually!]
Boss Key - +2 Robustness - Once Per Day use an attack used by a boss from Legend of Zelda.
[Image Eventually!]
Holy Power - +2 Robustness, +2 Vitality - A keyblade that looks like it's made out of the bars of the Pearly Gates. The keychain is a cloud. - Smite: Once per day, destroy target lesser undead.
[Image Eventually!]
The Ice Minder - +2 Intelligence, +2 Appeal - A keyblade made of pure sturdy ice jutting out in a jagged key-like shape. The chain is the symbol of Breath. Brain Freeze - Once per day, use this ability to attempt to give a target disadvantage on intelligence-based checks for 1d2 turns. Based on your keyblade wielder stat. This only works on creatures with brains or similar advanced cognitive systems.
MoonScraper - +1 Vitality +1 Persp - Once Per Encounter this keyblade can shoot out a beam of pure Lunar Energy towards an enemy.
[Image Eventually!]
The Top Banana - +2 Deftness, +2 Intelligence - A long banana-shaped keyblade. It even smells like a banana. The keychain is a kunai. Banana-kinesis - You may use this keyblade to attempt to remotely manipulate bananas based on your keyblade wielder stat.
[Image at some point maybe?]
Key to the Evershifting - +2 Luck, +2 Intelligence - Chaotic Flashback - Once per month, roll luck. Depending on your roll, something from your past might help you out!
[We'll get there eventually]
Blade of Breath - Keychain - +3 Deftness, +3 Vitality - A keyblade forged by an ancient and powerful keyblade master. The blade seems to flow slightly in the breeze.... Once per day, this blade will allow you to beseech The Breeze! Roll luck and, depending on the result, something good may happen! Or not.
[Someday...]
Lunar Laser - A keyblade that's less of a sword and more of a... laser. The keychain is a crescent moon. Basic attacks with this keyblade are ranged laser attacks based on your keyblade wielder stat. Once per day, this can turn an inorganic, non-sentient object into gold based on your keyblade wielder stat.
[welp]
The Hunter's Roboarm - KEYCHAIN - +2 Intelligence, +2 Perspicacity - This keyblade seems to be shaped like a mechnical arm with a compass built into the wrist. The keychain is a leaf. Hunter's Bloodlust - While you are fighting a target you have been specifically contracted to hunt, kill, or capture, you gain a +10 point bonus to all combat rolls against them.
[When will we stop pretending]
The Platypus Talon! - Keyblade - +3 Deftness +2 Appeal - This keyblade has all the powers of one of the wonderful totally amphibian platypi from Teddy's Sburb world! Which means that Once Per Encounter it can attempt to poison a target based on deftness using it's spurs, and that it sweats milk.
The Keyblade of Skipper's Heart - KEYCHAIN - +5 Deftness, +5 Vitality - (Feel free to design this keyblade's actual aesthetic appearance and keychain however you like!) Hopeful Hero - The hope that you inspire and create in others drives them to new heroic heights, allowing you to defeat evil as a team! Once per month, activate this ability as a simple action while you are fighting someone who is truly considered a "Villain". You and all of your allies gain a 2x mulitplier to successes for their rolls contesting this villanous foe for either the remainder of the encounter or until you are knocked unconscious or killed.
The Dungeon Delver - +1 Deftness +1 Appeal - Sometimes the only way to go is down - Once Per Day learn the quickest path to a stairway/hole/passage downwards
Dream Shield - KEYCHAIN - +3 Vitality - A keychain that completely changes the appearance of your keyblade into that of a shield, perfect for defending with! Once per encounter, you may defend for a target within melee range as an instant interrupt. You receive advantage for this defense roll!
A Broken Keyblade - KEYCHAIN - A keyblade that was found broken and shattered beyond all recognition during the excavation. However, you can feel power thrum within the handle while you hold it. It would take some skill in Keyblade Forging, but it could be repaired.
Bond Forger - +1 Appeal, +1 Robustness, +1 Deftness - This keyblade can be used as if it's a Vital Bracelet. Meaning it functions as a digivice for one bond, and on top of normal ways of growing bonds it can also give the digimon partner energy through extreme physical fitness!
The Gumballer - +1 Appeal, +1 Int - Once Per Day attempt to manipulate toon force based on Appeal. Manipulating toon force allows you to make the world act a bit more like a cartoon in a way of your liking for just a tiny bit.
Deep Blue [This one is from SOMA] - +1 Persp, +1 Vitality - When wielding this blade the user can breath underwater, and maintain control while under the affect of any type of mechanical or biological entity trying to corrupt/assimilate them.
Sweet Dreams - KEYCHAIN - + 2 Perspicacity, +2 Appeal - A keyblade that resembles a giant pillow. The keychain appears to be a night cap. On a successful hit with this keyblade, your target has a chance to fall asleep! Based on luck, effect procs over 80. Cannot resolve on the same target twice.
Stand By Me - KEYCHAIN - A keyblade that resembles a stand arrow being fired from Pit's bow. The keychain is an eggplant. This keychain is not for you. This keychain is able to actually be equipped by your stand, allowing them to perform basic keyblade attacks as a support action based on vitality! You do not need to have this keychain equipped.
Jokers Wild - KEYCHAIN - +3 Deftness, +3 Intelligence - A very ornately designed keyblade with very intricate metalwork, very reminiscent of the design ideals of Persona 5. The word's "Take Your Heart" are written along the blade and the key's teeth are a heart. The keychain appears to be a masquerade mask. While this keyblade is equipped, you'll gain a +4 point bonus to all persona-based rolls, including performance checks!
Decisive Pumpkin - KEYCHAIN - A holly jolly keyblade with a halloween edge. This keyblade gives you combo boost, meaning that each successive basic keyblade attack you perform during your turn will do more and more damage!
Kabuto Rifle - KEYCHAIN - +3 Deftness - A long keyblade resembling Medtabee's rifle designed for long-range combat. The keychain is a kabuto medal. With this keyblade equipped, you can make basic ranged attacks based on deftness!
Omega - KEYCHAIN - +2 Vitality, +2 Perspicacity, A sleek black keyblade representing the end of all things. It's half of a set...
Plus Ultra - KEYCHAIN - +2 Robustness, +2 Intelligence, A green and black keyblade curved like a crescent moon. When its ability is active, it crackles with green lightning. (Quirk Factor - If there's one thing to be learned from MHA, it's that you NEED a quirk to be considered a hero. Once per day, activate this ability as a simple action. For the remainder of this mission while this keyblade is equipped, you gain a random superpower!)
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[PTab=Drive Forms]
Valor Form - Combine with a member of your team to add their physical stats onto yours for three turns
Reckless Form (Level 2 - 50% EXP) - Gain EXP While Doing Reckless Actions in This Form - Combine with Teddy to add all of his physical stats to yours, as well as give you access to their bike-related abilities! Lasts for 1d2 turns
Level 2 - You gain a 1.25x multiplier to any actions considered "Reckless" while the drive is active!
Wild Drive (Level 2 - 0% EXP) - For 1d2 Turns - Gain 10% EXP every time you trigger a wild surge in this form - Add the mental stats and luck of a Wild Mage to your own stats.
All actions cause a wild magic surge
At the start of this do 4 rolls on the wild magic table.
Any permanent changes go to both people in the drive
During the Drive component's turn, they may use actions to cause wild surges.
Level 2 - Wild Goodbye - You roll two additional times on the wild magic table as the drive ends.
Zenko Form (Level 1 - 0%) - For 1d2 Turns - Gain 15% EXP with Sneak Attacks - Fuse with Ame to add their deftness and perspicacity onto yours for 1d2 turns! In addition, you gain access to their Trickster abilities while you are fused! Also you can swear now!
Apex Form (Level 1 - 0%) - See Transforms
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[PTabbedContent=Other Classes]
[PTab=The Power of Friendship]
Tier 1
Baton Pass - You trust your friends implicitly! You know that it isn't always best to hog the spotlight, sometimes you gotta let other people shine! Once per encounter, you may perform a baton pass. This action passes your main action to one of your allies, and they may do as they see fit with this action. This may also be used to pass to NPC and support characters as well! The main action passed by this ability is to be used immediately by whoever it is passed to.
Friendly Disposition - Gee aren't you just swell! You gain +X to appeal, where X is equal to your tiers in this class.
Tier 2
Magnetic Hero - People just tend to think you're really nifty! You gain the superpower "Magnetic Friendship" (https://powerlisting.fandom.com/wiki/Magnetic_Friendship). Basically, people usually really like you! This power doesn't work if you've actively hurt someone and done nothing to make up for it. It may make your apology better though!
Perfectly Appealing Defense - You're so friendly that people simply don't want to attack you! Sometimes. You are able to attempt to defend against an attack with appeal, and completely stop the attack if successful! Doesn't work against non-sentient attackers. After a successful appeal defense, you also become less likely to be targeted by future attacks from that target for the remainder of this encounter.
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[PTab=Wild Magic Magician]
Tier 1
Wild-er Magic - The chaos flowing through your veins expands into something even stupider. The wild magic table has been expanded to a 1d200 for EVERYONE who has to roll wild magic for any reason. I hope you enjoy being the source of even more chaos.
Lucky Break - What other stat was this gonna be? You gain +X to luck, where X is equal to your tiers in this class.
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[PTab=Speed Infinitum]
Tier 1
Honorary Speedster - While you aren't a Speedster by birthright or genetically speaking, your access to your speedy powers has drawn the attention of The Speed Force itself and allowed you to draw from this infinite well of energy. You are now protected by The Speed Force when running super fast. This means you won't destroy your environment, yourself, or anyone you're carrying with the side effects of your intense speed (Sonic booms, disintegration, etc).
Zooooooooooooo - ooooooooooom. You gain +X to deftness, where X is equal to your tiers in this class.
Tier 2
Slipstream - By moving your arms incredibly quickly or by simply running quickly, you are able to generate and manipulate wind currents based on deftness. In practice, this allows you to perform feats of Aerokinesis with nothing but the movements of your body!
Quick Getaway - When people go to hit you, they typically only hit a you-shaped cloud of dust. Once per day, you can automatically dodge an incoming attack. This will not be possible with all types of attacks.
Tier 3
Ad Infinitum - You just keep going and going and going… You gain advantage to performance checks related to increasing your maximum speed.
Long Strider - The distance you can travel with your movement actions are functionally infinite. While you can't travel the entire world with a single action, there is virtually no spot on the battlefield you would not be able to reach with a single action.
Tier 4
Honorary Speedster (Bonus) - The Speed Force is not only a method of protection for Speedsters. It is an infinite well of energy, and with enough practice, you can utilize that energy. You are now able to generate and manipulate lightning made of Speed Force energy based on deftness.
Uncontested - There ain't no one who could beat you in a race! Well, sometimes at least. Once per three missions, automatically go first in combat order. You'll gain the benefits of going first with deftness.
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[PTabbedContent=Race]
[PTab=(Paper) Koopa]
Race name: [Paper] Koopa Troopa
Racial Ability Slot: Shell Toss - Once per Encounter - You can recede into your shell and fling yourself forward like a bullet! A really big... shell shaped bullet. This attack is usable as a movement action. Based on deftness
Racial Ability Slot:
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[PTabbedContent=Universals]
[PTab=Active]
Flowmotion Warrior - Once Per Encounter - You may now attempt basic applications of flowmotion based on deftness! This will allow you to run up walls, jump super high, grind on a rail without any assistance, and generally be a parkour legend! Once per encounter, build up momentum and transition a flowmotion action flawlessly into an AoE shockwave attack based on deftness! You can perform this attack as a movement action!
Flowmotion Warrior (Bonus) - You are speed. You may use an action to build up momentum with your super speed to unleash your flowmotion shockwave on your next action (essentially allowing you to charge the attack!). In addition, your friendship-powered shockwave cannot harm anyone you consider a "friend" (although the indirect effects of your attack still might, for example if you knock a wall down it still may fall on them).
Christmas Heroes 2020 - +1 to a stat of your choice (Deftness) - Once Per Month - The most important thing about the entire year us that you saved Christmas at the end of it. Nothing else of import happened. Once per month, you can summon a cookie as a simple action that, when eaten, causes a target to remember their favorite holiday memories in perfect detail!
Maid Of Hope! - You have started playing the horrid game known around the multiverse as Sburb (Or a thousand other names), and connected to the Hero Title that was inside of you all along! You may now attempt to use powers based off of this Hero Title! Doing it in your current state will be immensely difficult, and will likely fail ninety nine percent of the time without any training in what you’re trying to do! (I suggest checking out the Homestuck wiki, and google to get an understanding of your title!)
Maid of Hope [Hope Springs Eternal] - One of the most powerful sources of Hope in the known multiverse is the mysterious and fickle thing known as Light. Using your powers of Hope, you can encourage the growth of Light and let it blossom forth. Once per week, choose a source of light, literal or more metaphorical. You can attempt to help this light grow as a simple action based on appeal.
