Post by CJ on Oct 25, 2005 23:40:01 GMT -5
This is where the Nintendo Special Forces reside. Good for a little extra muscle...or just someone to chat with. Wiee!
Keep in mind that if a mercenary is defeated, they will immedietly withdraw from combat and leave your command until they recover. There is a very painful loss if a Merc is defeated under your command, so don't do it!! This penalty is twice the recruiting cost. If you can't pay the penalty, you pay what you can and then have to work off the rest before you can command a Merc again. (this of course applies only to those commanding True Power mercs)
Otherwise, they'll serve you faithfully and help however they're told to help.
Oh, by the way. The Canon characters on this list can be taken as PCs without negative effect of any kind. Their slot on this roster will be filled by a robot duplicate. No, I'm not kidding. Robot duplicate.
There are three ways to command a Merc. If they are 'placed in' one of the three Merc Slots the party shares, then they will use their modified, abridged Merc Power. This consists of a very small HP bar and a handful of simple attack, defense, or support commands. Mercs using their Merc Power can make ONE action per round, and can be commanded to do so by anyone for free. A character's Merc Power may increase if they are used effectively and kept nice and safe, but is otherwise static. Using them this way doesn't incur the recruitment cost listed in their bio.
Secondly, if they are 'placed in' one of the two char slots that every Player gets, they will use their full stats, called True Power. A merc using their True Power behaves much like any other character, will get turns as normal and have full stats, including HP, MP, and Act, as well as a more standard move set. They really are just like any other character, except for the following;
Mercs do not gain EXP. Any they would gain is given instead to the other character of the player commanding them, though some if not all of this will be lost to pay the merc's recruiting cost, along with any other things they demand.
Mercs are set to a level equal to the other character of the player using them. Stats, including HP and MP, will be scaled to the proper level, and the character will have access to any moves and passives listed for that level and below. The HP, MP, and Act of the character will be fairly straight forward, but the stats may prove somewhat difficult to scale properly, so go ahead and PM me when you decide to take a merc a'hunting, and I'll scale them out for you with my nifty script and quick wits.
Mercs can use any weapon they are proficient in, but cannot generally use other equipment than what they have equipped. There may be exceptions to this rule, such as if you make equipment specifically for them, but otherwise it's a required if nasty little fact to keep equip combos on mercs from becoming crazy.
The final way to utilize a merc is to Alchemize them into equipment at the Black Market. They still take up one of your character slots if used this way. The cost for having them go through this bizarre ritual is placed in their info, and is incurred in place of the standard. If the alchemization cost is '0', it means that they're free. If it is 'NA', it means that they absolutely refuse to be alchemized for whatever reason. What kind of equipment they become is set, and listed in their bio.
Once you pay either cost once, you won't have to do so again to bring them along in whichever capacity you paid for them. This of course doesn't apply to the cut of EXP they take for themselves.
HYRULE DIVISION:
Link: The legendary Hero of Time! A master swordsman who wields the Master Sword and carries the Triforce of Courage.
Recruiting Cost: 100 XP. 40% of gained EXP.
Alchemization Cost: 150 XP. 40% of gained EXP.
Alchemization Result: Shield
HP: 10
COMMANDS:
Attack: Attack with Master Sword!
Damage: 20. 30 if HP is full.
Spin Attack: Attack up to three enemies at once with a whirling magical sword assault!
Damage: 20, 3 enemies.
Defend: Take a Full Defense with the Mirror Shield. Reflects magic attacks. Can hide behind Link while he defends.
Sheik: A mysterious warrior who fights hand to hand and with a thin chain, very swift and heavy hitting.
Recruiting Cost: 20 MP.
Alchemization Cost: 40 MP.
Alchemization Result: Hooded Robe
HP: 9
COMMANDS:
Attack: Attack with swift martial arts.
Damage: 20
Chain Attacks: A wicked chain lashing attack that deals damage as long as it's maintained. Being hit while preforming this deals double damage.
Damage: 5 per turn maintained.
Defend: Defends with martial arts stances and movements. Blocks the first attack and then every other afterwards (1st, 3rd, 5th, 7th, ect)
Counters every third attack.
Din: The last remaining priestess of Din. She evokes powerful, divine fire magic to support and attack! Specializes in offensive support.
Recruiting Cost: L2 or higher FIRE gem.
Alchemization Cost: L3 or higher FIRE gem.
Alchemization Result: Staff
HP: 7
COMMANDS:
Flame Heal: Heal ally by 20 using Fire.
Din's Fireball: A ball of flame that explodes on contact.
Damage enemy by 40 using Fire.
Farore: The last remaining priestess of Farore. She evokes powerful, divine wind magic to support and attack! Specializes in support magic.
Recruiting Cost: L2 or higher WIND gem
Alchemization Cost: L3 or higher WIND gem.
Alchemization Result: Shield
HP: 6
COMMANDS:
Wind Heal: Heal you with the power of divine, flowing wind.
Heals 20 damage using Wind
Cures Poison and Blind
Farore's Wind: Teleport you somewhere!
Moves ally anywhere in the room instantly.
Naryu: The last remaining priestess of Naryu. She evokes powerful, divine water magic to support and heal! Specializes in protecting and healing.
Recruiting Cost: L2 or higher WATER gem.
Alchemization Cost: L3 or higher WATER gem.
Alchemization Result: Helmet
HP: 6
COMMANDS:
Water Esuna: Magical cleansing waters remove bad status. Pleasantly warm.
Heals 30 HP with Water
Removes Poison, Blind, and Freeze.
