Welcome all to another chapter of Game Jumpers! Last chapter, our merry band of heroes arrived back in town to see that Shy Guys, the energetic pranksters of the Mushroom Kingdom were overrunning it. After a bit of weeding out, the party was able to disperse the threat, but they had done away with many of the town folk's items. With Austin's keen eyes, the group was able to find the Shy Guy's hideout, which was a conspicuous Toy Box that could be entered via a shrinking spring. The party entered the Toy Box, which was riddled with dangerous threats and the missing items. Eventually, the party learned that Bowser was the reason behind the Shy Guy's valor, and we now find them face to face with the notorious Anti Guy Squad. How will this battle pan out?
(Again. Sorry for the late update. Work has been not kind with my time lately.)
Chapter 16: Toad Story 2!
The gang was standing face to face with the Anti Gang, causing everyone to be tense.
"Wait, wait, wait! Time out! Can we at least get an idea of what you guys can do before we get our asses kicked?!" Kimani blurted out. The Anti Squad huddled together for a second to discuss it, with some of the members peeking out of their huddle to look at the group before disbanding.
"Mmmm... OK! You guys are free to gather info on us! As soon as you attack, however, that's it!️" The Anti Guy told them, giggling afterward. Everyone on the opposite side just sweatdropped in response.
"Be still my heart... Alright, since they're letting us Tattle for free, I'll go through the list... Bootler, fill in whatever I miss, OK?" Goombario said.
"I shall do my best, Sir Goombario," Bootler warily answered, floating in front of Bow out of reflex.
"OK... I'll start with the second one since we already know Anti Guys. This is a 007 Guy, a seriously blacked-out camo Shy Guy. People also know them as a James Bond Guy. Max HP: 50, Attack Power: 8, Defense Power: 3. They're fitted with some light combat armor and swing their hammers with extreme prejudice. Their aim with a slingshot is perfect. They will hit you no matter where or how you hide. So I guess you have to decide which is worse; hammer or slingshot? Like the Spy Guys, 007 Guys will counter melee attacks when they have a hammer or counter ranged attacks with their slingshots, so keep that in mind as well,"
"007 Guys will swing their hammer twice for 8 damage, and each swing will disable a command of yours, Young Masters, so keep that in mind. The double attack happens on a counter as well. As Sir Goombario mentioned, their slingshot attacks will hit through moves such as Lady Bow's Outta Sight, so please refrain from putting My Lady in danger should his slingshot be out. Master Austin can avoid the slingshot, but he must dodge it manually. Unblocked hits from the slingshot will also Shrink the target for 6 turns, and his armor prevents him from being affected by the Zap Tap status. Please exercise extreme caution when attacking him," Bootler followed up.
"Next, we have an Inferno Guy, an elite warrior that cloaks himself in white fire. Max HP: 50, Attack Power: 18, Defense Power: 0. It burns intensely, but it's still fire, so water should do the trick. These hotheads do some extreme damage! Better work 'em over before they bring the heat. Say, what do you think the gold color in the fire is? Is their fire just that special?"
"Inferno Guy's gameplan is the same as Pyro Guys, so no strings are attached to their attacks. Master Kimani's fire resistance won't help him as they burn hotter than normal flames. Identical to Master Jordan's watery nature. Sir Dylan's Isle Exoskeleton will protect him from the Inferno Guy's attacks, but outside of that, any non-blocked hit will cause Sir Alpha to shut down for a few turns. Master Austin, it's imperative that you give them a wide berth as the heat will cause you to take an additional 6 damage and will inflict you with the Burn Status for 6 turns. Master Jordan's water will deal an extra 2 damage, and interestingly enough, Lady Bombette's explosions and Master Dylan's rockets from Isle Exoskeleton will do an additional 1 damage,"
"Shit... I really think we bit off more than we could chew this time..." Kimani meekly said.
"I tried to stop you," Jordan deadpanned.
"Yeah, kicking myself as we speak. Keep going, you two,"
"Yep. Next on the line is the Dandy Guy. What a spiffy looking guy! Too bad they're super evil. They make you dizzy with their dancing, or they might do a triple kick in your face. There's no way to tell, so try to prepare for the kick, since the startup is the same. They're elite dancers, but their real claim to fame is the outfits. Or maybe that's just my opinion," Goombario continued.
"The Dandy Guy's spin attack will also decrease whoever's defense by 1, which can go past 0 defense. Please keep this in mind. My Spring Cleaning will be able to restore anyone's defense, so please seek me out should your defense problem arise. The material in Dandy Guy's outfit contains rubber, which will prevent him from being hurt by any electrical attacks, and his fame and stardom also keep any Star attacks from harming him. He doesn't summon any additional help, so there is no need to fear that possibility," Bootler followed up.
"And finally, we have Malpractice Guys. They're Medi Guys who trained in causing diseases, not just curing them. Max HP: 50, Attack Power: 6, Defense Power: 3. Their attacks will poison us, and their hovercar is immune to being shocked by the likes of a Volt Shroom, so no using Dylan to short-circuit their rides. I wonder if they've even been to a real med school. I bet they haven't. Austin doesn't have to worry about being Poisoned, however,"
"After they attack, they'll heal a single member for 12 HP or the entire cast for 6. Inflicting any status that can prevent him from acting will decrease the longevity of his fellow members and the possibility of us dealing with Poison attacks," Bootler finished.
"So, boned either way... OK, here's what I'm thinking... We have Jordan go first and set us up with Dome of Protection. With that free rotation, we can hard-focus one of the members and get them out of the way early. Maybe even two if we play our cards right. We'd most likely lose Jordan for doing so, however," Kimani pondered.
"Nope. Wouldn't be a smart idea because Dylan and Mario can't avoid the damage outright. Even with blocking, they'd fall on the very next turn. You can only do so much, and as soon as Austin misses just one of his dodges, he's as good as knocked out," Jordan countered. Kimani snapped his fingers in minor frustration, seeing his point. Mario mused over the copious thoughts plaguing his mind before he told Jordan to go with Kimani's plan for now.
"Wait, really?" Jordan and Kimani simultaneously asked. Mario nodded, telling them that he hit a Save Block before they entered the Toy Box again. Worst comes to worse, they'd reappear back at the block.
"Oh, right... How many times do we have that luxury?" Kimani asked. Mario pondered before he mentally asked Eldstar that question.
"Hmmm... Mario, it sounds like running isn't a possibility. With our current power, we can bring you all back to life... 3 more times, so I recommend you find a peaceful solution," Eldstar's voice rang out in his mind. Mario frowned at the news before he told the others.
"3 times? Ah, I don't want to even play around with that... Hey, Anti Guy. I got a proposition for you guys," Kimani muttered, causing the Anti Guy to perk up.
"Hmmm? Come to a decision?" The Anti Guy asked.
"So, we've concluded that we have no hope of fighting you at this moment,"
"How's that my problem?"
"Rude but fair. I know you'd want a challenge, so would you allow us to come back at a later date to fight you?"
"Hmm... We'll let you guys go... for 2 Star Pieces and all of your current coins!" He cheerfully said. The other bristled from the demand.
