blossomingtortoise2
blossomingtortoise2
Cutetortleturtle2
329 posts
The Mischapocalypse is Over He has been Appeased.This is just my highlights. Credit To Kev Walker for theProfile pic art and mark rose water for the trivia and card effect since he's the Un rules manager.As well credit toSiimon Dominic For The Amazing Blossoming tortoise and the Magic design team for the effect. I DO NOT USE My Reddit anymore and Am Completley Anti-Ai.Blossoming Tortoise 28BBGGLegendary Creature:Phyrexian Turtle HorrorAffinity For BeeblesFlying,Trample,Protection From Eldrazi,Nonbasic Islandwalk,Banding,PhasingAt the beginning of your upkeep, exile the top card of your library and balance it on your body.When a balanced card falls or touches another balanced card, sacrifice Blossoming Tortoise 2.As Blossoming. tortoise 2 enters name a card. If someone says the cards name or names a card in play or on the stack they get a poison counter. Whenever Blossoming Tortoise2 enters or attacks, mill three cards, then return a land card from your graveyard to the battlefield tapped.Activated abilities of lands you control cost {1} less to activate.Land creatures you control get +1/+1.Shitpost,Rp Post,or Mutants and Masterminds Post(I like Balloon Artists but don't like clowns and the Villain Emoji is for fun).Usually it's an Mha or DnD Crossover and it'll range from giving stats to others to Fights.Not Doing Anonymous anymore due to Impersonation of the Rp Blog as part of the RP.=_🎈🤡🦹‍♂️Also Sometimes Rp's On Bmc Blogs as Mark Jackson Or Jackson Marks from the Book Because if they're not Nintendo Fanboy Yaoii I don't know what is.9/9
Last active 60 minutes ago
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blossomingtortoise2 ¡ 2 hours ago
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I have multiple alts and had 1 Vote. So I hope so badly this is not possible to do such.
I'm prepping for 2026, what's your opinion on voter fraud? Like making dozens to hundreds of throwaway accounts just to vote in one poll?
not in the best interest of the game i fear
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blossomingtortoise2 ¡ 2 hours ago
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Yes we’re winning Hail Bergentrucking.
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Nagito Komaeda from Danganronpa 2 x Sans from Undertale vs The Fairy Queen of Sweet Dreams from Cinderella's Castle x Webby from Nightmare Time
Propaganda:
Nagito x Sans:
I unironically believe that Sansmaeda is a great ship even without the context of it being a popular crackship. I think, at first, Komaeda would disregard Sans, making the assumption that he’s an average, talentless hack, until he (somehow) learns of Sans’ true power. Sans would maybe be ambivalent on Komaeda, initially (and rightfully) thinking he’s too intensely fixated on things like talent and hope, but eventually coming to think those traits are endearing. 10/10 unconventional love story in my book.
It's a classic. Iconic, even.
I will never forget the fateful day I saw them together. It is an endless source of amusement to me and I love it. If anyone needs a visual here's one of the most iconic moments: https://youtu.be/6F5azNTnaOI?si=y-H_zYE5l23LZ_kv
They have a fanmade video of them doing a beautiful dance together to a song about Kanye West liking fingers in his ass and they both are insanely popular characters that honestly outshine the rest of the characters in their particular games
Fairy Queen x Webby:
Two semi-benevolent goddess-queens of the wood. Dare we ask what power they would wield if they reigned together?
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blossomingtortoise2 ¡ 1 day ago
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We Should’ve Been Able to Keep it in the Locker Via Bergentrucking.
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We Will Make this run over this
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No fingers in his ass today.
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Nagito Komaeda from Danganronpa 2 x Sans from Undertale vs The Fairy Queen of Sweet Dreams from Cinderella's Castle x Webby from Nightmare Time
Propaganda:
Nagito x Sans:
I unironically believe that Sansmaeda is a great ship even without the context of it being a popular crackship. I think, at first, Komaeda would disregard Sans, making the assumption that he’s an average, talentless hack, until he (somehow) learns of Sans’ true power. Sans would maybe be ambivalent on Komaeda, initially (and rightfully) thinking he’s too intensely fixated on things like talent and hope, but eventually coming to think those traits are endearing. 10/10 unconventional love story in my book.
It's a classic. Iconic, even.
I will never forget the fateful day I saw them together. It is an endless source of amusement to me and I love it. If anyone needs a visual here's one of the most iconic moments: https://youtu.be/6F5azNTnaOI?si=y-H_zYE5l23LZ_kv
They have a fanmade video of them doing a beautiful dance together to a song about Kanye West liking fingers in his ass and they both are insanely popular characters that honestly outshine the rest of the characters in their particular games
Fairy Queen x Webby:
Two semi-benevolent goddess-queens of the wood. Dare we ask what power they would wield if they reigned together?
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blossomingtortoise2 ¡ 1 day ago
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Don’t Do this To Toriel, Vote Eldiritch Lesbians FTW.
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Nagito Komaeda from Danganronpa 2 x Sans from Undertale vs The Fairy Queen of Sweet Dreams from Cinderella's Castle x Webby from Nightmare Time
Propaganda:
Nagito x Sans:
I unironically believe that Sansmaeda is a great ship even without the context of it being a popular crackship. I think, at first, Komaeda would disregard Sans, making the assumption that he’s an average, talentless hack, until he (somehow) learns of Sans’ true power. Sans would maybe be ambivalent on Komaeda, initially (and rightfully) thinking he’s too intensely fixated on things like talent and hope, but eventually coming to think those traits are endearing. 10/10 unconventional love story in my book.
It's a classic. Iconic, even.
I will never forget the fateful day I saw them together. It is an endless source of amusement to me and I love it. If anyone needs a visual here's one of the most iconic moments: https://youtu.be/6F5azNTnaOI?si=y-H_zYE5l23LZ_kv
They have a fanmade video of them doing a beautiful dance together to a song about Kanye West liking fingers in his ass and they both are insanely popular characters that honestly outshine the rest of the characters in their particular games
Fairy Queen x Webby:
Two semi-benevolent goddess-queens of the wood. Dare we ask what power they would wield if they reigned together?
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blossomingtortoise2 ¡ 2 days ago
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Eldritch Lesbians Must Win!(Please Know if you got this joke.)
Also Sans Must Lose for Killing the Queen of England And Fucking the Queen Of Monsters.
And so, Oscar x Charlie officially takes third place
I'll see you tomorrow for the finale: Nagito Komaeda x Sans vs The Fairy Queen of Sweet Dreams x Webby
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blossomingtortoise2 ¡ 8 days ago
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The Hyperfixations are colliding and while I’m working on playable Inscryption as well!
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po3 and tenna interaction... they would sound so silly in my mind with their soundfonts....both game modders and cowboy theme enjoyers
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blossomingtortoise2 ¡ 9 days ago
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We’re actually going to do it. Second Chance Is going to win. Eldritch Lesbians Shall Win!
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The winner of this round will face the winner of the main bracket to determine the champion.
Propaganda:
Vriska x Miku:
They would make SUCH good music together holy shit.
Fairy Queen x Webby:
Two semi-benevolent goddess-queens of the wood. Dare we ask what power they would wield if they reigned together?
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blossomingtortoise2 ¡ 9 days ago
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The urinal line has swayed me.
Lil edit I made (even though I’m bad at it)
(Sorry for the watermark, I’d get rid of it if I could)
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blossomingtortoise2 ¡ 10 days ago
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So adorable.
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blossomingtortoise2 ¡ 11 days ago
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Pluey Knowledge is Amazing.
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Mike Showdown (Mike Off) - Round 2
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blossomingtortoise2 ¡ 11 days ago
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There is a Catboy Furry.(And Doggo as Well)
The eye colors are unknown.
Of course they do Silly Dances One of them is a Cowboy.
And yes Edgar is a Coworker at OVER and later Various Areas, even with there being Edgar’s and Mikes that happen even when separated.
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Mike Showdown (Mike Off) - Round 2
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blossomingtortoise2 ¡ 11 days ago
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Time Travel+ Even the most evil versions of Mike Walters are fueled by their Love For Edgar. And they Al pissed off The entire Hunter Council. I would vote for Pluey if all the Mikes were together like What happened for Mike Walters.
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Mike Showdown (Mike Off) - Round 2
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blossomingtortoise2 ¡ 11 days ago
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I’m sorry I love Deltarune But Mike Walter’s is Superior even if Pluey is Amazing.
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Mike Showdown (Mike Off) - Round 2
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blossomingtortoise2 ¡ 11 days ago
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Errata 2
Inklings and Octolings Can do the Same Species Check as Salmonids about Glowflies To Halve Damage Taken In Water.(So Dc 5*Rounds Spent So Far to Go from 50-25, or even lower.)! This is to Standardize Use of Species Checks and the like.
Splatoon Custom Ttrpg:SplatRPG:Version 0.1:Inkling and Octoling Emergence:At Version 0.2 Will Improve Combat And the Like, as well as Add Various Stage Mechanics.(If This is On an Rp Blog This is an Ooc Post)(Salmonids and Jellyfish, and Even Jelletons Given Real form(Read:Robots),Non Octoling Octarians and Bears Will be In 0.1 Soon)
The Basics:
Damage Types(Weapons Deal Ink Damage or Additional Bludgeoning,Piercing, Or Slashing For Splatanas and Similar Weapons But there is also Water,Fire,Radiation,Acid,Natural,Electrical,Cold,and Psychic Damage.
(Advantage/Disadvantage: Roll Double The Dice for Each Instance of Advantage/Disadvantage and Pick the Highest/Lowest of Original Number.(Highest Of Advantage and Disadvantage is Used But When Balanced Picks Half Number Of Highest and Half Number Of Lowest.)
(For Clothing Types:This Game Uses 6 Stars Instead of 3 Or 5,With 1-3 Stars Being Additional Slots from Main, 4 Being Additional Style Only,5 Being Double Clothing XP Gang, and 6 Being Removal Of Disfavored Brands.)
Chooses a Species,Headgear(With Only Main Ability and 1 Star),Torso Gear (With Only Main Ability and 1 Star),Shoes(With Only Main Ability and 1 Star), Main Weapon, Sub Weapon, and Special Weapon, as Well as 1 Species Trait(As In A Trait Besides Base Traits) and All Traits for Variants You Picked, 1 Ink Style, and 1 Feat. You Start With 5 Upgrade Points as Well. Whenever You Level Up You Gain 10 Upgrade Points. You Can Also Choose A Backstory Background.
Upgrade Point Use:
Feats:Unlocks a Feat for 2 Upgrade Points. Can Also Exchange A Feat for 1 Upgrade Point.
Ink Styles:Unlocks an Ink Style for 2 Upgrade Points. Can Also Exchange an Ink Style for 1 Upgrade Point.
Species Traits:Unlocks a Species Trait(Either Adding Another Trait Or Upgrading a Trait Path) for 3 Upgrade Points. Can Exchange a Species Trait for 2 Upgrade Points.
Stat Points:X Per X(1 Point +1,2 +3,3 +6,4 +10,etc to a Max Of 9 Points for 1 Upgrade Point.). Can Exchange 10 Stat Points for 1 Upgrade Point.
Style:Weapon Freshness+Total Stars Of All Clothing+Upgrades Point Spent On Freshness=Style Score
Speed:Species Speed:+1 Tile Per Upgrade Point.