Maid of Hope [Creation] - +2 to Appeal - You can now create Non-Sapient living things or non-magical items based off of your Maid of Hope stat. Creating living things might be a bit more difficult, or creating very complex machinery, but basic level things won't even require a roll and won't even require almost any energy usage.
Sonic Blade - A keyblade technique more focused on speed than the force behind the blade. Once per day, choose a target. You will repeatedly attack this target based on deftness! You will always do at least two attacks based on deftness or your keyblade stat! After the second strike, roll a performance check - above a 75 and you strike again!
Lawless Magician - +1 Luck - The chaos is starting to feel so, so good. Embrace it more... Once per encounter, activate this ability as a simple action. For the rest of this encounter, you will roll wild magic twice for every spell you cast. De-activating this costs a main action.
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[PTab=Passive]
Shell Surfer - After years of zipping around in your shell, your agility has become incredibly impressive... for a turtle! +2 to Dexterity
Archive Humanitarian - You've proven your kindness and spent time with someone in what they thought would be their final hour. +1 Appeal
Keyblade Attunement - You may use your vitality score to cast keyblade-related spells.
Enemies of the Hegemony - You have made a foe of the Hegemony of Man, and they are gunning for you. Luckily, they're gunning for most of the universe so you probably have some time before they actually get to you, maybe.
Mark of Transmundanity - A mark etched into the fabrics of your personal story that represents everything special and unique about the universe. You are now protected from the normalizing effects of the Cosmic Aspect of Mundanity
P.R.I.S.M. Hunter - You've got a score to settle with a certain wild magic sorcerer. You gain a +5 to rolls against Sebastian Prism.
Full Potential - Congratulations! You've Peaked. Well, your current potential has reached it's maximum, but your current potential also grows greater every day, and grows even more with training. So this isn't the limit of what you can eventually become. It is the peak of your current being. This universal gives the following things!:
- +12 Deftness, +8 Vitality, +8 Robustness, +4 Intelligence, +4 Appeal, +2 Perspicacity, +1 Luck
- You gain the superpower "Speed Infinitum"! With time and training, there's no limit to how fast you can get... (https://powerlisting.fandom.com/wiki/Speed_Infinitum)
- +8 to keyblade rolls!
Gamer Resistance - You have consumed things that should be banned by the Geneva Conventions. You can now drink mountain drew, and consume dorito crumpets without negative side-effects. Besides having to taste them in the first place.
Super Speed Apprentice - +3 Deftness - You've gotten some training on the fundamentals of super speed and have a handle on the basics now. You now no longer have to roll performance checks for any application of super speed under 900 MPH. Thanks to The Flash's training, you now also get a +4 to running rolls as well!
Super Speed Apprentice (Bonus) - +1 Deftness - You pushed yourself to your limits and, without even trying, unconsciously increased your max safe speed to 500 MPH.
Super Speed Journeyman - +2 Deftness, Sound waves really aren't that tough when you think about it. Only 750 MPH? Please... You now no longer have to roll performance checks for speeds below 750 MPH, also known as the speed of sound! In addition, you also get another +2 to running rolls!
CURRENT SAFE SPEED: 900 MPH
Keyblade Smith - You've taken the first step to becoming an expert Keyblade Smith - reading a book about it! However, that book filled your mind with a lot of awesome new concepts that have been lost for generations! You now have all the knowledge to forge new keyblades, modify existing ones, and repair broken ones! Your new knowledge on the inner workings of keyblades also gives you a +2 to all rolls relating to them!
Musically Inclined - A vestige of your fusion with Alex has remained in your mind... You now know how to play the guitar like an expert!
Snoons, Glorious Snoons - +1 Perspicacity, "Personally, I prefer the term Muns" - Someone who's wrong. You've witnessed an absolute aberration of nature, and that's usually a term reserved for some kind of horrific crime. In this case, it's just a literal perversion of nature in the most neutral sense possible.
Model Mentor - +1 Intelligence, +1 Perspicacity, +1 Appeal, You brought a young digimon with stars in his eyes to fight a literal goddess for his very first mission. It went... surprisingly well, to say the least. Maybe you are cut out for this mentor thing after all? While in your support slot, Guilmon gets a +3 to all of his performance checks.
Soy Sauced - +5 Perspicacity, Congrats, you've now been fucked up for the entirety of the rest of your life. And longer. You are now able to see spirits and otherwise normally invisible beings (unless the invisibility effect is powered by a BOP stronger than you). Unfortunately, those spirits and invisible things are now aware of you too. You can now safely take Soy Sauce. When taken, this drug can have a multitude of random effects from hyper perception, time travel, and whatever else this semi-sapient magic drug wants to do to you. However, even when you aren't directly under its effects, horrifying monsters and Shadow Men will now follow you forever. Any luck roll you make can now get these guys involved on a low roll to make your bad luck even worse.
Crybaby - +1 Vitality, waaaaaaaaah, my brain was overpowered by a legendary pokemon waaaaaaaah. Grow up, baby. Here's some more vitality to make yourself a little tougher next time.
The Good Son - +1 Appeal, One of your pokemon is nice enough... But one of them... Is pure evil. You gain a +3 to lying to cops, a universal that may become unfortunately useful.
Just Scratching The Surface - +1 Intelligence, You don't know what just happened... But you feel like there's a lot more to this whole thing... If you're investigating a conspiracy, you gain a +4 to investigation and perception checks.
Maid of Hope [God Tier] - You have ascended beyond the normal mortal plane upon which many lie. You have become a God Tier. On a multiversal level this doesn't technically make you divinity, but does put you closer to being able to achieve it than an ordinary mortal would be if you so choose to find and pursue that path. With this ascension comes a variety of new abilities.
Enhanced Aspect Connection - You now have a better grasp over your aspect. Developing abilities connected to being the Maid of Hope will come much easier for you from this point onwards. On top of which once per mission you can give yourself advantage on rolling a performance check for the development of a Maid of Hope ability
Conditional Immortality - You can no longer die from the degradation of your body, or old age. You are immune to disease for the most part unless the whatever caused you to become infected with that disease is Just, or Heroric in nature. If you are killed you will be revived as long as the source of your death can't be classified as either Just or Heroic.
Statistic Increase - +1 to all stats. +4 to the stat correlated directly to your aspect. (Appeal)
Flight - You can fly now. This is a passive type of flight and maneuvering around during it is based upon your own agility, so deftness.
Kiddie Camper Handysash - You gain the Kiddie Camper Handysash! This Sash is a metaphysical object connected to your soul upon which achievement badges can be placed to impart you with powers that will shake the very core of Sburb! You start with 1 badge!
Gift of Gab badge - This badge allows you to talk to people without needing a communication device!
Species Peak [Paratroopa Wings] - You gain one aesthetic bonus based on what you personally believe to be an example of reaching the peak of your species, or beyond. For Trolls this is butterfly wings. For a furry this might be dog ears. It's based on your species's beliefs, and your own.
World Record Holder - +2 to Vitality, Woah, no one's ever lasted that long fighting against that horrific hellbeast! Most people just vomited in sheer terror and curled up in the fetal position.
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[PTab=Boons]
Minor Boon of the God of X-TREME Sports! - Once Per Day summon a divine instrument of sporting as a simple action. (Such as a Bike, Skateboard, Snowboard, Surfboard, etc...) This instrument gives you a +1 to all rolls made involving it, and vanishes after twenty-four hours
Minor Boon of The God of the Pre-Written Word Gumbaloo - +1 Appeal +1 Deftness +1 Persp - Once Per Day - Give a minor wound to an individual that they will have received earlier in the morning as a simple action. Something like a cut, or a small bruise. They will know that the wound didn’t exist before, and also have memories of the wound having happened to them earlier in the day.
The Lesser Boon of The Goddess of Power - +1 Robustness, +1 Vitality, +1 Intelligence, Eruption of Power - Once per encounter use this ability as a simple action. It'll do something different every time you use it!
Greater Boon of the God of Bonds, Invention, and Narrative - +X/1.5 to Appeal, Intelligence, and Deftness, +X/2 to others (Where X is the number of players with this Boon, major stat boost caps at 7, minor caps at 3) Circle of Bonds (Once per day, use an ability of another person who has this boon. Be warned that using an ability related to a BOP you do not have a connection to may have dire consequences. This may not be used to use the true unique of another class. This may not be used as an immediate reaction. This may be used to attempt to use racial abilities of another person, but it may prove difficult if you are not that race. This may not be used to use a true racial ability. You may not use the abilities of The God of Bonds, Invention, and Narrative.), Creative Spark (Once per day attempt to use a far-flung and clever application of an ability. For example, attempting to freeze time with ice magic. More complex applications of this ability may require an intelligence check and/or a performance check.)
Lesser Boon of the Goddess of The Hunt, Seasons, and Biomechanics - +1 Robustness, Intelligence, Perspicacity - Beginner Biomechanization (Once EVER, a part of you will become more biomechanical. This upgrade cannot be removed by anything less than divine intervention. This upgrade will not be removed by changing your race, but may change its presentation depending on your new form. Your bonus will depend on what body part you choose.)
The Scarred Mark of The Goddess of Villainy - +4 to Deftness, +2 to others - "I'll be watching your growth with interest, my dear Skipper. I'm always interested in the development of true heroism. Advancement cannot occur without thesis and antithesis, after all. And I am looking forward to what our clashes in the future will create. See you soon."
Lesser Boon of Lady Luck - + 3 Luck
>Loaded Dice - Once per month, choose the result of a target roll. This ability must be declared before the roll is actually made. [Refreshes 03/20/2022]
>Perfected Luck Defense - You are no longer limited to only two luck defenses per battle, and may use them freely. In addition, your luck defenses now trigger wild magic.
Lesser Boon of The God of Tenacity, Heroism, and Humanity - +1 to Robustness, Vitality, and Intelligence, Champion of Humanity (Once per day, activate this ability as a simple action. If your enemy is considered an "Enemy of Humanity", you gain advantage to all combat-based rolls against them.)
The Greater Boon of Chaos - +4 to Deftness, Intelligence, and Luck, +2 to others - Chaotic Fortune (Luck rolls are by their very nature, exciting and mysterious. You never know what's going to happen! But what if you... REALLY didn't know what was going to happen? Once per three missions, choose a target luck roll. This roll becomes a flat 1d100 with no modifiers, and the effects are MASSIVELY amplified. A good roll will be much, much better than normal! And a bad roll will be much, much worse.), Void of Creation (The Primordial Chaos that spawns the universes of the Greek Pantheon is an entity of pure contradiction. It is by definition, an infinite gnawing Void that Creates entire universes. And with this boon, you can embrace a fraction of this power. Once EVER, you may create something that has been taken by the Void... in exchange for sacrificing something else of equivalent value to the Void.)
Lesser Boon of Hera - +1 Robustness, Deftness, Appeal, Bastardization (Once per encounter, activate this ability as a simple action. If the target is a "bastard" (An illegitimate child born out of wedlock, especially the product of a cheating relationship), you gain advantage to your attacks versus them. This only works on targets with a concept of marriage.)
Lesser Boon of Hades - +1 Vitality, Intelligence, Perspicacity, Flames of the Underworld (You are able to launch a ball of pure Hellfire at a target based on vitality. This attack does extra damage against targets who have committed grievous sins.)
Lesser Boon of Dionysus - +1 Vitality, Appeal, Luck, Wetbrain (Once per encounter, as a simple action inflict a target within melee range with the status effect "Drunk" based on appeal. This makes them inebriated and gives them disadvantage on all rolls until the effect ends. If used on an already drunk person, it may make them so drunk they risk passing out! And if used on someone passed out from drinking too much, it'll probably kill them from alcohol poisoning.)
Lesser Boon of The Drifter: +3 to Intelligence, Perspicacity, and Appeal, +1 to others, Journey (Life isn't about the destination. Once per day, activate this ability as a main action. The first time you use it it will do nothing... but it will grow stronger with every concurrent use!), Loss (The loss isn't the hardest part. The hardest part is moving on. Once EVER, permanently sacrifice something to automatically succeed on your next action as long as your sacrifice is of equal or greater value to what you are trying to accomplish. Your sacrifice will be PERMANENTLY lost, and nothing can EVER bring it back. If your sacrifice is not of equivalent value, you will still permanently lose it but gain no bonuses whatsoever. You will not consume this ability's once ever charge, however.)
The Boon of The Powers That Be - +3 to Vitality, Intelligence, and Luck, +1 to others, Smite (Once per day, unleash a blinding burst of divine light that does double damage against the undead and demons based on intelligence.), Vision of Danger (Once per two missions as a simple action, get a vision about a specific target - this will give you information about who they will target with their next attack and what they will do)
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[PTab=Superpowers]
「STAND MASTER」 Skipper
「STAND NAME」 Rise of the Runaways
「ABILITY」 Metal-Shadow Breath (https://powerlisting.fandom.com/wiki/Metal-Shadow_Breath)
DESCRIPTION: A woman wearing a leather-jacket, sunglasses, and smoking a cigarette. With a puff of her cigarette, she can exhale an intense burst of metal and shadow based on vitality.