"Yo-" Kimani started before Mario held him back, shaking his head and handing them 2 Star Pieces and all of his current coins. His team's safety took priority over everything else, even his pride. With the price paid, the team was free to walk away from the battle. Once they were far away, Jordan pounded Kimani on top of his head, hard. He even dealt a point of damage to him.
"Idiot! Next time, I say wait, YOU WAIT!" Jordan roared, causing Kimani to nod his head meekly.
"Ease up on him a bit. Not even you could have guessed that would have happened," Kooper asked. When Jordan's hardened glare focused on him next, Kooper retracted his statement.
"Besides, we decided to fight them as a group in the first place, so it's all of our fault anyway," Austin followed up. Jordan huffed, but he stopped pressing Kimani, who looked a bit down. Mario sighed before he told everyone to keep their heads up for the time being. What Austin said was true. Even with Jordan's warning, there was no way they could have guessed the appearance of other variations. Jordan sighed once more before he glanced at Kimani. He put a hand on his head afterward.
"Ugh... You're a pain in my ass sometimes but... Sorry for snapping. Just don't want to see you get hurt again, is all..."
"...Still not over the whole "kidnapped by the Sub-Army" thing?"
"Nope, so stop putting yourself in these situations, alright?"
"Mmm... I can do that," Kimani said, causing Jordan to slap him hard on the back in a friendly manner. He forgot how small Kimani was compared to him, so he accidentally floored him. Kimani groaned but didn't complain like he usually did. The group decided to return to the main room and take the train.
"Howdy folks! Can you believe our train just fell from the sky? Crazy, right!?" The Conductoad exclaimed. The group shared looks but didn't say anything.
"Anyway, I can only take you guys to the Pink Station for now. Is that OK?"
"That's perfect!" Dylan exclaimed back. The Conductoad nodded before everyone crammed into the train and was brought to the Pink Station, which was... well, pink. The group got off and went to the middle of the area.
"Pink Station! Pink Station! There's the switch to change tracks. I have to admit, this Toy Box is a pretty cool place. If I told Goombaria about this, I'm sure she would be so jealous," Goombario rambled. Mario chuckled before another Toad ran up to them.
"Some Shy Guy just ran off to the right with a Frying Pan!" He told the group.
"That's Tayce T's for sure! We should head to the right side!" Bombette told the group. Everyone nodded before Mario first grabbed a hidden Star Piece nearby before he opened a chest. Inside was a bag filled with mail, which Parakarry borderline dogpiled before they continued to the right. The next room had some building blocks stacked on top of each other. Up top was a Super Shroom, which Bow and Bootler grabbed once they floated up and grabbed it for the party. They were attacked by a Sky Guy, Shy Guy, and a Medi Guy, but they were dealt with pretty efficiently. Mario snagged another Star Piece hidden behind a block before they entered another area, spotting some Jack-In-The-Boxes and an upper path. Jordan launched his team via the boxes, ending up on the higher pathway before they took out another team of Shy Guys. Inside the chest, which was sitting at the end, was a Defend Plus Badge. Mario thought it would be a good idea for Jordan to have that one. He declined it, however, and told Mario to keep it. Mario nodded before he took off his HP Plus Badge as a result and handed it to Jordan, who took it as Mario clipped the badge onto his overalls. Jordan also put his badge on, watching his health rise to 55 HP. Mario's dropped down to 30. Mario and the gang continued forward, eventually reaching a dead end. A question mark appeared over everyone's head before Parakarry noticed a Shy Guy walking inside the nearby building, so he brought it to the other's attention. They followed them from the outside, watching as the Shy Guy emerged from a hidden entrance.
"Huh, I guess that answers that question," Kimani muttered.
"What question? I don't remember anyone asking anything," Dylan innocently asked.
"N-no, buddy. I mean... I asked that question to myself, is all," Kimani sputtered before he told Dylan that, causing him to ahh in response. Kimani sweatdropped in response, causing Mario to give him a warm smile. They clobbered the enemy party, walked through the hidden path, and got a coin from a ? Block and an Ice Power Badge from the chest.
"Oh, that increases your attack by 2 against fire enemies," Goombario told them. Out of curiosity, Kimani tried to put it on, but it decreased his attack power by 2.
"Wh- You know what? That makes sense, but I'm still offended by that..." Kimani sourly muttered, giving the badge back to Mario, who laughed at him before they moved forward, seeing a Thunder Rage on the ground next to a chest. Mario raised an eyebrow but shrugged, picking up the Thunder Rage and grabbing the Frying Pan from the chest. The group decided to head back to town and give Tayce T her frying pan back.
Toad Town- Tayce T's house (10 minutes later)
"Hey, Tayce T! We have a surprise for you!" Kooper exclaimed as Goombario spun into the house before he posed, showing her Frying Pan. The others, minus Dylan, simply sweatdropped as Tayce T. nearly cried with joy. She was so happy that she instantly went into her kitchen and started to cook with fire in her eyes. Once she was done, Tayce T. came out with cake slices for everyone.
"Mario. Everyone. This is just a small token of my appreciation. Please, dig in!" She exclaimed. Everyone took a bite, causing their eyes to sparkle in delight.
"Oh my... It should be a crime for something to be this good..." Kimani sighed. Everyone else agreed with him. Venom didn't say anything, but he grunted angrily, banged his wing on the table twice before he started pacing around the room.
"Uh... Ven? You alright?" Austin asked.
"Yes! But I'm annoyed that I died before meeting this woman! Madam, please note that the Talons are at your service whenever you need us!" Venom yelled before he folded his wing in front of him before bowing. Ebony and Ivory giggled at this before they bowed as well. Everyone sweatdropped again.
"Oh, well, thank you for the kind words, Mr. Ven! Here, I have one more slice for you guys. Please give it to someone you believe would enjoy it, and please come to me whenever you need any more cooking done!" Tayce T. thanked, handing them one more slice of cake. Venom took it and carefully put it in his own inventory, not even giving the others a chance to look at it. Mario looked at his health and FP before he noticed something strange. He saw that his HP and FP had gone up by 5. Mario tugged Kimani's jacket sleeve, making him turn to face him.
"Hmmm? What's up, Mar?" He asked. Kimani paid attention to Mario's various signals and hand points before he looked at his own stats, seeing his own HP and FP increase by 5 as well. Dylan and Austin also had gotten the HP and FP buff as well.
"Oh wow. I guess that cake was better than we thought," Kimani said.
"Ah. yes... This is my most delicious Cake. One taste of it won my late darling's heart…3 I swore I would never make it again, but you're very special, Mario. Just one bite will make anybody go ga-ga!"
"Awwww... Well, thank you for thinking we're worthy of making that for, ma'am," Kooper said. She smiled before they waved goodbye and stepped outside.
"You know, Ven? Normally, I'd make fun of how out of character you were, but after that cake, that was the only acceptable reaction..." Kimani truthfully said. Venom nodded.
"Mmm... So, who should we give this last slice to?" Venom asked. Mario put a finger on his chin. He'd get an idea later, but for now, he wanted to get a bit further in the Toy Box, so he told his team his thoughts before they started moving back toward the Toy Box...