Armor:Species Hit Point Maximum:+25Hp Per Upgrade Point 
Ink:Species Ink Maximum and Ink Speed:+10 Ink Limit or +1 Ink/Round Speed Per Upgrade Point.
Protection:Species Base AC:+1 Ac Per Upgrade Point
Cash:5 Super Sea Snails,5000 Coins, 5 Food Tickets, or 5 Drink Tickets(So 1000 Coins or 1 Of Any Of these to a total value of 5 Is 1 Effect.)
Stats And Skills:25 Points at Level 1:Rolls Die+Skill Modifier+Stat Modifier.(Must Do At Least a D4 for the Skill and For the Stat and a +1 Modifier for The Skill and +1 for the Stat, as a Bare Minimum for 2d4+2 To Roll, for -4Points Cost(So +4 Points).). (But if just Does 0 Points Rolls 4d4+6)
D4/1:-2 Points For Stat/-1 Point For A Skill
D6/2:-1 Point For Stat/-0.5 Points for a Skill
2D4/3:0 Points For Stat/0 Points For A Skill
D8/4:1 Point For Stat/0.5 Points For a Skill
D10/5:2 Points For Stat/1 Point For A Skill
3D4/6:3 Points For Stat/1.5 Points for a Skill
2D6/7:4 Points For Stat/2 Points for a Skill
D12/8:5 Points For Stat/2.5 Points for a Skill
2D10/9:6 Points For Stat/3 Points for a Skill.
D20/10:7 Points For Stat/3.5 Points for a Skill
5d20/11:8 Points For Stat./4 Points for a Skill.
10D10/12:10 Points For Stat/5 Points for a Skill.
25d4/13:12 Points For Stat/6 Points for a Skill
1D100/14:15 Points For Stat/7.5 Points for a Skill
Automatic Success/15:20 Points For Stat/10 Points For A Skill
Stat:Expertise:
Skill 1:Species Checks.
Skill 2:Style Checks.
Skill 3:Initiative(Who Goes First In Combat.)
Stat:Ranged Weapon Accuracy
Skill 1:Main
Skill 2:Sub
Skill 3:Special
Stat:Melee Weapon Accuracy
Skill 1:Main
Skill 2:Sub
Skill 3:Special
Stat:Lore
Skill 1:Species(Own)
Skill 2:Species(Other)
Skill 3:Continent(Own)
Skill 4:Continent(Other)
Skill 5:Recent History
Skill 6:Recent Pop Culture
Skill 7:Ancient History(Pre-Human)
Skill 8:Ancient History(Post-Human)
Skill 9:Retro Pop Culture
Skill 10:Ancient Pop Culture
Skill 11:Invention(So Copying An Old Invention)
Skill 12:Innovation(Custom Inventions, Including Recreating Them)
Stat:Influence
Skill 1:Stage Performance
Skill 2:Persuasion
Skill 3:Music
Skill 4:Deception
Skill 5:Intimidation
Skill 6:Beauty
Stat:Exertion
Skill 1:Acrobatics
Skill 2:Athletics
Skill 3:Vehicles
Skill 4:Concentration
Species List and Stats:Choosing 1 of 1/2/3 As Beginning.1 is The Starting Of Species,2 Is Upgrade, and 3 is Final Upgrade.
Species Name:Inkling
Species Base Speed:5 Tiles
Species Base Ink Maximum:100IP Max
Species Base Ac:10AC
Species Base Hit Point Maximum:150Hp
Species Base Trait 1:Inky Effort:You Can Strain Yourself To Double Main Weapon Damage Or Speed This Turn. Once You’ve Strained You Can’t Do the Action You’ve Strained The Next Turn, then you lose all Strain(So If you Double Main Weapon Damage You Can’t Use Your Main Weapon Or Double Speed You Can’t Move.).
Species Base Trait 2:Cephalapod Nature:You Can Use Inventions Made for Both Inklings and Octolings.
Species Base Trait 3:Resilient:When You Roll the Lowest Result on A Die You May Reroll It. This May Happen Multiple Times Per Die.
Species Negative Trait:Water Weakness:When you enter Water And It Is Not Of Swimming Depth Or Pressure You Take 50 Damage Each Round You Stay Within Water.
Species Trait 1-1:Aquatic Ancestry:1/2 Damage Taken In Water.(So 25 Damage Per Round)
Species Trait 2-1:Inky Mobility:Movement in Enemy Ink is 2/3 Instead of 1/2.
Species Trait 3-1:Human Emulation:You Gain 50% More Style(So *1.5)
Species Trait 1-2:Aquatic Guardian:1/2 Time Taken In Water.(So 25 Damage Per 2 Rounds)
Species Trait 2-2: Inky Hyper Mobility:Movement in Enemy Ink is 3/4 Instead of 1/3.
Species Trait 3-2:Alternan Ancestry: You Gain 1/3 More Style(So *2)
Species Trait 1-3:Aquatic Assimilation:1/2 Time and Damage Taken In Water, Rounded Down(So 12 Damage Per 4 Rounds.)
Species Trait 2-3:Soldiering Ink:Movement in Enemy Ink is 4/5 Instead of 3/4.
Species Trait 3-3:Alternan Ascension:You Gain Double the Style(So*4)
Species Name:Octoling
Species Base Speed:5 Tiles
Species Base Ink Maximum:100IP Max
Species Base Ac:10AC
Species Base Hit Point Maximum:150Hp
Species Base Trait 1:Octarian Effort:You Can  Strain Yourself Double Your Main Weapon Fire Rate(Up to Even Reaching Above 4 Hits Per Turn, Like 3 Becomes 6) or Speed This Turn. (So If you Double Main Weapon Fire Rate You Can’t Use Your Main Weapon Or Double Speed You Can’t Move.)
Species Base Trait 2:Cephalapod Nature:You Can Use Inventions Made for Both Inklings and Octolings.
Species Base Trait 3:High Achiever:When You Roll the Highest Result on a Die, You May Roll an additional Die. This may happen multiple times.
Species Negative Trait:Water Weakness:When you enter Water And It Is Not Of Swimming Depth Or Pressure You Take 50 Damage Each Round You Stay Within Water.
Species Trait 1-1:Aquatic Ancestry:1/2 Damage Taken In Water.(So 25 Damage Per Round)
Species Trait 2-1:Ink-Seeking Eyes:Halves Opponent ac Bonus for Cover.(Partial:2-1,Significant:4-2,Full:8-4)
Species Trait 3-1:Surge Expert:Can Squid Surge Double the Distance.(So Can Forgo Attacking, Spend Double Firing IP, and Then Move 4 Times Speed)
Species Trait 1-2:Aquatic Guardian:1/2 Time Taken In Water.(So 25 Damage Per 2 Rounds)
Species Trait 2-2:Ink-Seeking Eyes:Further Halves Opponent Ac Bonus for Cover. (Partial:1-0,Significant:2-1,Full:4-2)
Species Trait 3-2:Surge Efficiency:Can Squid Surge For Half The IP.(So Can Forgo Attacking, Spend Firing IP, and Then Move 4 Times Speed)
Species Trait 1-3:Aquatic Assimilation:1/2 Time and Damage Taken In Water, Rounded Down(So 12 Damage Per 4 Rounds.)
Species Trait 2-3: Ink-Seeking Eyes:Re-Halves Opponent AC Bonus for Cover. (Partial:0-0,Significant:1-0,Full:2-1)
Species Trait 3-3:Surge Combat:Can Squid Surge Half the Attacks Forgone (So Can Forgo Half Attacking, Spend Firing IP, and Then Move 4 Times Speed)
Variants/Templates:1 is The Starting Of Variant and Chooses 1 of 3 and 2 Is The Upgrade.Can Choose Further Though as if a Species Trait Via Upgrade Points or Choosing Instead Of Species Trait. Just Like Species Needs 1 For 2 and 2 For 3.
Variant Name:Sanitized
Bonus 1-1:Invention and Ancient History Advantage and Innovation and Recent History Disadvantage.
Bonus 2-1:Concentration and Vehicles Advantage and Stage Performance and Music Disadvantages.
Bonus 3-1:Intimidation and Deception advantage and Persuasion and Beauty Disadvantage.
Bonus 1-2:Inventions Gain 1 More Benefit.
Bonus 2-2:Inventions Gains 1 Less Malfunction.
Bonus 3-2:Inventions Have 1 More Potency.(Uses)
Variant Name:Fuzzy
Bonus 1-1:+5  Damage Threshold(So If Takes Less than Damage Threshold Takes Nothing)
Bonus 2-1:+5 Damage Resistance(So Takes 5 Less Damage, Combined with Damage Resistance is Minimum 10 Damage.)
Bonus 3-1:+2 Damage Threshold and 2 Damage Resistance.
Bonus 1-2:+10 Damage Resistance.
Bonus 2-2:+10 Damage Threshold.
Bonus 3-2:+4 Damage Threshold and +4 Damage Resistance.
Variant Name Digital/Robotic
Bonus 1-1:+10 Psychic  Damage Taken But +5 Physical Damage Resistance And Threshold.
Bonus 2-1:+ 1 AC
Bonus 3-1:Takes Double Damage From Water But Half From Electrical Attacks(Rounded Down For Half and Up For Double.).
Bonus 1-2:+20 Psychic Damage Taken But +10 Physical Damage Resistance and Threshold.
Bonus 2-2:+ 2 Ac
Bonus 3-2:Half Of Weapon Damage Is Electrical Instead Of Ink.(So 50%, with another it’s 1/4 Electrical,1/4 That, and 1/2 Ink since ink is the rest, and 1/6 at 3 Types,Etc.)
Ink Styles(Uses Style Checks Skill of Expertise Stats.):Can Affect Ink Damage and Failures Range From Downside To Just The Basic Effect.
Style Name:Low-Tide Ink(Separate Degrees of Effect so that you can move if you succeed)
Effect(Failure):You Cannot Move this Turn.
Effect(Success by 1-4):Opponent Speed Halved Their Next.
Effect(1 Degree(5-9 Above):Opponent Cannot Move Their Next Turn.
Effect(2 Degrees(10-14 Above):Opponent Cannot Move and Makes Half Attacks Their Next Turn.
Effect(3 Degrees(15-19 Above):Opponent Cannot Move Or Attack Their Next Turn.
Effect(4 Degrees(20+ Above):Same As 3 Degrees But Can Last Past Next Turn as Long as They Fail a Resistance Check against success check Dc at the end of each turn Using Style Checks Skill of the Expertise Stat.
Success Check Dc:Dc 10
Style Name:Splatoween Ink(Stacks Based On Degrees)
Effect(Failure):1/2 Weapon Damage is Mental Instead of Ink. (So 50%, with another it’s 1/4 Electrical,1/4 That, and 1/2 Ink since ink is the rest, and 1/6 at 3 Types,Etc.)
Effect(Success by 1-4):A Critical Hit Is Lowest Or Highest Result for Weapons.
Effect(1 Degree(5-9 Above):Roll an Additional Attack Die for Critical Hits and Instead Add that to your damage. That Additional Die is The Same As Your Weapon Damage Types.
Effect(2 Degrees(10-14 Above):That Additional Die Is Instead that Much of Each Of the Involved Damage Types.
Effect(3 Degrees(15-19 Above):Reroll The First Non Critical Hit Roll On Each Of Your Attack Dice.
Effect(4 Degrees(20+ Above):Critical Hits Past The First Deal Double Damage for Each One, Including Your Additional Damage Die, though it doesn’t Crit For Itself.