Speed Infinitum - powerlisting.fandom.com/wiki/Speed_Infinitum
Super Speed - Type I: User can move at or beyond supersonic speed.
Vehicular Super-Speed - Sometimes you wanna take a break from all the running and just take a leisurely drive in a vehicle that would probably substantially more work to drive than just running. As long as you are piloting a foot-powered vehicle, you can move it as fast as your top safe speed. This does not guarantee the machinery of the vehicle can handle the speeds you're inflicting on it.
Deftness Metaserum - +1 Deftness - Stellar Manipulation - powerlisting.fandom.com/wiki/Stellar_Manipulation
Luck Metaserum - +1 Luck - Card Aura - powerlisting.fandom.com/wiki/Card_Aura
Stellar Manipulation [Charge] - You're the real star . Once per day, you can attempt to absorb starlight and us the energy for whatever purpose you wish. This can include proving the energy for a spell, increasing the power of a spell, giving yourself a buff, or whatever else you can think of. More complex applications may require a performance check. This power you absorb is directly proportional to your distance from the star and the intensity of its light. This means that, contrary to what you may initially think, this ability may be more powerful during the day than at night!
Vitality Metaserum - +1 Vitality - Laser Weaponry - powerlisting.fandom.com/wiki/Laser_Weaponry
Psychic Navigation - powerlisting.fandom.com/wiki/Psychic_Navigation
Oneiric Cognition - powerlisting.fandom.com/wiki/Oneiric_Cognition
Lost In The Sauce - +5 Vitality, +5 Perspicacity, -5 Appeal, Why the hell did you drink that? Well... you're connected to the garbage now. Forever. Congrats. You are now able to turn a single trash bag into a "Trash Bag of Holding", which allows you to pull random useless garbage from the Plane of Trash. In addition, you are now able to magically manipulate garbage based on perspicacity or vitality ( powerlisting.fandom.com/wiki/Garbage_Manipulation ). However, you will now smell like a garbage dump for the next month (Until Novemeber 21st, 2021) no matter how hard you attempt to clean yourself. In addition, everything you eat will taste like Danny Devito's Special Sauce until then as well.
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[PTab=Traits]
Divinity Touched - +2 Intelligence - You've witnessed a beautiful thing that's never been seen in all of the multiverse, a shard made of pure divine energy. It's left an impact.
The Archive Mid-Season Finale Survivor - +1 to all stats - A feeling of warmth and happiness flow through your body as the power of the transmundane washes over you. You may now summon a small rainbow-colored pin with the letters "BB" on the front. This pin may not be removed from your body at any point. Thanks for playing!
Philatelists - Stamps are really nice. You love collecting stamps.
Watched by Creation - You feel like you're being watched by every single eye in all of the multiverse at once...
Watched by Void - [THIS TRAIT LEFT INTENTIONALLY BLANK]
Creator - Your actions have directly resulted in the creation of an entire universe. Congratulations, you're a parent!
Vampire Slayer TIER 1 - You have started to fight against the undead menace known across the multiverse as Vampires. +3 while in combat against these undead scoundrel's. (Mark down how many you've killed so far, inform the DM when you get to 5 total. Only counts if you do the finishing blow.) (KILLS: 1)
Chosen by Fate - +3 Luck, Destiny has something in store for you... you just don't know what yet. But you will... when the time is right.
Archive Famous (I) - Through whatever method you've seen to leaving your mark on the world, your name, face, and deeds are known throughout The Archive. Some Archive Agents may have heard of you before they even meet you! Whether this leads to positive or negative interactions depends on what you did and how the target feels about it.
Happyface - +1 Appeal - You can no longer cry. Marked by a greater aspect of Positivity!
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[PTab=Tides of Chaos]
The path of a Wild Mage is unpredictable, and can have untold changes, both temporary and permanent. Any permanent changes you receive from Wild Magic will go here, appended to this ability. Permanent changes so far:
+2 Class Points (Spent 1 on Tier 1 Power of Friendship, Spent 1 on Tier 1 Speed Infinitum)
Blindness (Cured by Gene)
A single spell from Kingdom Hearts (Yet to be redeemed)
Deathly Allergic to Peanuts
Cybernetic Surge! - Technology sometimes acts weirdly around you. You have gained the following permanent effects from Cyber Surge:
- powerlisting.fandom.com/wiki/Oneiric_Cognition
-1 Luck to Cape of the Super Shell
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[PTabbedContent=Vocations]
[PTab=Shell-Surfing Sidekick]
SHELL SURFING SIDEKICK - Are you interested in getting your start in professional hero work? Is saving people and looking good while you do it your passion? Then join the Justice Initiative in our elite sidekick internship course. You'll learns the ins and outs of not only professional heroism, but teamwork, superpower mastery, and PR management! Develop your career at the Justice Initiative today!
AVERAGE PAY - 4500 PAGES
DANGER TIER 2 - CAREFUL
LEVEL 5 - 83%
VOCATIONAL ABILITIES:
Suit Up [Kinetic Capacitor] - A handy device designed to store the kinetic energy created by wind friction while running at super speeds. Once per day, you can activate this item to release its stored up energy, giving you a pretty significant speed boost. The degree will be determined by how much you have used your super speed up to this point on the mission. If you haven't used it at all, there will be no effect.
Signature Style [Flash Kick] - A kick utilizing the momentum generated by your super speed to devastating effect. Once per encounter, you can use a movement action to attack with a super fast kick based on deftness. Unless the target has enhanced reflexes, they'll be forced to tank it and cannot block or dodge!
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[PTabbedContent=Inventory]
[PTab=Weapons]
The Sword of Tenacity, Heroism, and Humanity - WEAPON - +2 Robustness, Vitality, and Intelligence, A gorgeously crafted blade forged from pure divinity. The surface looks alive, swirling with orange, gold, and brown lights like cascading tides of water. This weapon is divinity-slaying. If this weapon is used for ANYTHING that can be considered at all "villanous", it will turn on its wielder.
Ultrime Thunder Rifle - WEAPON - +3 Deftness, An energy rifle created by an incredibly advanced alien species. Its shots are said to be louder than thunder itself. This weapon's shots are capable of harming aspects and do not require ammunition.
Creation-Touched Sword - WEAPON - A sword that has been blessed by Creation and able to harm creatures composed of Void.
Creation-Touched Shield - WEAPON - A shield that has been blessed by Creation and able to harm creatures composed of Void.
Dagon Sphere - WEAPON/ACCESSORY - +3 Luck, An ancient mystical orb designed as a protective device to ward off ancient primordial evil. It glows brighter as it gets closer to a powerful evil being. It produces an aura that causes extreme pain to divine entities aligned with evil within 100 feet of it. It is however not incapacitating pain - and it is very fragile.
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[PTab=Apparel]
Auto Oxygen Recharge Spacesuit - Torso + Pants - A spacesuit that holds a charge of oxygen for up to 2 hours, and automatically
Prez Rickard Brand Watch - Wrist - This watch will always tell you the correct time. Given to you by the youngest President of the United States of America
Banana Leaf Ninja Headband - HELMET - +2 Deftness, +1 Intelligence - A headband marking you the top banana and a hell of a ninja.
Beach Chameleon Plushie - Accessory - +2 Appeal - It's a Chameleon whose skin looks like palm tree bark, had palm leaves on it's head, and has coconuts down it's back.
Badge of the Eldritch Defense Corps - Accessory - +2 Vitality, +2 Perspicacity - You all receive an unmarked package in the mail containing a small red and gold badge marked "EDC". With the package comes a letter thanking you for your service in stopping a reality-ending level Eldritch incursion, and stating you've all been inducted as honorary members of their hallowed ranks. While this badge is equipped, all eldritch attempts to manipulate your mind have disadvantage.
Invisibility Cloak - It's invisible!
Shell-Surfing Grease - Accessory - +2 Deftness - A tub of grease that when applied to a shell makes it much more slippery! +5 to Shell-Surfing while this Grease is equipped!
Leather Jacket - It's pretty sweet
Sunglasses - For Cool Kids Only
Moon Squad Jacket - A jacket adorned in patches of moons, spaceships, lantern rings and shrink rays. Reminds you of the time you stole the moon with your buddies
Taser Fist - GLOVES - +2 Robustness - A pair of technologically advanced gauntlets with electricity coursing through the knuckles. While you're wearing these, your punching power is greatly increased and your basic unarmed melee attacks now deal electrical damage! Buzz buzz!
Hylian Shield - +1 Vitality, +1 Robustness - A shield bearing the crest of the Hyrule royal family, wielded by the most trusted nights of the realm.
Oneiric Feather - HELMET - +1 Perspicacity - A feather encouraging vivid dreams and a powerful imagination. Looks very pretty in your hair! If you have this equipped while sleeping, you will always be aware you are dreaming and can manipulate dream worlds as you see fit!
Close Call Badge - Accessory - A golden badge with a spiky symbol on it. When in critical condition, or in the form of a potted plant that can't do anything, enemies that attack you will have to roll a 1d100. On a 75+ their attack auto misses.
Bandolier of the Elements - Shoulderpads -
Wondrous item, rare (requires attunement) (Gotta have it on before the start of the mission, can't switch into it.)
This cross-chest bandolier has 6 magic daggers sheathed across it. When you attack while wearing this bandolier, you can use a free action to throw 1 of the daggers, making a ranged attack with it. When you hit a target with one of these daggers, roll a d6 and consult the table below. The dagger is of the elemental type chosen by the table. On a miss, the dagger vanishes and reappears in the bandolier.
A dagger vanishes if you don’t hurl it right away and immediately reappears in the bandolier. 1d6 missing daggers reappear in the bandolier's empty sheaths daily at dawn.
1.ACID
2.Cold
3.FiRe
4.Lightnin
5.Poison
6.Thunder
Psychic Dampener - RING - -2 Intelligence, A ring designed to protect you from psionic effects. It isn't perfect, but it'll make you a lot more resistant to attacks and effects from psychics! It has the unfortunate downside of making your own psionics basically useless however.
Ring of Bond - RING - +3 Appeal, A ring filled with the power of Bond. It feels incomplete…
Pirate Hat that doesn't take up an equipment slot - HAT - it's a pirate hat
Swift Gills - ACCESSORY - +2 Vitality, A pair of gills you can stick on the side of your neck to allow you to survive underwater and swim like a fish! The gills are actually pretty gross, to be honest! But we won't talk about that!
Badge of the Eldritch Defense Corps - +2 Vitality, +2 Perspicacity - You all receive an unmarked package in the mail containing a small red and gold badge marked "EDC". With the package comes a letter thanking you for your service in stopping a reality-ending level Eldritch incursion, and stating you've all been inducted as honorary members of their hallowed ranks. While this badge is equipped, all eldritch attempts to manipulate your mind have disadvantage.
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[PTab=Consumables]
Pizza + Breadsticks
Mushroom (Paper Mario) - Basic Heal
Turtley Leaf - Makes a mean cup of tea
Warp Orb - Consumable - Warps a foe in the same room to somewhere else on the same floor/ in the same area. Might not be the best for wide open fields where they can just run back.
A Mushroom! - Consumable - Eating this mushroom will give a person a minor heal. Attached to it is a drawing of Skipper, Lizzie, Teddy, and Prism done by Bowser Jr! He has labeled it "The Blind Idiots."
Wildolol - CONSUMABLE - An infinite bottle of pills created from raw wild magic. Once per day, you can take one of the pills. Each one has a random effect based on luck! Some effects can be permanent.
Basic Auto Revive x2
Full Mana Heal
Can of Reload - Consumable - A can of Reload! Apparently it tastes like pepsi, and it also can reload any one gun instantly with a full chamber/clip/ whatever it uses! This works on ANY gun. (Note: This is for Buster)
The Fly Fisher's Magic Bait (x2) - CONSUMABLE - A magical fish bait guaranteed to work for most types of magical fish or your money back! Please note that there are some special fish that are still gonna be veeeeery picky about what they eat!
Sun Stone (Pokemon)
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[PTab=Tools]
ClawShot - Tool/Weapon - A claw like grappling hook that can be used to shoot oneself towards ledges, or other grabbable objects. Shots are based off of Deftness. +1 Deftness.
