Welcome to another chapter of Game Jumpers! Last chapter, our heroes were still tackling the surprisingly difficult Shy Guy's Toy Box. After a bit of exploring and a tough battle with the Big Lantern Ghost or BLG, the group stumbled upon its prisoner, a young Lil Sparky named Watt. Grateful for the rescue, she vowed to help out the party, increasing their already staggering numbers. With the group strengthened, where will they go next? Will they finally find the end to this colorful wonderland or will they be lost within the puzzling blocks that is the Toy Box? Let's find out, shall we?

(PS. There are a lot of Toy Story movies, holy shit. I had no idea until I started making these chapters so... Cool little coincidence there.

(PPS. Sorry for the lateness of this chapter. February, I lost my cousin to suicide and got into a car accident within 2 weeks of each event, so I was not in the right headspace to write or do much. I'm slowly getting back to normality, so please bear with me.)


Chapter 19: Toad Story 4!

Shy Guy's Toy Box- Red Station

By now, the group was back in the Red Station, healed up, and ready to go. On their trek back, Watt's power found them a Snowman Doll, another Deep Focus Badge, and a Yellow Shard, giving Dylan his Copycat MK.4, which allowed him to copy foes up to 9 attack power, as well as a Volt Shroom and a Super Shroom. They also hit the Super Block they passed earlier, giving Watt the Turbo Charge ability and allowing her to raise the attack power of a selected Party Leader by 1.

"You know? With Watt here, maybe we should go around and get some of these hidden items," Kooper suggested. Watt bounced up and down happily.

"Yay! I'm being helpful!" She exclaimed, causing everyone to smirk.

"Yo, Dyl. Hit us with another montage real fast," Kimani asked, causing a question mark to appear over Watt's head.

"What's a Won- No, I mean, a montage?" She asked.

"You'll see!" Dylan exclaimed before he snapped his fingers.


Music playing: Canary- Hydraa

The gang started their montage by going back to the green station and grabbing a Fire Flower.

They checked the other section of the green station, causing another Koopatrol to attack them. However, they learned from last time, so they had Mario use Star Storm and Watt, whose attack could surprisingly pierce through all that armor to take it down.

The group then exited the Toy Box to pay Tayce T. a visit, getting some Egg Missiles for their trouble as well as a few more Sweet Shrooms.

Back in the Toy Box, they saw that there was a hidden block near the switch in the Pink Station, so they started moving towards it, getting a Super Soda from a block along the way. A Thunder Rage awaited them in the box of interest.

In the Blue Station, a Stone Cap was found near the entrance, while there was a block near the Anti Crew. They carefully got a Maple Syrup for their trouble. (and also their 2 Star Pieces back, thanks to Austin and Ebony pickpocketing them) Deeper in the wing, they found another Maple Syrup, Fright Jar, and a Mystery.

Another visit to Tayce T. yielded them a Sleepy Sheep, thanks to the Mystery.


Shy Guy Toy Box- Red Station (5 minutes later)

"...And done!" Dylan exclaimed.

"Wowwie! That was fast!... Wait, was that Ma- I mean, fast?" Watt exclaimed, asking that question afterwards.

"Yeah, only 5 minutes passed," Goombario answered, shifting his hat.

"I still have no idea how Dylan can do that..." Parakarry deadpanned.

"Eh, the game favors him too much, that's all," Kimani answered.

"Excuse me?"

"Don't look into it so deep. Now, with our trusty flashlight, Watt, we should be fine in that other room, right Mar?" Kimani deflected, looking at Mario. Mario nodded and started shadow boxing a bit before he spun and pointed forward.

"I've never seen Mario this antsy before," Dylan giggled.

"It rarely happens. You should have seen him when King Goomba made fun of his mustache,"

"He what!?"

Mario gave Dylan a thankful look for that one. Finally, someone who saw the audacity in the very idea! Kimani rolled his eyes at the two of them before he ushered towards the room. Mario playfully swatted him with his hat as he passed before he walked into the room, holding Watt. With the light, they could see the massive wave of Shy Guys. Since they knew they were visible, they screamed in fear and ran into the opposite wall, going through it. The group just stared at the gaping hole in the wall.

"Huh... Interesting bunch," Bombette said.

"Finally, some respect around here, GWAHEHEHE!" Bow cackled.

"Well, at least you're scaring the right folks this time," Kimani warily said. Bow gave him a soft look.