Success Check Dc:10
Style Name:Springfest Ink (Stacks Based On Degrees)
Effect(Failure):1/2 Weapon Damage is Natural Instead of Ink.
Effect(Success by 1-4):A Critical Hit Is Lowest Or Highest Result for Weapons.
Effect(1 Degree(5-9 Above): Roll an Additional Attack Die for Critical Hits and Instead Add that to your damage. That Additional Die is The Same As Your Weapon Damage Types.
Effect(2 Degrees(10-14 Above): That Additional Die Is Instead that Much of Each Of the Involved Damage Types.
Effect(3 Degrees(15-19 Above): Reroll The First Non Critical Hit Roll On Each Of Your Attack Dice.
Effect(4 Degrees(20+ Above): Critical Hits Past The First Deal Double Damage for Each One, Including Your Additional Damage Die, though it doesn’t Crit For Itself.
Success Check Dc:10
Style Name:Frostyfest Ink (Stacks Based On Degrees)
Effect(Failure):1/2 Weapon Damage Is Cold. (So 50%, with another it’s 1/4 Electrical,1/4 That, and 1/2 Ink since ink is the rest, and 1/6 at 3 Types,Etc.)
Effect(Success by 1-4):A Critical Hit Is Lowest Or Highest Result for Weapons.
Effect(1 Degree(5-9 Above): Roll an Additional Attack Die for Critical Hits and Instead Add that to your damage. That Additional Die is The Same As Your Weapon Damage Types.
Effect(2 Degrees(10-14 Above): That Additional Die Is Instead that Much of Each Of the Involved Damage Types.
Effect(3 Degrees(15-19 Above): Reroll The First Non Critical Hit Roll On Each Of Your Attack Dice.
Effect(4 Degrees(20+ Above): Critical Hits Past The First Deal Double Damage for Each One, Including Your Additional Damage Die, though it doesn’t Crit For Itself.
Success Check Dc:10
Style Name:Summerfest Ink (Stacks Based On Degrees)
Effect(Failure):1/2 Weapon Damage is Fire. (So 50%, with another it’s 1/4 Electrical,1/4 That, and 1/2 Ink since ink is the rest, and 1/6 at 3 Types,Etc.)
Effect(Success by 1-4):A Critical Hit Is Lowest Or Highest Result for Weapons.
Effect(1 Degree(5-9 Above): Roll an Additional Attack Die for Critical Hits and Instead Add that to your damage. That Additional Die is The Same As Your Weapon Damage Types.
Effect(2 Degrees(10-14 Above): That Additional Die Is Instead that Much of Each Of the Involved Damage Types.
Effect(3 Degrees(15-19 Above): Reroll The First Non Critical Hit Roll On Each Of Your Attack Dice.
Effect(4 Degrees(20+ Above): Critical Hits Past The First Deal Double Damage for Each One, Including Your Additional Damage Die, though it doesn’t Crit For Itself.
Success Check Dc:10
Feats(Varies):
Feat Name:Stage Expert
Prerequisite:Invention or Innovation of D20 or Higher In Either Original Stat or The Actual Skill.
Effect:Can Create Inventions/Innovations Routinely Related to Stage Mechanics and The Like.(So The Max Point Value is Equal to 2 Per D4,3 Per D6,4 Per D8,5 Per D10,6 Per D12,and 10 Per D20, as Well as 50 Per D100, and 80 Per Automatic Success(Since One of Each Die At Max is 160 and Divided By 2 is 80).
Feat Name:Weapon Modder
Prerequisite: Invention or Innovation of D20 or Higher In Either Original Stat or The Actual Skill.
Effect:Color Chips are Half The Invention Point Value for A Weapon, as Well as Bases Being 3/4 Value.
Feat Name:Squid Excellence
Prerequisite:Inkling
Effect:Choose Two Species Traits, at Least One Must Be an Upgrade for a Previous Species Traits.
Feat Name:Octarian Excellence
Prerequisite:Octoling
Effect:Choose Two Species Traits, Only One Can Be an Upgrade.
Feat Name:Persistence
Prerequisite:Exertion Stat of D20 Or Higher.
Effect:Doesn’t Die Until At Negative Hp of Half Of your Max Hp, and While At Negative Hp Takes 1/10Th Hp Each Round But is At Half Speed and Firing Limits.
Backstory Backgrounds:
+3 Bonus to 1 Stat and 1 Skill, +2 Bonus to 1 Stat and 1 Skill,+1 Bonus to 1 Stat and 1 Skill, and Your Choice Of -2 Penalty To 1 Stat and 1 Skill or -1 Penalty to 2 Stats and 2 Skills.
Starting Clothing Options(Currently 1 Headgear,2 Clothing, and 1 Shoes):
Cephalo Pods:1 Star(So Main And 1 Slot):Ink Recovery Up Main:Forge Brand(Special Power Up and Duration Up Favored and Ink Saver(Sub) Disfavored):Free If Chosen:1980(Normal Availability) and 4950(Custom Order) To Purchase.:Headgear
Tri-Shred Tee:1 Star(So Main And 1 Slot):Quick Respawn Main:Squidforce Brand(Damage Up and Ink Resistance Up Favored and Ink Saver(Main) Disfavored):Free If Chosen:530(Normal Availability) and 1325(Custom Order) To Purchase.:Clothes
Force Re-Boots:1 Star(So Main And 1 Slot):Special Saver Main:Takoroka Brand(Special Charge Resistance Up Favored and Special Power Up and Special Duration Up Disfavored):Free If Chosen:899(Normal Availability) and 2247(Custom Order) To Purchase.:Shoes
Basic Tee:1 Star(So Main And 1 Slot):Quick Respawn Main:Squidforce Brand(Damage Up and Ink Resistance Up Favored and Ink Saver(Main) Disfavored):Free If Chosen:300(Normal Availability) and 750(Custom Order) To Purchase.:Clothes
Starting Weaponry(Currently Just With The Original Starting Weapon Of Splattershot Jr and will do other weapon classes.):
Splattershot Jr:
IP To Fire:5IP
IP Recovered Per Round:0.5IP
Category:Main
Short Range:5 Tiles
Average Range:8 Tiles
Long Range:10 Tiles
Sub Weapon Options:Splat Bomb
Special Weapon Options:Bubbler,Ink Armor, or Big Bubbler.
Special Point Threshold:180P
Special Depletion:60%
Points Per Fire:2 Points Per Non-Targeted Fire.
Weapon Weight/Speed:Light/Fast
Damage:22 Hp for 3Rd Fire,25 Hp For 2Nd Fire, and 22Hp For 1st Fire.
Fire Rate:Can Fire 3 Times Out of 4 Per Turn.
Main And Sub Gear Abilities(Not Dependent On Style Value Though Contributes To IT(Effects Don’t Stack They Have Their Effects At the time)(Currently Just Doing Mains and Subs of Starter Gear Mains.)):
Ability Doubler:
Style Ratio:The Multiplier is 1+((0.1*Style)*Mains) for The Effects.
1 Main:Double The Effects Of all Other Mains and Subs.
2 Mains:Triple The Effects Of all other Mains and Subs.
3 Mains:Quintuple the Effects Of All Other Mains and Subs.
Quick Respawn:Normally Respawns In 1 Round With No Actions Until Round After Respawns:Mains and Subs Are Separate.
Style Ratio:Cannot Use Style Points for Quick Respawn.
1 Sub:Can Move At 1 Tile
2 Sub: Can Move At 2 Tiles
3 Sub: Can Move At 3 Tiles
4 Sub: Can Move At 4 Tiles
5 Sub: Can Move At Full Tiles
6 Sub: Can Move At Full Tiles and Attack Once
7 Sub: Can Move At Full Tiles and Attack Twice
8 Sub: Can Move At Full Tiles and Attack Thrice
9 Sub: Can Move At Full Tiles and Attack Fully
1 Main:Respawns In 3 Turns If Faster Instead of Next Round.
2 Main: Respawns In 2 Turns If Faster Instead of Next Round.
3 Main:Respawns Next Turn Instead Of Next Round.
Special Saver:Normally Respawns With 100-Special Depletion Percent Of Total(So if 180P and 60% Special Depletion Has 40%, or 72P to Use):(With Splattershot Jr Lowest But Still An Amount Is 59% Special Depletion and Highest Amount is 33% Special Depletion(SD))
Style Ratio:Can Turn SD on Sub Into 0.02*Style Points Per Sub and Main Into 0.2*Style Points Per Main.
1 Sub:-1% Special Depletion
2 Sub:-2% SD
3 Sub:-3% SD
4 Sub:-4% SD
5 Sub:-5% SD
6 Sub:-6% SD
7 Sub:-7% SD
8 Sub:-8% SD
9 Sub:-9% SD
1 Main:-6% SD
1 Main,1 Sub:-7% SD
1 Main,2 Sub:-8% SD
1 Main,3 Sub:-9% SD
1 Main,4 Sub:-10% SD
1 Main,5 Sub:-11% SD
1 Main,6 Sub:-12% SD
1 Main,7 Sub:-13% SD
1 Main,8 Sub:-14% SD
1 Main,9 Sub:-15% SD
2 Main:-12% SD
2 Main,1 Sub:-13% SD
2 Main,2 Sub:-14% SD
2 Main,3 Sub:-15% SD
2 Main,4 Sub:-16% SD
2 Main,5 Sub:-17% SD
2 Main,6 Sub:-18% SD
2 Main,7 Sub:-19% SD
2 Main,8 Sub:-20% SD
2 Main,9 Sub:-21% SD
3 Main:-18% SD
3 Main,1 Sub:-19% SD
3 Main,2 Sub:-20% SD
3 Main,3 Sub:-21% SD
3 Main,4 Sub:-22% SD
3 Main,5 Sub:-23% SD
3 Main,6 Sub:-24% SD
3 Main,7 Sub:-25% SD
3 Main,8 Sub:-26% SD
3 Main,9 Sub:-27% SD
Ink Recovery Up:
Style Ratio:Can Turn IP Recovered on Sub as 0.03*Style Points Per Sub and IP Recovered on Main as 0.3*Style Points Per Main.
1 Sub:+0.25 IP Recovered Per Round
2 Sub:+0.5 IP Recovered Per Round
3 Sub:+0.75 IP Recovered Per Round
4 Sub:+1 IP Recovered Per Round
5 Sub:+1.25 IP Recovered Per Round
6 Sub:+1.5IP IP Recovered Per Round
7 Sub:+1.75 IP Recovered Per Round
8 Sub:+2 IP Recovered Per Round
9 Sub:+2.25 IP Recovered Per Round
1 Main:+1 IP Recovered Per Round
1 Main,1 Sub:+1.25 IP Recovered Per Round
1 Main,2 Sub:+1.5 IP Recovered Per Round
1 Main,3 Sub:+1.75 IP Recovered Per Round
1 Main,4 Sub:+2 IP Recovered Per Round
1 Main,5 Sub:+2.25 IP Recovered Per Round
1 Main,6 Sub:+2.5 IP Recovered Per Round
1 Main,7 Sub:+2.75 IP Recovered Per Round
1 Main,8 Sub:+3 IP Recovered Per Round
1 Main,9 Sub:+3.25 IP Recovered Per Round
2 Main:+2 IP Recovered Per Round
2 Main,1 Sub:+2.25 IP Recovered Per Round
2 Main,2 Sub:+2.5 IP Recovered Per Round
2 Main,3 Sub:+2.75 IP Recovered Per Round
2 Main,4 Sub:+3 IP Recovered Per Round
2 Main,5 Sub:+3.25 IP Recovered Per Round
2 Main,6 Sub:+3.5 IP Recovered Per Round
2 Main,7 Sub:+3.75 IP Recovered Per Round
2 Main,8 Sub:+4 IP Recovered Per Round
2 Main,9 Sub:+4.25 IP Recovered Per Round
3 Main:+3 IP Recovered Per Round
3 Main,1 Sub:+3.25 IP Recovered Per Round
3 Main,2 Sub:+3.5 IP Recovered Per Round
3 Main,3 Sub:+3.75 IP Recovered Per Round
3 Main,4 Sub:+4 IP Recovered Per Round
3 Main,5 Sub:+4.25 IP Recovered Per Round
3 Main,6 Sub:+4.5 IP Recovered Per Round
3 Main,7 Sub:+4.75 IP Recovered Per Round
3 Main,8 Sub:+5 IP Recovered Per Round
3 Main,9 Sub:+5.25 IP Recovered Per Round
Made For the Following
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blossomingtortoise2 ¡ 12 days ago
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STOP SCROLLING!