Zippo Lighter - It's a lighter
Fitbit Neo - TOOL - An advanced pedometer designed for people capable of moving at super speeds. As long as this is in your inventory, it can track your current speed - it even keeps track of your top speed automatically! MY TOP SPEED: 923 MPH
Wine Corkscrew - It's just a wine opener
The Fish-gasm 2k69- TOOL - Ignore the name. Please. Despite being made in a world that is incredibly NSFW, this fishing rod is incredibly sturdy and difficult to break. Perfect for fishing really strong fish! If you have this equipped as a weapon or accessory, you get advantage to appeal rolls against fish. Don't... don't ask. It also has a vibration setting. Also don't ask. The battery for the vibration setting is recharged by reeling in fish!
3 Great Balls
Power Bracelets - GLOVES - A pair of magic bracelets that seriously boost your physical might. While equipped, you can push and lift up to a full 2,000 pounds! For some reason, this only helps enhance your strength for non-combat utilizations... Don't ask me why, ask whoever designed this thing.
The Horn of Quintus - TOOL - A magically enchanted horn which once was lauded as "unstealable" by the thieves of The City. Well, before Garrett, that is. Once per day, blow the horn based on appeal. Any animals who hear the horn and fail the perspicacity save against it become calm for 10 minutes or if they're attacked, whichever comes first.
Magic Chalk (50%) - TOOL - A piece of magic chalk capable of all applications it is used for in the Chalk Zone lore proper (https://chalkzone.fandom.com/wiki/Magic_Chalk). Every use of it will consume a bit of its chalky goodness.
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[PTab=Materials]
Orichalcum - CRAFTING MATERIAL - A lump of rare mythical metal. It seems tough.
The Heart of Echidna - CRAFTING MATERIAL - The cavern Echidna had been defeated in (that locals have found a strange but friendly monster inside of) contains an incredibly rare gem seen nowhere else on the planet. It seems the gem is filled with the divine power of Monsters. Something like this certainly has a lot of potential in the right hands...
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[PTab=Ammo]
Ammo Here
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[PTab=Misc.]
Vial of Liquid Mana - MISCELLANEOUS - A sample of the liquid mana pools that fill The Plane of Power. It has a warning label on it that says, "DO NOT INGEST". What are you supposed to do with it then?
Gene's Lamp - Other - A lamp containing a powerful genie named Gene. It's said that he'll grant three wishes for whoever rubs the lamp. It still has 1 left...
Broodmare in a Box - SUPPORT - A nondescript wooden box containing an incredibly powerful nightmare entity known as a Broodmare, the mother of Bodachs. You can still summon a normal bodach once per week, but once per MONTH you can summon the Broodmare itself. Unlike the bodachs, the Broodmare may be harder to command... [Bodach refreshes 6/26/2021]
Ribbiting Idol - Item - A golden statuette of a tree frog that is able to animate through the usage of a chosen command word. Upon request it can cast prestidigitation.
Perfectly Laminated Skipper Corpse??? - This is what you get when you try to laminate yourself in base....
A copy of Skipper & Guilmon: Partners in Rhyme
EXP Share - KEY ITEM - A strange device that allows all of your backup Pokemon to gain 50% of the EXP the active Pokemon receives upon the defeat of an enemy Pokemon in a Pokemon battle. This item can be freely switched on and off. This item can also be given to a Pokemon to hold. When held, this item acts as a classic EXP share and only gives that Pokemon experience while it's in reserve. Customize your experience!
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[PTab=Medaparts]
Full Sets
Jhuk [Equipped to Buster]
Cross Messiah
Heads
Berthold (Charge Buster - Once per day, bring forth an enormous (in relation to a medabot at least) cannon and fire a high-powered laser at a target based on vitality! Depending on how much charge you have, this will do more damage, making it a good opener in a fight!) [Equipped to Buster]
Charge Corne (Full Charge - Sacrifice some of your health in exchange for Medaforce Charge. Medaforce Charge will be expended with usage of abilities that relate to it.)
Right Arms
Ezekiel Baker (Power Rifle - A basic ranged laser attack based on deftness.) [Equipped to Buster]
Beetle Gun (Charge Blaster - Ranged gun attack based on deftness. The more Medaforce Charge you have, the more damage this does! If you're fully charged, this attack gets a 1.5x multiplier to its successes.)
Rechtklinge (+1 Robustness, Basic melee sword attack based on robustness)
Left Arms
Hiram Maxim (Mega Gatling - Once per encounter, fire off a salvo of metal slugs based on deftness! Roll a 2d2 on use to determine the number of attacks you will be performing. These attacks may be split up among targets in combat however you please.) [Equipped to Buster]
Stag Sword (Charge Blade - Melee sword attack based on robustness. The more Medaforce Charge you have, the more damage this does! If you're fully charged, this attack gets a 1.5x multiplier to its successes.)
Legs
Extractor (Outrange - Your gun attacks gain a +5 to their rolls when used on targets who are outside of melee range.) [Equipped to Buster]
Hybridder (Guts - If your Medaforce Charge is full, you gain 1.5x multiplier to dodging.)
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[PTab=Default Appearance]
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[/PTabbedContent={animation:slide; background-color:#2d8efc; font-weight: bold}]
RACE: (Paper) Koopa
AGE: 17
HOME WORLD: [Whatever planet 'Paper Mario' takes place on]
LVL: 0 | 0%
Prestige Points: 34
Racial Points: 0
Class Points: 0
PAGES: 484,353
Hegemony Credits: 2
Chuck-E-Cheese Tokens: 7
Greek Drachma: 140
VILLAIN PAGES - DON'T TOUCH, SKIPPER: 15000
STATS:
Stat | Start | Race | Race cap | Equipment | Universals | Class | Total | Roll | Apex Form | Transform Rolls |
Robustness | 0 | 0 | 40 | 2 | 28 | 0 | 30 | #7d10X5 | +10 = 40 | #9d10X5 |
Deftness | 5 | 0 | 60 | 8 | 35 | 1 | 49 | #10d10X5 #+4 | +25 = 74 | #15d10X5 #+4 |
Vitality | 5 | 0 | 100 | 11 | 34 | 3 | 53 | #11d10X5 #+3 - HP 11/11 | +25 = 78 | #16d10X5 #+3 - HP 16/16 |
Intelligence | 0 | 0 | 25 | 2 | 34 | 0 | 36 | #8d10X5 #+1 | +10 = 46 | #10d10X5 #+1 |
Perspicacity | 0 | 0 | 40 | 0 | 31 | 0 | 31 | #7d10X5 #+1 - HP 7/7 | +10 = 41 | #9d10X5 #+1 - HP 9/9 |
Appeal | 5 | 0 | 30 | 0 | 29 | 1 | 35 | #8d10X5 | +25 = 59 | #12d10X5 #+4 |
Luck | 0 | 0 | 20 | -1 | 15 | 0 | 14 | #1d100+2 | +5 = 19 | #1d100+3 |
[PTabbedContent=Transforms]
[PTab=Apex Form]
| APEX FORM | [Refreshes 9/12/2021]
[Level 2 - 50% EXP]
Your body quakes as the brilliant, lustrous light within you shines for all to see, brought forth by your hope for the future, the strength of your convictions, and the willpower to see it through. When the light fades, the colors of your clothing have changed to swirls of black and white, representing your mastery over both the light and dark that dwells within you. With this new power, your path is clear. While your friends are absolutely important, in this drive you've realized an important truth everyone must face, but few are able to truly accept - you're important too. In this form, you are at your apex. In this form, you are Skipper.
| STAT BONUSES |
Robustness: +5
Deftness: +20
Vitality: +20
Intelligence: +5
Perspicacity: +5
Appeal: +20
Luck: +5
| ABILITIES |
The Blade of Body - In your right hand you carry a keyblade that pushes your physical capabilities to their absolute peak. With this keyblade you can move at near-lightspeed!
The Blade of Heart - And in your left, you hold a keyblade that allows the strength of your heart to blossom forth. This keyblade allows you to freely use the abilities of your allies!
Rallying Cry - The power of your heart is a source of inspiration, comfort, and strength for your friends to rely on. Once per round, roll appeal to add that roll's successes to a target roll an ally has made!
| TRIGGER EVENTS |
Location - A place you've fought a great battle that's strengthened your heart, A place where your heart has truly been tested, Petalburg
Battle - If at least half your party has been killed, A BOP of Lesser Aspect-level or greater challenges your party
Who - Skipper (Once per month), A Keyblade Master, Overseer, Chris, DM
APEX FORM LEVEL BONUSES:
Level 2: +5 to all of this transform's stat bonuses.
Level 3: ???
Level 4: ???
Level 5: ???
Level 6: ???
Level 7: ???
[/PTab={background-color:#323536}]
[/PTabbedContent={animation:slide; background-color:#2d8efc; font-weight: bold}]
EQUIPMENT:
Slot | Item | Stats | Effects/Abilities |
Helmet | Helm of the Mammoth Lord | +1 Robustness, +1 Vitality | This hide helm is set with plates of ivory carved with primitive runes, with a pair of tusks curving down on either side of the wearer’s face for cheek guards. The tusks of the helm provide a gore attack based on robustness and counts as a magic weapon for the purposes of overcoming damage reduction. The helm of the mammoth lord also protects the wearer from cold environments as the endure elements spell. Furthermore, it provides a +5 to checks with elephants, mammoths, mastodons, and other similar elephant-like creatures. On command, the wearer may use detect animals or plants, but can only detect elephant-like creatures. On command, the wearer may use speak with animals, but only to communicate with elephant-like creatures. |
Shoulder Pads | Cape of The Super Shell | +3 Deftness, -1 Luck | A hero rises... Right now there isn't much special about this blue cape, but you can feel an untapped potential within it. You feel that the more impressive acts of Heroism you perform while wearing it, the stronger it will become! |
Torso | Crusader's Cuirass of the God of Sun and Simians | +2 Intelligence, +1 Vitality | A chest plate made of pure gold that's warm to the touch and filled with solar power! You also faintly smell bananas while you wear it, you're unsure if that's magic or just a smell that's permanently lingering on the material. Once per day, mission, or bounty, release the power of the sun and release a sun ray of explosive solar power (the most efficient kind of power!) based on intelligence. If you are directly in sunlight while you use this, you get a 1.5x multiplier to successes for this roll and the spell uses NO mana! Renewable energy is the future, baby! |
Belt | The Belt of The True Texan | +2 Vitality | A belt only worn by the toughest of cowpokes. While wearing this belt you gain a +4 to any cowboy-related activities (This including wrangling cattle, using revolvers or lever-action rifles, whirlwind award-winning gay romances that take place on a mountaintop, etc). |
Gloves | Heroic Bracers | A pair of golden bracers that thrum with the essence of a true hero. While you have these equipped, you get a +3 point bonus to any actions that can be considered "heroic" | |
Pants | Pants of Speed | Handmade pants for a very fast Koopa! There's little embroidered flame patterns at the ankle cuffs. Who needs flames on your car, how about on your turtle? +2 to Speed related rolls. (This would not apply to performance checks!) | |
Boots | Winged Sandals | +3 Deftness | A pair of winged sandals once worn by Hermes, the messenger of the Gods! He threw them away for a pair of Divine Air Jordans. While wearing these sandals, you can run up to 200 MPH with no ill effects AND run on air based on deftness (also known as flying)! |
Ring | Ring of Power | +2 Robustness | A silver band with a small gem inlaid within it. The gem swirls with red and golden light. Once per day, this ring can empower one physical action you perform. |
Ring | Green Lantern Ring | +2 Vitality | It's a Green lantern ring. Powered by Willpower. Now he can fly. |
Ring | Regent | +2 Robustness | A jewel that embodies the energies of a treasure demon. Attack Master (On your first turn of every combat, this jewel automatically casts tarukaja on you. This spell gives you advantage on your attack rolls for 1d2 turns!) |
Ring | Ring of The Snoon | A ring infused with the power of a very much non-natural blend of moon and sun. While equipped, you can use hydrokinesis and pyrokinesis (if you couldn't already) based on intelligence or perspicacity. In addition, you get a +4 to your rolls manipulating them. This bonus upgrades to a 1.3x multiplier if you are on the surface of a sun, moon, or snoon! | |
Accessory | Archive Olympics Gold Medal | +3 Vitality | A Gold Medal made of pure Goldandium, a metal that's actually legally considered to be made of three times more gold than gold itself! Don't... don't ask how that works. Or think about it too much. Any time you are not on a mission, you are able to change the stat buff this medal gives. |
Accessory | Shell-Surfing Koopa Goggles | +1 Deftness | |
Main Weapon | Blade of Breath | +3 Vitality, +3 Deftness | Once per day, this blade will allow you to beseech The Breeze as a simple action! Roll luck and, depending on the result, something good may happen! Or not. |
Secondary Weapon |
[PTabbedContent=Keyblade Wielder]
[PTab=Class Tiers]
Tier 1
Chosen – The light within your heart shines brightly and takes form as a giant key designed for hand-to-hand combat in a turn of events no one could have foreseen. You keyblade may unlock any lock you come across, or lock any unlocked lock you come across. You may gain a new keychain in each universe you visit and successfully complete a mission. Summoning one of these multiversal keyblades is a simple action. Attacks with your keyblade are based off your primary keyblade stat (as chosen below).
