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After a long day of tennis, kart racing, and shunning Waluigi's existence, the motley crew of usual suspects make their way to Princess Peach's castle courtyard to watch fireworks and mingle with the citizenry of the Mushroom Kingdom.

Emissaries and representatives of nearly all towns are represented, from Glitzville to Twilight Town to Lavalava Island, everyone playing minigames in perfect harmony.

In the thick of the party, a meteor shower occurs right above, lighting up the sky with a magnificent glow of falling stars, which mostly goes ignored, until one comes plummeting down, square into Luigi's head, knocking him over!

The shooting star begins... Rising!

About 8 inches in diameter and an inch and a half thick, and made of a celestially glowing material, it turns around to reveal a face! A babylike visage with a single tooth and little, pinchable star cheeks. It looks at the floored Luigi, still reeling, then around at the crowd he has garnered, then nervously back at Luigi for a second, then floats to Princess Peach and addresses her directly.

"Princess Peach! My father is in dire need! You remember Twink, right?"

"..." -Peach

"The star that helped you out when you were kidnapped?"

". . ." Peach frowns and makes a funny face, as if trying to recall.

"He recently became a Star Spirit?!?! For crying out loud, Princess!" The star kid tries again.

"!" Peach says, acknowledging her old friend.

"Well I am his son, Lil Twink. I was sent here by Big Twink because the Star Spirits are in danger! On top of Eldar dying last year of Spirit Supernova from old age; Muskular, Kalmar, Misstar and Klevar have all gone missing! Big Twink and the remaining Star Spirits fear the worst, and are worried that they are next!"

The recently lively party is now sullen, afraid of what it would mean if the Star Spirits were taken advantage of again for evil purposes.

"But I bring good news!" Lil Twink says. "We have determined that Muskular was last seen not too far from here, helping adventurers in Mt. Rugged. We need someone to go and help Muskular and the other Star Spirits!"

Everyone stands still, a few people glance back and forth. Doctor Mario coughs once into his glove.

"...Sigh... Of course, the Star Spirits are bound by their code of duty to help whoever is noble enough to help them out by granting them amazing wishes beyond their wildest dreams." Lil Twink says, deflated.

The posh crowd erupts into a frenzied mob, with some ambitious or desperate questers running straight in the direction of Mt. Rugged, no doubt blindly enchanted by the offer of the Star Spirits' awesome power.
>>
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A very sick looking Birdo tugs Doctor Mario's sleeve and looks deep into his eyes, her own face and eyelids sagging in wishful agony. As if to say, "Doctor Mario, maybe the Star Spirits can cure my stage 6 terminal brain cancer". Doctor Mario rests a hand on Birdo's slender, pink shoulder, looks down, then looks up right in her eye, gives her a nod, and then they, too, are running off to help the Star Spirits.

"By George! With the help of the arcane Star Spirits, maybe we can finally unlock the secrets of life and death, my dear Luigi!" Professor E. Gadd garbles out in his mess of words, but Luigi understands. With a lump on his head from Lil Twink's crash, he shakes his head and backs away, not interested in being dragged away in another adventure. E. Gadd merely tugs Luigi's ear and shouts "No time to waste, Luigi boy!"

From the edge of the party, "WHA- ANOTHER CHANCE AT THE STAR SPIRITS?!" Bowser slaps Kammy Koopa on the back of her head, sending her spinning in a circle on her puttering, floating witch's broom: "What are you doing still hovering there??! Summon my Koopa Clown Copter immediately!!" Kammy, still smarting from Bowser's blow, with a hand to her head, awkwardly croaks out: "Uh- about that, Your Nastiness. It's still in the shop. . ." Bowser explodes with fury, breathing fire on a nearby Toad, scorching his head, and lifting Kammy above his head, running out of the castle courtyard, once again after the Star Spirits for his own nefarious purposes.

Peach says to Lil Twink: "Oh that's awful, I hope no baddies like Bowser get hold of the Star Spirits again. I don't think I could handle being kidnapped and taken to yet another castle!" Lil Twink is silent for a minute, then flatly says "Look, not to be a dick or anything, but this isn't really about you, you stuck-up skank. The world is at risk again. . . Will you help my Dad and the Star Spirits for the benefit of the world or not?" Peach looks towards her lavish, pink castle, then the opposite way towards the arduous, rocky trail to Mt. Rugged in the distance. "Why, I could wish for another castle!" Peach says in delight. Lil Twink, gritting his teeth and shutting his eyes: "Yeah. Uh huh. Sure. Whatever. Why not. Now let's GO!!"