Shy Guy's Toy Box
...Entering it after a quick walk. The group went to the train, going back to the pink station. Instead of the right, the group started trekking to the left path, walking next to the fenced train tracks. After they jumped up and over some blocks, Kimani narrowly avoided a rock shot at him from the Spy Guy in the distance. He fired some more rocks at the group, but Jordan jumped forward with his shield, blocking the rock and starting the battle on even footing. 2 Sky Guys and a Medi Guy floated over. Mario was feeling a bit petty, so he sent Parakarry to Air Lift the Medi Guy out of the fight before he jumped on the first Sky Guy twice, leaving it with 4 HP and knocking it out of the air. He blocked the stone fired from the Sky Guy, the two charges from the Shy Guy, and messed up his guard with the Spy Guy. Altogether, his HP dropped to 24 as a result, and he got shrunk. Dylan went next, having Bow slap the rest of the life out of the weakened Shy Guy while he Copycatted the Spy Guy, turning into a copy of him. He fired a stone at the Spy Guy, dealing 5 damage and Shrinking him back. The small Spy Guy fired at him, only dealing a measly 2 damage from Dylan blocking it. The Sky Guy tacked on another 5 damage, leaving Dylan with 28 HP.
"Almost there. Ven, get that Sky Guy out of here!" Austin said, using Triple Strike to get rid of the Spy Guy after getting two Lucky Hits. Venom did just that, winning them the battle. Mario clapped his hands together, using Refresh to get them a bit of HP. He ended up using it twice for him and Dylan, putting their SP to 1, Mario's HP to 31, and Dylan's to the max. Mario munched a Maple Shroom just to be safe, putting his FP and HP to max before they continued. Once they entered the new area, they saw a gargantuan Shy Guy blocking the entrance to another location. Kimani and Austin instantly started laughing, causing Jordan and Mario to reprimand them before they got them into any unnecessary fights. Mario introduced himself afterward.
"Hi... Everyone calls me Gourmet Guy. I don't know why. I'm just an ordinary, food-loving Shy Guy. Sigh… I'm hungry…" He said, sighing afterward.
"I mean... that's not a bad thing to call you. Gourmet is a cool name to have," Kimani told him.
"How'd you get so much... personality anyway?" Austin asked. Jordan put him and Kimani in a headlock as Mario continued the conversation.
"Heh, no idea. I just kept growing. Anyway, sorry to ask, but do you have anything good to eat on you?"
Mario raised a hand before he looked at Venom, throwing a few hand signals at him. Once Venom translated what he said, he reached into his "pockets" and handed Mario the slice of cake.
"You're lucky," Venom simply said, causing Mario to sweatdrop as Gourmet Guy started to spaz out in happiness. He did backflips, ran around the area, and somehow defied gravity by running on the walls at one point before landing back on the ground in front of them. He gave the entire group a big bearhug as thanks, dealing 1 damage to everyone.
"Oh, that was amazing! Thank you guys so much!" He exclaimed. Mario was hunched over, coughing a bit before he flashed him a thumbs-up. Gourmet Guy also gave them a Cookbook as thanks before he waddled out the way and let them pass. Everyone staggered past him before they got their barrings straight again.
"Now that we're out of earshot... You two, come here," Jordan deadpanned, glancing at Kimani and Austin.
"No thank you. I'll stand here, out of arms reach," "I didn't even do anything!" The two of them fought back. Jordan rolled his eyes but left them alone as the gang moved past a Groove Guy, decimated a team of Pyro Guys and Medi Guy, with Typhoon and Dylan being the MVPs of that fight before they passed a giant arch. In front of them was a lever, which Jordan smacked, causing a damaged part of the track to flip to the fixed side of it.
"Not sure why there's a lever for that... Anyway, I'm starting to get a bit drained... We haven't really gotten actual sleep yet..." Jordan told the group. Mario nodded before he told them that they would give the Cookbook to Tayce T since "she was a nice lady that deserved nice things,"
"توقف عن العبث ودعنا نذهب بعد ذلك!" Venom yelled. As a result, a question mark appeared over Mario's head. Ebony appeared for a moment.
"He said stop messing around and let's go then," She translated. Mario nodded rapidly before they started moving towards...
Toad Town- Tayce T's House
...Toad Town, where they were currently in Tayce T.'s house. Once Tayce T. was done fangirling over the Cookbook, she told the gang that she could now combine ingredients and make brand-new dishes. Mario's eyes raised before he ran to the store and grabbed all the items he had in storage before he came back, dumping the ingredients on the table.
"Wow Mario. You're more excited than Ven was," Jordan said. Mario rapidly nodded before he turned back to Tayce T. and told her to go nuts. Tayce T.'s eyes lit on fire as she picked up a spatula and a knife.
"Please give me some space, Honey," Tayce T. warned, causing Mario to push his team back into the dining room as she went absolutely nuts. Everyone watched in amazement as she was darting around the kitchen rapidly, working on various dishes simultaneously. After about a grand total of 15 minutes, Tayce T. sighed in content.
"Ah... Perfect. Mario, others, you're free to come in here now," She told the group. They walked inside, seeing the absolute feast in front of them. There were plenty of items on the table.
"I think I'm in heaven... So what do we got?" Kimani asked, drooling. Tayce T. smiled before she walked over and grabbed a plethora of Tupperware and plastic bottles.
"Sure thing! First, thanks to the Cake Mix and Fire Flower, we have a Fire Pop! This will restore 20 FP but will take a point of health due to the spiciness!" She started, holding up an orange and red lollypop.
"Next, with more Cake Mix and a Volt Shroom, we get an Electro Pop! It restores 15 FP and electrifies you for a bit!"
"Honey and a Mushroom gives us a Honey Shroom. Combines both effects for 5 HP and FP!"
"Maple and a Mushroom gives us a Maple Shroom, which does the same thing!"
"Super Shrooms or Volt Shrooms with Honey or Maple Syrup gives us Honey Supers and Maple Supers, respectively!"
"More Cake Mix and an Apple gives us an Apple Pie, which gives you 7 HP and 20 FP!"
"A Mushroom and Cake Mix creates Shroom Cake, which isn't as delicious as the previous cake I gave you, but it will provide you with 8 HP and 20 FP!"
"Rubbing a Koopa Leaf on a Mushroom gives us a Volt Shroom!"
"Putting a Volt Shroom with another Koopa Leaf gives us a Sweet Shroom,"
"Lemon and Cake Mix gives us the Lemon Candy, giving you 5 HP and 15 FP,"
"Lime and Cake Mix makes Line Candy, which gives you 20 FP!"
"The Strange Leaf, I experimented with. Thanks to the Cookbook, I was able to make a Dizzy Dial, which isn't food, but isn't cooking fun?"
"Add an egg to the Strange Leaf cooking, and we get a Boiled Egg, which gives you 15 HP and FP,"
"Strange Leaf and Dried Fruit give us a Fire Flower... Somehow. What an interesting ingredient..."
"Fire Flower and the second egg makes an Egg Bomb, which does 8 damage to an entire party!"
"I was curious, so I used the last Strange Leaf and the Cake Mix, which made the Strange Cake, which will either give you half a bar, a full bar, or take away half of your Star Energy!"
"Cake Mix and a Koopa Leaf will give us a Kooky Cookie, which gives you 15 FP and will either make you electric, invisible, or put you to sleep,"
"Dried Pasta and a Koopa Leaf make Koopasta, which gives you 10 HP and 15 FP!"