Naryu's Love: Protects an ally with the power of love in the form of rock hard crystals.
Damage: N/A WATER COST:
Causes Shield and Veil status.
Zets: Hylian swordsman who used to protect the Temple of Time. He gathered the last priestesses and now seeks to keep them forever safe.
Specializes in sword play and defense.
Recruiting Cost: Any HP restoring item.
Alchemization Cost: NA
Alchemization Result: --
HP: 12
COMMANDS:
Attack: Attack with the Guardian Creed. Deals 5 damage for every attack the target has successfully struck with that round.
Intercept: Leap in front of an ally to stop a physical attack. Takes no damage.
Flawless Guard: Enter the perfect defensive stance, taking no damage from anything for the rest of the turn. One person can stand behind him and be defended as such.
MUSHROOM KINGDOM DIVISION
Mario: Everyone knows Mario!
Recruiting Cost: Any mushroom item.
Alchemization Cost: A cooked mushroom item.
Alchemization Result: Boots
HP: 10
COMMANDS:
Jump: Jump on a target's head. Can be used on aerial opponents no matter how high, but is considered a contact attack. 30 damage.
Fireball: Pitoink an enemy with a bouncy fireball. 20 FIRE damage.
Counterjump: Negates melee attacks. Counters every other one with a Jump attack.
Luigi: No one knows Luigi...
Recruiting Cost: Any mushroom item.
Alchemization Cost: A cooked mushroom item.
Alchemization Result: Gloves
HP: 10
COMMANDS:
Attack: Slam an enemy with his hammer. 35 damage, ground enemies only.
Thunderhand: Zap an enemy. 20 ELECTRIC damage.
Counterhammer: Negates projectile attacks. Knocks every other one back to the thrower.
Bowser: Woo! Big and bad, the King of the Koopas is ready to roll.
Recruiting Cost: A kiss from a Princess.
Alchemization Cost: A day with a Princess.
Alchemization Result: Armor
HP: 14
COMMANDS:
Attack: Slash an enemy with Koopa Klaws. 30 damage.
Bowser Breath: Blasts an enemy with hellish firebreath. Ignores one level of Fire resistance, and deals 10 Fire damage. If the target remain in place, the damage is repeated every turn as long as they do so.
Shell Up: Curls into his shell, negating all attacks. Sadly, he can be sent flying quite easily, so hiding behind him can be dangerous...
Rau T.: A master martial artist Toad who just loves to scrap and scare people with his awesome battle cries. Specializes in swift, powerful fist fighting.
Recruiting Cost:
Alchemization Cost:
Alchemization Result: Gloves
HP: 9
COMMANDS:
Attack: Punches an enemy with a swift boxing jab. 10 damage, causes Stun
Yaaaa!!: Rattles all enemies with a battle cry, decreasing their highest attack stat by 5 each.
Toad Guard: Puts up his dukes and defends. Blocks every third attack, counters every other attack after the first.
Kalama T.: A pike wielding Toad guard who seems to bring misfortune with him wherever he goes. He's learned to harness his own bad luck and throw it at enemies!
Specializes in painful luck-based attacks.
Recruiting Cost:
Alchemization Cost:
Alchemization Result: Accessory
HP: 8
COMMANDS:
Awww, It's Raining: Great misfortune causes it to start raining. Even indoors. 10% chance of Lightning striking any enemy who moves while it is in effect. Lasts one round or until an enemy is struck , whichever comes second.
Damage: 15 ELEC
I Tripped!: Throw pure misfortune at an enemy in the form of a spear by tripping.
DAMAGE: -10 Evade
Accident Prone: Throws himself flat and covers his head. When attacked, roll d100
1-5: Kalama takes double damage
6-20: Kalama takes normal damage.
21-50: Kalama takes no damage.
51-60: Kalama takes no damage, attacker takes 10 (flower pot falling)
61-70: Kalama takes no damage, attacker takes 20 (Bowling ball falling)
71-80: Kalama takes no damage, attacker takes 20+Stun (TV falling)
81-90: Kalama takes no damage, attacker takes 30+KnockDown (Piano falling)
91-95: Kalama takes no damage, attacker takes the full damage of their attack.
96-99: Kalama takes no damage, all enemies take the full damage of the attacker's attack (enemies besides the attacker can Defend or Dodge)
100: Kalama takes no damage, attacker is slain instantly in a surge of incredible misfortune
Grava T.: A pike wielding Toad guard who has mastered the art of spinning polearms to such a degree that he can tamper with magnetic and gravitic fields.
Specializes in attack with electricity and gravity techs.
Recruiting Cost: L1 Gravity or Lightning gem.
Alchemization Cost: L2 Gravity or Lightning gem.
Alchemization Result: Spear
HP: 8
COMMANDS:
Attract: Yank metal weaponry towards him by spinning his spear to create a magnetic field. All magnetic weapons are dropped immedietly and must be recovered.
Damage: N/A COST:
Magnetic weapons dropped!
Deflect: Deflect ranged attacks back at the enemy by rapidly whirling his spear to create a powerful gravitic field.
Damage: N/A COST:
Cause Mirror status effect on one.
Sana T.: A Toad swordsman who has discovered the power of chaos and the power of psychic ability at the same time, leading him to mix the two to create what he calls Lunatic Arts.
Specializes in Chaos and mental techs.
Recruiting Cost: L1 CHAOS or MIND gem.
Alchemization Cost: L2 CHAOS or MIND gem.
Alchemization Result: Helmet
HP: 8
COMMANDS:
Attack: Attack with the Lunatic Edge. Deals 10 damage. Target will be convinced that they were killed if they had less than 10% HP remaining.