"Yes, well... I believe you may have had a point earlier, that's all,"

"Mmm-hmm. Anyway, should we chase after them?"

"Of course we should!" Bow exclaimed. Kimani held his hands up in subtle defense before they continued into the next room. Mario had a feeling some shenanigans would arise, so he quickly looked at his badge set up. He added the Hammer Throw Badge to his repertoire, as well as the Deep Focus Badge. Once they fully entered the room, a voice rang out.

"Ah... So, you came, did you?"

"We... did. Who's asking?" Kimani called out. The lights turned on, revealing a plethora of Shy Guys standing on some stairs. On the top was a Shy Guy wearing a white general outfit.

"I'm General Guy. We're following the orders of King Bowser by guarding a Star Spirit,"

"Hi, General Guy! My name is Dylan! We're looking to rescue them! Can we have them back?!" Dylan called out, causing his party to fall over in embarrassment.

"Wh- No! As long as we keep it secure, we have permission to do whatever we want. You hear?!"

"Well, that's too damn bad. Cough up the Spirit, or my foot is going somewhere unpleasant," Kimani said back after standing up.

"I don't care for you, sir. You are rude, and furthermore, you're trespassing in here,"

"What!? You were trespassing in Toad Town!" Austin shot back.

"Our Toy Box is off limits to the likes of you! The treasures inside this box are for Shy Guys only! And that Star Spirit's fate is none of your business! Prepare to fight me, sir!"

"OK, so he's delusional," Jordan sighed, resting his hammer on his shoulder.

"Asylum. So, let's get him checked into one," Kimani threatened, cracking his knuckles as he and the team started walking forward. Mario smirked at the others before he and the partners joined them. General Guy pointed forward, sending his mass army of Shy Guys at the group, causing the gang to enter battle.

"Alright, time to take this phony dictator down! First, we gotta get past his army! This is the Shy Squad. It'll attack us with all its members at once. Max HP and Attack is based on how many members are left. No defense power. The number of times we're attacked will equal the number of Shy Guys in the Squad. Its attack power is huge when there are many Guys, but it drops for each one that falls. Let's use an attack that does tons of damage so we can decrease their numbers and increase our chances! Funny enough, they attack one by one so Kimani could really destroy them by Countering alone. If you have any kind of defense, they won't even tickle you!"

"Really? It sucks we can't test it right now since you went behind Mario," Kimani said. Goombario thought about it for a moment.

"You should be able to swap with Party Leaders if just the partner went,"

"Really? Is that another one of your swap-breaking mechanics?"

"No, common sense, actually,"

"Don't make me hurt you..." Kimani deadpanned, high-fiving Mario and simply striking the Shy Guys 3 times, dealing 6 damage, leaving 9 left. They attempted to slap him to death, but after 3 counters, the mob scattered. This caused General Guy to fly in a very colorful-looking tank.

"Mario! You, sir, will pay! You beat my infantry, but that's all you'll do! Prepare for the next wave!"

"What? I beat the wave! Mario didn't do jack!" Kimani fought back. Mario feigned a hurt look.

"Well... He has a point, actually," Kooper piggybacked. Mario rolled his eyes as General Guy sent in 2 Shy Guys on stilts.

"This is a Stilt Guy. Yes, as the name suggests, Stilt Guys are Shy Guys on Stilts. I mean, it seems pretty obvious to me... If you attack 'em by shaking the ground, they'll fall off their stilts and become normal Shy Guys. Being that high in the air makes people like Kimani or Kooper useless, but Typhoon can easily level the playing field," Goombario continued. Yet again, Bootler didn't have anything to add, so Mario used his Dizzy Dance to jump on them, dealing 2 damage to both of them, putting them at 7 HP, on the ground, and leaving them reeling for 2 turns. They couldn't do anything, so Dylan cleaned through them with an Ion Beam, Jolt, and a Power Bomb from Bombette.

"Grrr! I guess it's time for my special battalion!" General Guy yelled. From the sky, two stacks of Shy Guys dropped. They stacked on top of each other until they reached a height of 4.

"Uh... huh... How is this scary?" Kimani asked.

"Ho ho ho! I pity you, sir! it's time you paid, Mario! Attack!" General Guy yelled out, causing the group to yell as well. Jordan rolled his eyes as Goombario waddled behind him and did his stuff.