"Dried Pasta and Dried Fruit make what I call a Yummy Meal! This heals everyone for 20 HP and FP!"
"However, Koopa Leaves and Goombnuts will make Bland Meals... There's not too much flavor in those ingredients, so I can't do much on that part, sadly. It does give you 10 HP and FP for everyone, however,"
"Using our faithful Cake Mix with a Goomnut gives us a Big Cookie, which restores 30 FP!"
"Cake Mix and Honey Syrup gives us Honey Candy, which gives you 20 FP!"
"Not sure how it happens, but the Dried Fruit and Volt Shroom got us... a Thunder Rage,"
"Ultra Shroom turns into a Shroom Steak while the Iced Potato gives us Potato Salad, but with both of these together... I can make one of my specialties, which I call the Deluxe Feast! This will heal everyone for 40 HP and FP!"
"And with that... I'm done... Phew... Thank you for allowing me to go nuts. I haven't had that much fun in a while!" Tayce T. exclaimed. Mario nodded, thanking her again before he put all the meals in his inventory. He thanked her once more before they left the house, seeing that it was dark outside.
"...Wasn't it just light outside?" Kimani asked. Mario shrugged before they went to the pipe...
Mario's Pad
...And landed in front of Mario's House. Chainston was outside, asleep, but when the group started walking up, he woke up. Instead of instantly resorting to violence like last time, he greeted them happily before he barked twice. Luigi came to the door seconds afterward.
"Hey guys! Right on time. I got some Shroom Steaks ready for everyone!... Oh! Ms. Bow and Mr. Bootler! Great to have you guys over! Please, come in, everyone!"
"Good evening, Master Luigi. Allow me to help you with setting the table," Bootler said, floating inside. Luigi scratched the back of his head before he ushered the others inside, shutting it afterward.
15 Minutes Later
Everyone was inside of Mario's room, back in their usual spots and their sleepwear. Bow and Bootler told the others they would return in the morning and headed back to House Shivers.
"Oh, man... What a day... Did we get everyone's items back?" Kimani asked.
"Uh... I hope so. Luckily for us, the Shy Guys don't seem like they want to steal anything else, so we shouldn't have to worry about any bad news in the morning," Jordan said.
"If that's the case... Mar, how about we clean up some of these side quests we got floating around while we have some type of peace going on?" Kimani asked. Mario nodded, seeing his point. He yawned afterward before he turned around and dozed off.
"Yeah, he has a fair point. Can't save the world on E. Night everyone,"
"Night, Little Buddy!" "Night, bros and Bombette," "Mmm," The three teens said. The partners also wished the other a good night before they all went to sleep.
File Saved!
Changes from Main Game:
- A nasty party now guards the chest in Toy Box.
- Anti Guy: 16 Attack (10 on follow-up if first attack is blocked), attacks shrink.
-007 Guy: 3 Defense. 8 Attack with hammer, 12 Attack with slingshot. Attacks twice with the hammer, which removes commands. Slingshot shrinks, and pierces invisibility. Shares counter attacking abilities as Spy Guy.
-Inferno Guy: 18 Attack. Weak to water, ice, and explosions.
-Dandy Guy: 5-5-5 Attack triple kick. Also has a dizzy spin that leaves others Dizzy for one turn and debuffs their Defense by 1. Defense drop can go below 0. Immune to Lightning and Star-elemental damage - he's already a star!
-Malpractice Guy: 3 Defense. 6 Attack, which poisons. Heals the Crew each turn for 6 HP per member, or one member for 12 HP.
- The Pink Station has a few extra rooms on the right!
- Defend Plus is now 2 BP less!
- Ice Power Badge cost one more BP to equip
- Electro Pops have a bit more zap to them (Restores 15 FP)
- Apple Pies have more flavor in them. (2 HP, 5 FP)
- Shroom Cakes now sweeter but slightly less healthy. (-2 HP, 10 FP.)
- Life Shrooms no longer cookable; recipes that would make them give a Sweet Shroom instead.
- Boiled Eggs determined to be much better for you by top Toad scientists. (6 HP, 6 FP.)
- Egg Missiles much more spicy. (2 damage when thrown.)
- Strange Cakes much more strange. (No longer inflicts status effects on user. Instead, restores or drains Star Energy.)
- Kooky Cookies now kookier. (Still restores 15 FP)
- Koopasta enriched with extra Koopa Leaf puree, even better for you. (3 HP, 8 FP.)
- Big Cookies are even bigger! (10 FP.)
Current Party Status
Mario:
Starting Stats: 10 HP, 5 FP, 3 BP
Current Stats: 35 (40) HP,15 (20) FP, 18 BP (Level 12)
Equipped Badges:Close Call (1), Attack FX B, Damage Dodge (3), Power Smash (1), Shrink Smash (2), Feeling Fine (3), Hammer Throw (2), FP Plus (2), Quick Change (2), HP Plus (2)
Main Partners: Parakarry
Items: Maple Shroom x3, Fried Egg, Koopa Tea x4, Super Soda, Spicy Soup x2, Pow Block, Sleepy Sheep, Fright Jar x2, Egg, Stopwatch, Maple Super, Sweet Shroom x3, Snowman Doll x3, Fire Flower, Apple, POW Block, Lemon, Stone Cap, Tasty Tonic, Hustle Drink (Items will be updated at a later time. Just wanted to get the chapter out for you lovely people ;P)
Current Star Pieces: 16 (2 Star Pieces are currently held by the Anti Guy Squad in Shy Guy's Toy Box)
Current Badges: Peekaboo, Speedy Spin (1), Close Call (1), Hammer Throw (2), Dizzy Attack (2), Multibounce (1), Smash Charge (1), Power Bounce (2), Refund (1), Attack FX B, Power Stomp (1), HP Plus (2), FP Up (2), First Attack (1), Smash Charge (1), D-Down Pound (2), Zap Tap (4), Feeling Fine (3), Starman (1), Damage Dodge (3), Quake Hammer (1), Group Focus (1), Runaway Pay (1), Attack FX C, Shrink Stomp (2), Power Smash (1), Power Quake (1), Shrink Smash (2), Mega Rush (1), HP Plus (2), FP Plus (2), Quick Change (2), Jump Charge (1), D-Down Pound (2), Spike Shield (3), Medicine Man (2)
Kimani:
Area of Expertise: Grounded Combat, Single Target Damage, Countering
Starting Stats: 10 HP, 10 FP, 3 BP
Current Stats: 30 HP, 40 FP, 12 BP (Level 12)
Equipped Badges: Power Plus (4), Power Rush (1), Spike Shield (3), Jump Charge (1), Mega Rush (2)
Main Battle Partners: Firebrand, Kooper
Battle Talent: StrongerAttack Action Commands (can input one more action command, dealing more hits/damage) but stricter timing on ALL Action Commands.
Field Actions: Can strike enemies in the field with his fist, allowing him to perform his action commands for Strike early. (Basically, his first strikes have the potential to do 3 damage should he time the commands right) He can also help Mario break Super Blocks on the field.