In minutes, the entire castle courtyard is empty, save for one Toad, snoring in the fountain.

...

Welcome to Paper Mario TURBO!

Rules are homebrewed and rather simple, mostly based loosely off of the first Paper Mario game, and hopefully streamlined and improved for /qst/.

Vote for one team! Choose who we will take control of!
>Doctor Mario and partner(/patient) Birdo!
>Luigi and partner Dr. E. Gadd!
>Bowser and partner Kammy Koopa!
>Princess Peach and partner Star Child "Lil' Twink"!
(Note: you will come across other partners)

The team that gets the second most votes will be heavily featured as our rivals in the hunt for the Star Spirits!
>>
>>5199737
>>Bowser and partner Kammy Koopa!
>>
>>5199737
>Princess Peach and partner Star Child "Lil' Twink"!
>>
>>5199737
>Bowser and partner Kammy Koopa!
>>
>>5199737
>Bowser and partner Kammy Koopa!
>>
>>5199737
>Bowser and partner Kammy Koopa!
>>
<<You will take control of King Bowser as the main character, starting off with his trusty magical hag assistant, Kammy Koopa. Your goal is to acquire the Star Spirits in order to fulfill your wish, which is...>>
>The destruction of the Mushroom Kingdom and that greasy prick Mario! Koopa Supremacy!!
>Princess Peach's hand in marriage and the linking of our kingdoms! Gwa ha ha!!
>Become Giga Bowser! Bwa ha ha ha!! I'll be so big!!! Yeah!!!!
>Urk... Just need a quiet place to rest... Ate too much seafood salad at that Party and played too many minigames... **Blargh!!!!** Don't need any stinking Star Spirits... More trouble than they're worth! **Blurgh...**
>Write in - ???
(There are also two more questions at the end. You can more or less skip down, the rest of this stuff is mostly mechanics and for reference)

Main: Level 1 King Bowser (10HP / 5FP / 3BP)
-Basic Shell provides 1 DEF (reduces 1 damage from all attacks without Pierce)
Moveset:
Jump (0FP) Deal 1d5 damage. (1-5 dmg)
Bite (1FP) Deal 1d12-4 damage. Pierce 2. (0-8 dmg)
Shell Strike (2FP) Strike all grounded enemies for 1d4+2 (3-6 dmg)
Bowser Breath (4FP) Roll 4d3-2 fire damage to all enemies, including enemies who are flying or on the ceiling. (2-10 dmg)
Star Spirit Menu: Currently empty.

Partner: Kammy Koopa (4HP / 6FP)
-Flies on her Witch Broom in combat. Can be knocked off, mainly through jump attacks.
Moveset:
Wand Smack (0FP) Deals 1d3 physical damage to a single enemy. Can strike enemies in the air or on the ceiling provided she is mounted on her Witch Broom. (1-3 dmg)
Mount Witch Broom (0FP) Can only be used from the ground. Puts you in the air. Restores 3FP.
Shape Beam (2FP) Deals 1d3+1 magical damage to a single enemy. Pierce 1. Cooldown: 1 turn. (2-4 dmg)
Magic Roulette (3FP) Grants Bowser a random status effect for 2 turns: (1d6) 1: +1DEF and +1ATK, 2: Electrified (Counters close physical attacks with 1 damage), 3: Regen (+3HP and +3FP), 4: Invisibility (Avoid all attacks), 5: Huge (Double damage), 6: Fast (Can perform two actions per turn.)

[UNIVERSAL ACTIONS: All characters can perform these]
Rest - Randomly restore 0-5 HP and 0-5 FP. (The roll is 2d7-2, meaning 1's and 2's restore 0)
Item - Use one item from your inventory.
Interact - Situational/environmental combat opportunities.
Flee - Attempt to get away! (Difficulty scales with battles. Bosses can never be escaped)

Party size - During battle, you are allowed up to two Partners for a total of 3, and you may face enemy squads as large as 10, though you likely won't have to worry too much about encounters that large. While travelling out of battle, it is assumed all of your partners are with you. Swapping partners in battle costs an Action.