"Alright, we got a Shy Stack. Whoa, this pile has an incredible sense of balance! Look at that stack! Max HP: 14, Attack Power: Depends on the height, and Defense Power: 0. If you have the Spin Smash ability, you can knock 'em off one by one. if not, Kooper or Kimani could knock them down a peg. Obviously, their attack power decreases when there are fewer of 'em in the stack,"

"Master Typhoon's quake attacks should also prove useful in deleveling these rapscallions as well," Bootler added on.

"About time you added something, Bootler," Goombario heckled.

"Many apologies, Sir Goombario. I didn't see much reason to add on for those last two,"

"It's cool. Just picking with you!"

"Mmm... Quite..." Bootler said, sweatdropping as Jordan got a Revenge Strike ready. The stacks fired a salvo of rocks at him. He took 24 damage overall, putting his HP at 36. He gritted his teeth before he stomped on the ground hard and retaliated with a strong swing of his own. The shockwave cleaved through the stacks, dealing 12 damage back to them, leaving them with 1 HP.

"Nice!" Kimani exclaimed.

"Not nice... That hurt like crazy..." Jordan moaned as Austin and Ivory cleaned up the rest. General Guy was on the verge of an aneurysm as he rolled back into view.

"Impossible! Nobody embarrasses the brave Shy Guys of my army! Nobody!"

"Until now! So give up and the hurt will stop!" Bombette exclaimed.

"Yeah, you big meanie!" Watt co-signed. General Guy sneered at the two of them.

"Fine! I'll beat you myself!" He yelled back... and immediately summoned a Pyro Guy to help him out.

"Wh- You bloody liar!" Parakarry exclaimed.

"Woah, that's the first time I heard Karry curse like that! You really messed up now!" Dylan giggled.

"Silence!" General Guy exclaimed, shooting a bolt of lightning from his tank at Austin. He was able to dodge it, barely, causing the turn order to refresh. Mario looked back at Goombario.

"I know that look and I'm already on it. This is General Guy in his tank. The tank seems to be dangerous even though it's a toy. Max HP: 50, Attack Power: 4, Defense Power: 3. Not only does the General give commands from the tank, but he also throws bombs and uses electric attacks. His electric attack will also hurt your party member, so defend yourself carefully. He'll lose the electric attack if we break the light bulb, but considering the amount of HP that thing has and the fact that most of our party members can't reach it, we might as well forget it. Normal fighting styles seem ineffective because the tank is well fortified, so we'll have to put a bit of work behind our attacks," Goombario Tattled.

"A few extra things to take into account, Young Masters. The shock attack will leave you Paralyzed for 2 turns should it hit squarely. However, Master Dylan seems to take reduced damage from it and can't be Paralyzed. General Guy will also bring a Pyro Guy into the fight each of his turns, should he have the space to call them. Defeating them doesn't give us any leeway, so hindering them is our best course of action. The tank's armor makes normal piercing attacks moot but Lady Watt's attacks as well as Star Storm should be able to pierce it with no problems," Bootler added on.

"This super armor is starting to become a pain in the rear... Can Dyl still lower their defense?" Kimani moaned.

"Yes, he still can," Bootler told him.

"Well, you heard the man, Dylan. You're on debuffing duty,"

"Aye Aye, Little Buddy!" Dylan exclaimed, saluting. With that being said, they had Dylan go first, firing an Ion Beam through the group, dealing 4 damage to the Pyro Guy and no damage to General Guy. His defense still got lowered, however, putting it at 2. The Pyro Guy had 5 HP to his name. Dylan put a finger over his chin to think about his turn before Mario waved his hands, catching his attention.

"Hmmm?" Dylan grunted. Mario made a few hand signals, faces and even a spin before he reached into his pocket and pulled out an Egg Bomb. He then pointed at Watt, who had moved behind Kimani for the time being, and pointed at himself. He then smugly raised his eyebrows.

"Alright... If my Marionese is correct, Mario wants you to use your Quicken and Watt's Turbo Charge to buff him up so he can throw two sooped up Egg Missiles," Jordan said after a moment. Mario nodded his head rapidly, sweatdropping from the term used.