FP Moves:
Strike: (0 FP) Strikes a foe with a punch or kick. Pressing the A button with correct timing allows up to 2 follow-ups. Pow: 1 (PP: 2) (up to 3). Style: Timed. Can hit Top-Spike enemies, can't target flying enemies
Power Strike: (2 FP) Strikes a foe with a stronger punch or kick. Can press A at the right time to execute another Power Strike but will cost an additional 2 FP. Pow: 3 (PP:4), Style: Timed: Can hit Top-Spiky enemies, can't target flying enemies
Focus Blast: (3 FP) Charges up a devastating blast of energy. Gets stronger with each turn spent charging. Maxes at 12 damage. Pow: 3 (PP: 4) (1 turn), 6 (PP:7) (2 turns), 12 (PP: 13) (3 turns)
Dragon Uppercut: (5 FP) Launches a devastating uppercut that launches foes into others! Pressing A at the correct time allows Kimani to follow up with a Dragon's Descent, spiking the enemy back down for extra damage! DU: Pow: 5 (PP: 6) (Enemy projectile pow: 3 (PP:4)), Style: Timed, Can hit flying and Spiky enemies. DD: (5 FP) Pow: 5 (PP: 6) (Enemy projectile pow: 3 (PP: 4))
Dragon's Dance: (20 FP) Unleashes a combo of 5 attacks upon a target. Reaching the max hits will permit Kimani to use Dragon's Fury, which unleashes 5 extra hits. Pow: If properly executed, 10 (PP: 15) 10 (PP:15) from Dragon's Fury. Style: Timing. Pierces Defense. Extremely hard to time, but easily the highest-damaging move in the entire game. Can hit all but flying enemies. Will leave Kimani Winded for a turn.
Passives:
Counter: Can't guard normally but can Counter attacks. Has stricter timing than the normal guard but will null ALL damage and damage the attacker for 1 damage.
Master's Potential Unlock: Kimani's Counter has been enhanced! Now, it can do 2 damage to whoever he hits!
Second Chance: Will survive a singular fatal hit with 1 HP. Will be available to use again once 10 HP is reached.
In The Zone: If Kimani goes undamaged for 2 turns, he'll enter The Zone, which is a focused state for Kimani. During The Zone, Kimani's attack and defense rise by 1, and the number of Action Commands he can input goes up by one as well! (For example, his normal Strike command can be followed up by 3 extra attacks, and his Power Strike can attack up to 3 times!) Taking damage twice will knock him out of it.
Master's Potential Unlock: Kimani's focus is even more stable! Kimani can take a singular hit before entering In The Zone!
Firebrand:
Area of Focus: Versatile, Ice Enemies, Single Target Damage
Field Actions: Can spend 1 FP to launch a fireball. Fireballs will ignite flammable sources and can First Strike enemies at a distance.
Element Shard Upgrade: Firebrand's attack pow goes up by 1!
Element Shard Upgrade: Firebrand's attack pow goes up by 1 again!
FP Moves:
Swipe: Lashes out with a quick claw swipe. Pressing the A button at the right time launches another swipe. Pow: 3 (6), Style: Timed, Can't target flying enemies. Can hit Spiky Enemies.
Fireball: (2 FP) Launches a fireball at an opponent. Can hit all enemies. Deals double damage to Icy enemies but will heal Fiery enemies. Pow: 5, Style: Charge
Fire Form: (5 FP) Firebrand disappears into Kimani's amulet, allowing Kimani to flare up. Kimani's attacks deal fire damage for the duration, and enemies will take 1 damage from hitting him physically. His attack goes up by 3 as well. After 3 turns, Kimani will take 3 points of damage after every turn until he uses the Cool Off ability.
Dragon's Roar: (10 FP) Firebrand unleashes a huge burst of energy from a close-range punch. The energy hits everyone behind the original target as well! Pow: 9, (Energy Blast only happens from perfectly timing the command: 7 Pow to everyone hit by the energy.) Style: Charge, pierces defense.
Jordan:
Area of Expertise: Defense and Damage Mitigation
Starting Stats: 20 HP, 5 FP, 3 BP
Current Stats: 50 HP, 25 FP, 9 BP (Level 12)
Equipped Badges: Smash Charge (1), D-Down Pound x2 (2), Power Stomp (1), Pay-Off (2), Power Quake (1), Medicine Man (2)
Main Battle Partners: Typhoon, Goombario
Battle Talent: Guard Action Command is more forgiving and will block up to 3 points of damage. Doesn't have any Attack Action Commands outside of Smash, however.
Master's Potential Upgrade: Jordan's blocking techniques have improved! He can now block up to 4 points of damage!
Field Talent: Can raise his shield, preventing foes from first striking him. He also turns into a platform during this stance. This allows his friends to reach high switches and enemies. Mario can perform an Enhanced Spin Jump from this position in order to break weak floor panels. (Once Mario acquires the Super Boots)
FP Moves:
Smash: Bonks foes with a downward swing. Pow: 1(2) Style: Charge, Can flip enemies. Can't target flying enemies
Berserk: (1 FP per attack) Jordan sacrifices his defense for more attack power! Effects: 2 to Jordan's Attack Power and 1 to all FP Cost, Defence Power drops to 0, can't Guard, Doesn't cost an action or FP to use or deactivate.
Defensive Shout: (5 FP) Unleash a rousing roar that increases everyone's defense by 2 for 3 turns. This stacks with Jordan's Stand Strong passive and enhanced guard.
Cyclone: (2 FP) Jordan spins forward with his hammer outstretched, plowing through all grounded enemies. Pow: 2, Style: None, Can't hit flying enemies.
Guardian Angel : (2 FP) Dedicates a turn blocking attacks for the next party member. Will take full damage from attacks, however. Guarded characters can guard, reducing the amount of damage Jordan takes.
Revenge Strike: (5 FP) Jordan assumes an aggressive stance, allowing his enemies to attack first! Once this is done, Jordan will swing his hammer, dealing half the damage he took to ALL enemies! Jordan's defense drops to zero during this stance and he's incapable of blocking attacks as well!
Dome of Protection: (All FP) Jordan projects a shield that covers everyone, preventing damage until Jordan's next turn. Jordan becomes Exhausted for 2 turns
Passives:
Stand Strong: Gains a defense of 1, which automatically reduces damage by one. Doesn't stack with his Action Command, however.
Master's Potential Unlock: Jordan's defensive nature has been enhanced! His defense rises to 2! Still doesn't stack with his Action Command, however...
Typhoon:
Area of Expertise: Area of Effect, Ground Enemies, Ceiling Enemies, Displacement
Field Ability: Typhoon lets out a roar, taunting enemies towards them. Any enemy that attacks at this time will be twice as strong but they'll give twice the amount of Coins, Hearts, Flowers, and items upon defeat. Star Points aren't affected.
Element Shard Upgrade: Typhoon's attack pow goes up by 1!
Element Shard Upgrade: Typhoon's attack pow goes up by 1!
Slam: Hits the ground with a powerful swing of his fist. The shockwave will damage all grounded foes. Deals less damage per enemy. Pow: 4, (To front enemy) decreases by 1 with each enemy. Can't target flying enemies. Will flip flippable enemies. Can hit enemies on the ceiling.
Disrupting Wave (2 FP): Summons a wave of water to wash over foes. Will shuffle the enemy formation. Pow: 4, can't target flying foes. Deals double damage to Fiery enemies.
