Board Thread:Roleplaying/@comment-27227983-20170603025806/@comment-27227983-20170709041355

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//Edited the posts since I forgot about Baron's lifesteal, sorry.

Mimi and Cipher take 10 damage from the bad air inside the Bunker.

Cipher Jules takes a look at the machines. They were mostly damaged and rusty. You could easily salvage some metal from here, maybe some electronic parts that could still work, even. +8 Metal, +4 Electronic Parts.

Escanne enters the Bunker.

Willson joins Wicket, Kenningway and Sukana on their way to the new area.

Meanwhile, Possible Trader had left the Northern Blue Grassland. Where is that man going...

Battles:

(Crab Ambush)

Baron fires at the second Crab Drone, dealing 30 damage. The thing is destroyed immediately. It's pincers weren't broken, so Baron took them. +2 Metal.

Possible Interactions:

*Journey to the new area. (20 Minutes/2 Turns. Encounters are possible. Sukuna, Wicket and Kenningway are doing this.)

(Northern Blue Grassland: Nobody.)

  • Gather resources.
  • Look around in the area. (Items, Legacy Points, New areas, enemy encounter or perhaps a special encounter?)
  • Move to a different area. (Dead Grounds/Bunker)

(Dead Grounds: Baron, Escanne, Willson and Ayers.)

  • Dig up the mounds. (What could be under them?)
  • Trade Strange Coins for items with Mimi!
  • Search the area. (Items, Legacy Points, New areas, enemy encounter or perhaps a special encounter?)
  • Enter the bunker. (Investigate what's inside, with no idea on what could be in there in the first place! Up to three players and two allies can be in there at a time.)
  • Move to a different area. (Northern Blue Grassland.)

(Bunker: Cipher, Mimi. 1/3 Players and 1/2 Allies.)

  • Investigate the bodies.
  • Salvage the machines.
  • Investigate the screens.
  • Take items. (0-4 every attempt.)
  • Go back to the Dead Grounds.

June 20 2:50 P.M.

Section: Northern Border: It's as far as the Ethereal Train could have gotten you.

Areas: Northern Blue Grassland | | Dead Grounds | Bunker | ???<



Players:

Sukuna: Life: 120/120 | Toughness: 0 | Mobility: 60 | Legacy Points: 0/100 (Level 1)

Cipher Jules: Life: 110/120 | Toughness: 10 | Mobility: 30 | Legacy Points: 70/100 (Level 1)

Wicket: Life: 100/100 | Toughness: 15 | Mobility: 50 | Legacy Points: 10/100 (Level 1)

Baron: Life: 120/120 | Toughness: 5 | Mobility: 40 | Legacy Points: 20/100 (Level 1)

Escanne: Life: 50/50 | Toughness: 5 | Mobility: 80 | Legacy Points: 0/100 (Level 1)

Willson Pak: Life: 80/80 | Toughness: 15 | Mobility: 25 | Legacy Points: 30/100 (Level 1)


Enemies:

All enemies defeated.


Allies:

Mimi: Life: 70/80 | Toughness: 15 | Mobility: 10 | Legacy Points: 0/100 (Level 1)

  • Mimic-you, Mini you: Mimi creates a plushie version of any entity in the battle she is in. This plushie will have 10% of the original's stats as it's own. When a critical hit, the plushie version can be a reference to video games, shows and movies.
  • Needle Pokes: Mimi uses her needles as a weapon, either throwing them to deal 5 neutral damage to all enemies, or strike them on just one enemy for 20 damage.
  • 2 Steps Forward, 1 Jump Back: Mimi casts a spell on an ally, either increasing 2 of these strength/mobility/toughness by 25% percent. The stat that doesn't get buffed will be decreased by 50%. This lasts for 2 turns.

Kenningway: Life: 80/80 | Toughness: 5 | Mobility: 60 | Legacy Points: 0/100 (Level 1)

  • Case Slashes: Slashing 1 enemy using his briefcase 2-4 times, dealing 8-12 damage each hit. When the target enemy was killed with this attack, this action will repeat on a random enemy. Can only be done if he has the briefcase.
  • Briefcase Shield: Kenningway uses his briefcase as a shield, protecting either himself or someone else. This reduces damage by 75% for 2 turns. Only one person can be protected at a time, and while this is in effect, Kenningway doesn't have it.
  • Palm-Strike: Kenningway pummels a target's face with his fists- Palms, to be specific. This deals 10 damage but either stuns the enemy for 2 turns or bruises them (Makes them take 50% more damage till they get healed.).

Ayers: Life: 168/168 | Toughness: 15 | Mobility: 30 | Legacy Points: 0/200 (Level 3)

  • Joker Card: Ayers throws a card at a target, dealing 40-60 damage and taunting any other enemies to attack him or a player/other ally of his choice.
  • Russian Roulette: He pulls out a revolver, loads in 5 bullets in the chamber, then aims it on his head, with a 5/6 chance of shooting himself. If he doesn't end up shooting himself, all attacks will be 50% stronger for 1-3 turns (And 5 bullets will hit random enemies, each dealing 25 damage). If he does end up shooting himself, he takes 40 damage. (But only 4 bullets will hit random enemies this time.)
  • Taking Chances: Ayers' will swap the stats of a target of his choice. Toughness, Mobility, Strength, Luck, etc, will have the points they have shuffled randomly, possibly having disastrous or pleasant effects. This effect lasts for 2 turns.

Status Effects:

Polluted Air (Bunker): Every 10 minutes (1 Turn), all entities inside will lose 15 Life for as long as they are there.