Illusion Slash: Convince an enemy that s/he's being attacked from behind, causing him/her to possibl turn around.
Damage: N/A MIND
Psycho Shot: Blast an enemy with a ball of roiling chaos held together with sheer will.
Damage: 25 CHAOS
Gerrun T.: A rock solid Toad swordsman who will always be there, come hell or high water.
Specializes in rocky defense and support.
Recruiting Cost:
Alchemization Cost:
Alchemization Result: Shield
HP: 12
COMMANDS:
Attack: Attack with the Promised Guard, his tower shield. 10 damage, stuns and knocks back enemy.
Stand Tall: Can be used even after death. Prevents no damage, but one person can hide behind him and be perfectly safe.
Ore Pollon: Covers ally in metallic pollon that increases Defense and SDefense by 10 for one round.
POP STAR DIVISION
Metaknight: A master swordsman with a past as dark as his face.
Recruiting Cost: A spar.
Alchemization Cost: Must win a spar.
Alchemization Result: Sword
HP: 11
COMMANDS:
Attack: Cut a wide arc with the Master blade. 30 damage on a ground based enemy.
Star Knight Charge: A tiring attack where Metaknight rushes forward. It looks like just a thrust, but in actuality, he's slashing faster than the eye can see the entire time. Deals 10 damage d10 times. Metaknight cannot act on the next turn.
Wings: Forms his cape into wings and uses them as a shield. They can only take three hits before it breaks.
King Dedede: A foolish and sometimes childish but good at heart king who's really dangerous with a hammer.
Recruiting Cost: Candy!!
Alchemization Cost: NA
Alchemization Result: --
HP: 10
COMMANDS:
Attack: Bash an enemy with his big hammer. Very straightforward, and equally effective. 20 damage, 40 on an aerial enemy.
Spit: An attack learned from watching Kirby. He inhales the enemy and fires them out so hard they temporarily become a shooting star. 25 damage to two enemies.
Cower: Not the most flattering defense, but it works sometimes. It would be perfect for a tornado drill at least.
Admiral D.: The leader of the self named "Neo Star Knights".
Despite his goofy outfit, he's a serious fighter with a lot of power.
Well balanced fighter with high skill in all areas of combat.
Recruiting Cost:
Alchemization Cost:
Alchemization Result: Sword
HP: 10
COMMANDS:
Attack: Attack with a sturdy SI sword. 20 damage.
Admiral's Call: Increases Defense and Speed of all allies by 5 for one round with a rallying call.
Admiral Guard: Goes into a fine guarding stance that blocks melee attacks.
Cap'n D.: Silly second in command to Admiral D. He really tries his best, but sometimes things just don't work out.
A balanced fighter with decent capabilities in all fields.
Recruiting Cost:
Alchemization Cost:
Alchemization Result: Hat
HP: 7
COMMANDS:
Attack: Attack with a handsome ceremonial sword. 1 Damage. 10% chance of dealing 75 damage.
Nautical Bellow: Increases Defense or Speed of all allies by d10 for one round with a rallying call.
Captain Guard: Goes into a guarding stance that blocks all attacks 33% of the time.
Widdle: A kind of small Waddle Dee warrior with a special brand of fighting with his hammer.
Excels at catching enemies off guard.
Recruiting Cost: 6
Alchemization Cost:
Alchemization Result: Accessory
HP: 7
COMMANDS:
Attack: Attack with the Tiny Comet. 15 damage, roll d100; If result is 50 or below, deal 20 more damage and roll again. Etc, etc.
Hidden Supporter: Shrinks down to incredibly tiny size and hides in an ally's clothes. All actions the ally makes deal an addition 10 damage (per Act) from Widdle swinging his hammer from within. If the 'supported' character has already used Act, that number of attacks on them will be countered with 20 damage.
Tiny Guard: Shrink down to incredibly tiny size. 66% chance of incoming attacks missing. Attacks that DO hit deal double damage.
Woddle: A waddle dee with a distinct australian accent and an attitude to match.
Excels in ranged, debilitating attacks with his boomerang and bolas.
Recruiting Cost: Any meat.
Alchemization Cost: NA
Alchemization Result: --
HP: 9
COMMANDS:
Attack: A ranged attack with the boomerang. 2d100. For every roll below 50, deals 20 damage.
Bolas: Throw a pair of heavy weights attached by rope. Used to disable enemies in various ways. Prevents the enemy from moving either their arms or their legs until they remove the bolas.
Boomer Shield: Throw the boomerang so that it goes around and around him super fast, blocking solid projectiles.
Oddball: A Waddle Doo carrying a lovely pink parasol. The resident magician of the group, he can do a lot of strange things with his magical eye and umbrella.
Excels in often bizarre magical attacks.
Recruiting Cost: A joke.
Alchemization Cost: A really funny joke.
Alchemization Result: Necklace
HP: 7
COMMANDS:
Attack: Smacks an enemy with his parasol. Sometimes the parasol opens and does extra damage. 15 damage. 50% chance of doing 40 damage.
Laser: Creates a long laser whip and lash out with it. Strikes up to three targets for 10 LIGHT damage each.
Parashield: Opens the parasol in front of himself, reflecting any magic. It can block ONE physical attack, but his guard will break afterward.
ROBOTOPOLIS DIVISION
Zero: A badass swordsman who can whup just about anyone.
Recruiting Cost: Any weapon.
Alchemization Cost: A weapon of +15 damage or higher.
Alchemization Result: Beamsaber
HP: 10
COMMANDS:
Attack: A quick three hit combo with his Z Saber. d3*10 damage.