Awakening – Vitality - Before you sit three items of great power; a sword, a shield, and a staff. Which will you choose? Which will you forsake? Gain +X to robustness, vitality, or intelligence, where X is your tiers in this class. This is your primary keyblade stat.
Tier 2
Magic Key – Black Magic - A giant key like this has gotta be magic if it’s gonna do any damage. Choose either white or black magic. You gain access to all low-level spells of this choice.
On Guard – On guard? En guarde! You may attempt to defend against any type of attack with your keyblade based on your primary keyblade wielder stat. Once per encounter, you may attempt a basic keyblade attack on your attacker after a successful block, assuming they're within melee range.
Tier 3
Duality – Light - Choose light or darkness. If you choose light, you may once per encounter fire a spear of holy light at a target. If you choose dark, you may once per encounter fire a salvo of dark energy shots at a target. Based off your primary keyblade wielder stat.
Chain of Hearts - You make a lot of friends in your adventures, and it'd be a shame to leave those friends behind forever! If you make a particularly strong connection with an NPC, you may attempt to summon them to perform an action for you! They'll use your keyblade wielder stat for whatever action they perform, however.
Keymanship Training – You’ve started taking your fighting style seriously, as non-serious as it may seem. You have learned the technique of the ‘Strike Raid’, a keyblade technique where you throw your keyblade with reckless abandon at an enemy. Don’t worry, it’ll come back though. Once per encounter, you may imbue your strike raid with an element for cooler effects (Fire, Ice, Air, Poison, etc.). Based on your primary keyblade stat.
Second Chance - As long as you've got one more HP, you're good to go. Once per day, when you're knocked into critical condition you will automatically negate the next non-BOP attack that targets you as you hold on TIGHT to your last HP point.
Tier 5
Synch Blade (Unique) – Once per day, mission, or bounty, you may summon a second keyblade for three turns, gaining all the abilities and bonuses of both. While this ability is active, you may perform two basic attacks for the price of one main action.
Awakening? – Intelligence - So like, you grabbed your magic artifact or whatever, but the other ones didn’t disappear... I guess you can just grab a second one? Gain +X/2 to robustness, vitality, or intelligence (excluding your original choice), where X is the number of tiers you have in this class.
Tier 6
Magic Key (Bonus) – The magic keeps on coming. Choose either white or black magic. You gain access to all spells of the next tier of this choice (For example, if you picked black magic last time and pick it again, you gain access to all medium-tier black magic spells. If you picked black magic last time and pick white magic, you gain all low-tier white magic spells).
Tier 7
Grand Magic - You're a grand wizard! Not... that kind of grand wizard though... Repeatedly casting the same spell builds up a lot of magical prowess in this ol' key of yours, allowing you to pump it up to insanely strong heights. After casting the same spell twice in combat, your third time casting will cast a "-za" version of that spell, the next tier above "-ga" spells. For example, casting fire twice will allow you to cast firaza once, a much more powerful version that can deal a lot more damage! Using grand magic will make you unable to cast anymore magic until the end of your next turn as your MP recharges.
Tier 8
Duality (Bonus) – If you’ve chosen darkness, once per day you may create a corridor to darkness to teleport you somewhere else based on your primary keyblade wielder stat. If you’ve chosen light, once per day you may unleash a devastating light attack known as “Ragnorak”, a flurry of light magic unleashed from keyblade. Roll a 2d2 when using Ragnorak. This is the number of times you may attack based on your primary keyblade wielder stat. You may choose the attacks targets as you wish.
Tier 9
Drive – Once per day, you may unleash a powerful technique known as a drive form where you combine with a member of your team and become more powerful than you could possibly imagine. Particulars are further detailed in each drive form. You may rarely get drive forms like keyblades, although not nearly as frequently. Activating a drive form is a simple action. You only start with one drive form:
Valor Form: Combine with a member of your team to add their physical stats onto yours for 1d2 turns.
Tier 10
Synch Blade (Unique Bonus) – You may always have two keyblades out at once, and all the benefits this brings.
Awoken – Robustness - You took the second one and nothing happened. Might as well grab the last one too. Gain +X/4 to intelligence, robustness, or vitality (depending on which has not been chosen yet) where X is your tiers in Keyblade Wielder.
Tier 11
Mark of Mastery – You’ve taken the first step to being a true master of the gigantic key. You can use your keyblade in new ways no one else has ever done! You may now summon keyblade armor as a simple action, an incredibly powerful suit of armor that doubles your defensive rolls against darkness-based attacks. Despite it’s apparent heft, your new armor doesn’t impede your movement whatsoever.
Tier 12
Chain of Hearts (Bonus) - May your heart be your guiding key. Once per day, you may use an ability of someone who your heart is "connected to". This means any NPCs you've made meaningful connections with as well as any of your friends!
Tier 13
The Power of Friendship – You didn’t expect to get to tier 20 without an ability named after friendship, did you? Did you forget what class you’re using? Once per day, mission, or bounty, you may use a special combination attack with your allies that’ll be different depending on who it’s used with! Limit of two other allies.
Tier 14
Drive (Bonus) – Your drives now level up and give you bonuses out of your drive form, as well as bonuses TO the drive form! They cap at level 7. Their “growth abilities” (abilities outside of the drive form) are first unlocked at level 3, upgraded at level 5, and maxed out at level 7. Levels 2, 4, and 6 are bonuses to the drive itself. Every drive has different ways to gain experience. For example, your valor form will gain 30% experience on every successful attack while in the form.
Tier 15
The Heart’s Key (True Unique) – Your heart is attuned to the keyblade, and the keyblade is attuned to your heart. It knows you – inside and out, and it has created a keychain to allow your true self to shine through. You gain an incredibly powerful and unique keyblade based on who you are. No two keyblades given by this ability are the same. No other keyblade wielders may use this keychain.
Class Mastery - Once per encounter, activate this ability as a simple action. You gain a 1.5x multiplier to all class-related rolls made this turn.
Tier 16
Mark of Mastery (Bonus) – You know how they go to a lot of different worlds in Kingdom Hearts? You can do that, no problem. You may now turn your keyblade into a keyblade glider that is capable of traversing to different universes! Transforming your keyblade is a simple action, while actually traveling to another world will use your movement action. Make sure to wear your armor before you activate it though. Based on your primary keyblade wielder stat.
Tier 17
Magic Key (MAXXED) - FUCK IT. You know what? If you're this dedicated to the keyblade to take 17 tiers of this class, you've gotta have a lot of magic in your heart. You gain access to ALL Final Fantasy magic. Whether you're actually capable of casting them and surviving is another story.
Tier 18
Chosen (Bonus) – The multiverse flows through your veins. I won’t even say what’s pumping it, because it’ll stop feeling like a real word if we say it too much (I’ll give you a hint though, it rhymes with fart). Your connection to the keyblade, and thus the multiverse itself, is so strong that once per day, mission, or bounty, you may attempt to use a universal ability from the universe of a keychain you possess. In addition, you no longer need to have your keyblades out to use the abilities they give you! You DO need your keyblade out to use a universal ability from its universe however.
Tier 19
Synch Blade (Unique MAXXED) – Through a magic you don’t quite comprehend but you aren’t really gonna argue with, once per day, mission, or bounty, you may summon a third keyblade telekinetically floating near you for three turns as a simple action. While this keyblade is out you not only gain the benefits of this third keyblade, but you may perform THREE basic attacks for the price of one main action. If you have three keyblades out that synergize in some way, you may find yourself in possession of an incredibly powerful ability for the duration as well…
Tier 20
The Heart’s Key (True Unique MAXXED) – If you’re with your friends, once per week you may attempt to do the impossible.
Class Mastery (Bonus) - Once per encounter, activate this ability as a simple action. You gain a 2x multiplier to all class-related rolls you make this turn.
[/PTab={background-color:#323536}]
[PTab=Chain of Hearts]
Space Captain Elminster Aumar (Sorcerer AU. Acrea AU.) - Fire-aligned sorcerer-captain of a space-faring ship that once sailed on Acrea. Now it is in the Tar infested area between planets. Skipper helped the crew's ship ascend into the wild plane by attaching spaceship thrusters to the back of it.
[/PTab={background-color:#323536}]
[PTab=Keyblades]
Kingdom Key
[image eventually!]
BMX-Blade - +2 Deftness - This Keyblade can be ridden around on earth or sea, and has a maximum speed of 60 mph.
[Image eventually!]
The Log Pose - +2 Int - A keyblade that ends with a gigantic orb in which lays a compass. Once Per Day the compass can be used to point to a location that you know the appearance, or name of.
[Image eventually!]
Boss Key - +2 Robustness - Once Per Day use an attack used by a boss from Legend of Zelda.
[Image Eventually!]
Holy Power - +2 Robustness, +2 Vitality - A keyblade that looks like it's made out of the bars of the Pearly Gates. The keychain is a cloud. - Smite: Once per day, destroy target lesser undead.
[Image Eventually!]
The Ice Minder - +2 Intelligence, +2 Appeal - A keyblade made of pure sturdy ice jutting out in a jagged key-like shape. The chain is the symbol of Breath. Brain Freeze - Once per day, use this ability to attempt to give a target disadvantage on intelligence-based checks for 1d2 turns. Based on your keyblade wielder stat. This only works on creatures with brains or similar advanced cognitive systems.
MoonScraper - +1 Vitality +1 Persp - Once Per Encounter this keyblade can shoot out a beam of pure Lunar Energy towards an enemy.
[Image Eventually!]
The Top Banana - +2 Deftness, +2 Intelligence - A long banana-shaped keyblade. It even smells like a banana. The keychain is a kunai. Banana-kinesis - You may use this keyblade to attempt to remotely manipulate bananas based on your keyblade wielder stat.
[Image at some point maybe?]
Key to the Evershifting - +2 Luck, +2 Intelligence - Chaotic Flashback - Once per month, roll luck. Depending on your roll, something from your past might help you out!
[We'll get there eventually]
Blade of Breath - Keychain - +3 Deftness, +3 Vitality - A keyblade forged by an ancient and powerful keyblade master. The blade seems to flow slightly in the breeze.... Once per day, this blade will allow you to beseech The Breeze! Roll luck and, depending on the result, something good may happen! Or not.
[Someday...]
Lunar Laser - A keyblade that's less of a sword and more of a... laser. The keychain is a crescent moon. Basic attacks with this keyblade are ranged laser attacks based on your keyblade wielder stat. Once per day, this can turn an inorganic, non-sentient object into gold based on your keyblade wielder stat.
[welp]
The Hunter's Roboarm - KEYCHAIN - +2 Intelligence, +2 Perspicacity - This keyblade seems to be shaped like a mechnical arm with a compass built into the wrist. The keychain is a leaf. Hunter's Bloodlust - While you are fighting a target you have been specifically contracted to hunt, kill, or capture, you gain a +10 point bonus to all combat rolls against them.
[When will we stop pretending]
The Platypus Talon! - Keyblade - +3 Deftness +2 Appeal - This keyblade has all the powers of one of the wonderful totally amphibian platypi from Teddy's Sburb world! Which means that Once Per Encounter it can attempt to poison a target based on deftness using it's spurs, and that it sweats milk.
The Dungeon Delver - +1 Deftness +1 Appeal - Sometimes the only way to go is down - Once Per Day learn the quickest path to a stairway/hole/passage downwards
Dream Shield - KEYCHAIN - +3 Vitality - A keychain that completely changes the appearance of your keyblade into that of a shield, perfect for defending with! Once per encounter, you may defend for a target within melee range as an instant interrupt. You receive advantage for this defense roll!
A Broken Keyblade - KEYCHAIN - A keyblade that was found broken and shattered beyond all recognition during the excavation. However, you can feel power thrum within the handle while you hold it. It would take some skill in Keyblade Forging, but it could be repaired.
Bond Forger - +1 Appeal, +1 Robustness, +1 Deftness - This keyblade can be used as if it's a Vital Bracelet. Meaning it functions as a digivice for one bond, and on top of normal ways of growing bonds it can also give the digimon partner energy through extreme physical fitness!
The Gumballer - +1 Appeal, +1 Int - Once Per Day attempt to manipulate toon force based on Appeal. Manipulating toon force allows you to make the world act a bit more like a cartoon in a way of your liking for just a tiny bit.
Deep Blue [This one is from SOMA] - +1 Persp, +1 Vitality - When wielding this blade the user can breath underwater, and maintain control while under the affect of any type of mechanical or biological entity trying to corrupt/assimilate them.
Sweet Dreams - KEYCHAIN - + 2 Perspicacity, +2 Appeal - A keyblade that resembles a giant pillow. The keychain appears to be a night cap. On a successful hit with this keyblade, your target has a chance to fall asleep! Based on luck, effect procs over 80. Cannot resolve on the same target twice.
