Post by PacAttack on Dec 21, 2019 8:36:59 GMT -8
Moves for Pac-Man
Random names: Winged Boots, Pac Rainbow, Tangleroot, Ribbon Loop, Pac N Pal,
Special, Power Pellet
Ghosts beware! Pac-Man's number one tool when it comes to ghost-hunting. Consuming this grants Pac-Man the following below:
- Allows Pac-Man to bite ghosts, spirits, and other similar beings. Any intangibility or way of avoiding traditional attacks is ignored.
- All biting attacks deal x1.25 damage.
- Upon a successful bite, target has a 50% chance to be afflicted with the fear status.
- List item 4
- List item 5
This last for three turns before going on a ___ turn cooldown as Pac-Man has to carefully ration these out.
Special, Downpour
Pac-Man summons a rain cloud and sets a target for it. If it hits, the cloud will attach itself to the target, staying above their head and pouring rain onto them. This applies the soaked status, lowers their CHA mod by 3, and generally put them in a bad mood. The cloud last for two turns before disappearing.
(Wisdom, soaks target, applies -3 CHA mod, 3 turn cooldown.)
Special, Geyser
Pac-Man places a hand to the ground to which a brief water geyser erupts beneath a target of his choosing. The water launches them upward as well as soaking them and others within immediate vicinity. Pac-Man must be able to touch the ground in order to use this move.
[Wisdom 14%, Soaks nearby targets, two post cooldown.]
[Wisdom 14%, Soaks nearby targets, two post cooldown.]
Special, Magic Rope
A magical rope that Pac-Man can spawn from his hands at a moments notice. It can be used to latch onto objects, walls, and ceilings in order to pull himself closer to them and swing around. A tool that grants high maneuverability and great for exploration. It can also be used as a ranged grapple by lassoing targets and holding them in place.
(INCOMPLETE, WIS ranged grapple)
Primary, Super Stomp
Pac-Man leaps up and slams his boots into the ground so hard that it releases a shockwave. Capable of hitting multiple targets. All within range must make a CON check against Pac-Man's attack roll. Failing to beat it causes them to become stunned for one turn.
STR 26%, Four turn cooldown.
Special, Freeze Blast
Pac-Man holds out a hand before letting loose a blast of cold ice crystals. This move will freeze the target solid upon contact. Strangely enough, this move can also be used through Pac-Man's breath.
(WIS, 100% chance to freeze, one turn cooldown)
Special, Tornado
Pac-Man takes a hand and slaps the air in front of him, causing a twister to spawn. This twister is able to stay in play as long as Pac-Man is able to dedicate an action to it and keep his focus on it. Aside from moving around, jumping, and dodging, he can't do anything else while it's out. The twister will chase down a nearby target and suck them in in upon contact, spinning them up off the ground. This removes an action from the target and acts as a ranged grapple that requires a STR check better than Pac-Man's twister roll to escape. It can also be thrown like a boomerang to pick up light objects and bring them back to him or used to blow something light over with its wind.
(WIS, ranged grapple)
Special, Appetite
A passive ability that activates whenever Pac-Man consumes a food (or considerable beverage) item. Upon activation, Pac-Man gains one Appetite point. This point can be used at the beginning of his next turn to add a +1 mod to a stat of his choosing. Up to five points can be spent per turn on a single stat.
(INCOMPLETE??)
Special, Pac-Fever
Pac-Man steps up his game and puts that 'Hero' title to use. Upon activation, Pac-Man will gain a +2 mod to his STR and DEX for three turns. Requires a three turn cooldown after the effects wear off.
(Cost one action to activate. +2 STR and DEX for three turns.)
Special, Close Call
This ability may be used when Pac fails a dodge roll and his roll is 1, 2, or 3 below. Pac-Man's perception of time slows down for a brief moment allowing him to maneuver himself enough to dodge the incoming attack.
DEX, Cooldown of four posts after use.
Special, Electroshock
Pac-Man decides to amp things up and fires bolts of electricity from his hands. Each hand fires out bolts so this can hit one target or two while splitting the effects. It can also be used in close quarters as a taser punch.
Wisdom, at one target 15%, 30% chance of paralysis, or at two targets 7%, 15% chance of paralysis each.
Special, Fireball
An old ability that Pac-Man used when he was sent back in time. Fires out, well, fireballs that blaze forward.
Wisdom, Uncharged 10% with 50% to burn, Use one action to charge it for 15% with 50% to burn.
Primary, Hand-to-Hand
Sometimes you just gotta give your enemies a good old-fashioned wallop. Pac-Man is surprisingly adept at hand-to-hand combat. Punches, kicks, headbutts, and other basic body blows. May or may not be accompanied by glorious arcade sound effects upon swing and hit.
Strength 8%-18%
Primary, Hi-Score
A devastating uppercut that sends the target airborne. Pac-Man carefully slides in for the blow, lowering his arm before rocketing it upward. This move will display a score number depending on the character's smash ranking.
Smashling 400
Hero 800
Smash Brother 1200
Leader 1600
Commanding Brother 2000
Super Smash Brother 2400
God Amongst Brethren 2800
Chosen One 3200
STR 26% with 2 turn cooldown
Last Edit:
Mar 23, 2022 13:44:47 GMT -8 by PacAttack