Tenshouha: A giant laser blast of chi and energy that rips apart anything nearby. 50 LIGHT damage to anyone who has attacked Zero.
Recover: Recovers damage with automatic repair function. Roll amount of damage taken and divide the result by two, rounding up to see how much.
Storm Eagle: A noble avian reploid with advanced speed and agility, as well as wings so powerful they can attack in some ways
Recruiting Cost:
Alchemization Cost:
Alchemization Result: Gauntlets (arm and glove slots)
HP: 10
COMMANDS:
Attack: Swoop in a low arc, slashing at anything he happens to pass. 15 damage on any number of enemies, as long as they're in a straight line.
Feather Storm: Fire a wave of super sharp feathers upward, which come down the next turn to attack all enemies. One round after this command is given, deal d50 damage to all enemies.
Hurricane: Beat the wings viciously to keep enemies away. Enemy must have L2 Run to get through the wind.
Armored Armadillo: A heavily armored, tough as nails armadillo reploid. Extremely loyal.
Recruiting Cost: A peice of armor.
Alchemization Cost: A peice of armor with more than +15 defense overall.
Alchemization Result: Heavy Breastplate
HP: 15
COMMANDS:
Attack: Attack with a powerful rolling punch. 20 damage.
Rolling Shield: Roll at great speed, creating a sphere of kinetic energy and bits of stone that is then sent at an enemy. Heavy damage that reverses armor. Damage taken = total armor the target has, +10
Paragon Guard: Take the perfect defensive stance, using armor, body, and physics to full advantage. Takes no damage from anything, and harbor up to two people from harm with his impressive bulk.
Bass: One of the most powerful battle robots of his time, Bass is equipped with a rapid fire energy buster, the same copy power as Megaman, and a nasty temper.
Recruiting Cost: Level 2 or higher Power Source.
Alchemization Cost: NA
Alchemization Result: --
HP: 10
COMMANDS:
Attack: Attack with Bass Buster. 10 damage per turn as long as it's maintained, but Special Armor is factored.
Assimilate: Fuse with any mechanical device and use it as his own. Attacks with such a device deal their weapon damage only but ignore armor. Any effect that requires a base stat fails.
Treble Boost: Fuse with Treble and fly in the air to prevent damage. Can only be targetted by ranged weapons.
Blues: Megaman's "brother", a first prototype of all other robots currently in production. Fights with a shield and buster, and has a really cool whistle.
Recruiting Cost: Level 1 or higher Power Source.
Alchemization Cost: Level 3 or higher Power Source.
Alchemization Result: Shield & Buster
HP: 9
Attack: Open fire with Protobuster. 10 damage. For every point of damage Blues has taken, increase this by 5.
Big Bang: Cut HP in half to fire a massive wave of energy, dealing 15 times the damage cut in damage. This damage directly cuts into the HP of any Full Defending shield, and overflow if the shield is broken is dealt to the enemy. Removes any defensive status effects, but each effect removed cuts total damage by 10.
Guard: Full Defense with his tower shield, which has 5 HP. One target can hide behind.
OTHER: Guys who don't really have much of an affiliation
The Duke: A Mushroom Elemental with a mean left hook. he can be pretty annoying, but his skill at boxing is fantastic.
Recruiting Cost: Ring a bell.
Alchemization Cost: NA
Alchemization Result: --
HP: 12
COMMANDS:
Attack: Attack with a vicious, ranged straight punch. His arms are so stretchy he can actually punch enemies from across the room. 20 damage.
Spore Fist: Punch an enemy and release spores that Poison them. 5 damage, Poison5 for one round.
Put 'em Up!: Block attacks with the forearms in a defensive posture. Blocks the first attack and every third, countering each time.
Lei: One of two twin brothers of the Lazalfos race. Despite being identical twins, he insists that he's the older of the two. Whether this is true or not, their skills in combat are perfectly matched.
Recruiting Cost: Agree that he's older than Zurr.
Alchemization Cost: Go on and on about it.
Alchemization Result: Helmet
HP: 9
COMMANDS:
Attack: Attack an enemy with the special Laser sword built into his left arm. 15 damage.
Laser Shot: Zap an enemy with a beam of light from the muzzle armor. 20 LIGHT damage.
Defend: Engage a defensive grid, encasing himself in a thin sheet of light and bracing with his tail. Stops magical attacks but not physical.
Zurr: The second of two twin brothers of the Lazalfos race. Despite being identical twins, he insists that he's the handsomer lizard. Whether this is true or not, their charisma is perfectly matched.
Recruiting Cost: Agree that he's handsomer than Lei.
Alchemization Cost: Go on and on about it.
Alchemization Result: Sword
HP: 9
COMMANDS:
Attack: Attack an enemy with the special Laser sword built into his right arm. 20 damage.
Laser Shot: Zap an enemy with a beam of light from the muzzle armor. 15 LIGHT damage.
Defend: Enter a defensive position, locking his arms in front and stablizing himself with his tail. Stops physical attacks but not magical.
Ombre: Tough as nails super badass lionlizard thing from BHH. Once a feared bandit lord, he is now a respected member of the NSF for his bravery, skill, and loyalty, though all three come at a price...
Recruiting Cost: 10 Coins
Alchemization Cost: 20 Coins
Alchemization Result: Sickle & Machine Gun
HP: 12
COMMANDS:
Attack I: Attack with Daga Veraz. 40 damage on ground targets. Cannot be done two rounds in a row.