Oka, I plan on following everyone on tumblr
literally everyone
Please reblog so I can make this happen
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blossomingtortoise2 ¡ 12 days ago
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Errata 1:
I meant for the Purpose of Variants(Which You Can Take Multiple of While Still Being At The Same Stats) That You Can Choose 1 Trait from the Variants Starting Traits and Can Trade a Species Trait for a Variant Trait or a Variant Trait for the Same Amount of Upgrade Points as A Species Trait. As well the Jellyfish Update Shall be a Different Post but it’ll contain more gear and color chips.
Splatoon Custom Ttrpg:SplatRPG:Version 0.1:Inkling and Octoling Emergence:At Version 0.2 Will Improve Combat And the Like, as well as Add Various Stage Mechanics.(If This is On an Rp Blog This is an Ooc Post)(Salmonids and Jellyfish, and Even Jelletons Given Real form(Read:Robots),Non Octoling Octarians and Bears Will be In 0.1 Soon)
The Basics:
Damage Types(Weapons Deal Ink Damage or Additional Bludgeoning,Piercing, Or Slashing For Splatanas and Similar Weapons But there is also Water,Fire,Radiation,Acid,Natural,Electrical,Cold,and Psychic Damage.
(Advantage/Disadvantage: Roll Double The Dice for Each Instance of Advantage/Disadvantage and Pick the Highest/Lowest of Original Number.(Highest Of Advantage and Disadvantage is Used But When Balanced Picks Half Number Of Highest and Half Number Of Lowest.)
(For Clothing Types:This Game Uses 6 Stars Instead of 3 Or 5,With 1-3 Stars Being Additional Slots from Main, 4 Being Additional Style Only,5 Being Double Clothing XP Gang, and 6 Being Removal Of Disfavored Brands.)
Chooses a Species,Headgear(With Only Main Ability and 1 Star),Torso Gear (With Only Main Ability and 1 Star),Shoes(With Only Main Ability and 1 Star), Main Weapon, Sub Weapon, and Special Weapon, as Well as 1 Species Trait(As In A Trait Besides Base Traits) and All Traits for Variants You Picked, 1 Ink Style, and 1 Feat. You Start With 5 Upgrade Points as Well. Whenever You Level Up You Gain 10 Upgrade Points. You Can Also Choose A Backstory Background.
Upgrade Point Use:
Feats:Unlocks a Feat for 2 Upgrade Points. Can Also Exchange A Feat for 1 Upgrade Point.
Ink Styles:Unlocks an Ink Style for 2 Upgrade Points. Can Also Exchange an Ink Style for 1 Upgrade Point.
Species Traits:Unlocks a Species Trait(Either Adding Another Trait Or Upgrading a Trait Path) for 3 Upgrade Points. Can Exchange a Species Trait for 2 Upgrade Points.
Stat Points:X Per X(1 Point +1,2 +3,3 +6,4 +10,etc to a Max Of 9 Points for 1 Upgrade Point.). Can Exchange 10 Stat Points for 1 Upgrade Point.
Style:Weapon Freshness+Total Stars Of All Clothing+Upgrades Point Spent On Freshness=Style Score
Speed:Species Speed:+1 Tile Per Upgrade Point.
Armor:Species Hit Point Maximum:+25Hp Per Upgrade Point 
Ink:Species Ink Maximum and Ink Speed:+10 Ink Limit or +1 Ink/Round Speed Per Upgrade Point.
Protection:Species Base AC:+1 Ac Per Upgrade Point
Cash:5 Super Sea Snails,5000 Coins, 5 Food Tickets, or 5 Drink Tickets(So 1000 Coins or 1 Of Any Of these to a total value of 5 Is 1 Effect.)
Stats And Skills:25 Points at Level 1:Rolls Die+Skill Modifier+Stat Modifier.(Must Do At Least a D4 for the Skill and For the Stat and a +1 Modifier for The Skill and +1 for the Stat, as a Bare Minimum for 2d4+2 To Roll, for -4Points Cost(So +4 Points).). (But if just Does 0 Points Rolls 4d4+6)
D4/1:-2 Points For Stat/-1 Point For A Skill
D6/2:-1 Point For Stat/-0.5 Points for a Skill
2D4/3:0 Points For Stat/0 Points For A Skill
D8/4:1 Point For Stat/0.5 Points For a Skill
D10/5:2 Points For Stat/1 Point For A Skill
3D4/6:3 Points For Stat/1.5 Points for a Skill
2D6/7:4 Points For Stat/2 Points for a Skill
D12/8:5 Points For Stat/2.5 Points for a Skill
2D10/9:6 Points For Stat/3 Points for a Skill.
D20/10:7 Points For Stat/3.5 Points for a Skill
5d20/11:8 Points For Stat./4 Points for a Skill.
10D10/12:10 Points For Stat/5 Points for a Skill.
25d4/13:12 Points For Stat/6 Points for a Skill
1D100/14:15 Points For Stat/7.5 Points for a Skill
Automatic Success/15:20 Points For Stat/10 Points For A Skill
Stat:Expertise:
Skill 1:Species Checks.
Skill 2:Style Checks.
Skill 3:Initiative(Who Goes First In Combat.)
Stat:Ranged Weapon Accuracy
Skill 1:Main
Skill 2:Sub
Skill 3:Special
Stat:Melee Weapon Accuracy
Skill 1:Main
Skill 2:Sub
Skill 3:Special
Stat:Lore
Skill 1:Species(Own)
Skill 2:Species(Other)
Skill 3:Continent(Own)
Skill 4:Continent(Other)
Skill 5:Recent History
Skill 6:Recent Pop Culture
Skill 7:Ancient History(Pre-Human)
Skill 8:Ancient History(Post-Human)
Skill 9:Retro Pop Culture
Skill 10:Ancient Pop Culture
Skill 11:Invention(So Copying An Old Invention)
Skill 12:Innovation(Custom Inventions, Including Recreating Them)
Stat:Influence
Skill 1:Stage Performance
Skill 2:Persuasion
Skill 3:Music
Skill 4:Deception
Skill 5:Intimidation
Skill 6:Beauty
Stat:Exertion
Skill 1:Acrobatics
Skill 2:Athletics
Skill 3:Vehicles
Skill 4:Concentration
Species List and Stats:Choosing 1 of 1/2/3 As Beginning.1 is The Starting Of Species,2 Is Upgrade, and 3 is Final Upgrade.
Species Name:Inkling
Species Base Speed:5 Tiles
Species Base Ink Maximum:100IP Max
Species Base Ac:10AC
Species Base Hit Point Maximum:150Hp
Species Base Trait 1:Inky Effort:You Can Strain Yourself To Double Main Weapon Damage Or Speed This Turn. Once You’ve Strained You Can’t Do the Action You’ve Strained The Next Turn, then you lose all Strain(So If you Double Main Weapon Damage You Can’t Use Your Main Weapon Or Double Speed You Can’t Move.).
Species Base Trait 2:Cephalapod Nature:You Can Use Inventions Made for Both Inklings and Octolings.
Species Base Trait 3:Resilient:When You Roll the Lowest Result on A Die You May Reroll It. This May Happen Multiple Times Per Die.
Species Negative Trait:Water Weakness:When you enter Water And It Is Not Of Swimming Depth Or Pressure You Take 50 Damage Each Round You Stay Within Water.
Species Trait 1-1:Aquatic Ancestry:1/2 Damage Taken In Water.(So 25 Damage Per Round)
Species Trait 2-1:Inky Mobility:Movement in Enemy Ink is 2/3 Instead of 1/2.
Species Trait 3-1:Human Emulation:You Gain 50% More Style(So *1.5)
Species Trait 1-2:Aquatic Guardian:1/2 Time Taken In Water.(So 25 Damage Per 2 Rounds)
Species Trait 2-2: Inky Hyper Mobility:Movement in Enemy Ink is 3/4 Instead of 1/3.
Species Trait 3-2:Alternan Ancestry: You Gain 1/3 More Style(So *2)
Species Trait 1-3:Aquatic Assimilation:1/2 Time and Damage Taken In Water, Rounded Down(So 12 Damage Per 4 Rounds.)
Species Trait 2-3:Soldiering Ink:Movement in Enemy Ink is 4/5 Instead of 3/4.
Species Trait 3-3:Alternan Ascension:You Gain Double the Style(So*4)
Species Name:Octoling
Species Base Speed:5 Tiles
Species Base Ink Maximum:100IP Max
Species Base Ac:10AC
Species Base Hit Point Maximum:150Hp
Species Base Trait 1:Octarian Effort:You Can  Strain Yourself Double Your Main Weapon Fire Rate(Up to Even Reaching Above 4 Hits Per Turn, Like 3 Becomes 6) or Speed This Turn. (So If you Double Main Weapon Fire Rate You Can’t Use Your Main Weapon Or Double Speed You Can’t Move.)
Species Base Trait 2:Cephalapod Nature:You Can Use Inventions Made for Both Inklings and Octolings.
Species Base Trait 3:High Achiever:When You Roll the Highest Result on a Die, You May Roll an additional Die. This may happen multiple times.
Species Negative Trait:Water Weakness:When you enter Water And It Is Not Of Swimming Depth Or Pressure You Take 50 Damage Each Round You Stay Within Water.
Species Trait 1-1:Aquatic Ancestry:1/2 Damage Taken In Water.(So 25 Damage Per Round)
Species Trait 2-1:Ink-Seeking Eyes:Halves Opponent ac Bonus for Cover.(Partial:2-1,Significant:4-2,Full:8-4)
Species Trait 3-1:Surge Expert:Can Squid Surge Double the Distance.(So Can Forgo Attacking, Spend Double Firing IP, and Then Move 4 Times Speed)
Species Trait 1-2:Aquatic Guardian:1/2 Time Taken In Water.(So 25 Damage Per 2 Rounds)
Species Trait 2-2:Ink-Seeking Eyes:Further Halves Opponent Ac Bonus for Cover. (Partial:1-0,Significant:2-1,Full:4-2)
Species Trait 3-2:Surge Efficiency:Can Squid Surge For Half The IP.(So Can Forgo Attacking, Spend Firing IP, and Then Move 4 Times Speed)
Species Trait 1-3:Aquatic Assimilation:1/2 Time and Damage Taken In Water, Rounded Down(So 12 Damage Per 4 Rounds.)