Stand By Me - KEYCHAIN - A keyblade that resembles a stand arrow being fired from Pit's bow. The keychain is an eggplant. This keychain is not for you. This keychain is able to actually be equipped by your stand, allowing them to perform basic keyblade attacks as a support action based on vitality! You do not need to have this keychain equipped.
Jokers Wild - KEYCHAIN - +3 Deftness, +3 Intelligence - A very ornately designed keyblade with very intricate metalwork, very reminiscent of the design ideals of Persona 5. The word's "Take Your Heart" are written along the blade and the key's teeth are a heart. The keychain appears to be a masquerade mask. While this keyblade is equipped, you'll gain a +4 point bonus to all persona-based rolls, including performance checks!
Decisive Pumpkin - KEYCHAIN - A holly jolly keyblade with a halloween edge. This keyblade gives you combo boost, meaning that each successive basic keyblade attack you perform during your turn will do more and more damage!
Kabuto Rifle - KEYCHAIN - +3 Deftness - A long keyblade resembling Medtabee's rifle designed for long-range combat. The keychain is a kabuto medal. With this keyblade equipped, you can make basic ranged attacks based on deftness!
Omega - KEYCHAIN - +2 Vitality, +2 Perspicacity, A sleek black keyblade representing the end of all things. It's half of a set...
Plus Ultra - KEYCHAIN - +2 Robustness, +2 Intelligence, A green and black keyblade curved like a crescent moon. When its ability is active, it crackles with green lightning. (Quirk Factor - If there's one thing to be learned from MHA, it's that you NEED a quirk to be considered a hero. Once per day, activate this ability as a simple action. For the remainder of this mission while this keyblade is equipped, you gain a random superpower!)
[/PTab={background-color:#323536}]
[PTab=Drive Forms]
Valor Form - Combine with a member of your team to add their physical stats onto yours for three turns
Reckless Form (Level 2 - 50% EXP) - Gain EXP While Doing Reckless Actions in This Form - Combine with Teddy to add all of his physical stats to yours, as well as give you access to their bike-related abilities! Lasts for 1d2 turns
Level 2 - You gain a 1.25x multiplier to any actions considered "Reckless" while the drive is active!
Wild Drive (Level 2 - 0% EXP) - For 1d2 Turns - Gain 10% EXP every time you trigger a wild surge in this form - Add the mental stats and luck of a Wild Mage to your own stats.
All actions cause a wild magic surge
At the start of this do 4 rolls on the wild magic table.
Any permanent changes go to both people in the drive
During the Drive component's turn, they may use actions to cause wild surges.
Level 2 - Wild Goodbye - You roll two additional times on the wild magic table as the drive ends.
Zenko Form (Level 1 - 0%) - For 1d2 Turns - Gain 15% EXP with Sneak Attacks - Fuse with Ame to add their deftness and perspicacity onto yours for 1d2 turns! In addition, you gain access to their Trickster abilities while you are fused! Also you can swear now!
Apex Form (Level 1 - 0%) - See Transforms
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[PTabbedContent=Other Classes]
[PTab=The Power of Friendship]
Tier 1
Baton Pass - You trust your friends implicitly! You know that it isn't always best to hog the spotlight, sometimes you gotta let other people shine! Once per encounter, you may perform a baton pass. This action passes your main action to one of your allies, and they may do as they see fit with this action. This may also be used to pass to NPC and support characters as well! The main action passed by this ability is to be used immediately by whoever it is passed to.
Friendly Disposition - Gee aren't you just swell! You gain +X to appeal, where X is equal to your tiers in this class.
Magnetic Hero - People just tend to think you're really nifty! You gain the superpower "Magnetic Friendship" (https://powerlisting.fandom.com/wiki/Magnetic_Friendship). Basically, people usually really like you! This power doesn't work if you've actively hurt someone and done nothing to make up for it. It may make your apology better though!
Perfectly Appealing Defense - You're so friendly that people simply don't want to attack you! Sometimes. You are able to attempt to defend against an attack with appeal, and completely stop the attack if successful! Doesn't work against non-sentient attackers. After a successful appeal defense, you also become less likely to be targeted by future attacks from that target for the remainder of this encounter.
[/PTab={background-color:#323536}]
[PTab=Wild Magic Magician]
Tier 1
Wild-er Magic - The chaos flowing through your veins expands into something even stupider. The wild magic table has been expanded to a 1d200 for EVERYONE who has to roll wild magic for any reason. I hope you enjoy being the source of even more chaos.
Lucky Break - What other stat was this gonna be? You gain +X to luck, where X is equal to your tiers in this class.
[/PTab={background-color:#323536}]
[PTab=Speed Infinitum]
Tier 1
Honorary Speedster - While you aren't a Speedster by birthright or genetically speaking, your access to your speedy powers has drawn the attention of The Speed Force itself and allowed you to draw from this infinite well of energy. You are now protected by The Speed Force when running super fast. This means you won't destroy your environment, yourself, or anyone you're carrying with the side effects of your intense speed (Sonic booms, disintegration, etc).
Zooooooooooooo - ooooooooooom. You gain +X to deftness, where X is equal to your tiers in this class.
Slipstream - By moving your arms incredibly quickly or by simply running quickly, you are able to generate and manipulate wind currents based on deftness. In practice, this allows you to perform feats of Aerokinesis with nothing but the movements of your body!
Quick Getaway - When people go to hit you, they typically only hit a you-shaped cloud of dust. Once per day, you can automatically dodge an incoming attack. This will not be possible with all types of attacks.
Tier 3
Ad Infinitum - You just keep going and going and going… You gain advantage to performance checks related to increasing your maximum speed.
Long Strider - The distance you can travel with your movement actions are functionally infinite. While you can't travel the entire world with a single action, there is virtually no spot on the battlefield you would not be able to reach with a single action.
Tier 4
Honorary Speedster (Bonus) - The Speed Force is not only a method of protection for Speedsters. It is an infinite well of energy, and with enough practice, you can utilize that energy. You are now able to generate and manipulate lightning made of Speed Force energy based on deftness.
Uncontested - There ain't no one who could beat you in a race! Well, sometimes at least. Once per three missions, automatically go first in combat order. You'll gain the benefits of going first with deftness.
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[PTabbedContent=Race]
[PTab=(Paper) Koopa]
Race name: [Paper] Koopa Troopa
Racial Ability Slot: Shell Toss - Once per Encounter - You can recede into your shell and fling yourself forward like a bullet! A really big... shell shaped bullet. This attack is usable as a movement action. Based on deftness
Racial Ability Slot:
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[PTabbedContent=Universals]
[PTab=Active]
Flowmotion Warrior - Once Per Encounter - You may now attempt basic applications of flowmotion based on deftness! This will allow you to run up walls, jump super high, grind on a rail without any assistance, and generally be a parkour legend! Once per encounter, build up momentum and transition a flowmotion action flawlessly into an AoE shockwave attack based on deftness! You can perform this attack as a movement action!
Flowmotion Warrior (Bonus) - You are speed. You may use an action to build up momentum with your super speed to unleash your flowmotion shockwave on your next action (essentially allowing you to charge the attack!). In addition, your friendship-powered shockwave cannot harm anyone you consider a "friend" (although the indirect effects of your attack still might, for example if you knock a wall down it still may fall on them).
Christmas Heroes 2020 - +1 to a stat of your choice (Deftness) - Once Per Month - The most important thing about the entire year us that you saved Christmas at the end of it. Nothing else of import happened. Once per month, you can summon a cookie as a simple action that, when eaten, causes a target to remember their favorite holiday memories in perfect detail!
Maid Of Hope! - You have started playing the horrid game known around the multiverse as Sburb (Or a thousand other names), and connected to the Hero Title that was inside of you all along! You may now attempt to use powers based off of this Hero Title! Doing it in your current state will be immensely difficult, and will likely fail ninety nine percent of the time without any training in what you’re trying to do! (I suggest checking out the Homestuck wiki, and google to get an understanding of your title!)
Maid of Hope [Hope Springs Eternal] - One of the most powerful sources of Hope in the known multiverse is the mysterious and fickle thing known as Light. Using your powers of Hope, you can encourage the growth of Light and let it blossom forth. Once per week, choose a source of light, literal or more metaphorical. You can attempt to help this light grow as a simple action based on appeal.
Maid of Hope [Creation] - +2 to Appeal - You can now create Non-Sapient living things or non-magical items based off of your Maid of Hope stat. Creating living things might be a bit more difficult, or creating very complex machinery, but basic level things won't even require a roll and won't even require almost any energy usage.
Sonic Blade - A keyblade technique more focused on speed than the force behind the blade. Once per day, choose a target. You will repeatedly attack this target based on deftness! You will always do at least two attacks based on deftness or your keyblade stat! After the second strike, roll a performance check - above a 75 and you strike again!
Lawless Magician - +1 Luck - The chaos is starting to feel so, so good. Embrace it more... Once per encounter, activate this ability as a simple action. For the rest of this encounter, you will roll wild magic twice for every spell you cast. De-activating this costs a main action.
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[PTab=Passive]
Shell Surfer - After years of zipping around in your shell, your agility has become incredibly impressive... for a turtle! +2 to Dexterity
Archive Humanitarian - You've proven your kindness and spent time with someone in what they thought would be their final hour. +1 Appeal
Keyblade Attunement - You may use your vitality score to cast keyblade-related spells.
Enemies of the Hegemony - You have made a foe of the Hegemony of Man, and they are gunning for you. Luckily, they're gunning for most of the universe so you probably have some time before they actually get to you, maybe.
Mark of Transmundanity - A mark etched into the fabrics of your personal story that represents everything special and unique about the universe. You are now protected from the normalizing effects of the Cosmic Aspect of Mundanity
P.R.I.S.M. Hunter - You've got a score to settle with a certain wild magic sorcerer. You gain a +5 to rolls against Sebastian Prism.
Full Potential - Congratulations! You've Peaked. Well, your current potential has reached it's maximum, but your current potential also grows greater every day, and grows even more with training. So this isn't the limit of what you can eventually become. It is the peak of your current being. This universal gives the following things!:
- +12 Deftness, +8 Vitality, +8 Robustness, +4 Intelligence, +4 Appeal, +2 Perspicacity, +1 Luck
- You gain the superpower "Speed Infinitum"! With time and training, there's no limit to how fast you can get... (https://powerlisting.fandom.com/wiki/Speed_Infinitum)
- +8 to keyblade rolls!
Gamer Resistance - You have consumed things that should be banned by the Geneva Conventions. You can now drink mountain drew, and consume dorito crumpets without negative side-effects. Besides having to taste them in the first place.
Super Speed Apprentice - +3 Deftness - You've gotten some training on the fundamentals of super speed and have a handle on the basics now. You now no longer have to roll performance checks for any application of super speed under 900 MPH. Thanks to The Flash's training, you now also get a +4 to running rolls as well!
Super Speed Apprentice (Bonus) - +1 Deftness - You pushed yourself to your limits and, without even trying, unconsciously increased your max safe speed to 500 MPH.
Super Speed Journeyman - +2 Deftness, Sound waves really aren't that tough when you think about it. Only 750 MPH? Please... You now no longer have to roll performance checks for speeds below 750 MPH, also known as the speed of sound! In addition, you also get another +2 to running rolls!
CURRENT SAFE SPEED: 900 MPH
Keyblade Smith - You've taken the first step to becoming an expert Keyblade Smith - reading a book about it! However, that book filled your mind with a lot of awesome new concepts that have been lost for generations! You now have all the knowledge to forge new keyblades, modify existing ones, and repair broken ones! Your new knowledge on the inner workings of keyblades also gives you a +2 to all rolls relating to them!
Musically Inclined - A vestige of your fusion with Alex has remained in your mind... You now know how to play the guitar like an expert!
Snoons, Glorious Snoons - +1 Perspicacity, "Personally, I prefer the term Muns" - Someone who's wrong. You've witnessed an absolute aberration of nature, and that's usually a term reserved for some kind of horrific crime. In this case, it's just a literal perversion of nature in the most neutral sense possible.
Model Mentor - +1 Intelligence, +1 Perspicacity, +1 Appeal, You brought a young digimon with stars in his eyes to fight a literal goddess for his very first mission. It went... surprisingly well, to say the least. Maybe you are cut out for this mentor thing after all? While in your support slot, Guilmon gets a +3 to all of his performance checks.
Soy Sauced - +5 Perspicacity, Congrats, you've now been fucked up for the entirety of the rest of your life. And longer. You are now able to see spirits and otherwise normally invisible beings (unless the invisibility effect is powered by a BOP stronger than you). Unfortunately, those spirits and invisible things are now aware of you too. You can now safely take Soy Sauce. When taken, this drug can have a multitude of random effects from hyper perception, time travel, and whatever else this semi-sapient magic drug wants to do to you. However, even when you aren't directly under its effects, horrifying monsters and Shadow Men will now follow you forever. Any luck roll you make can now get these guys involved on a low roll to make your bad luck even worse.