"Sure thing! Let's do it, Watt!" Dylan exclaimed, spinning and shooting a jolt over to Mario. His mustache twitched before Watt floated over and circled him rapidly, raising his attack by 1. Dylan had to tank both a bomb throw and a tackle from the Pyro Guy, taking 10 damage, putting him at 35, and causing Alpha to shut down for a turn. While Dylan was pouting, Mario threw two Egg Missiles, nailing the tank and dealing a total o-

"Wow! 18 damage!?" Kooper exclaimed.

...

"Oh... sorry..."

...As I was saying... He dealt a total of 18 damage to General Guy's tank, bringing its HP down to 31. Watt, who had floated back behind Mario, zapped the tank, putting it at 28. General Guy tried to strike him down with the wrath of Zeus, but Mario was able to duck and block the jolt, along with the Pyro Guy's charge, putting his HP at 29. Watt wasn't affected by the zap at all.

"Tee hee! That felt funny!" She exclaimed. Mario gave her a half smile, silently grumbling about the soot mark on his hat. General Guy called for more reinforcements, bringing in a Spy Guy to help.

"Alone, my ass! Where's all that past bravado?!" Kimani heckled.

"S-Silence! As General of the Shy Guy Army, we fight as one!" He shot back.

"Sounds like some malarky!"

"What do you know?! You're on a team!"

"Hey, I'm very open about jumping you! You even got a tank and told us you'd fight us yourself! Pretty whack if I say so myself!" Kimani continued. While the two of them continued to try to one-up each other, everyone else sweatdropped.

"So... Uh... While Kimani provides a moment of respite..." Venom started.

"Do we have any items that can stun, Buddy?" Dylan asked Mario. Mario fished through his pockets before he pulled out a stopwatch.

"What does keeping time do for us right now?" Ebony asked. Mario blankly stared at Austin's amulet before he facepalmed. Mario almost forgot he was traveling with people who were not familiar with the items. He apologized for his ignorance before he explained that the Stopwatch could stop time.

"Huh?! How does that work?!" Jordan exclaimed. Mario opened his mouth to explain, but closed it when he couldn't do so. How did that work? After a few moments of thinking and pondering, he gave up, then simply said Magic before moving on. He tossed the watch over to Jordan, who pushed the top of it. Rainbow clocks surrounded the enemy party before they all stopped moving. Only the Pyro and Spy Guy were frozen, leaving General Guy by himself for 2 turns.

"What?! Witchcraft!" General Guy exclaimed, interrupting his (losing) sass battle with Kimani. Jordan tried to look innocent while Watt zapped General Guy again, putting him at 26 HP. He retaliated with a bomb, but it didn't leave a mark on Jordan when he guarded. Kimani went next, swapping to Sub-Form. He spent 10 of his HP to fully charge up a Sub-Blast before he fired it forward, nuking the Spy Guy and Pyro Guy and dealing 13 damage to General Guy, leaving him with 15 HP. Kimani smirked until he noticed everyone was giving him a flat look.

"...What?" He said to the looks.

"Well, we just wasted a Stopwatch for starters..." Goombario deadpanned. A question mark appeared over his head, causing Mario to explain that while he was verbally dueling with General Guy, they had planned on keeping his lackeys locked in time to minimize the damage they took.

"But since you're a walking nuke, that plan went out the window..." Jordan finished.

"...I feel like our communication could use some work..." Kimani deadpanned. Before Jordan could throttle him, Austin stopped him.

"No big deal. Why don't we just Loan Kimani the next turn so he can do that again and win the battle for us, easy?" He asked.

"...Yeah, but where's the fun in that?" Kooper deadpanned. Mario swatted him with his hat before he nodded, agreeing with the plan. Watt added another 3 damage, putting the General at 12 HP. Kimani winced from the kickback of his power, losing another 5 HP and bringing his HP down to 20. General Guy both called another Spy Guy to the fight and zapped Kimani with a bolt of lightning. He failed to block it properly, so he got fried for 5 damage, putting him at 15 HP and Paralyzing him for 2 turns.