Species Trait 2-3: Ink-Seeking Eyes:Re-Halves Opponent AC Bonus for Cover. (Partial:0-0,Significant:1-0,Full:2-1)
Species Trait 3-3:Surge Combat:Can Squid Surge Half the Attacks Forgone (So Can Forgo Half Attacking, Spend Firing IP, and Then Move 4 Times Speed)
Variants/Templates:1 is The Starting Of Variant and Chooses 1 of 3 and 2 Is The Upgrade.Can Choose Further Though as if a Species Trait Via Upgrade Points or Choosing Instead Of Species Trait. Just Like Species Needs 1 For 2 and 2 For 3.
Variant Name:Sanitized
Bonus 1-1:Invention and Ancient History Advantage and Innovation and Recent History Disadvantage.
Bonus 2-1:Concentration and Vehicles Advantage and Stage Performance and Music Disadvantages.
Bonus 3-1:Intimidation and Deception advantage and Persuasion and Beauty Disadvantage.
Bonus 1-2:Inventions Gain 1 More Benefit.
Bonus 2-2:Inventions Gains 1 Less Malfunction.
Bonus 3-2:Inventions Have 1 More Potency.(Uses)
Variant Name:Fuzzy
Bonus 1-1:+5  Damage Threshold(So If Takes Less than Damage Threshold Takes Nothing)
Bonus 2-1:+5 Damage Resistance(So Takes 5 Less Damage, Combined with Damage Resistance is Minimum 10 Damage.)
Bonus 3-1:+2 Damage Threshold and 2 Damage Resistance.
Bonus 1-2:+10 Damage Resistance.
Bonus 2-2:+10 Damage Threshold.
Bonus 3-2:+4 Damage Threshold and +4 Damage Resistance.
Variant Name Digital/Robotic
Bonus 1-1:+10 Psychic  Damage Taken But +5 Physical Damage Resistance And Threshold.
Bonus 2-1:+ 1 AC
Bonus 3-1:Takes Double Damage From Water But Half From Electrical Attacks(Rounded Down For Half and Up For Double.).
Bonus 1-2:+20 Psychic Damage Taken But +10 Physical Damage Resistance and Threshold.
Bonus 2-2:+ 2 Ac
Bonus 3-2:Half Of Weapon Damage Is Electrical Instead Of Ink.(So 50%, with another it’s 1/4 Electrical,1/4 That, and 1/2 Ink since ink is the rest, and 1/6 at 3 Types,Etc.)
Ink Styles(Uses Style Checks Skill of Expertise Stats.):Can Affect Ink Damage and Failures Range From Downside To Just The Basic Effect.
Style Name:Low-Tide Ink(Separate Degrees of Effect so that you can move if you succeed)
Effect(Failure):You Cannot Move this Turn.
Effect(Success by 1-4):Opponent Speed Halved Their Next.
Effect(1 Degree(5-9 Above):Opponent Cannot Move Their Next Turn.
Effect(2 Degrees(10-14 Above):Opponent Cannot Move and Makes Half Attacks Their Next Turn.
Effect(3 Degrees(15-19 Above):Opponent Cannot Move Or Attack Their Next Turn.
Effect(4 Degrees(20+ Above):Same As 3 Degrees But Can Last Past Next Turn as Long as They Fail a Resistance Check against success check Dc at the end of each turn Using Style Checks Skill of the Expertise Stat.
Success Check Dc:Dc 10
Style Name:Splatoween Ink(Stacks Based On Degrees)
Effect(Failure):1/2 Weapon Damage is Mental Instead of Ink. (So 50%, with another it’s 1/4 Electrical,1/4 That, and 1/2 Ink since ink is the rest, and 1/6 at 3 Types,Etc.)
Effect(Success by 1-4):A Critical Hit Is Lowest Or Highest Result for Weapons.
Effect(1 Degree(5-9 Above):Roll an Additional Attack Die for Critical Hits and Instead Add that to your damage. That Additional Die is The Same As Your Weapon Damage Types.
Effect(2 Degrees(10-14 Above):That Additional Die Is Instead that Much of Each Of the Involved Damage Types.
Effect(3 Degrees(15-19 Above):Reroll The First Non Critical Hit Roll On Each Of Your Attack Dice.
Effect(4 Degrees(20+ Above):Critical Hits Past The First Deal Double Damage for Each One, Including Your Additional Damage Die, though it doesn’t Crit For Itself.
Success Check Dc:10
Style Name:Springfest Ink (Stacks Based On Degrees)
Effect(Failure):1/2 Weapon Damage is Natural Instead of Ink.
Effect(Success by 1-4):A Critical Hit Is Lowest Or Highest Result for Weapons.
Effect(1 Degree(5-9 Above): Roll an Additional Attack Die for Critical Hits and Instead Add that to your damage. That Additional Die is The Same As Your Weapon Damage Types.
Effect(2 Degrees(10-14 Above): That Additional Die Is Instead that Much of Each Of the Involved Damage Types.
Effect(3 Degrees(15-19 Above): Reroll The First Non Critical Hit Roll On Each Of Your Attack Dice.
Effect(4 Degrees(20+ Above): Critical Hits Past The First Deal Double Damage for Each One, Including Your Additional Damage Die, though it doesn’t Crit For Itself.
Success Check Dc:10
Style Name:Frostyfest Ink (Stacks Based On Degrees)
Effect(Failure):1/2 Weapon Damage Is Cold. (So 50%, with another it’s 1/4 Electrical,1/4 That, and 1/2 Ink since ink is the rest, and 1/6 at 3 Types,Etc.)
Effect(Success by 1-4):A Critical Hit Is Lowest Or Highest Result for Weapons.
Effect(1 Degree(5-9 Above): Roll an Additional Attack Die for Critical Hits and Instead Add that to your damage. That Additional Die is The Same As Your Weapon Damage Types.
Effect(2 Degrees(10-14 Above): That Additional Die Is Instead that Much of Each Of the Involved Damage Types.
Effect(3 Degrees(15-19 Above): Reroll The First Non Critical Hit Roll On Each Of Your Attack Dice.
Effect(4 Degrees(20+ Above): Critical Hits Past The First Deal Double Damage for Each One, Including Your Additional Damage Die, though it doesn’t Crit For Itself.
Success Check Dc:10
Style Name:Summerfest Ink (Stacks Based On Degrees)
Effect(Failure):1/2 Weapon Damage is Fire. (So 50%, with another it’s 1/4 Electrical,1/4 That, and 1/2 Ink since ink is the rest, and 1/6 at 3 Types,Etc.)
Effect(Success by 1-4):A Critical Hit Is Lowest Or Highest Result for Weapons.
Effect(1 Degree(5-9 Above): Roll an Additional Attack Die for Critical Hits and Instead Add that to your damage. That Additional Die is The Same As Your Weapon Damage Types.
Effect(2 Degrees(10-14 Above): That Additional Die Is Instead that Much of Each Of the Involved Damage Types.
Effect(3 Degrees(15-19 Above): Reroll The First Non Critical Hit Roll On Each Of Your Attack Dice.
Effect(4 Degrees(20+ Above): Critical Hits Past The First Deal Double Damage for Each One, Including Your Additional Damage Die, though it doesn’t Crit For Itself.
Success Check Dc:10
Feats(Varies):
Feat Name:Stage Expert
Prerequisite:Invention or Innovation of D20 or Higher In Either Original Stat or The Actual Skill.
Effect:Can Create Inventions/Innovations Routinely Related to Stage Mechanics and The Like.(So The Max Point Value is Equal to 2 Per D4,3 Per D6,4 Per D8,5 Per D10,6 Per D12,and 10 Per D20, as Well as 50 Per D100, and 80 Per Automatic Success(Since One of Each Die At Max is 160 and Divided By 2 is 80).
Feat Name:Weapon Modder
Prerequisite: Invention or Innovation of D20 or Higher In Either Original Stat or The Actual Skill.
Effect:Color Chips are Half The Invention Point Value for A Weapon, as Well as Bases Being 3/4 Value.
Feat Name:Squid Excellence
Prerequisite:Inkling
Effect:Choose Two Species Traits, at Least One Must Be an Upgrade for a Previous Species Traits.
Feat Name:Octarian Excellence
Prerequisite:Octoling
Effect:Choose Two Species Traits, Only One Can Be an Upgrade.
Feat Name:Persistence
Prerequisite:Exertion Stat of D20 Or Higher.
Effect:Doesn’t Die Until At Negative Hp of Half Of your Max Hp, and While At Negative Hp Takes 1/10Th Hp Each Round But is At Half Speed and Firing Limits.
Backstory Backgrounds:
+3 Bonus to 1 Stat and 1 Skill, +2 Bonus to 1 Stat and 1 Skill,+1 Bonus to 1 Stat and 1 Skill, and Your Choice Of -2 Penalty To 1 Stat and 1 Skill or -1 Penalty to 2 Stats and 2 Skills.
Starting Clothing Options(Currently 1 Headgear,2 Clothing, and 1 Shoes):
Cephalo Pods:1 Star(So Main And 1 Slot):Ink Recovery Up Main:Forge Brand(Special Power Up and Duration Up Favored and Ink Saver(Sub) Disfavored):Free If Chosen:1980(Normal Availability) and 4950(Custom Order) To Purchase.:Headgear
Tri-Shred Tee:1 Star(So Main And 1 Slot):Quick Respawn Main:Squidforce Brand(Damage Up and Ink Resistance Up Favored and Ink Saver(Main) Disfavored):Free If Chosen:530(Normal Availability) and 1325(Custom Order) To Purchase.:Clothes
Force Re-Boots:1 Star(So Main And 1 Slot):Special Saver Main:Takoroka Brand(Special Charge Resistance Up Favored and Special Power Up and Special Duration Up Disfavored):Free If Chosen:899(Normal Availability) and 2247(Custom Order) To Purchase.:Shoes
Basic Tee:1 Star(So Main And 1 Slot):Quick Respawn Main:Squidforce Brand(Damage Up and Ink Resistance Up Favored and Ink Saver(Main) Disfavored):Free If Chosen:300(Normal Availability) and 750(Custom Order) To Purchase.:Clothes
Starting Weaponry(Currently Just With The Original Starting Weapon Of Splattershot Jr and will do other weapon classes.):
Splattershot Jr:
IP To Fire:5IP
IP Recovered Per Round:0.5IP
Category:Main
Short Range:5 Tiles
Average Range:8 Tiles
Long Range:10 Tiles
Sub Weapon Options:Splat Bomb
Special Weapon Options:Bubbler,Ink Armor, or Big Bubbler.
Special Point Threshold:180P
Special Depletion:60%
Points Per Fire:2 Points Per Non-Targeted Fire.
Weapon Weight/Speed:Light/Fast
Damage:22 Hp for 3Rd Fire,25 Hp For 2Nd Fire, and 22Hp For 1st Fire.
Fire Rate:Can Fire 3 Times Out of 4 Per Turn.
Main And Sub Gear Abilities(Not Dependent On Style Value Though Contributes To IT(Effects Don’t Stack They Have Their Effects At the time)(Currently Just Doing Mains and Subs of Starter Gear Mains.)):
Ability Doubler:
Style Ratio:The Multiplier is 1+((0.1*Style)*Mains) for The Effects.
1 Main:Double The Effects Of all Other Mains and Subs.
2 Mains:Triple The Effects Of all other Mains and Subs.
3 Mains:Quintuple the Effects Of All Other Mains and Subs.
Quick Respawn:Normally Respawns In 1 Round With No Actions Until Round After Respawns:Mains and Subs Are Separate.