Crybaby - +1 Vitality, waaaaaaaaah, my brain was overpowered by a legendary pokemon waaaaaaaah. Grow up, baby. Here's some more vitality to make yourself a little tougher next time.
The Good Son - +1 Appeal, One of your pokemon is nice enough... But one of them... Is pure evil. You gain a +3 to lying to cops, a universal that may become unfortunately useful.
Just Scratching The Surface - +1 Intelligence, You don't know what just happened... But you feel like there's a lot more to this whole thing... If you're investigating a conspiracy, you gain a +4 to investigation and perception checks.
Maid of Hope [God Tier] - You have ascended beyond the normal mortal plane upon which many lie. You have become a God Tier. On a multiversal level this doesn't technically make you divinity, but does put you closer to being able to achieve it than an ordinary mortal would be if you so choose to find and pursue that path. With this ascension comes a variety of new abilities.
Enhanced Aspect Connection - You now have a better grasp over your aspect. Developing abilities connected to being the Maid of Hope will come much easier for you from this point onwards. On top of which once per mission you can give yourself advantage on rolling a performance check for the development of a Maid of Hope ability
Conditional Immortality - You can no longer die from the degradation of your body, or old age. You are immune to disease for the most part unless the whatever caused you to become infected with that disease is Just, or Heroric in nature. If you are killed you will be revived as long as the source of your death can't be classified as either Just or Heroic.
Statistic Increase - +1 to all stats. +4 to the stat correlated directly to your aspect. (Appeal)
Flight - You can fly now. This is a passive type of flight and maneuvering around during it is based upon your own agility, so deftness.
Kiddie Camper Handysash - You gain the Kiddie Camper Handysash! This Sash is a metaphysical object connected to your soul upon which achievement badges can be placed to impart you with powers that will shake the very core of Sburb! You start with 1 badge!
Gift of Gab badge - This badge allows you to talk to people without needing a communication device!
Species Peak [Paratroopa Wings] - You gain one aesthetic bonus based on what you personally believe to be an example of reaching the peak of your species, or beyond. For Trolls this is butterfly wings. For a furry this might be dog ears. It's based on your species's beliefs, and your own.
World Record Holder - +2 to Vitality, Woah, no one's ever lasted that long fighting against that horrific hellbeast! Most people just vomited in sheer terror and curled up in the fetal position.
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[PTab=Boons]
Minor Boon of the God of X-TREME Sports! - Once Per Day summon a divine instrument of sporting as a simple action. (Such as a Bike, Skateboard, Snowboard, Surfboard, etc...) This instrument gives you a +1 to all rolls made involving it, and vanishes after twenty-four hours
Minor Boon of The God of the Pre-Written Word Gumbaloo - +1 Appeal +1 Deftness +1 Persp - Once Per Day - Give a minor wound to an individual that they will have received earlier in the morning as a simple action. Something like a cut, or a small bruise. They will know that the wound didn’t exist before, and also have memories of the wound having happened to them earlier in the day.
The Lesser Boon of The Goddess of Power - +1 Robustness, +1 Vitality, +1 Intelligence, Eruption of Power - Once per encounter use this ability as a simple action. It'll do something different every time you use it!
Greater Boon of the God of Bonds, Invention, and Narrative - +X/1.5 to Appeal, Intelligence, and Deftness, +X/2 to others (Where X is the number of players with this Boon, major stat boost caps at 7, minor caps at 3) Circle of Bonds (Once per day, use an ability of another person who has this boon. Be warned that using an ability related to a BOP you do not have a connection to may have dire consequences. This may not be used to use the true unique of another class. This may not be used as an immediate reaction. This may be used to attempt to use racial abilities of another person, but it may prove difficult if you are not that race. This may not be used to use a true racial ability. You may not use the abilities of The God of Bonds, Invention, and Narrative.), Creative Spark (Once per day attempt to use a far-flung and clever application of an ability. For example, attempting to freeze time with ice magic. More complex applications of this ability may require an intelligence check and/or a performance check.)
Lesser Boon of the Goddess of The Hunt, Seasons, and Biomechanics - +1 Robustness, Intelligence, Perspicacity - Beginner Biomechanization (Once EVER, a part of you will become more biomechanical. This upgrade cannot be removed by anything less than divine intervention. This upgrade will not be removed by changing your race, but may change its presentation depending on your new form. Your bonus will depend on what body part you choose.)
The Scarred Mark of The Goddess of Villainy - +4 to Deftness, +2 to others - "I'll be watching your growth with interest, my dear Skipper. I'm always interested in the development of true heroism. Advancement cannot occur without thesis and antithesis, after all. And I am looking forward to what our clashes in the future will create. See you soon."
Lesser Boon of Lady Luck - + 3 Luck
>Loaded Dice - Once per month, choose the result of a target roll. This ability must be declared before the roll is actually made. [Refreshes 03/20/2022]
>Perfected Luck Defense - You are no longer limited to only two luck defenses per battle, and may use them freely. In addition, your luck defenses now trigger wild magic.
Lesser Boon of The God of Tenacity, Heroism, and Humanity - +1 to Robustness, Vitality, and Intelligence, Champion of Humanity (Once per day, activate this ability as a simple action. If your enemy is considered an "Enemy of Humanity", you gain advantage to all combat-based rolls against them.)
The Greater Boon of Chaos - +4 to Deftness, Intelligence, and Luck, +2 to others - Chaotic Fortune (Luck rolls are by their very nature, exciting and mysterious. You never know what's going to happen! But what if you... REALLY didn't know what was going to happen? Once per three missions, choose a target luck roll. This roll becomes a flat 1d100 with no modifiers, and the effects are MASSIVELY amplified. A good roll will be much, much better than normal! And a bad roll will be much, much worse.), Void of Creation (The Primordial Chaos that spawns the universes of the Greek Pantheon is an entity of pure contradiction. It is by definition, an infinite gnawing Void that Creates entire universes. And with this boon, you can embrace a fraction of this power. Once EVER, you may create something that has been taken by the Void... in exchange for sacrificing something else of equivalent value to the Void.)
Lesser Boon of Hera - +1 Robustness, Deftness, Appeal, Bastardization (Once per encounter, activate this ability as a simple action. If the target is a "bastard" (An illegitimate child born out of wedlock, especially the product of a cheating relationship), you gain advantage to your attacks versus them. This only works on targets with a concept of marriage.)
Lesser Boon of Hades - +1 Vitality, Intelligence, Perspicacity, Flames of the Underworld (You are able to launch a ball of pure Hellfire at a target based on vitality. This attack does extra damage against targets who have committed grievous sins.)
Lesser Boon of Dionysus - +1 Vitality, Appeal, Luck, Wetbrain (Once per encounter, as a simple action inflict a target within melee range with the status effect "Drunk" based on appeal. This makes them inebriated and gives them disadvantage on all rolls until the effect ends. If used on an already drunk person, it may make them so drunk they risk passing out! And if used on someone passed out from drinking too much, it'll probably kill them from alcohol poisoning.)
Lesser Boon of The Drifter: +3 to Intelligence, Perspicacity, and Appeal, +1 to others, Journey (Life isn't about the destination. Once per day, activate this ability as a main action. The first time you use it it will do nothing... but it will grow stronger with every concurrent use!), Loss (The loss isn't the hardest part. The hardest part is moving on. Once EVER, permanently sacrifice something to automatically succeed on your next action as long as your sacrifice is of equal or greater value to what you are trying to accomplish. Your sacrifice will be PERMANENTLY lost, and nothing can EVER bring it back. If your sacrifice is not of equivalent value, you will still permanently lose it but gain no bonuses whatsoever. You will not consume this ability's once ever charge, however.)
The Boon of The Powers That Be - +3 to Vitality, Intelligence, and Luck, +1 to others, Smite (Once per day, unleash a blinding burst of divine light that does double damage against the undead and demons based on intelligence.), Vision of Danger (Once per two missions as a simple action, get a vision about a specific target - this will give you information about who they will target with their next attack and what they will do)
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[PTab=Superpowers]
「STAND MASTER」 Skipper
「STAND NAME」 Rise of the Runaways
「ABILITY」 Metal-Shadow Breath (https://powerlisting.fandom.com/wiki/Metal-Shadow_Breath)
DESCRIPTION: A woman wearing a leather-jacket, sunglasses, and smoking a cigarette. With a puff of her cigarette, she can exhale an intense burst of metal and shadow based on vitality.
Speed Infinitum - powerlisting.fandom.com/wiki/Speed_Infinitum
Super Speed - Type I: User can move at or beyond supersonic speed.
Vehicular Super-Speed - Sometimes you wanna take a break from all the running and just take a leisurely drive in a vehicle that would probably substantially more work to drive than just running. As long as you are piloting a foot-powered vehicle, you can move it as fast as your top safe speed. This does not guarantee the machinery of the vehicle can handle the speeds you're inflicting on it.
Deftness Metaserum - +1 Deftness - Stellar Manipulation - powerlisting.fandom.com/wiki/Stellar_Manipulation
Luck Metaserum - +1 Luck - Card Aura - powerlisting.fandom.com/wiki/Card_Aura
Stellar Manipulation [Charge] - You're the real star . Once per day, you can attempt to absorb starlight and us the energy for whatever purpose you wish. This can include proving the energy for a spell, increasing the power of a spell, giving yourself a buff, or whatever else you can think of. More complex applications may require a performance check. This power you absorb is directly proportional to your distance from the star and the intensity of its light. This means that, contrary to what you may initially think, this ability may be more powerful during the day than at night!
Vitality Metaserum - +1 Vitality - Laser Weaponry - powerlisting.fandom.com/wiki/Laser_Weaponry
Psychic Navigation - powerlisting.fandom.com/wiki/Psychic_Navigation
Oneiric Cognition - powerlisting.fandom.com/wiki/Oneiric_Cognition
Lost In The Sauce - +5 Vitality, +5 Perspicacity, -5 Appeal, Why the hell did you drink that? Well... you're connected to the garbage now. Forever. Congrats. You are now able to turn a single trash bag into a "Trash Bag of Holding", which allows you to pull random useless garbage from the Plane of Trash. In addition, you are now able to magically manipulate garbage based on perspicacity or vitality ( powerlisting.fandom.com/wiki/Garbage_Manipulation ). However, you will now smell like a garbage dump for the next month (Until Novemeber 21st, 2021) no matter how hard you attempt to clean yourself. In addition, everything you eat will taste like Danny Devito's Special Sauce until then as well.
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[PTab=Traits]
Divinity Touched - +2 Intelligence - You've witnessed a beautiful thing that's never been seen in all of the multiverse, a shard made of pure divine energy. It's left an impact.
The Archive Mid-Season Finale Survivor - +1 to all stats - A feeling of warmth and happiness flow through your body as the power of the transmundane washes over you. You may now summon a small rainbow-colored pin with the letters "BB" on the front. This pin may not be removed from your body at any point. Thanks for playing!
Philatelists - Stamps are really nice. You love collecting stamps.
Watched by Creation - You feel like you're being watched by every single eye in all of the multiverse at once...
Watched by Void - [THIS TRAIT LEFT INTENTIONALLY BLANK]
Creator - Your actions have directly resulted in the creation of an entire universe. Congratulations, you're a parent!
Vampire Slayer TIER 1 - You have started to fight against the undead menace known across the multiverse as Vampires. +3 while in combat against these undead scoundrel's. (Mark down how many you've killed so far, inform the DM when you get to 5 total. Only counts if you do the finishing blow.) (KILLS: 1)
Chosen by Fate - +3 Luck, Destiny has something in store for you... you just don't know what yet. But you will... when the time is right.
Archive Famous (I) - Through whatever method you've seen to leaving your mark on the world, your name, face, and deeds are known throughout The Archive. Some Archive Agents may have heard of you before they even meet you! Whether this leads to positive or negative interactions depends on what you did and how the target feels about it.
Happyface - +1 Appeal - You can no longer cry. Marked by a greater aspect of Positivity!
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[PTab=Tides of Chaos]
The path of a Wild Mage is unpredictable, and can have untold changes, both temporary and permanent. Any permanent changes you receive from Wild Magic will go here, appended to this ability. Permanent changes so far:
+2 Class Points (Spent 1 on Tier 1 Power of Friendship, Spent 1 on Tier 1 Speed Infinitum)
Blindness (Cured by Gene)
A single spell from Kingdom Hearts (Yet to be redeemed)
Deathly Allergic to Peanuts
Cybernetic Surge! - Technology sometimes acts weirdly around you. You have gained the following permanent effects from Cyber Surge:
- powerlisting.fandom.com/wiki/Oneiric_Cognition
-1 Luck to Cape of the Super Shell
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[PTabbedContent=Vocations]
[PTab=Shell-Surfing Sidekick]
SHELL SURFING SIDEKICK - Are you interested in getting your start in professional hero work? Is saving people and looking good while you do it your passion? Then join the Justice Initiative in our elite sidekick internship course. You'll learns the ins and outs of not only professional heroism, but teamwork, superpower mastery, and PR management! Develop your career at the Justice Initiative today!