Liquify (3 FP): Drag a foe to the depths of the ocean, temporarily taking them out of the battle! Typhoon will also be unavailable for the time being as well.
Njǫrd's Fury (10 FP): Typhoon will evoke Njǫrd's power, causing 4 water tentacles to appear on his back. For 3 turns, the tentacles will attack the opposing party. Each tentacle will track a different opponent if possible. If not, it'll hit the same target for reduced damage. Once the 3 turns are up, Typhoon becomes Exhausted for 2 turns. Pow: 4 per attack. If an enemy gets struck by another tentacle on the same turn, the damage will be reduced by 1.
Dylan:
Starting Stats: 10 HP, 20 FP, 0 BP
Current Stats: 35 HP, 55 FP, 0 BP (Level 12)
Area of Expertise: Area of Effect, Healing and Buffing, Versatile
Equipped Badges: N/A
Main Battle Partners: Alpha, Bombette, Bow
Idle Animation: Dylan will rock on his heels and swing his arms idly while looking around. After a moment, he'll start to dance. He'll actually dance to whatever background music is playing (Will match the tempo of whatever song is playing) until an input is pushed.
Battle Animation: Dylan will have a hand on his ear and snap his fingers to the beat of the music. When it's his turn, he'll upgrade into a mini two-step.
Battle Talent: Passively regenerates FP over time (5 FP every turn) and doesn't take lightning damage, but he takes double damage from Water attacks, and he can't use FP items or badges.
Field Ability: Dylan can give Mario and Kimani a jolt in order to strengthen their attacks, allowing them to break Stone Blocks. (Mario does need the Super Hammer, at least) Will also give whoever he jolts a free Charge (2 to their next attack) if they enter battle.
Jolt: Dylan launches a Lightning Bolt at a target of his choice. The bolt will jump to other targets if he's Charged Up. Pow: 2, (3 if he does the action command correctly) Can't hurt electric enemies. Style: Charge
Copycat: (5 FP, Cost 0 if he's Charged Up) Dylan scans a target, copying their moves and attributes for 2 turns. Alpha becomes unavailable during the Copycat. Pow: 0, changes Dylan's appearance and attributes after usage. Doesn't work on bosses or enemies with more than 5 Pow or 10 HP (Subject to change. Might just allow Dylan's Smash Shards to upgrade the threshold) Style: Aim, doesn't end Dylan's turn.
Quicken: (5 FP) Give your buddy an energizing zap, giving them an extra turn for 2 turns! Should Dylan be charged up, Quicken will also restore 5 FP!
Jump Start: (7 FP) Dylan sends a large amount of electricity into a friend of his choice, healing them for 5 HP and giving them the Zap Tap status for 1, 2, or 3 turns! If Charged, the HP goes up to 10, and the Zap Tap status will be 3 regardless of success or failure. Style: Charge
Passives:
Static Charge: Dylan passively builds up static as he fights. After 2 turns, Dylan becomes Charged Up, giving him the Zap Tap status and empowering one of his moves. The charge goes away after attacking or getting hit twice, however. Guarding doesn't count as being hit.
Copycat MK.1: Alpha's processors have been upgraded! He can now copy foes up to 12 HP!
Copycat MK.2: Alpha's processors have been upgraded! He can now copy foes with Attack Power as high as 7!
Copycat MK.3: Alpha's processors have been upgraded! He can now use a copied foe's second attack! (if they have one)
Friend Forms: Dylan can copycat his allies for free!
Element Shard Upgrade: Dylan and Alpha's attack pow goes up by 1!
Element Shard Upgrade: Dylan can take up to 15 HP a turn before Alpha shuts down!
Upgrade Disk: Dylan can now activate Isle Exoskeleton, changing his moveset to a more aggressive one. Dylan's Copycat can also copy any target but if their attack or HP surpasses his current threshold, he will only be allowed to perform one move before the form drops. Alpha will shut down for 2 turns. Dylan still can't copy strong opponents outside of battle.
Dylan (Isle Exoskeleton):
Areas of Expertise: Area of Effect, Status Infliction
Battle Animation: Occasionally, Dylan's suit will spark up for a second, causing him to look at himself in interest before he flexes slightly, making the energy shoot off of him and his suit glow for a moment before it goes back to normal.
Battle Talent: Dylan can Overcharge his attacks, doubling the FP consumption to get enhanced effects. Dylan's Isle Exoskeleton will drain 5 FP each turn it's active. While the suit is on, Dylan becomes immune to electric and fire-based attacks and his defense is increased to 2. Once Isle Exoskeleton deactivates for any reason, Alpha and Isle Exoskeleton are unavailable for 3 turns and Dylan's passive FP regen is halted for the same amount of turns.
FP Moves:
Plasma Blade: (0 FP, 2 FP to Overcharge) Dylan slashes a target with a plasma blade. Overcharging it will allow it to potentially paralyze whoever is hit. Attack Pow: 2 (3 if timed correctly) Can attack all but flying. Pierces Defense. Style: Timing
Photon Cannon: (5 FP, 10 FP to Overcharge) Dylan fires a large Ion Beam at the opposing party, damaging everyone in a line! This will lower everyone's defense by 2. Overcharging it will make the defense drop permanent! Attack Pow: 3 (4), can hit everyone. Style: Aim
Missile Lock: (5 FP, 10 FP to Overcharge) Dylan fires a missile at a foe of his choosing, dealing damage to whoever he hits and half of that to whoever is next to the foe. Overcharging the missile also causes the main target to burn for 3 turns. (Burn is a stronger Poison pretty much. It deals 5 damage per turn, but it can be affected by how much defense a target has) Attack Power: 5 (6) (Adjacent targets take 2 or 3 damage, depending on the success of the Action Command) Style: Aim
Fourth of July: (20 FP, All remaining FP to Overcharge) Dylan fires every missile he has in his suit, bombarding the field with rockets. For 3 turns afterward, rockets will rain on the field, striking every enemy visible. These rockets don't do splash damage. Overcharging increases the damage of the following missiles by 2 and causes foes to Burn for a turn afterward. Style: Memory. Can't be used again until the current Fourth of July is over.
Passives:
Superior Craftsmanship: Dylan's Isle Exoskeleton was built to last! While he wears it, his defense increases by 2, and he can't be harmed by fire or electric attacks!
Alpha:
Area of Expertise: Debuffing, Area Of Effect, Information
Field Ability: Alpha can scan nearby enemies, exposing their weaknesses and lowering the frontmost foes' defense by 2 for one turn when they enter combat. He can also spend 5 FP to Copycat a friend or foe, and allow Dylan to start in said form.
Special Characterises: Alpha doesn't physically appear. Instead, Alpha will digistruct his tools for Dylan to use during his turn. Should Dylan take more than 10 HP damage in one turn or get hit by a water attack or fire attack, Alpha will Overheat or Short Circuit, which is his variation of being Injured for 1 turn.