Style Ratio:Cannot Use Style Points for Quick Respawn.
1 Sub:Can Move At 1 Tile
2 Sub: Can Move At 2 Tiles
3 Sub: Can Move At 3 Tiles
4 Sub: Can Move At 4 Tiles
5 Sub: Can Move At Full Tiles
6 Sub: Can Move At Full Tiles and Attack Once
7 Sub: Can Move At Full Tiles and Attack Twice
8 Sub: Can Move At Full Tiles and Attack Thrice
9 Sub: Can Move At Full Tiles and Attack Fully
1 Main:Respawns In 3 Turns If Faster Instead of Next Round.
2 Main: Respawns In 2 Turns If Faster Instead of Next Round.
3 Main:Respawns Next Turn Instead Of Next Round.
Special Saver:Normally Respawns With 100-Special Depletion Percent Of Total(So if 180P and 60% Special Depletion Has 40%, or 72P to Use):(With Splattershot Jr Lowest But Still An Amount Is 59% Special Depletion and Highest Amount is 33% Special Depletion(SD))
Style Ratio:Can Turn SD on Sub Into 0.02*Style Points Per Sub and Main Into 0.2*Style Points Per Main.
1 Sub:-1% Special Depletion
2 Sub:-2% SD
3 Sub:-3% SD
4 Sub:-4% SD
5 Sub:-5% SD
6 Sub:-6% SD
7 Sub:-7% SD
8 Sub:-8% SD
9 Sub:-9% SD
1 Main:-6% SD
1 Main,1 Sub:-7% SD
1 Main,2 Sub:-8% SD
1 Main,3 Sub:-9% SD
1 Main,4 Sub:-10% SD
1 Main,5 Sub:-11% SD
1 Main,6 Sub:-12% SD
1 Main,7 Sub:-13% SD
1 Main,8 Sub:-14% SD
1 Main,9 Sub:-15% SD
2 Main:-12% SD
2 Main,1 Sub:-13% SD
2 Main,2 Sub:-14% SD
2 Main,3 Sub:-15% SD
2 Main,4 Sub:-16% SD
2 Main,5 Sub:-17% SD
2 Main,6 Sub:-18% SD
2 Main,7 Sub:-19% SD
2 Main,8 Sub:-20% SD
2 Main,9 Sub:-21% SD
3 Main:-18% SD
3 Main,1 Sub:-19% SD
3 Main,2 Sub:-20% SD
3 Main,3 Sub:-21% SD
3 Main,4 Sub:-22% SD
3 Main,5 Sub:-23% SD
3 Main,6 Sub:-24% SD
3 Main,7 Sub:-25% SD
3 Main,8 Sub:-26% SD
3 Main,9 Sub:-27% SD
Ink Recovery Up:
Style Ratio:Can Turn IP Recovered on Sub as 0.03*Style Points Per Sub and IP Recovered on Main as 0.3*Style Points Per Main.
1 Sub:+0.25 IP Recovered Per Round
2 Sub:+0.5 IP Recovered Per Round
3 Sub:+0.75 IP Recovered Per Round
4 Sub:+1 IP Recovered Per Round
5 Sub:+1.25 IP Recovered Per Round
6 Sub:+1.5IP IP Recovered Per Round
7 Sub:+1.75 IP Recovered Per Round
8 Sub:+2 IP Recovered Per Round
9 Sub:+2.25 IP Recovered Per Round
1 Main:+1 IP Recovered Per Round
1 Main,1 Sub:+1.25 IP Recovered Per Round
1 Main,2 Sub:+1.5 IP Recovered Per Round
1 Main,3 Sub:+1.75 IP Recovered Per Round
1 Main,4 Sub:+2 IP Recovered Per Round
1 Main,5 Sub:+2.25 IP Recovered Per Round
1 Main,6 Sub:+2.5 IP Recovered Per Round
1 Main,7 Sub:+2.75 IP Recovered Per Round
1 Main,8 Sub:+3 IP Recovered Per Round
1 Main,9 Sub:+3.25 IP Recovered Per Round
2 Main:+2 IP Recovered Per Round
2 Main,1 Sub:+2.25 IP Recovered Per Round
2 Main,2 Sub:+2.5 IP Recovered Per Round
2 Main,3 Sub:+2.75 IP Recovered Per Round
2 Main,4 Sub:+3 IP Recovered Per Round
2 Main,5 Sub:+3.25 IP Recovered Per Round
2 Main,6 Sub:+3.5 IP Recovered Per Round
2 Main,7 Sub:+3.75 IP Recovered Per Round
2 Main,8 Sub:+4 IP Recovered Per Round
2 Main,9 Sub:+4.25 IP Recovered Per Round
3 Main:+3 IP Recovered Per Round
3 Main,1 Sub:+3.25 IP Recovered Per Round
3 Main,2 Sub:+3.5 IP Recovered Per Round
3 Main,3 Sub:+3.75 IP Recovered Per Round
3 Main,4 Sub:+4 IP Recovered Per Round
3 Main,5 Sub:+4.25 IP Recovered Per Round
3 Main,6 Sub:+4.5 IP Recovered Per Round
3 Main,7 Sub:+4.75 IP Recovered Per Round
3 Main,8 Sub:+5 IP Recovered Per Round
3 Main,9 Sub:+5.25 IP Recovered Per Round
Made For the Following
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blossomingtortoise2 ¡ 12 days ago
Text
Salmonid and Jellyfish Species(Currently Only Salmonids)
Species Name:Salmonid(Cohock/Chum/Smallfry)
Base Speed:1/2/3 Tiles
Swimming Speed:4/8/12 Tiles
Species Base AC:8/10/12
Species Base Ink Maximum:100IP Max
Species Base Hit Point Maximum:250/150/75HP
Species Base Trait 1:Swimmer:Can Swim, Hence Why Swimming Speed Is Specified.
Species Base Trait 2:Salmonid Strain:Can Gain a -X Penalty for X Turns for a 2X Bonus for 2X Turns for a Skill Or Stat(Must Use a Skill for a Skill but can Use A Stat for 1 Stat or 2 Skills.)
Species Base Trait 3:Weapon Reuse:Can Add 1/2 Of Total Dealt Weapon Damage as Bludgeoning, Piercing, or Slashing.(So If Dealt 22 Damage Gets 11 Extra Damage for Bludgeoning.Piercing, Or Slashing to be split along.)
Trait 1-1:Cohock Specialization:+1 Ac,Swimming Speed, and Walking Speed.
Trait 2-1:Chum Specialization:+1 Ac,Swimming Speed, and Walking Speed.
Trait 3-1:Smallfry Specialization:+1 Ac,Swimming Speed, and Walking Speed.
Trait 1-2:Accurate Maneuvers:Add Half Your Ac To Accuracy Rolls.(Rounded Up)
Trait 2-2:Balanced Maneuvers:Add 1/4 Your Ac to Accuracy Rolls and Give Your Opponent 1/4 Your Ac as a Penalty to Their Attack Rolls Against You.(Rounded Down)
Trait 3-2:Evasive Maneuvers:Gives Half Ac Penalty to Opponent’s Attack Rolls Against You.(Rounded Up)
Trait 1-3:Hardy Hide:+50 HP and +10 Max IP
Trait 2-3:Balanced Hide:+30 HP and +30 Max IP
Trait 3-3:Inky Hide:+10 HP and +50 Max IP
Negative Trait:The Lure Of The Flies:You Must Spend Your Movement Following Towards Glowflies and Attacking All Non-Allies when they are Active. In addition You Get +2 To All Skill Checks and Damage You Do During Glowflies. You Resist Via a Dc 5*Current Turn Of Glowflies Species Check.
Splatoon Custom Ttrpg:SplatRPG:Version 0.1:Inkling and Octoling Emergence:At Version 0.2 Will Improve Combat And the Like, as well as Add Various Stage Mechanics.(If This is On an Rp Blog This is an Ooc Post)(Salmonids and Jellyfish, and Even Jelletons Given Real form(Read:Robots),Non Octoling Octarians and Bears Will be In 0.1 Soon)
The Basics:
Damage Types(Weapons Deal Ink Damage or Additional Bludgeoning,Piercing, Or Slashing For Splatanas and Similar Weapons But there is also Water,Fire,Radiation,Acid,Natural,Electrical,Cold,and Psychic Damage.
(Advantage/Disadvantage: Roll Double The Dice for Each Instance of Advantage/Disadvantage and Pick the Highest/Lowest of Original Number.(Highest Of Advantage and Disadvantage is Used But When Balanced Picks Half Number Of Highest and Half Number Of Lowest.)
(For Clothing Types:This Game Uses 6 Stars Instead of 3 Or 5,With 1-3 Stars Being Additional Slots from Main, 4 Being Additional Style Only,5 Being Double Clothing XP Gang, and 6 Being Removal Of Disfavored Brands.)
Chooses a Species,Headgear(With Only Main Ability and 1 Star),Torso Gear (With Only Main Ability and 1 Star),Shoes(With Only Main Ability and 1 Star), Main Weapon, Sub Weapon, and Special Weapon, as Well as 1 Species Trait(As In A Trait Besides Base Traits) and All Traits for Variants You Picked, 1 Ink Style, and 1 Feat. You Start With 5 Upgrade Points as Well. Whenever You Level Up You Gain 10 Upgrade Points. You Can Also Choose A Backstory Background.
Upgrade Point Use:
Feats:Unlocks a Feat for 2 Upgrade Points. Can Also Exchange A Feat for 1 Upgrade Point.
Ink Styles:Unlocks an Ink Style for 2 Upgrade Points. Can Also Exchange an Ink Style for 1 Upgrade Point.
Species Traits:Unlocks a Species Trait(Either Adding Another Trait Or Upgrading a Trait Path) for 3 Upgrade Points. Can Exchange a Species Trait for 2 Upgrade Points.
Stat Points:X Per X(1 Point +1,2 +3,3 +6,4 +10,etc to a Max Of 9 Points for 1 Upgrade Point.). Can Exchange 10 Stat Points for 1 Upgrade Point.
Style:Weapon Freshness+Total Stars Of All Clothing+Upgrades Point Spent On Freshness=Style Score
Speed:Species Speed:+1 Tile Per Upgrade Point.
Armor:Species Hit Point Maximum:+25Hp Per Upgrade Point 
Ink:Species Ink Maximum and Ink Speed:+10 Ink Limit or +1 Ink/Round Speed Per Upgrade Point.
Protection:Species Base AC:+1 Ac Per Upgrade Point
Cash:5 Super Sea Snails,5000 Coins, 5 Food Tickets, or 5 Drink Tickets(So 1000 Coins or 1 Of Any Of these to a total value of 5 Is 1 Effect.)
Stats And Skills:25 Points at Level 1:Rolls Die+Skill Modifier+Stat Modifier.(Must Do At Least a D4 for the Skill and For the Stat and a +1 Modifier for The Skill and +1 for the Stat, as a Bare Minimum for 2d4+2 To Roll, for -4Points Cost(So +4 Points).). (But if just Does 0 Points Rolls 4d4+6)
D4/1:-2 Points For Stat/-1 Point For A Skill
D6/2:-1 Point For Stat/-0.5 Points for a Skill
2D4/3:0 Points For Stat/0 Points For A Skill
D8/4:1 Point For Stat/0.5 Points For a Skill
D10/5:2 Points For Stat/1 Point For A Skill
3D4/6:3 Points For Stat/1.5 Points for a Skill
2D6/7:4 Points For Stat/2 Points for a Skill
D12/8:5 Points For Stat/2.5 Points for a Skill
2D10/9:6 Points For Stat/3 Points for a Skill.