HP - Heart Points. Once this reaches 0, the character is out of the fight (KO). There are a few items which will bring back a fallen Partner or main character during a battle. CONT'D
>>
If the battle is won, all KO'd party members will return to 1HP. If all party members are KO'd, you will face a harsh penalty, and forced to find another way forward. Any Boss you failed to defeat will still need to be overcome.

FP - Flower Points. Used to activate strong abilities and perform certain Actions, including summoning the Star Spirits in battle.

BP - Badge Points. Used by the main character only. Allows badges to be equipped, which grant various effects and abilities.

SP - Star Points. Only affects the main character. Once you reach 100 SP, you level up. As you level, you will receive less SP for defeating the same enemies at higher levels. Can only be earned in battle. Partners level or upgrade when you present them with a Supernova Token. This can be done twice to any partner, increasing their base damage by 1 each time, and giving them new, unique abilities! But be warned, Supernova Tokens are difficult to come by!

Coins - The currency of the Mushroom Kingdom and beyond! Purchase useful Items, Badges, Info, Secrets, Crystal Ball Readings, Karate Dojo lessons, and more. Heck, someone might even sell you a Supernova Token for a high amount of Coins!

You start with 3BP (Badge Power) and you already have two Badges! (Pick 2)
>Partner Helper Plus Badge
(Equip: 2BP)
Your partners can never be Paralyzed, Burned, Frozen or Poisoned. Does NOT protect partner from being Dizzy, Soft, Shrunk or put to Sleep.
>Flame Boots Badge
(Equip: 3 BP)
This character's standard Jump attack now deals +1 damage and deals Fire damage instead of Physical, but now also costs 1FP to use. Deals double damage to Ice, Plant and some Undead enemies.
>Combat Steroid Implant Package "Badge"
(Equip: 6BP)
+5HP and +5FP. All hits by this character deal +1 damage. Every time this character rolls a 1 in combat, or misses an attack, it deals 2 UNBLOCKABLE damage to itself and becomes Dizzy during its next turn.
>Double Dip Badge
(Equip: 2 BP)
Allows two Items to be used in a single Action, rather than just one. (MAIN CHARACTER ONLY)
>Sound FX [D] Badge
(Equip: 0 BP)
Whenever you land on something hard (i.e. after jumping or falling), a loud and comical slide whistle and crash cymbal sound is produced.

Not to mention, you've come prepared with three items! (Pick 3)
> Stop Watch - Gives enemies the Paralysis effect.
> Dizzy Dial - Give enemies the Dizzy effect.
> Fright Jar - Scare enemies away in battle.
> Mr. Softener - Decreases enemy Defense by 3 for 3 turns. (Cannot go below 0)
> POW! Block - 2 damage to all enemies on ground or ceiling. Flips shelled enemies.
> Thunder Bolt - 5 damage to a single enemy.
> Volt Shroom - Grants a friendly character the Electrified effect.
> Courage Shell - Halves damage on one character for 3 turns.
> Super Soda - Restores 5FP and cures shrinking and poisoning.
> Honey Super - Restores 10HP and 5FP.
> Boiled Egg - Restores 8HP and 8FP.
> Cake Mix - Restores 1FP. Used in recipes.
(and one of QM's choice!)
>>
>>5200333
>Become the ruler of the Mushroom kingdom.
>>5200335
>Partner Helper Plus Badge
>Double Dip Badge

Fright Jar, POW! Block, Volt Shroom.
>>
>>5200333
>Princess Peach's hand in marriage and the linking of our kingdoms! Gwa ha ha!!
>>5200335
>Partner Helper Plus Badge
>Flame Boots Badge
>Honey Super, Boiled Egg, POW! Block
>>
>>5200333
>The destruction of the Mushroom Kingdom and that greasy prick Mario! Koopa Supremacy!!
>>5200335
>Sound FX [D] Badge
Y'know, for fun! And also....
> Honey Super - Restores 10HP and 5FP.
> Boiled Egg - Restores 8HP and 8FP.
> Stop Watch - Gives enemies the Paralysis effect.
>>
>>5200333
>Princess Peach's hand in marriage and the linking of our kingdoms! Gwa ha ha!!
>>5200335
>Partner Helper Plus Badge
>Sound FX [D] Badge
>POW! Block, Honey Super, Fright Jar
>>
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>>5200335
>Become the ruler of the Mushroom kingdom.
Screw Peach, I'm tired of Mario's cock blocking.