Ion Beam (5 FP): Alpha digistructs an Ion Cannon onto Dylan's arm, allowing him to fire an Ion Beam at a target of Dylan's choice. The beam will cleave through a line, so if he aims at a grounded foe, all grounded foes will be hit. Pow: 3 (4) Ignores defense and lowers it by one point for 2 turns. Doesn't stack with itself. Style: Charge
Safeguard (2 FP): Alpha locks his systems, preventing him from being Overheated or Short Circuit next turn should Dylan take 10 damage or be hit by a Fire or Water attack. This will also raise Dylan's defense by 1 for this turn.
Scan: (10 FP) Alpha scans the enemies and gives his team pointers on their attacks and weaknesses, decreasing their Attack Power and Defense Power by 1, 2, or 3 depending on Dylan's success with the Action Command. This can cause an enemy to fall into Dylan's Copycat threshold. Style: Memory
Overcharge: (5 HP) Alpha overcharges Dylan, granting him the Charged buff instantly!
Assist: Alpha forgoes his turn, allowing Dylan to get an extra turn.
Austin:
Starting stats: 5 HP, 10 FP, 6 BP
Current Stats: 20 (25)HP, 35 FP, 12 BP (Level 11)
Area of Expertise: Defense Piercing, Versatile, Avoidance
Equipped Badges: HP Plus (2), Zap Tap (3), First Attack (1), Dizzy Attack (1), Runaway Pay (1)
Main Partners: Venom, Ebony, Ivory
Idle Animation: Austin will crouch on the ground and look around for any potential threats. If an enemy happens to be close during this animation, an exclamation point will pop up over his head, and he'll aim his bow at them.
Battle Animation: Austin will be in a crouched stance, ready to attack or defend himself at a moment's notice. Occasionally, he'll lose his balance, flail, and fall over before picking himself up quickly. He'll blush for a moment before it disappears, however.
Field Ability: Austin's Thief Lights will highlight hidden paths and items for him. He can also point out weak points in Metal Blocks, allowing Mario and Kimani to break Metal Blocks. Austin's First Strikes do an extra 2 damage.
Battle Talent: Austin's Guard command is replaced by Dodge, allowing him to automatically avoid up to two attacks. His normal defensive Action Command also allows him to Dodge attacks should he time them properly. The timing is stricter as a result (not as strict as Kimani's), and should he fail the command, he takes an extra 2 points of damage. This extra damage doesn't happen if he doesn't attempt the command. Gains less HP on Level Ups. Also can only use Venom, Ebony or Ivory as Partners.
FP Moves:
Slash/Shot: Austin attacks a target with a deft strike from his dagger or a singular arrow from his bow. Pow: 1 (2) Can hit Top-Spiky enemies. (his Bow can hit Spiky Enemies) Pierces Defense. Can't target flying enemies (He can if equipped with his bow.) Style: Timed
Triple Strike: (2 FP) Austin lashes out with three quick attacks from his dagger or bow. Pow: 3 ( 6 if done perfectly) Can hit Top-Spiky enemies. (His bow can hit Spiky Foes) Pierces Defense. Can't hit Flying enemies. (Unless armed with his bow) Style: Timed
Sleep Darts: (5 FP) Austin throws a fan of darts laced with sleep-inducing chemicals. Any foe hit with them has a chance of falling asleep for 2 turns! Does nothing if the command is blotched. Style: Aim.
Arrow/Dagger Rain: (5 FP) Austin throws or shoots a plethora of projectiles into the air, causing them to rain down on the battlefield for a few turns! Pow: 1 every enemy turn. Pierces Defense. Style: Memory. The rain will last 1, 2, or 3 turns, depending on the timing.
Mirror Image: (10 FP) Austin creates a clone of himself that mimics his actions for up to 3 turns. However, taking a hit will disband the clone. This doesn't take up a turn but it does double Austin's FP cost for everything until the clone is disbanded. Style: None.
Stealth: (20 FP) Go invisible and avoid the attention of your foes! You can't be hit or targeted by anything for 3 turns! The command for it is rather difficult, however, and it won't work if you fail it at all. Attacking doesn't break the Stealth either! Style: Memory
Stance Swap: Austin swaps between his daggers or bow. This doesn't take up a turn.
Passives:
Thief's Intuition: Austin has a chance to deal 2 extra points of damage with any of his attacks, and he has access to Thief Lights, a special visual effect that only he can see. This points out hidden objects and pathways.
Thief's Reflex: Austin's training with the Talons starts paying off! He will now dodge the first attack thrown at him every turn!
Thief's Focus: Austin's Thief Lights allows him and his team to see and attack any invisible foes!
Thief's Warning: Austin's Thief Lights are always tracking danger. As a result, he's unable to be First Struck! He can also dodge moves that are normally unavoidable, such as grabs or other attacks!
Venom:
Area of Expertise: Flying enemies, Defense Piercing, Versatile, Debuffing.
Field Ability: Venom can glare at any nearby opponents, causing them to stop in fear. Entering battle with them will automatically allow a First Strike and will Paralyze the frontmost foe for 2 turns. Has a short range and takes some time to wind up, however.
Idle Animation: Venom flaps his wings to stretch them before he looks at the camera and hastily hides his damaged wing. He continues to glare at the camera until an input is detected.
Battle Animation: Venom hovers behind Austin. Occasionally, he loses some height and quickly flaps his wings to gain it back.
Special Characteristics: Venom will hover in combat or be perched on Austin's shoulder. Due to this, he can't be hit by any ground-based moves. He'll be injured for an extra turn if hit, however, due to his past injuries.
Element Shard Upgrade: Venom's attack Pow goes up by 1!
Element Shard Upgrade: Venom's attack Pow goes up by 1!
FP Moves:
Snipe: Venom fires an extremely accurate shot at a target of his choice. Pow: 4 (5) Deals double damage to Flying enemies. Pierces Defense. Style: Aim
Poison Bomb: (2 FP) Venom chucks a homemade vial of poisonous smoke at the enemies. Depending on how well he performs the action commands, this can Poison enemies for 1-3 turns. This doesn't affect enemies immune to Poison. Style: Memory
Vulture's Mark: (5 FP) Venom marks a foe as a priority target, causing the enemy to take 2 extra damage from Austin, Ivory, Ebony, or Venom himself. Should any of them take the target out, they'll earn extra coins. Can only prioritize one enemy at a time. Bosses will shrug this effect off after 2 attacks from Austin's party. Style: Aiming
Overwatch: (10 FP) Venom watches over Austin and protects him from 3 attacks. Should an enemy target him, Venom will shoot an arrow at them, dealing 3 damage and stopping the attack. Bosses can't be stopped, but they'll still take the point of damage.
Tag Out: Venom swaps places with either Ebony or Ivory.
Animation: Venom will throw his cloak back and disappear in a storm of leaves. If Ivory is picked, she'll do a front flip out of the leaves and pose. If Ebony is picked, she'll simply wait until the leaves stop, appearing in a crouched stance and flipping her hood up before getting into her battle stance.
Ebony:
Area of Expertise: Healing and Buffing
Field Ability: By spending 5 FP, Ebony can perform on-field first aid, healing 15 HP to any party member.
Idle Stance: Ebony will look at her satchel before digging through it. She'll periodically throw out some junk or pull out an item, inspect it, and put it back after a while. If an input is pressed during this, she'll flinch and close her satchel before giving the camera an apologetic look.