D20/10:7 Points For Stat/3.5 Points for a Skill
5d20/11:8 Points For Stat./4 Points for a Skill.
10D10/12:10 Points For Stat/5 Points for a Skill.
25d4/13:12 Points For Stat/6 Points for a Skill
1D100/14:15 Points For Stat/7.5 Points for a Skill
Automatic Success/15:20 Points For Stat/10 Points For A Skill
Stat:Expertise:
Skill 1:Species Checks.
Skill 2:Style Checks.
Skill 3:Initiative(Who Goes First In Combat.)
Stat:Ranged Weapon Accuracy
Skill 1:Main
Skill 2:Sub
Skill 3:Special
Stat:Melee Weapon Accuracy
Skill 1:Main
Skill 2:Sub
Skill 3:Special
Stat:Lore
Skill 1:Species(Own)
Skill 2:Species(Other)
Skill 3:Continent(Own)
Skill 4:Continent(Other)
Skill 5:Recent History
Skill 6:Recent Pop Culture
Skill 7:Ancient History(Pre-Human)
Skill 8:Ancient History(Post-Human)
Skill 9:Retro Pop Culture
Skill 10:Ancient Pop Culture
Skill 11:Invention(So Copying An Old Invention)
Skill 12:Innovation(Custom Inventions, Including Recreating Them)
Stat:Influence
Skill 1:Stage Performance
Skill 2:Persuasion
Skill 3:Music
Skill 4:Deception
Skill 5:Intimidation
Skill 6:Beauty
Stat:Exertion
Skill 1:Acrobatics
Skill 2:Athletics
Skill 3:Vehicles
Skill 4:Concentration
Species List and Stats:Choosing 1 of 1/2/3 As Beginning.1 is The Starting Of Species,2 Is Upgrade, and 3 is Final Upgrade.
Species Name:Inkling
Species Base Speed:5 Tiles
Species Base Ink Maximum:100IP Max
Species Base Ac:10AC
Species Base Hit Point Maximum:150Hp
Species Base Trait 1:Inky Effort:You Can Strain Yourself To Double Main Weapon Damage Or Speed This Turn. Once You’ve Strained You Can’t Do the Action You’ve Strained The Next Turn, then you lose all Strain(So If you Double Main Weapon Damage You Can’t Use Your Main Weapon Or Double Speed You Can’t Move.).
Species Base Trait 2:Cephalapod Nature:You Can Use Inventions Made for Both Inklings and Octolings.
Species Base Trait 3:Resilient:When You Roll the Lowest Result on A Die You May Reroll It. This May Happen Multiple Times Per Die.
Species Negative Trait:Water Weakness:When you enter Water And It Is Not Of Swimming Depth Or Pressure You Take 50 Damage Each Round You Stay Within Water.
Species Trait 1-1:Aquatic Ancestry:1/2 Damage Taken In Water.(So 25 Damage Per Round)
Species Trait 2-1:Inky Mobility:Movement in Enemy Ink is 2/3 Instead of 1/2.
Species Trait 3-1:Human Emulation:You Gain 50% More Style(So *1.5)
Species Trait 1-2:Aquatic Guardian:1/2 Time Taken In Water.(So 25 Damage Per 2 Rounds)
Species Trait 2-2: Inky Hyper Mobility:Movement in Enemy Ink is 3/4 Instead of 1/3.
Species Trait 3-2:Alternan Ancestry: You Gain 1/3 More Style(So *2)
Species Trait 1-3:Aquatic Assimilation:1/2 Time and Damage Taken In Water, Rounded Down(So 12 Damage Per 4 Rounds.)
Species Trait 2-3:Soldiering Ink:Movement in Enemy Ink is 4/5 Instead of 3/4.
Species Trait 3-3:Alternan Ascension:You Gain Double the Style(So*4)
Species Name:Octoling
Species Base Speed:5 Tiles
Species Base Ink Maximum:100IP Max
Species Base Ac:10AC
Species Base Hit Point Maximum:150Hp
Species Base Trait 1:Octarian Effort:You Can  Strain Yourself Double Your Main Weapon Fire Rate(Up to Even Reaching Above 4 Hits Per Turn, Like 3 Becomes 6) or Speed This Turn. (So If you Double Main Weapon Fire Rate You Can’t Use Your Main Weapon Or Double Speed You Can’t Move.)
Species Base Trait 2:Cephalapod Nature:You Can Use Inventions Made for Both Inklings and Octolings.
Species Base Trait 3:High Achiever:When You Roll the Highest Result on a Die, You May Roll an additional Die. This may happen multiple times.
Species Negative Trait:Water Weakness:When you enter Water And It Is Not Of Swimming Depth Or Pressure You Take 50 Damage Each Round You Stay Within Water.
Species Trait 1-1:Aquatic Ancestry:1/2 Damage Taken In Water.(So 25 Damage Per Round)
Species Trait 2-1:Ink-Seeking Eyes:Halves Opponent ac Bonus for Cover.(Partial:2-1,Significant:4-2,Full:8-4)
Species Trait 3-1:Surge Expert:Can Squid Surge Double the Distance.(So Can Forgo Attacking, Spend Double Firing IP, and Then Move 4 Times Speed)
Species Trait 1-2:Aquatic Guardian:1/2 Time Taken In Water.(So 25 Damage Per 2 Rounds)
Species Trait 2-2:Ink-Seeking Eyes:Further Halves Opponent Ac Bonus for Cover. (Partial:1-0,Significant:2-1,Full:4-2)
Species Trait 3-2:Surge Efficiency:Can Squid Surge For Half The IP.(So Can Forgo Attacking, Spend Firing IP, and Then Move 4 Times Speed)
Species Trait 1-3:Aquatic Assimilation:1/2 Time and Damage Taken In Water, Rounded Down(So 12 Damage Per 4 Rounds.)
Species Trait 2-3: Ink-Seeking Eyes:Re-Halves Opponent AC Bonus for Cover. (Partial:0-0,Significant:1-0,Full:2-1)
Species Trait 3-3:Surge Combat:Can Squid Surge Half the Attacks Forgone (So Can Forgo Half Attacking, Spend Firing IP, and Then Move 4 Times Speed)
Variants/Templates:1 is The Starting Of Variant and Chooses 1 of 3 and 2 Is The Upgrade.Can Choose Further Though as if a Species Trait Via Upgrade Points or Choosing Instead Of Species Trait. Just Like Species Needs 1 For 2 and 2 For 3.
Variant Name:Sanitized
Bonus 1-1:Invention and Ancient History Advantage and Innovation and Recent History Disadvantage.
Bonus 2-1:Concentration and Vehicles Advantage and Stage Performance and Music Disadvantages.
Bonus 3-1:Intimidation and Deception advantage and Persuasion and Beauty Disadvantage.
Bonus 1-2:Inventions Gain 1 More Benefit.
Bonus 2-2:Inventions Gains 1 Less Malfunction.
Bonus 3-2:Inventions Have 1 More Potency.(Uses)
Variant Name:Fuzzy
Bonus 1-1:+5  Damage Threshold(So If Takes Less than Damage Threshold Takes Nothing)
Bonus 2-1:+5 Damage Resistance(So Takes 5 Less Damage, Combined with Damage Resistance is Minimum 10 Damage.)
Bonus 3-1:+2 Damage Threshold and 2 Damage Resistance.
Bonus 1-2:+10 Damage Resistance.
Bonus 2-2:+10 Damage Threshold.
Bonus 3-2:+4 Damage Threshold and +4 Damage Resistance.
Variant Name Digital/Robotic
Bonus 1-1:+10 Psychic  Damage Taken But +5 Physical Damage Resistance And Threshold.
Bonus 2-1:+ 1 AC
Bonus 3-1:Takes Double Damage From Water But Half From Electrical Attacks(Rounded Down For Half and Up For Double.).
Bonus 1-2:+20 Psychic Damage Taken But +10 Physical Damage Resistance and Threshold.
Bonus 2-2:+ 2 Ac
Bonus 3-2:Half Of Weapon Damage Is Electrical Instead Of Ink.(So 50%, with another it’s 1/4 Electrical,1/4 That, and 1/2 Ink since ink is the rest, and 1/6 at 3 Types,Etc.)
Ink Styles(Uses Style Checks Skill of Expertise Stats.):Can Affect Ink Damage and Failures Range From Downside To Just The Basic Effect.
Style Name:Low-Tide Ink(Separate Degrees of Effect so that you can move if you succeed)
Effect(Failure):You Cannot Move this Turn.
Effect(Success by 1-4):Opponent Speed Halved Their Next.
Effect(1 Degree(5-9 Above):Opponent Cannot Move Their Next Turn.
Effect(2 Degrees(10-14 Above):Opponent Cannot Move and Makes Half Attacks Their Next Turn.
Effect(3 Degrees(15-19 Above):Opponent Cannot Move Or Attack Their Next Turn.
Effect(4 Degrees(20+ Above):Same As 3 Degrees But Can Last Past Next Turn as Long as They Fail a Resistance Check against success check Dc at the end of each turn Using Style Checks Skill of the Expertise Stat.
Success Check Dc:Dc 10
Style Name:Splatoween Ink(Stacks Based On Degrees)
Effect(Failure):1/2 Weapon Damage is Mental Instead of Ink. (So 50%, with another it’s 1/4 Electrical,1/4 That, and 1/2 Ink since ink is the rest, and 1/6 at 3 Types,Etc.)
Effect(Success by 1-4):A Critical Hit Is Lowest Or Highest Result for Weapons.
Effect(1 Degree(5-9 Above):Roll an Additional Attack Die for Critical Hits and Instead Add that to your damage. That Additional Die is The Same As Your Weapon Damage Types.
Effect(2 Degrees(10-14 Above):That Additional Die Is Instead that Much of Each Of the Involved Damage Types.
Effect(3 Degrees(15-19 Above):Reroll The First Non Critical Hit Roll On Each Of Your Attack Dice.
Effect(4 Degrees(20+ Above):Critical Hits Past The First Deal Double Damage for Each One, Including Your Additional Damage Die, though it doesn’t Crit For Itself.
Success Check Dc:10
Style Name:Springfest Ink (Stacks Based On Degrees)
Effect(Failure):1/2 Weapon Damage is Natural Instead of Ink.
Effect(Success by 1-4):A Critical Hit Is Lowest Or Highest Result for Weapons.
Effect(1 Degree(5-9 Above): Roll an Additional Attack Die for Critical Hits and Instead Add that to your damage. That Additional Die is The Same As Your Weapon Damage Types.
Effect(2 Degrees(10-14 Above): That Additional Die Is Instead that Much of Each Of the Involved Damage Types.
Effect(3 Degrees(15-19 Above): Reroll The First Non Critical Hit Roll On Each Of Your Attack Dice.
Effect(4 Degrees(20+ Above): Critical Hits Past The First Deal Double Damage for Each One, Including Your Additional Damage Die, though it doesn’t Crit For Itself.
Success Check Dc:10
Style Name:Frostyfest Ink (Stacks Based On Degrees)
Effect(Failure):1/2 Weapon Damage Is Cold. (So 50%, with another it’s 1/4 Electrical,1/4 That, and 1/2 Ink since ink is the rest, and 1/6 at 3 Types,Etc.)