>Partner Helper Plus Badge
>Double Dip Badge

> Courage Shell - Halves damage on one character for 3 turns.
> Honey Super - Restores 10HP and 5FP.
> Mr. Softener - Decreases enemy Defense by 3 for 3 turns. (Cannot go below 0)
As per quest tradition, the first friendly girl we come across shall be the waifu.
>>
>>5200333
>Princess Peach's hand in marriage and the linking of our kingdoms! Gwa ha ha!!
>>5200335
>Partner Helper Plus Badge
>Combat Steroid Implant Package "Badge"

> POW! Block - 2 damage to all enemies on ground or ceiling. Flips shelled enemies
> Super Soda - Restores 5FP and cures shrinking and poisoning.
> Honey Super - Restores 10HP and 5FP.
>>
(Update coming soon, vote closed)
>>
Badges: Partner Helper Plus (2BP), Double Dip (2BP, 2FP to activate), Sound FX [D] (0BP)
Items: POW! Block, Honey Super, Boiled Egg, Fright Jar
(Bonus: Boiled Egg and Fright Jar were tied, as were the Sound FX [D] and Double Dip Badges. Instead of a QM Item pick, you can have all the highest voted Items and Badges.)

We set our goal on wedding the Princess of the Mushroom Kingdom with us, the Lord of Awesomeness, King Bowser.

In a way, this also destroys what the Mushroom Kingdom is and proves Koopa Supremacy.

You and Doctor Mario technically have a truce, anyway, since he performed your vasectomy last month.

Since you only prepared for a Mario Party, the only Badges you brought along were your Double Dip Badge (to eat twice as much food), your Partner Helper Plus Badge, (so Kammy wouldn't get Frozen on the ice minigames) and the Sound FX [D] Badge (to use as a gag distraction against the other players.)

Naturally, you immediately want to equip the Sound FX [D] Badge since it's free. Initially you were amused by it's effects, the comedic sound even rousing Kammy Koopa's dry sense of humor, if only for a little while on the first day. Normally this Badge only triggers on jumps and falls. Since you are His Girthiness, King Bowser, however; instead of every attack or fall, every single step you take or great physical exertion you make causes the Badge to activate! You grumble and...
>Put it back on for the journey! It's too good of a gag to let up on so early. Crash! Crash! *Slide Whistle noises* Crash! Har har har!
>Leave it off. What do you mean Kammy Koopa can't use it? Grarrr... Maybe it'll come in handy another time, we'll bring it along.
>Only use it when you know you are about to get into a battle! Psychological noise terror warfare! Gwa ha ha!
>Grrrrrrr! Toss the stupid thing! Yeah! You're so cool!
>Write in - What do you do with the Sound FX [D] Badge?

Speaking of Badges, you only have 3BP at the moment. Which Badge would you like to equip?
>Double Dip
>Partner Helper Plus

You pin the Badge on your shell and make down the road to Mt. Rugged, still carrying Kammy Koopa above your head.

You throw her down in Musty Meadows, at the first sight of hostile Goombas, normally loyal to you. Musty Meadows is the quickest way to Mt. Rugged, a shortcut most are unwilling to take due to the unforgiving terrain and it's hostile natives, the sickly Gloombas, tainted by generations of living in disgusting and often heavily polluted habitats. As a result, they have become stronger and more independent than an average Goomba. A run of the mill Goomba can't even scratch Bowser! What with it's 2HP, 1FP and simple moveset of Headbonk for 1 damage and Call For Help!