Battle Stance: Ebony will stand with her dagger out, ready to strike at a moment's notice. Her hood will occasionally fall into her face, causing her to blow some air, making it go back to its usual spot.
Element Shard Upgrade: Ebony's attack pow goes up by 1!
Element Shard Upgrade: Ebony's healing abilities heal an additional 5 HP!
FP Moves:
Dagger Twirl: Ebony performs a swift dagger strike that hits twice. Pow: 2 (3) per hit. Pierces defense. Can't hit Flying enemies. Style: Timing
Cheer: (2 FP) Ebony fills a teammate with confidence, giving them an extra 2 points of damage for their next attack. Does nothing if she messes up the command, however. Style: Memory, Doesn't stack with Austin's Thief's Intuition. Can target Party Members as well.
First Aid: (5 FP) Ebony uses her skills as a medic to mend a Party Leader for 10 HP. Should she ace her Action Command, she can heal up to 15 HP! Style: Memory
Smelling Salts: (10 FP) Ebony revives a knocked-out hero with her personal stash of smelling salts, bringing them back with Half HP plus an additional 5 HP. She can do this for any leader, and she doesn't need to be behind the knocked-out leader to do so. Doesn't work if she fails the command. Style: Charge
Tag Out: Ebony swaps places with either Ivory or Venom. Ebony will wave before throwing down a smoke bomb from her satchel. If Ivory is selected, she'll flip out of the smoke cloud and pose. If Venom is picked, Venom will flap his wings strongly, blowing the cloud away before he starts flying.
Ivory:
Area of Expertise: Single Target Attacks, Item Stealing
Idle Stance: Ivory's ears twitch before she glances around quickly. Eventually, a butterfly will land on her head, making her stop and swat at it. Afterward, she'll try to pounce on it every time it lands on the ground, missing. If an input is detected, Ivory will stop and wave to the butterfly as it flies away.
Battle Stance: Ivory will energetically bounce on her feet and twirl her dagger. She'll start flourishing her dagger with some impressive maneuvers before she drops it. Embarrassed, she'll pick it up and go back to her default Battle Stance.
Field Ability: By spending 5 FP, Ivory can stalk a selected enemy, instantly taking the front enemy out if its health is less than 10. If not, she will deal 5 damage to the enemy once the battle starts. Taking an enemy out this way guarantees they'll drop an item.
Element Shard Upgrade: Ivory's attack pow goes up by 1!
Element Shard Upgrade: Ivory can now dodge the first attack towards her every turn!
FP Moves:
Pounce: Ivory performs an impressive leap with the help of some vines, striking a foe with her dagger upon reaching them. Pow: 3 (4) Can't hit Fiery enemies. Style: Aim
Tag Team: (2 FP) Ivory prepares herself to assist Austin during his attacks for 2 turns. If Austin or Ivory finishes an enemy during this time, they'll earn extra coins. Pow: 2. Ivory will attack whatever target Austin attacks. This will be canceled should Ivory be injured during the stance. Coins earned depend on the level of the enemy. She can still use her turn afterward to use her other abilities or attacks.
Cat's Eye: (5 FP) Ivory attacks a foe and steals a random assortment of money or a random item. The amount of money or item rarity goes up depending on how hurt the target is, but there's a chance she won't nab anything. Pow: 3 (4), Can't hit Spiky or Fiery enemies. Style: Timing
Feline Fury: (10 FP) Ivory loses her patience and mauls an enemy. Has a chance of instantly defeating a foe. The chance increases as the enemy's health lowers. An enemy taken out this way drops an item. Can target all ground foes but ineffective against flying enemies and bosses. Style: Charge
Tag Out: Swaps places with Ebony or Venom.
Animation: Ivory will give the enemy a cheeky salute before she does a flip, detonating a smoke bomb when she disappears. If Ebony is picked, she'll wait until the smoke clears in a crouched position. She'll then stand up, flip her hood up, and get into her battle stance. If Venom is picked, he'll blow the smoke away with a strong swing of his cloak before he starts flying.
Temporary Party Members:
Luigi:
Position: Party Leader
Area of Expertise: Healing and Buffing
Starting Stats: 15 HP, 40 FP, 0 BP
Field Ability: Can set up a Picnic for 5 FP, which will heal everyone sans Luigi for 10 HP and FP. Has a naturally higher jump than any party leader.
Battle Talent: Easier Action Commands for everything but takes 2 damage from all sources of damage unless blocked.
Moves:
Leap: Luigi performs an impressive leap that can bounce on an enemy three times! Pow: 1 (3 if both commands are inputted) Can't hit Spiky Enemies. Style: Timing.
Words of Encouragement: (5 FP) By complimenting a party member or cheering them on, you fill them with vigor! Raises target's Pow by 1, 2, or 3 for 2 turns depending on the success of the Action Command. Style: Memory
Emergency Snack: (5 FP) Luigi pulls out a snack from his personal stash! Heals 10 HP to the selected target. Can target himself with this move. Style: None
Banquet: (20 FP) Luigi whips up a grand feast for his party! If performed perfectly, it will heal all party members to full HP and FP, Raise everyone's defense by 2 and their Pow by 2! Luigi will also get the HP heal, attack, and defense buff but won't get the FP heal. Will only heal 10 HP and FP if the command is blotched. Style: Memory, Charge, and Timing. Will randomize the order of commands every time.
Kolorodo
Position: Partner
Area Of Expertise: Defense Piercing, Debuffing, Item Usage
Field Ability: Kolorodo can spend 5 FP to dig up an item for the party. The item will be either a Super Mushroom, Honey Syrup, or Fire Flower.
FP Moves:
Chisel: Kolorodo carefully chips away at an enemy, dealing damage and permanently lowering a foe's defense by 1 for the entire battle. This can stack with other defense-lowering skills and the permanent debuff as well. Pow: 1 (2) Can't target flying, front-spiky or fiery enemies. Style: Charge
Improvise (3 FP): Kolorodo rummages through his pack and randomly selects one of five items to use instantly.
Stone: Kolorodo pulls out a random stone and chucks it at an enemy. Pow: 2
Shovel: Kolorodo pulls out a shovel and digs rapidly, sending stones at the entire enemy party. Pow: 2
Camera: Kolorodo pulls out his camera and takes a picture of the enemies. The bright flash will Blind (Dizzy) foes for 2 turns.
Dustpan: Kolorodo pulls out a dustpan before sneezing and covering the party in a large cloud of dust, raising their evasion for 2 turns.
Pencil: Kolorodo pulls out a pencil and notepad, calculating the angles before he uses something from the environment to attack. (For instance, if a pillar is nearby, he'll calculate the right angle and whatnot to tip it on them) Pow: 5 to all enemies.
Chainston
Position: Partner
Area of Expertise: Single Target, Protection
Field Ability: Chainston can give Mario a ride, vastly increasing his speed and allowing him to clear gaps he can't jump over. (Same functionality as Parakarry pretty much)
FP Moves:
Chomp: Chainston takes a bite out of an opponent. Pow: 7, Can hit all but flying, Style: Timing
Guard Dog (3 FP): Chainston moves forward to protect his current Party Leader, chomping whoever attacks and stopping the attack. He's unavailable to act next turnaround (Think of Bow's Outta Sight)
