New stats/profiles

Hey, I figured I'd better do this again. It's a tiny bit overdue. There is only one two new characters to put down here and one has had made a ton of appearances already. I'll extend upon characters that will enter to save me time later as well as that I'll give the older characters the newer moves I plan on giving them.

A/N: I know I have said it like 3 times now, but Mirage is Mew Spice1's character. Both Mew Spice1 and Mirage have been awesome contributations to this fic.

Mirage
Age: 18

Gender: Female
Race: Squeek (Black)
Favourite Food: Dark chocolate
Likes: Jewels
Dislikes: Maximum security
Fears: Ducks

Sports: Is stealing one?
Clothing: Red mask, Red shoesBio: Mirage is a Squeek who currently works for the LIG (Leincart Intelligence Group). Her current assignment is pretending to be a servant of Bowser while reporting to Koopfina of exactly what he is up to. Her weapons of choice are deception and changing her alliances for the best possible outcome. She works for the LIG more as an alternate job as her main focus is treasure and when the LIG started getting rumours of the orbs she instantly let her interests be known.

She appears heartless, self centred and sometimes ruthless in order to get what she wants but a certain incident changes her perspective on life and while still holding a large amount of her personality she realises there are things in life other then treasure.

Kora

Age: 21

Race: Crayzee Dayzee

Favourite food: Fairy floss

Likes: Sleeping, singing songs

Dislikes: Being snuck up upon as a surprise

Fears: Aliciagoom when angry (but don't tell her)

Sports: Dancing, Archery

Clothing: light purple t-shirt, black knee length shorts, white shoes, gold necklace. Her petals are also coloured pink.

Bio: Kora is a friend of Aliciagoom and like Parakenny they are friends at U Goom. When Aliciagoom asks for her help in a problem, Kora is all too willing to help, but she does not know that this involves fighting and working with the evil Koopa king. When she realises that she is not comfortable with this situation she decides to move away from Aliciagoom despite their friendship and despite the fear she has of her.

On joining up with another group of friends she realises that not everybody will take advantage of her. Most of the time Kora is timid and like a stereotypical Crayzee Dayzee she will run away from a situation that scares her, however sometimes Kora can be highly determined when it comes to helping others achieve a goal that seems right in her mind.

Kora is also a fantastic singer but she is unable to put anybody to sleep with her songs which has the advantage of her audience not falling asleep during her performance.

Mirage stats

HP: 12, 20, 35

Defence: Always 0

Moves and damage

Love slap: 3, 4, 6 (first ground enemy)

Kiss thief 3FP: (Can hit anyone) Mirage kisses her opponent confusing them and steals an item they have if any

First rank up

Chocolate swirl 2FP 4, 6: (first ground enemy) Mirage goes to slap her opponent however she spins around with incredible speed while slapping her foe and then making them dizzy.

Mirage Camouflage 3FP: Mirage makes herself invisible for 2 turns causing opponents attacks to miss.

Second rank up

Sudden strike 4FP 7: (any target) Mirage jumps high into the air before landing in front of her target slapping them. It will drop their defences by 2 if they have any.

Legendary chocolate bar, FP costs varies: Mirage draws out a chocolate bar and can eat it herself or give it to her active partner. The target will recover the same amount of HP as FP that is used for the attack, the number can be anything from 1 to 15. This can be used outside of battle.

Mirage is a status character, all her FP costing attacks that deal damage allow her to induce a status condition.

Hamma Jamma

HP: 10, 18, 32

Defence: Always 1

Hammer throw 3, 4, 6: A ranged hammer attack that somehow returns to his hand when thrown.

Hammer frenzy 2FP, damage depends on HP. If Hamma Jamma has more then 50 of his HP he will only throw four hammers that deal 1 damage each. If his HP is less then 50 but not in danger or peril he will throw six hammers. If he is in danger or peril he will throw eight hammers. Each time he ranks up he will throw one extra hammer with this attack.