Attack II: Attack with Capote Enganoso. 40 damage on aerial targets. Cannot be done two rounds in a row.
Liberation: Steals something from the target.
Keep in mind that if a mercenary is defeated, they will immedietly withdraw from combat and leave your command until they recover. There is a very painful loss if a Merc is defeated under your command, so don't do it!! This penalty is twice the recruiting cost. If you can't pay the penalty, you pay what you can and then have to work off the rest before you can command a Merc again. (this of course applies only to those commanding True Power mercs)
Otherwise, they'll serve you faithfully and help however they're told to help.
Oh, by the way. The Canon characters on this list can be taken as PCs without negative effect of any kind. Their slot on this roster will be filled by a robot duplicate. No, I'm not kidding. Robot duplicate.
There are three ways to command a Merc. If they are 'placed in' one of the three Merc Slots the party shares, then they will use their modified, abridged Merc Power. This consists of a very small HP bar and a handful of simple attack, defense, or support commands. Mercs using their Merc Power can make ONE action per round, and can be commanded to do so by anyone for free. A character's Merc Power may increase if they are used effectively and kept nice and safe, but is otherwise static. Using them this way doesn't incur the recruitment cost listed in their bio.
Secondly, if they are 'placed in' one of the two char slots that every Player gets, they will use their full stats, called True Power. A merc using their True Power behaves much like any other character, will get turns as normal and have full stats, including HP, MP, and Act, as well as a more standard move set. They really are just like any other character, except for the following;
Mercs do not gain EXP. Any they would gain is given instead to the other character of the player commanding them, though some if not all of this will be lost to pay the merc's recruiting cost, along with any other things they demand.
Mercs are set to a level equal to the other character of the player using them. Stats, including HP and MP, will be scaled to the proper level, and the character will have access to any moves and passives listed for that level and below. The HP, MP, and Act of the character will be fairly straight forward, but the stats may prove somewhat difficult to scale properly, so go ahead and PM me when you decide to take a merc a'hunting, and I'll scale them out for you with my nifty script and quick wits.
Mercs can use any weapon they are proficient in, but cannot generally use other equipment than what they have equipped. There may be exceptions to this rule, such as if you make equipment specifically for them, but otherwise it's a required if nasty little fact to keep equip combos on mercs from becoming crazy.
The final way to utilize a merc is to Alchemize them into equipment at the Black Market. They still take up one of your character slots if used this way. The cost for having them go through this bizarre ritual is placed in their info, and is incurred in place of the standard. If the alchemization cost is '0', it means that they're free. If it is 'NA', it means that they absolutely refuse to be alchemized for whatever reason. What kind of equipment they become is set, and listed in their bio.
Once you pay either cost once, you won't have to do so again to bring them along in whichever capacity you paid for them. This of course doesn't apply to the cut of EXP they take for themselves.
HYRULE DIVISION:
Link: The legendary Hero of Time! A master swordsman who wields the Master Sword and carries the Triforce of Courage.
Recruiting Cost: 100 XP. 40% of gained EXP.
Alchemization Cost: 150 XP. 40% of gained EXP.
Alchemization Result: Shield
HP: 10
COMMANDS:
Attack: Attack with Master Sword!
Damage: 20. 30 if HP is full.
Spin Attack: Attack up to three enemies at once with a whirling magical sword assault!
Damage: 20, 3 enemies.
Defend: Take a Full Defense with the Mirror Shield. Reflects magic attacks. Can hide behind Link while he defends.
Sheik: A mysterious warrior who fights hand to hand and with a thin chain, very swift and heavy hitting.
Recruiting Cost: 20 MP.
Alchemization Cost: 40 MP.
Alchemization Result: Hooded Robe
HP: 9
COMMANDS:
Attack: Attack with swift martial arts.
Damage: 20
Chain Attacks: A wicked chain lashing attack that deals damage as long as it's maintained. Being hit while preforming this deals double damage.
Damage: 5 per turn maintained.
Defend: Defends with martial arts stances and movements. Blocks the first attack and then every other afterwards (1st, 3rd, 5th, 7th, ect)
Counters every third attack.
Din: The last remaining priestess of Din. She evokes powerful, divine fire magic to support and attack! Specializes in offensive support.
Recruiting Cost: L2 or higher FIRE gem.
Alchemization Cost: L3 or higher FIRE gem.
Alchemization Result: Staff
HP: 7
COMMANDS:
Flame Heal: Heal ally by 20 using Fire.
Din's Fireball: A ball of flame that explodes on contact.
Damage enemy by 40 using Fire.
Farore: The last remaining priestess of Farore. She evokes powerful, divine wind magic to support and attack! Specializes in support magic.
Recruiting Cost: L2 or higher WIND gem
Alchemization Cost: L3 or higher WIND gem.
Alchemization Result: Shield
HP: 6
COMMANDS:
Wind Heal: Heal you with the power of divine, flowing wind.
Heals 20 damage using Wind
Cures Poison and Blind
Farore's Wind: Teleport you somewhere!
Moves ally anywhere in the room instantly.
Naryu: The last remaining priestess of Naryu. She evokes powerful, divine water magic to support and heal! Specializes in protecting and healing.
Recruiting Cost: L2 or higher WATER gem.
Alchemization Cost: L3 or higher WATER gem.
Alchemization Result: Helmet
HP: 6
COMMANDS:
Water Esuna: Magical cleansing waters remove bad status. Pleasantly warm.
Heals 30 HP with Water
Removes Poison, Blind, and Freeze.
Naryu's Love: Protects an ally with the power of love in the form of rock hard crystals.
Damage: N/A WATER COST:
Causes Shield and Veil status.