AVERAGE PAY - 4500 PAGES
DANGER TIER 2 - CAREFUL
LEVEL 5 - 83%
VOCATIONAL ABILITIES:
Suit Up [Kinetic Capacitor] - A handy device designed to store the kinetic energy created by wind friction while running at super speeds. Once per day, you can activate this item to release its stored up energy, giving you a pretty significant speed boost. The degree will be determined by how much you have used your super speed up to this point on the mission. If you haven't used it at all, there will be no effect.
Signature Style [Flash Kick] - A kick utilizing the momentum generated by your super speed to devastating effect. Once per encounter, you can use a movement action to attack with a super fast kick based on deftness. Unless the target has enhanced reflexes, they'll be forced to tank it and cannot block or dodge!
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[PTabbedContent=Inventory]
[PTab=Weapons]
The Sword of Tenacity, Heroism, and Humanity - WEAPON - +2 Robustness, Vitality, and Intelligence, A gorgeously crafted blade forged from pure divinity. The surface looks alive, swirling with orange, gold, and brown lights like cascading tides of water. This weapon is divinity-slaying. If this weapon is used for ANYTHING that can be considered at all "villanous", it will turn on its wielder.
Ultrime Thunder Rifle - WEAPON - +3 Deftness, An energy rifle created by an incredibly advanced alien species. Its shots are said to be louder than thunder itself. This weapon's shots are capable of harming aspects and do not require ammunition.
Creation-Touched Sword - WEAPON - A sword that has been blessed by Creation and able to harm creatures composed of Void.
Creation-Touched Shield - WEAPON - A shield that has been blessed by Creation and able to harm creatures composed of Void.
Dagon Sphere - WEAPON/ACCESSORY - +3 Luck, An ancient mystical orb designed as a protective device to ward off ancient primordial evil. It glows brighter as it gets closer to a powerful evil being. It produces an aura that causes extreme pain to divine entities aligned with evil within 100 feet of it. It is however not incapacitating pain - and it is very fragile.
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[PTab=Apparel]
Auto Oxygen Recharge Spacesuit - Torso + Pants - A spacesuit that holds a charge of oxygen for up to 2 hours, and automatically
Prez Rickard Brand Watch - Wrist - This watch will always tell you the correct time. Given to you by the youngest President of the United States of America
Banana Leaf Ninja Headband - HELMET - +2 Deftness, +1 Intelligence - A headband marking you the top banana and a hell of a ninja.
Beach Chameleon Plushie - Accessory - +2 Appeal - It's a Chameleon whose skin looks like palm tree bark, had palm leaves on it's head, and has coconuts down it's back.
Badge of the Eldritch Defense Corps - Accessory - +2 Vitality, +2 Perspicacity - You all receive an unmarked package in the mail containing a small red and gold badge marked "EDC". With the package comes a letter thanking you for your service in stopping a reality-ending level Eldritch incursion, and stating you've all been inducted as honorary members of their hallowed ranks. While this badge is equipped, all eldritch attempts to manipulate your mind have disadvantage.
Invisibility Cloak - It's invisible!
Shell-Surfing Grease - Accessory - +2 Deftness - A tub of grease that when applied to a shell makes it much more slippery! +5 to Shell-Surfing while this Grease is equipped!
Leather Jacket - It's pretty sweet
Sunglasses - For Cool Kids Only
Moon Squad Jacket - A jacket adorned in patches of moons, spaceships, lantern rings and shrink rays. Reminds you of the time you stole the moon with your buddies
Taser Fist - GLOVES - +2 Robustness - A pair of technologically advanced gauntlets with electricity coursing through the knuckles. While you're wearing these, your punching power is greatly increased and your basic unarmed melee attacks now deal electrical damage! Buzz buzz!
Hylian Shield - +1 Vitality, +1 Robustness - A shield bearing the crest of the Hyrule royal family, wielded by the most trusted nights of the realm.
Oneiric Feather - HELMET - +1 Perspicacity - A feather encouraging vivid dreams and a powerful imagination. Looks very pretty in your hair! If you have this equipped while sleeping, you will always be aware you are dreaming and can manipulate dream worlds as you see fit!
Close Call Badge - Accessory - A golden badge with a spiky symbol on it. When in critical condition, or in the form of a potted plant that can't do anything, enemies that attack you will have to roll a 1d100. On a 75+ their attack auto misses.
Bandolier of the Elements - Shoulderpads -
Wondrous item, rare (requires attunement) (Gotta have it on before the start of the mission, can't switch into it.)
This cross-chest bandolier has 6 magic daggers sheathed across it. When you attack while wearing this bandolier, you can use a free action to throw 1 of the daggers, making a ranged attack with it. When you hit a target with one of these daggers, roll a d6 and consult the table below. The dagger is of the elemental type chosen by the table. On a miss, the dagger vanishes and reappears in the bandolier.
A dagger vanishes if you don’t hurl it right away and immediately reappears in the bandolier. 1d6 missing daggers reappear in the bandolier's empty sheaths daily at dawn.
1.ACID
2.Cold
3.FiRe
4.Lightnin
5.Poison
6.Thunder
Psychic Dampener - RING - -2 Intelligence, A ring designed to protect you from psionic effects. It isn't perfect, but it'll make you a lot more resistant to attacks and effects from psychics! It has the unfortunate downside of making your own psionics basically useless however.
Ring of Bond - RING - +3 Appeal, A ring filled with the power of Bond. It feels incomplete…
Pirate Hat that doesn't take up an equipment slot - HAT - it's a pirate hat
Swift Gills - ACCESSORY - +2 Vitality, A pair of gills you can stick on the side of your neck to allow you to survive underwater and swim like a fish! The gills are actually pretty gross, to be honest! But we won't talk about that!
Badge of the Eldritch Defense Corps - +2 Vitality, +2 Perspicacity - You all receive an unmarked package in the mail containing a small red and gold badge marked "EDC". With the package comes a letter thanking you for your service in stopping a reality-ending level Eldritch incursion, and stating you've all been inducted as honorary members of their hallowed ranks. While this badge is equipped, all eldritch attempts to manipulate your mind have disadvantage.
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[PTab=Consumables]
Pizza + Breadsticks
Mushroom (Paper Mario) - Basic Heal
Turtley Leaf - Makes a mean cup of tea
Warp Orb - Consumable - Warps a foe in the same room to somewhere else on the same floor/ in the same area. Might not be the best for wide open fields where they can just run back.
A Mushroom! - Consumable - Eating this mushroom will give a person a minor heal. Attached to it is a drawing of Skipper, Lizzie, Teddy, and Prism done by Bowser Jr! He has labeled it "The Blind Idiots."
Wildolol - CONSUMABLE - An infinite bottle of pills created from raw wild magic. Once per day, you can take one of the pills. Each one has a random effect based on luck! Some effects can be permanent.
Basic Auto Revive x2
Full Mana Heal
Can of Reload - Consumable - A can of Reload! Apparently it tastes like pepsi, and it also can reload any one gun instantly with a full chamber/clip/ whatever it uses! This works on ANY gun. (Note: This is for Buster)
The Fly Fisher's Magic Bait (x2) - CONSUMABLE - A magical fish bait guaranteed to work for most types of magical fish or your money back! Please note that there are some special fish that are still gonna be veeeeery picky about what they eat!
Sun Stone (Pokemon)
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[PTab=Tools]
ClawShot - Tool/Weapon - A claw like grappling hook that can be used to shoot oneself towards ledges, or other grabbable objects. Shots are based off of Deftness. +1 Deftness.
Zippo Lighter - It's a lighter
Fitbit Neo - TOOL - An advanced pedometer designed for people capable of moving at super speeds. As long as this is in your inventory, it can track your current speed - it even keeps track of your top speed automatically! MY TOP SPEED: 923 MPH
Wine Corkscrew - It's just a wine opener
The Fish-gasm 2k69- TOOL - Ignore the name. Please. Despite being made in a world that is incredibly NSFW, this fishing rod is incredibly sturdy and difficult to break. Perfect for fishing really strong fish! If you have this equipped as a weapon or accessory, you get advantage to appeal rolls against fish. Don't... don't ask. It also has a vibration setting. Also don't ask. The battery for the vibration setting is recharged by reeling in fish!
3 Great Balls
Power Bracelets - GLOVES - A pair of magic bracelets that seriously boost your physical might. While equipped, you can push and lift up to a full 2,000 pounds! For some reason, this only helps enhance your strength for non-combat utilizations... Don't ask me why, ask whoever designed this thing.
The Horn of Quintus - TOOL - A magically enchanted horn which once was lauded as "unstealable" by the thieves of The City. Well, before Garrett, that is. Once per day, blow the horn based on appeal. Any animals who hear the horn and fail the perspicacity save against it become calm for 10 minutes or if they're attacked, whichever comes first.
Magic Chalk (50%) - TOOL - A piece of magic chalk capable of all applications it is used for in the Chalk Zone lore proper (https://chalkzone.fandom.com/wiki/Magic_Chalk). Every use of it will consume a bit of its chalky goodness.
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[PTab=Materials]
Orichalcum - CRAFTING MATERIAL - A lump of rare mythical metal. It seems tough.
The Heart of Echidna - CRAFTING MATERIAL - The cavern Echidna had been defeated in (that locals have found a strange but friendly monster inside of) contains an incredibly rare gem seen nowhere else on the planet. It seems the gem is filled with the divine power of Monsters. Something like this certainly has a lot of potential in the right hands...
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[PTab=Ammo]
Ammo Here
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[PTab=Misc.]
Vial of Liquid Mana - MISCELLANEOUS - A sample of the liquid mana pools that fill The Plane of Power. It has a warning label on it that says, "DO NOT INGEST". What are you supposed to do with it then?
Gene's Lamp - Other - A lamp containing a powerful genie named Gene. It's said that he'll grant three wishes for whoever rubs the lamp. It still has 1 left...
Broodmare in a Box - SUPPORT - A nondescript wooden box containing an incredibly powerful nightmare entity known as a Broodmare, the mother of Bodachs. You can still summon a normal bodach once per week, but once per MONTH you can summon the Broodmare itself. Unlike the bodachs, the Broodmare may be harder to command... [Bodach refreshes 6/26/2021]
Ribbiting Idol - Item - A golden statuette of a tree frog that is able to animate through the usage of a chosen command word. Upon request it can cast prestidigitation.
Perfectly Laminated Skipper Corpse??? - This is what you get when you try to laminate yourself in base....
A copy of Skipper & Guilmon: Partners in Rhyme
EXP Share - KEY ITEM - A strange device that allows all of your backup Pokemon to gain 50% of the EXP the active Pokemon receives upon the defeat of an enemy Pokemon in a Pokemon battle. This item can be freely switched on and off. This item can also be given to a Pokemon to hold. When held, this item acts as a classic EXP share and only gives that Pokemon experience while it's in reserve. Customize your experience!
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[PTab=Medaparts]
Full Sets
Jhuk [Equipped to Buster]
Cross Messiah
Heads
Berthold (Charge Buster - Once per day, bring forth an enormous (in relation to a medabot at least) cannon and fire a high-powered laser at a target based on vitality! Depending on how much charge you have, this will do more damage, making it a good opener in a fight!) [Equipped to Buster]
Charge Corne (Full Charge - Sacrifice some of your health in exchange for Medaforce Charge. Medaforce Charge will be expended with usage of abilities that relate to it.)
Right Arms
Ezekiel Baker (Power Rifle - A basic ranged laser attack based on deftness.) [Equipped to Buster]
Beetle Gun (Charge Blaster - Ranged gun attack based on deftness. The more Medaforce Charge you have, the more damage this does! If you're fully charged, this attack gets a 1.5x multiplier to its successes.)
Rechtklinge (+1 Robustness, Basic melee sword attack based on robustness)
Left Arms
Hiram Maxim (Mega Gatling - Once per encounter, fire off a salvo of metal slugs based on deftness! Roll a 2d2 on use to determine the number of attacks you will be performing. These attacks may be split up among targets in combat however you please.) [Equipped to Buster]
Stag Sword (Charge Blade - Melee sword attack based on robustness. The more Medaforce Charge you have, the more damage this does! If you're fully charged, this attack gets a 1.5x multiplier to its successes.)
Legs
Extractor (Outrange - Your gun attacks gain a +5 to their rolls when used on targets who are outside of melee range.) [Equipped to Buster]
Hybridder (Guts - If your Medaforce Charge is full, you gain 1.5x multiplier to dodging.)
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