Effect(Success by 1-4):A Critical Hit Is Lowest Or Highest Result for Weapons.
Effect(1 Degree(5-9 Above): Roll an Additional Attack Die for Critical Hits and Instead Add that to your damage. That Additional Die is The Same As Your Weapon Damage Types.
Effect(2 Degrees(10-14 Above): That Additional Die Is Instead that Much of Each Of the Involved Damage Types.
Effect(3 Degrees(15-19 Above): Reroll The First Non Critical Hit Roll On Each Of Your Attack Dice.
Effect(4 Degrees(20+ Above): Critical Hits Past The First Deal Double Damage for Each One, Including Your Additional Damage Die, though it doesn’t Crit For Itself.
Success Check Dc:10
Style Name:Summerfest Ink (Stacks Based On Degrees)
Effect(Failure):1/2 Weapon Damage is Fire. (So 50%, with another it’s 1/4 Electrical,1/4 That, and 1/2 Ink since ink is the rest, and 1/6 at 3 Types,Etc.)
Effect(Success by 1-4):A Critical Hit Is Lowest Or Highest Result for Weapons.
Effect(1 Degree(5-9 Above): Roll an Additional Attack Die for Critical Hits and Instead Add that to your damage. That Additional Die is The Same As Your Weapon Damage Types.
Effect(2 Degrees(10-14 Above): That Additional Die Is Instead that Much of Each Of the Involved Damage Types.
Effect(3 Degrees(15-19 Above): Reroll The First Non Critical Hit Roll On Each Of Your Attack Dice.
Effect(4 Degrees(20+ Above): Critical Hits Past The First Deal Double Damage for Each One, Including Your Additional Damage Die, though it doesn’t Crit For Itself.
Success Check Dc:10
Feats(Varies):
Feat Name:Stage Expert
Prerequisite:Invention or Innovation of D20 or Higher In Either Original Stat or The Actual Skill.
Effect:Can Create Inventions/Innovations Routinely Related to Stage Mechanics and The Like.(So The Max Point Value is Equal to 2 Per D4,3 Per D6,4 Per D8,5 Per D10,6 Per D12,and 10 Per D20, as Well as 50 Per D100, and 80 Per Automatic Success(Since One of Each Die At Max is 160 and Divided By 2 is 80).
Feat Name:Weapon Modder
Prerequisite: Invention or Innovation of D20 or Higher In Either Original Stat or The Actual Skill.
Effect:Color Chips are Half The Invention Point Value for A Weapon, as Well as Bases Being 3/4 Value.
Feat Name:Squid Excellence
Prerequisite:Inkling
Effect:Choose Two Species Traits, at Least One Must Be an Upgrade for a Previous Species Traits.
Feat Name:Octarian Excellence
Prerequisite:Octoling
Effect:Choose Two Species Traits, Only One Can Be an Upgrade.
Feat Name:Persistence
Prerequisite:Exertion Stat of D20 Or Higher.
Effect:Doesn’t Die Until At Negative Hp of Half Of your Max Hp, and While At Negative Hp Takes 1/10Th Hp Each Round But is At Half Speed and Firing Limits.
Backstory Backgrounds:
+3 Bonus to 1 Stat and 1 Skill, +2 Bonus to 1 Stat and 1 Skill,+1 Bonus to 1 Stat and 1 Skill, and Your Choice Of -2 Penalty To 1 Stat and 1 Skill or -1 Penalty to 2 Stats and 2 Skills.
Starting Clothing Options(Currently 1 Headgear,2 Clothing, and 1 Shoes):
Cephalo Pods:1 Star(So Main And 1 Slot):Ink Recovery Up Main:Forge Brand(Special Power Up and Duration Up Favored and Ink Saver(Sub) Disfavored):Free If Chosen:1980(Normal Availability) and 4950(Custom Order) To Purchase.:Headgear
Tri-Shred Tee:1 Star(So Main And 1 Slot):Quick Respawn Main:Squidforce Brand(Damage Up and Ink Resistance Up Favored and Ink Saver(Main) Disfavored):Free If Chosen:530(Normal Availability) and 1325(Custom Order) To Purchase.:Clothes
Force Re-Boots:1 Star(So Main And 1 Slot):Special Saver Main:Takoroka Brand(Special Charge Resistance Up Favored and Special Power Up and Special Duration Up Disfavored):Free If Chosen:899(Normal Availability) and 2247(Custom Order) To Purchase.:Shoes
Basic Tee:1 Star(So Main And 1 Slot):Quick Respawn Main:Squidforce Brand(Damage Up and Ink Resistance Up Favored and Ink Saver(Main) Disfavored):Free If Chosen:300(Normal Availability) and 750(Custom Order) To Purchase.:Clothes
Starting Weaponry(Currently Just With The Original Starting Weapon Of Splattershot Jr and will do other weapon classes.):
Splattershot Jr:
IP To Fire:5IP
IP Recovered Per Round:0.5IP
Category:Main
Short Range:5 Tiles
Average Range:8 Tiles
Long Range:10 Tiles
Sub Weapon Options:Splat Bomb
Special Weapon Options:Bubbler,Ink Armor, or Big Bubbler.
Special Point Threshold:180P
Special Depletion:60%
Points Per Fire:2 Points Per Non-Targeted Fire.
Weapon Weight/Speed:Light/Fast
Damage:22 Hp for 3Rd Fire,25 Hp For 2Nd Fire, and 22Hp For 1st Fire.
Fire Rate:Can Fire 3 Times Out of 4 Per Turn.
Main And Sub Gear Abilities(Not Dependent On Style Value Though Contributes To IT(Effects Don’t Stack They Have Their Effects At the time)(Currently Just Doing Mains and Subs of Starter Gear Mains.)):
Ability Doubler:
Style Ratio:The Multiplier is 1+((0.1*Style)*Mains) for The Effects.
1 Main:Double The Effects Of all Other Mains and Subs.
2 Mains:Triple The Effects Of all other Mains and Subs.
3 Mains:Quintuple the Effects Of All Other Mains and Subs.
Quick Respawn:Normally Respawns In 1 Round With No Actions Until Round After Respawns:Mains and Subs Are Separate.
Style Ratio:Cannot Use Style Points for Quick Respawn.
1 Sub:Can Move At 1 Tile
2 Sub: Can Move At 2 Tiles
3 Sub: Can Move At 3 Tiles
4 Sub: Can Move At 4 Tiles
5 Sub: Can Move At Full Tiles
6 Sub: Can Move At Full Tiles and Attack Once
7 Sub: Can Move At Full Tiles and Attack Twice
8 Sub: Can Move At Full Tiles and Attack Thrice
9 Sub: Can Move At Full Tiles and Attack Fully
1 Main:Respawns In 3 Turns If Faster Instead of Next Round.
2 Main: Respawns In 2 Turns If Faster Instead of Next Round.
3 Main:Respawns Next Turn Instead Of Next Round.
Special Saver:Normally Respawns With 100-Special Depletion Percent Of Total(So if 180P and 60% Special Depletion Has 40%, or 72P to Use):(With Splattershot Jr Lowest But Still An Amount Is 59% Special Depletion and Highest Amount is 33% Special Depletion(SD))
Style Ratio:Can Turn SD on Sub Into 0.02*Style Points Per Sub and Main Into 0.2*Style Points Per Main.
1 Sub:-1% Special Depletion
2 Sub:-2% SD
3 Sub:-3% SD
4 Sub:-4% SD
5 Sub:-5% SD
6 Sub:-6% SD
7 Sub:-7% SD
8 Sub:-8% SD
9 Sub:-9% SD
1 Main:-6% SD
1 Main,1 Sub:-7% SD
1 Main,2 Sub:-8% SD
1 Main,3 Sub:-9% SD
1 Main,4 Sub:-10% SD
1 Main,5 Sub:-11% SD
1 Main,6 Sub:-12% SD
1 Main,7 Sub:-13% SD
1 Main,8 Sub:-14% SD
1 Main,9 Sub:-15% SD
2 Main:-12% SD
2 Main,1 Sub:-13% SD
2 Main,2 Sub:-14% SD
2 Main,3 Sub:-15% SD
2 Main,4 Sub:-16% SD
2 Main,5 Sub:-17% SD
2 Main,6 Sub:-18% SD
2 Main,7 Sub:-19% SD
2 Main,8 Sub:-20% SD
2 Main,9 Sub:-21% SD
3 Main:-18% SD
3 Main,1 Sub:-19% SD
3 Main,2 Sub:-20% SD
3 Main,3 Sub:-21% SD
3 Main,4 Sub:-22% SD
3 Main,5 Sub:-23% SD
3 Main,6 Sub:-24% SD
3 Main,7 Sub:-25% SD
3 Main,8 Sub:-26% SD
3 Main,9 Sub:-27% SD
Ink Recovery Up:
Style Ratio:Can Turn IP Recovered on Sub as 0.03*Style Points Per Sub and IP Recovered on Main as 0.3*Style Points Per Main.
1 Sub:+0.25 IP Recovered Per Round
2 Sub:+0.5 IP Recovered Per Round
3 Sub:+0.75 IP Recovered Per Round
4 Sub:+1 IP Recovered Per Round
5 Sub:+1.25 IP Recovered Per Round
6 Sub:+1.5IP IP Recovered Per Round
7 Sub:+1.75 IP Recovered Per Round
8 Sub:+2 IP Recovered Per Round
9 Sub:+2.25 IP Recovered Per Round
1 Main:+1 IP Recovered Per Round
1 Main,1 Sub:+1.25 IP Recovered Per Round
1 Main,2 Sub:+1.5 IP Recovered Per Round
1 Main,3 Sub:+1.75 IP Recovered Per Round
1 Main,4 Sub:+2 IP Recovered Per Round
1 Main,5 Sub:+2.25 IP Recovered Per Round
1 Main,6 Sub:+2.5 IP Recovered Per Round
1 Main,7 Sub:+2.75 IP Recovered Per Round
1 Main,8 Sub:+3 IP Recovered Per Round
1 Main,9 Sub:+3.25 IP Recovered Per Round
2 Main:+2 IP Recovered Per Round
2 Main,1 Sub:+2.25 IP Recovered Per Round
2 Main,2 Sub:+2.5 IP Recovered Per Round
2 Main,3 Sub:+2.75 IP Recovered Per Round
2 Main,4 Sub:+3 IP Recovered Per Round
2 Main,5 Sub:+3.25 IP Recovered Per Round
2 Main,6 Sub:+3.5 IP Recovered Per Round
2 Main,7 Sub:+3.75 IP Recovered Per Round
2 Main,8 Sub:+4 IP Recovered Per Round
2 Main,9 Sub:+4.25 IP Recovered Per Round
3 Main:+3 IP Recovered Per Round
3 Main,1 Sub:+3.25 IP Recovered Per Round
3 Main,2 Sub:+3.5 IP Recovered Per Round
3 Main,3 Sub:+3.75 IP Recovered Per Round
3 Main,4 Sub:+4 IP Recovered Per Round
3 Main,5 Sub:+4.25 IP Recovered Per Round
3 Main,6 Sub:+4.5 IP Recovered Per Round
3 Main,7 Sub:+4.75 IP Recovered Per Round
3 Main,8 Sub:+5 IP Recovered Per Round
3 Main,9 Sub:+5.25 IP Recovered Per Round
Made For the Following
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