Zets: Hylian swordsman who used to protect the Temple of Time. He gathered the last priestesses and now seeks to keep them forever safe.
Specializes in sword play and defense.
Recruiting Cost: Any HP restoring item.
Alchemization Cost: NA
Alchemization Result: --
HP: 12
COMMANDS:
Attack: Attack with the Guardian Creed. Deals 5 damage for every attack the target has successfully struck with that round.
Intercept: Leap in front of an ally to stop a physical attack. Takes no damage.
Flawless Guard: Enter the perfect defensive stance, taking no damage from anything for the rest of the turn. One person can stand behind him and be defended as such.
MUSHROOM KINGDOM DIVISION
Mario: Everyone knows Mario!
Recruiting Cost: Any mushroom item.
Alchemization Cost: A cooked mushroom item.
Alchemization Result: Boots
HP: 10
COMMANDS:
Jump: Jump on a target's head. Can be used on aerial opponents no matter how high, but is considered a contact attack. 30 damage.
Fireball: Pitoink an enemy with a bouncy fireball. 20 FIRE damage.
Counterjump: Negates melee attacks. Counters every other one with a Jump attack.
Luigi: No one knows Luigi...
Recruiting Cost: Any mushroom item.
Alchemization Cost: A cooked mushroom item.
Alchemization Result: Gloves
HP: 10
COMMANDS:
Attack: Slam an enemy with his hammer. 35 damage, ground enemies only.
Thunderhand: Zap an enemy. 20 ELECTRIC damage.
Counterhammer: Negates projectile attacks. Knocks every other one back to the thrower.
Bowser: Woo! Big and bad, the King of the Koopas is ready to roll.
Recruiting Cost: A kiss from a Princess.
Alchemization Cost: A day with a Princess.
Alchemization Result: Armor
HP: 14
COMMANDS:
Attack: Slash an enemy with Koopa Klaws. 30 damage.
Bowser Breath: Blasts an enemy with hellish firebreath. Ignores one level of Fire resistance, and deals 10 Fire damage. If the target remain in place, the damage is repeated every turn as long as they do so.
Shell Up: Curls into his shell, negating all attacks. Sadly, he can be sent flying quite easily, so hiding behind him can be dangerous...
Rau T.: A master martial artist Toad who just loves to scrap and scare people with his awesome battle cries. Specializes in swift, powerful fist fighting.
Recruiting Cost:
Alchemization Cost:
Alchemization Result: Gloves
HP: 9
COMMANDS:
Attack: Punches an enemy with a swift boxing jab. 10 damage, causes Stun
Yaaaa!!: Rattles all enemies with a battle cry, decreasing their highest attack stat by 5 each.
Toad Guard: Puts up his dukes and defends. Blocks every third attack, counters every other attack after the first.
Kalama T.: A pike wielding Toad guard who seems to bring misfortune with him wherever he goes. He's learned to harness his own bad luck and throw it at enemies!
Specializes in painful luck-based attacks.
Recruiting Cost:
Alchemization Cost:
Alchemization Result: Accessory
HP: 8
COMMANDS:
Awww, It's Raining: Great misfortune causes it to start raining. Even indoors. 10% chance of Lightning striking any enemy who moves while it is in effect. Lasts one round or until an enemy is struck , whichever comes second.
Damage: 15 ELEC
I Tripped!: Throw pure misfortune at an enemy in the form of a spear by tripping.
DAMAGE: -10 Evade
Accident Prone: Throws himself flat and covers his head. When attacked, roll d100
1-5: Kalama takes double damage
6-20: Kalama takes normal damage.
21-50: Kalama takes no damage.
51-60: Kalama takes no damage, attacker takes 10 (flower pot falling)
61-70: Kalama takes no damage, attacker takes 20 (Bowling ball falling)
71-80: Kalama takes no damage, attacker takes 20+Stun (TV falling)
81-90: Kalama takes no damage, attacker takes 30+KnockDown (Piano falling)
91-95: Kalama takes no damage, attacker takes the full damage of their attack.
96-99: Kalama takes no damage, all enemies take the full damage of the attacker's attack (enemies besides the attacker can Defend or Dodge)
100: Kalama takes no damage, attacker is slain instantly in a surge of incredible misfortune
Grava T.: A pike wielding Toad guard who has mastered the art of spinning polearms to such a degree that he can tamper with magnetic and gravitic fields.
Specializes in attack with electricity and gravity techs.
Recruiting Cost: L1 Gravity or Lightning gem.
Alchemization Cost: L2 Gravity or Lightning gem.
Alchemization Result: Spear
HP: 8
COMMANDS:
Attract: Yank metal weaponry towards him by spinning his spear to create a magnetic field. All magnetic weapons are dropped immedietly and must be recovered.
Damage: N/A COST:
Magnetic weapons dropped!
Deflect: Deflect ranged attacks back at the enemy by rapidly whirling his spear to create a powerful gravitic field.
Damage: N/A COST:
Cause Mirror status effect on one.
Sana T.: A Toad swordsman who has discovered the power of chaos and the power of psychic ability at the same time, leading him to mix the two to create what he calls Lunatic Arts.
Specializes in Chaos and mental techs.
Recruiting Cost: L1 CHAOS or MIND gem.
Alchemization Cost: L2 CHAOS or MIND gem.
Alchemization Result: Helmet
HP: 8
COMMANDS:
Attack: Attack with the Lunatic Edge. Deals 10 damage. Target will be convinced that they were killed if they had less than 10% HP remaining.