"And of course the dork doesn't block the hit! God!" Austin yelled, throwing his hands up in exasperation. He went next, having Venom mark General Guy as a priority target. He then clapped his hands together and used Star Storm, dealing 8 damage to General Guy's tank, placing it at 4 HP. The Spy Guy was reeling with 2 HP left. General Guy tried to bomb him and had another Spy Guy join the party as well. They both came after him with hammers as well. Austin sidestepped the bomb and narrowly avoided one hammer strike but the second one caught him in the ribs, making him wheeze, lose 8 HP, putting him at 19 HP. He also lost his weapons from the hit, taking away his ability to attack at the moment. The turn order was refreshed, and since Kimani was stunned, the mob was able to attack Kimani as a result. They were able to do enough damage to knock him out of Sub-Form and leave him Exhausted for 3 turns, AND his health at 4 HP. Mario rolled his eyes at the collective bad luck before he put a finger on his chin. After a second of thinking, he just let Jordan go. Jordan let Watt shock the tank again, putting its HP at 1 while Jordan used Revenge Strike to tank two hammer attacks and a jolt of lightning, losing 20 HP overall, putting him at 16 HP. He gritted his teeth again and swung forward, obliterating everyone on the field. With the threat cleared, the gang sighed and did their win animations.

"ACK! NOOOOOOOOO!" General Guy screeched as the tank exploded, dumping him on the floor. Once he dusted himself off, he looked and saw the annoyed, singed and generally pissed off party looking at him.

"...Get lost," Kimani simply muttered. General Guy sweatdropped before he nodded and told his army to scatter. They ran past the heroes, but before General Guy got too far, Mario grabbed him by the shoulder. When he turned to look at him, Mario simply extended his hand, ushering for him to cough up the Star Spirit.

"Ah... Right. Here you are, good sir. Grand battle and all that jazz..." He simply said. Mario nodded once before he was handed the Star Spirit. With the Star Spirit in hand, he let him go about his way. Once the room was clear, everyone turned towards Kimani, who was busy stretching.

"...What?" He aggravatedly asked about the looks. Noting that Kimani was in a really bad mood... at least more than usual, they decided to simply say nothing, a sweatdrop on the back of their heads.

"Well... At least we got the Star Spirit back?" Goombario questioned. Mario nodded before he tapped the card, causing it to float around him before he held it up in victory, uttering a happy "Yeah!" In the background, Jordan was massaging the back of his neck, Kimani was pacing back and forth, with Dylan trying to cheer him up with moderate success. Austin was simply talking with Ebony, Ivory and Venom while the other party members were around Mario, celebrating in their own ways, causing Mario to smile.

To save the fourth Star Spirit, Muskular, Mario and team disbanded the gang of Shy Guy toughs.

Slowly, it seems as if the life force is returning to the once bleak night sky...

But the stars won't truly shine until the Star Rod is wrested from Bowser's evil grasp.

Three Star Spirits still await rescue. Where in the world are they being held?

File Saved!


Changes from Main Game

-Being a newborn, Watt lost some of her charge! It also takes a bit more effort for her to produce a strong charge! (Watt's overall damage goes down by 1. Power Shock and Turbo Charge cost 2 more FP to do.)

-But she's able to pierce Heavy Armor now!

-Speaking of Heavy Armor...

-New Mechanic Introduced: (Technically this was introduced with the Koopatrol, but shush) Heavy Armor! Some foes wear stronger armor that can't be pierced by normal defense-piercing moves, such as D-Down Pound Badge or Austin's normal attacks. Only select attacks, such as Star Storm or Watt's attacks, can pierce these armor types. Should a normal defense-piercing attack hit these armor types, it'll be treated as if a normal attack hit them and will be affected by defense as per usual. Defence lowering attacks still affect it.

-Stilt Guys now have more bite to them! (2 HP, 4 Attack)

-Shy Guy Stacks are now worthy of their elite status! (4 HP. Attack does 6, 8, 10, or 12 damage depending on stack height, and Shrinks for 5-8 turns.)

-General Guy's tank got a bit of a tune up. Now it's a real tank! (30 HP, 1 Defense. Has Heavy Armor. Immune to Quake and Fire attacks. Blub has 32 HP. Bomb attack is faster. Lightning attack now deals 1 more point of damage and Paralyzes for 2 turns if unblocked.)

-General Guy now uses his General status! He'll summon a Pyro Guy or Spy Guy if he has space in front of him!