First rank up

Fire transformation 2FP. Hamma Jamma gains the ability to throw fire instead of hammers (Fire stance). His attacks and damage stay the same except he will throw fireballs instead of hammers and they burn the target for two turns. In exchange he will be unable to hit flying enemies in this stance. Using this attack again will cause him to revert to Hammer stance.

Hammer crush 3FP, 5, 6 (Must be in hammer stance): Jamma closes up on his opponent and strikes them with his hammer. There is a chance they will shrink if Jamma connects with this move well.

Second rank up

Boomer transformation 2FP. Hamma Jamma throws boomerangs instead of hammers (Boomerang stance). His standard attack (boomerang throw) will deal 4 damage twice, and his boomerang frenzy will make him throw four fewer boomerangs compared to hammers but each one strikes twice.

Flame/boomerang crush (must be in either fire or boomerang stance): Jamma throws his respective projectile depending on his stance. The fireball will damage each ground based enemy for 5 damage and give them a three turn burn while the boomerang deals each enemy (air or ground) 3 damage before returning.

A/N: I thought Paper Mario needed a stance character that has varying stances and does different moves that are advantageous in some situations but not others. Hamma Jamma is my attempt at that. The hammer stance works well against most enemies but isn't the most damaging. The fire stance is good for opponents with good defence as the burn will wear them down, it isn't not so good against aerial enemies where none of his attacks will reach. The boomerang stance is best against enemies with no defence due to the multi hitting properties, however he will not fair well against high defence enemies.

Kora

HP: 10,20,30

Defence: Always 0, immune to sound based attacks

Drop kick, 2,4,6: Kora runs and jumps high before kicking her opponent flipping them, won't work against spike or fire type enemies and will deal one damage to her if she uses this attack against them

Purifying arrow 4FP, 1, 2, 3: Kora draws a bow and arrow and fires an arrow at the target, for each additional status effect they have (positive or negative) it deals 3 more damage and removes any conditions from the target.

Progressive Confidence 2FP: 2, 3: Kora attacks the opponent with a very weak attack, however every time it is used consecutively it does 2 more damage until it reaches 10 damage on the first rank up or 15 on the second.

Captivating song 1FP: Kora sings a song that forces the targets to listen to it stopping them running away for 3 turns.

Ear-splitting melody 7FP, 9: Kora deliberately sings very loudly, dealing 8 damage to each target including her partner unless the partner guards resulting in no damage to them.

Flowery fragrance 3FP (Can be used even when effected by a status condition): Calms Kora's partner increasing their defence by 2 but also lowering their attack by 2 while removing any status conditions that are effecting either her or her partner.

Goombella

Final rank up 40HP

Headbonk and Multibonk both deal 1 extra damage for each hit.

Charge – 3FP. Goombella ups her attack by five but she must use it on the very next turn.

Headbonk quake – 5FP. Goombella headbonks the ground with enormous power causing a quake to deal 5 damage to all ceiling and ground based enemies.

Vivian

Final rank up 40HP

Shade fist and fiery jinx get two extra damage.

Fire of the dragon – 8FP. Vivian raises her hand into the sky before an almighty pillar of fire lands on the target dealing them 12 damage as well as burning them.

Friendly flames – 3FP. Vivian gives her partner a fiery boost for 3 turns making any of their physical attacks do 1 more damage as well as burning the target for one turn.

Lakilester

HP: 35, 45

Final rank up

All of Lakilesters attacks do 2 more damage.

Spiny hatching egg – 4FP. Lakilester throws an egg to the opponent that deals 6 damage and hatches into a spiny next turn. The spiny has 4HP, 4 attack, 4 defence.

Rain cloud – 6FP. Lakilester's cloud becomes dark giving him a new move as well as an attack boost by 1 for two turns.

Lightning bolt – 2FP, 8. Lakilester floats over the opponent and strikes them with lightning.

No where near as long as the previous list of stuff so I'm pleased that I was able to hold my word on that.