Illusion Slash: Convince an enemy that s/he's being attacked from behind, causing him/her to possibl turn around.
Damage: N/A MIND
Psycho Shot: Blast an enemy with a ball of roiling chaos held together with sheer will.
Damage: 25 CHAOS
Gerrun T.: A rock solid Toad swordsman who will always be there, come hell or high water.
Specializes in rocky defense and support.
Recruiting Cost:
Alchemization Cost:
Alchemization Result: Shield
HP: 12
COMMANDS:
Attack: Attack with the Promised Guard, his tower shield. 10 damage, stuns and knocks back enemy.
Stand Tall: Can be used even after death. Prevents no damage, but one person can hide behind him and be perfectly safe.
Ore Pollon: Covers ally in metallic pollon that increases Defense and SDefense by 10 for one round.
POP STAR DIVISION
Metaknight: A master swordsman with a past as dark as his face.
Recruiting Cost: A spar.
Alchemization Cost: Must win a spar.
Alchemization Result: Sword
HP: 11
COMMANDS:
Attack: Cut a wide arc with the Master blade. 30 damage on a ground based enemy.
Star Knight Charge: A tiring attack where Metaknight rushes forward. It looks like just a thrust, but in actuality, he's slashing faster than the eye can see the entire time. Deals 10 damage d10 times. Metaknight cannot act on the next turn.
Wings: Forms his cape into wings and uses them as a shield. They can only take three hits before it breaks.
King Dedede: A foolish and sometimes childish but good at heart king who's really dangerous with a hammer.
Recruiting Cost: Candy!!
Alchemization Cost: NA
Alchemization Result: --
HP: 10
COMMANDS:
Attack: Bash an enemy with his big hammer. Very straightforward, and equally effective. 20 damage, 40 on an aerial enemy.
Spit: An attack learned from watching Kirby. He inhales the enemy and fires them out so hard they temporarily become a shooting star. 25 damage to two enemies.
Cower: Not the most flattering defense, but it works sometimes. It would be perfect for a tornado drill at least.
Admiral D.: The leader of the self named "Neo Star Knights".
Despite his goofy outfit, he's a serious fighter with a lot of power.
Well balanced fighter with high skill in all areas of combat.
Recruiting Cost:
Alchemization Cost:
Alchemization Result: Sword
HP: 10
COMMANDS:
Attack: Attack with a sturdy SI sword. 20 damage.
Admiral's Call: Increases Defense and Speed of all allies by 5 for one round with a rallying call.
Admiral Guard: Goes into a fine guarding stance that blocks melee attacks.
Cap'n D.: Silly second in command to Admiral D. He really tries his best, but sometimes things just don't work out.
A balanced fighter with decent capabilities in all fields.
Recruiting Cost:
Alchemization Cost:
Alchemization Result: Hat
HP: 7
COMMANDS:
Attack: Attack with a handsome ceremonial sword. 1 Damage. 10% chance of dealing 75 damage.
Nautical Bellow: Increases Defense or Speed of all allies by d10 for one round with a rallying call.
Captain Guard: Goes into a guarding stance that blocks all attacks 33% of the time.
Widdle: A kind of small Waddle Dee warrior with a special brand of fighting with his hammer.
Excels at catching enemies off guard.
Recruiting Cost: 6
Alchemization Cost:
Alchemization Result: Accessory
HP: 7
COMMANDS:
Attack: Attack with the Tiny Comet. 15 damage, roll d100; If result is 50 or below, deal 20 more damage and roll again. Etc, etc.
Hidden Supporter: Shrinks down to incredibly tiny size and hides in an ally's clothes. All actions the ally makes deal an addition 10 damage (per Act) from Widdle swinging his hammer from within. If the 'supported' character has already used Act, that number of attacks on them will be countered with 20 damage.
Tiny Guard: Shrink down to incredibly tiny size. 66% chance of incoming attacks missing. Attacks that DO hit deal double damage.
Woddle: A waddle dee with a distinct australian accent and an attitude to match.
Excels in ranged, debilitating attacks with his boomerang and bolas.
Recruiting Cost: Any meat.
Alchemization Cost: NA
Alchemization Result: --
HP: 9
COMMANDS:
Attack: A ranged attack with the boomerang. 2d100. For every roll below 50, deals 20 damage.
Bolas: Throw a pair of heavy weights attached by rope. Used to disable enemies in various ways. Prevents the enemy from moving either their arms or their legs until they remove the bolas.
Boomer Shield: Throw the boomerang so that it goes around and around him super fast, blocking solid projectiles.
Oddball: A Waddle Doo carrying a lovely pink parasol. The resident magician of the group, he can do a lot of strange things with his magical eye and umbrella.
Excels in often bizarre magical attacks.
Recruiting Cost: A joke.
Alchemization Cost: A really funny joke.
Alchemization Result: Necklace
HP: 7
COMMANDS:
Attack: Smacks an enemy with his parasol. Sometimes the parasol opens and does extra damage. 15 damage. 50% chance of doing 40 damage.
Laser: Creates a long laser whip and lash out with it. Strikes up to three targets for 10 LIGHT damage each.
Parashield: Opens the parasol in front of himself, reflecting any magic. It can block ONE physical attack, but his guard will break afterward.
ROBOTOPOLIS DIVISION
Zero: A badass swordsman who can whup just about anyone.
Recruiting Cost: Any weapon.
Alchemization Cost: A weapon of +15 damage or higher.
Alchemization Result: Beamsaber
HP: 10
COMMANDS:
Attack: A quick three hit combo with his Z Saber. d3*10 damage.