Current Party Status

Mario:

Starting Stats: 10 HP, 5 FP, 3 BP

Current Stats: 35 (40) HP,15 (20) FP, 21 BP (Level 13)

Equipped Badges:Starman (1), Attack FX B, Damage Dodge (3), Star Gift (3), Ice Power (2), FP Plus (2), Quick Change (2), HP Plus (2), Dizzy Dance (2), Power Smash (1), Hammer Throw (2), Deep Focus (1)

Main Partners: Parakarry, Watt

Items: Shroom Cake x2, Honey Shroom x2, Maple Shroom x4, Apple Pie, Lemon Candy, Lime Candy Big Cookie, Yummy Meal, Bland Meal, Honey Candy, Electro Pop, Fire Pop, Deluxe Feast. Spicy Soup x2, Super Soda, Snowman Doll x3, POW Block x2, Sleepy Sheep, Fright Jar x2, Stopwatch, Stone Cap, Tasty Tonic, Hustle Drink,

Current Star Pieces: 10

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), Ice Power (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) I-Spy Badge, Flower Saver (5), Star Gift (3), Pay-Off Badge (1), Berserker, Dizzy Dance (2), Deep Focus


Kimani:

Area of Expertise: Grounded Combat, Single Target Damage, Countering

Starting Stats: 10 HP, 10 FP, 3 BP

Current Stats: 35 HP, 45 FP, 12 BP (Level 13)

Equipped Badges: Power Plus (4), Power Rush (1), Spike Shield (3), Jump Charge (1), Mega Rush (2), Berserker

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!

Master's Potential Unlock: Kimani's Counter has been enhanced. Not only does it pierce defense but it also now does 3 damage!

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!


Kimani (Sub-Form):

Area of Expertise: Single Target Damage, Countering, Damage Amplification

Battle Animation: Kimani flexes, causing an aura of Sub-Space to surround him. Before it overwhelms him, he breathes in deeply to contain it.

Battle Talent: Kimani's attacks inflict Sub-Touched, causing enemies to take additional damage from him proportionate to the amount of stacks a foe has. Kimani attack also rises by 2 as well and he can input another Action Command at the expense of 5 HP. Kimani's HP drops by 5 every turn, and he'll lose the form once his HP hits 1.

FP Moves:

Maul: (0 FP, 5 HP for 4th hit) Attack the foe with a Sub-Infused fist or foot! Pressing A at the right time allows a follow-up strike. Can strike up to 3 times! A fourth hit can be added, but it'll cost 5 HP! Pow: 3 (PP:4) Can hit Top Spiky and Fiery. Can't hit Flying or Spiky. Style: Timing.

Vicious Maul: (2 FP, 5 HP for third follow-up) Channel more energy to unleash a stronger attack! Pressing A at the right time follows up with an additional strike. Pressing A again does a third one, but that one will cost 5 HP. Pow: 5 (PP: 6), Can hit Top Spiky and Fiery, Can't hit Flying. Style: Timing.

Sub-Blast: (3 FP, 10 HP to instant charge) Charge up a dangerous ball of Sub-Energy to engulf the enemy party. The strength of the blast depends on the charge. Kimani can expend 10 of his HP to charge it fully on the same turn. Pow: 5 (PP: 6) (1 turn), 8 (PP:9) (2 turns), 14 (PP: 15) (3 turns)

Void Upper: (5 FP, Unleash a vicious uppercut that launches foes into the air. Pressing A after the uppercut follows the enemy and attacks with another strike at the cost of 5 HP. Pressing A after the follow-up spikes the foe down towards the ground or another enemy! The third attack does cost an additional 5 HP, however... Pow: 7 (PP: 8), Enemy projectile: 6. Can attack all except ceiling enemies. Style: Timing.

Deadly Tango: (20 FP, Places Kimani in Peril afterward) Unleash a violent beatdown that only the toughest can survive. Timing the hits will cause Kimani to follow up with Executing Encore, which will unleash 5 more empowered strikes. The attack will not only leave Kimani Exhausted afterward, but it'll also place his HP in Peril, making this a last-ditch effort. Pow: If properly executed, 20 (PP: 25) 20 (PP:25)from Dragon's Fury. Style: Timing. Pierces Defense. Extremely hard to time. Can hit all but flying enemies. Will leave Kimani Exhausted for a turn. Places Kimani in Peril on success or failure.

Form Drop: Kimani disbands his Sub-Form manually. This will leave him Winded for a turn, however.

Passives:

Sub-Touch: Kimani's attacks will inflict a stack of Sub-Touched to whoever he hits. The debuff stacks on itself, and Kimani will inflict additional damage on Sub-Touched foes. How much damage depends on how many stacks. The stacks will decay by 5 if Kimani goes a turn without hitting a foe.