Tenshouha: A giant laser blast of chi and energy that rips apart anything nearby. 50 LIGHT damage to anyone who has attacked Zero.
Recover: Recovers damage with automatic repair function. Roll amount of damage taken and divide the result by two, rounding up to see how much.
Storm Eagle: A noble avian reploid with advanced speed and agility, as well as wings so powerful they can attack in some ways
Recruiting Cost:
Alchemization Cost:
Alchemization Result: Gauntlets (arm and glove slots)
HP: 10
COMMANDS:
Attack: Swoop in a low arc, slashing at anything he happens to pass. 15 damage on any number of enemies, as long as they're in a straight line.
Feather Storm: Fire a wave of super sharp feathers upward, which come down the next turn to attack all enemies. One round after this command is given, deal d50 damage to all enemies.
Hurricane: Beat the wings viciously to keep enemies away. Enemy must have L2 Run to get through the wind.
Armored Armadillo: A heavily armored, tough as nails armadillo reploid. Extremely loyal.
Recruiting Cost: A peice of armor.
Alchemization Cost: A peice of armor with more than +15 defense overall.
Alchemization Result: Heavy Breastplate
HP: 15
COMMANDS:
Attack: Attack with a powerful rolling punch. 20 damage.
Rolling Shield: Roll at great speed, creating a sphere of kinetic energy and bits of stone that is then sent at an enemy. Heavy damage that reverses armor. Damage taken = total armor the target has, +10
Paragon Guard: Take the perfect defensive stance, using armor, body, and physics to full advantage. Takes no damage from anything, and harbor up to two people from harm with his impressive bulk.
Bass: One of the most powerful battle robots of his time, Bass is equipped with a rapid fire energy buster, the same copy power as Megaman, and a nasty temper.
Recruiting Cost: Level 2 or higher Power Source.
Alchemization Cost: NA
Alchemization Result: --
HP: 10
COMMANDS:
Attack: Attack with Bass Buster. 10 damage per turn as long as it's maintained, but Special Armor is factored.
Assimilate: Fuse with any mechanical device and use it as his own. Attacks with such a device deal their weapon damage only but ignore armor. Any effect that requires a base stat fails.
Treble Boost: Fuse with Treble and fly in the air to prevent damage. Can only be targetted by ranged weapons.
Blues: Megaman's "brother", a first prototype of all other robots currently in production. Fights with a shield and buster, and has a really cool whistle.
Recruiting Cost: Level 1 or higher Power Source.
Alchemization Cost: Level 3 or higher Power Source.
Alchemization Result: Shield & Buster
HP: 9
Attack: Open fire with Protobuster. 10 damage. For every point of damage Blues has taken, increase this by 5.
Big Bang: Cut HP in half to fire a massive wave of energy, dealing 15 times the damage cut in damage. This damage directly cuts into the HP of any Full Defending shield, and overflow if the shield is broken is dealt to the enemy. Removes any defensive status effects, but each effect removed cuts total damage by 10.
Guard: Full Defense with his tower shield, which has 5 HP. One target can hide behind.
OTHER: Guys who don't really have much of an affiliation
The Duke: A Mushroom Elemental with a mean left hook. he can be pretty annoying, but his skill at boxing is fantastic.
Recruiting Cost: Ring a bell.
Alchemization Cost: NA
Alchemization Result: --
HP: 12
COMMANDS:
Attack: Attack with a vicious, ranged straight punch. His arms are so stretchy he can actually punch enemies from across the room. 20 damage.
Spore Fist: Punch an enemy and release spores that Poison them. 5 damage, Poison5 for one round.
Put 'em Up!: Block attacks with the forearms in a defensive posture. Blocks the first attack and every third, countering each time.
Lei: One of two twin brothers of the Lazalfos race. Despite being identical twins, he insists that he's the older of the two. Whether this is true or not, their skills in combat are perfectly matched.
Recruiting Cost: Agree that he's older than Zurr.
Alchemization Cost: Go on and on about it.
Alchemization Result: Helmet
HP: 9
COMMANDS:
Attack: Attack an enemy with the special Laser sword built into his left arm. 15 damage.
Laser Shot: Zap an enemy with a beam of light from the muzzle armor. 20 LIGHT damage.
Defend: Engage a defensive grid, encasing himself in a thin sheet of light and bracing with his tail. Stops magical attacks but not physical.
Zurr: The second of two twin brothers of the Lazalfos race. Despite being identical twins, he insists that he's the handsomer lizard. Whether this is true or not, their charisma is perfectly matched.
Recruiting Cost: Agree that he's handsomer than Lei.
Alchemization Cost: Go on and on about it.
Alchemization Result: Sword
HP: 9
COMMANDS:
Attack: Attack an enemy with the special Laser sword built into his right arm. 20 damage.
Laser Shot: Zap an enemy with a beam of light from the muzzle armor. 15 LIGHT damage.
Defend: Enter a defensive position, locking his arms in front and stablizing himself with his tail. Stops physical attacks but not magical.
Ombre: Tough as nails super badass lionlizard thing from BHH. Once a feared bandit lord, he is now a respected member of the NSF for his bravery, skill, and loyalty, though all three come at a price...
Recruiting Cost: 10 Coins
Alchemization Cost: 20 Coins
Alchemization Result: Sickle & Machine Gun
HP: 12
COMMANDS:
Attack I: Attack with Daga Veraz. 40 damage on ground targets. Cannot be done two rounds in a row.
Attack II: Attack with Capote Enganoso. 40 damage on aerial targets. Cannot be done two rounds in a row.
Liberation: Steals something from the target.