Uncanny Endurance: Kimani can't be knocked out during his Sub-Form. If he takes a fatal hit, he'll lose his form and stay at whatever HP he was at when Uncanny Endurance was triggered. (Example: Kimani has 15 HP and takes a 17-damage attack. He'll detransform and stay at 15 HP) He'll be Exhausted for 3 turns, however.

Fueled By Anger: Kimani's attack goes up by 2, and he can input another Action Command at the cost of HP. This stacks with his In The Zone Passive, meaning Kimani can unleash 2 extra commands if he has both going on!


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: 60 HP, 25 FP, 9 BP (Level 12)

Equipped Badges: Smash Charge (1), D-Down Pound (2), Power Stomp (1), Pay-Off (2), Power Quake (1), Medicine Man (2), Pay Off Badge

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!

Master's Potential Upgrade: Jordan's increased strength allows him to block up to 5 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...

Master's Potential Unlock: Jordan's strength has been enhanced! His defense rises to 3! Still doesn't stack with his Action Command, however...

Health-Up Alpha: Your HP goes up by 5!


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: 45 HP, 55 FP, 0 BP (Level 13)

Area of Expertise: Area of Effect, Healing and Buffing, Versatile

Equipped Badges: N/A

Main Battle Partners: Alpha, Bombette, Bow and Bootler

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.

Health-Up Alpha: Your HP goes up by 5!


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: 22 (27)HP, 40 FP, 12 BP (Level 13)

Area of Expertise: Defense Piercing, Versatile, Avoidance

Equipped Badges: HP Plus (2), Zap Tap (3), First Attack (1), Dizzy Attack (1), Flower Saver (5)

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.

Master's Potential Upgrade: Austin now has an increased chance to land Lucky Strikes (Base chance is 10%. The upgrade raises it to 15%)

Thief's Reflex: Austin's training with the Talons starts paying off! He will now dodge the first attack thrown at him every turn!

Master's Potential Upgrade: The first hit Austin takes will count as Grazed against him, causing him to take half damage. This won't be the case if he's hit with an unblockable or "undodgeable" move.

Master's Potential Upgrade: Austin now has a base chance to dodge attacks automatically. (The chance is the same as the Pretty Lucky Badge (10%))

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.

Sticky Fingers: (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

Clean Getaway: (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)

Latch (5 FP): Chainston snags a foe with his teeth, preventing them from moving or attacking for the duration. Chainston can keep a foe stuck for 3 turns at max. Once he Latches on to a foe, he can't Latch on to them for the rest of the battle. Latched foes take 2 points of damage every turn.


Status List: (because I added a few new ones, and some old ones have different effects now)

Stunned: You can't move, act, or input action commands!

Poison: Poison wrecks your systems! You'll take 3 damage at the beginning of your team's turn!

Burn: You're on fire! You'll take 5 damage at the end of your team's turn! Damage is affected by defense, however.

Dizzy: The room is spinning for you. You have an increased chance of missing attacks. You might even be too sick to act that turn!

Winded: That last move left you a bit tired. Your Attack is cut in half, and you can't use any moves that would put you in the Winded Status!

Exhausted: You're so tired, you can't move... Same as Stunned, but you take an additional 3 damage from attacks!

Spooked: You're so scared, you can't focus! You're unable to use any Offensive Action Commands! Enemies will have their attack lowered by 2, and they can't inflict Status Effects!

Marked: You're a target! Enemies will attack you regardless of who's going next!

Allergic Reaction: You're looking a bit puffy there! You'll take increased damage, and you're unable to gain any Status Effects or heal!

Shrunk: You're tiny now! Your attack is cut in half!

Danger: You're close to going down! Danger status happens at 10 HP or lower. (or 5 if you only have 10 Max HP) Some badge activates during this state!

Peril: One more hit, and you're done! Happens when your HP is at 1! Some badges activate during this state!

Invisible: They can't see or touch you! Specific attacks can bypass this status.

Asleep: Nice time to catch some zzz's... You can't act or use action commands. There's a chance you'll wake up if hit, but it's not guaranteed.

(Minor Author Notes: So because I'm a moron. I noticed that I got Ebony and Ivory's species incorrect this entire time. I'll go back to the earlier chapters and fix any continuity errors regarding that fact but just so you guys (and myself) are aware. Ebony is a Caracal and Ivory is a tailless Raccoon. Sorry for that. Ivory's moveset names will be changed to reflect her species.)