Gloombas are much stronger, and also come in Spiked Gloomba and Paragloomba variations, as you've spotted up ahead. Their are three of them, and all of their stats look something like this:
>>
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Enemy: Gloomba
(7HP / 3FP)
Gloomy Headbonk: Deals 2 damage!
Charge (3FP): Grants a friendly character +2 ATK for 2 turns.
Gloomy Call For Help! (3FP): Can only be used when alone on the battlefield. Summons another random Gloomba. (QM rolls 1d4 - 1 Gloomba, 2 Spiked, 3 Para-, 4 Spiked Para-)
(Spiked Only) (Passive) Gloomy Headbonk deals 1 extra damage AND has Pierce 1.
(Para- Only) Fell Swoop - Deals 2 damage, is not affected by spiky tops, like jump attacks are.

Similar to Kammy's Witch Broom, Paragloombas will lose their wings and fall to the ground if jumped on. They cannot regenerate their wings.

You marched through most of Musty Meadows without until now, and now it's a big problem!

Three Gloombas block the Musty Mountain Pass into Mt. Rugged. They look completely unaware of you as the spiked and winged Gloombas desperately try to explain to the plain Gloomba how to get his Egg Salad creamier and more voluminous.

How do you proceed?

All characters get one Action per Turn, unless affected by certain status effects. Typically, the friendly team attacks first, then the enemy team, and back and forth until the battle is over.

All characters always attack from inwards to outwards. Bowser leads his party from the front, and so attacks first. And once you get a third party member, they will always attack last unless their "slots" are swapped. Remember this order when making decisions! Swapping spots costs an Action from the character initiating the swap, but not the character it is swapping with.

Depending on some actions, you will have to attack the closest enemy, such as Bite. Jump is an example of an attack that can target any grounded or flying enemy. Use this to your advantage to protect yourself from certain attacks/enemies.

>Choose one action for Bowser, then one for Kammy to perform right after. Specify to the best of your abilities. Let's dash these creeps!
(Please refer to >>5200333 for base stats/moves, to be updated at our next level up.)
(Since we're Lvl. 1, each Gloomba will provide Bowser 30SP. This decreases to 25SP at Lvl. 2 and diminishes further from there.)

Suggestions:
>Bowser Jumps on Paragloomba, taking its wings off. Kammy uses Shape Beam on the Spiked Gloomba.
>Bowser Bites the Gloomba in front, Kammy uses Wand Smack on it, or if it died, on the Spiked Gloomba behind it.
>Use the POW! Block, then have Kammy use Magic Roulette.
>Have Bowser Interact with the environment, what little is here, and have Kammy Koopa use Shape Beam on the Spiked Gloomba.
(Unless you guys need any hints in the future, this will be the only time I do this.)

QM will handle all the combat rolls unless specified. (I know, not very exciting, but I think it's necessary for the system. Subject to change in the future.)
>>
>>5201184
>Only use it when you know you are about to get into a battle! Psychological noise terror warfare! Gwa ha ha!
Partner Helper Plus
>Bowser jumps on the ParaGloomba, Kammy use's wand smack on the Spiked Gloomba.
>>
>>5201187
>Leave it off. What do you mean Kammy Koopa can't use it? Grarrr... Maybe it'll come in handy another time, we'll bring it along.
>>Partner Helper Badge
>>>Bowser Bites the Gloomba in front, Kammy uses Wand Smack on it, or if it died, on the Spiked Gloomba behind it.
>>
>>5201187
>>5201196 +1
>>
>>5201184
>Put it back on for the journey! It's too good of a gag to let up on so early. Crash! Crash! *Slide Whistle noises* Crash! Har har har!

>Partner Helper Plus

>>5201187
Can we steal their ponty hats?
>>
Rolled 4 (1d5)

Rolling for Bowser's jump!
>The damage causes Paragloomba to lose its wings, dropping it safely to the ground! We'll still call him Paragloomba to make things easy.

>>5201248
No, their heads are too small for Your Surlyness. Perhaps you'll find a Badge or Item for that later.
>>
Rolled 2 (1d3)

Spiked Gloomba takes damage from Kammy's Wand Smack!
>>
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Gloomba takes a Gloomy Headbonk at Bowser! (-1HP)
Spiked Gloomba does the same, but pointier! (-3HP)
Paragoomba uses Charge on Gloomba, giving him +2ATK for 2 turns!

Bowser looks stunned, a large, single tear streaming down his face. (6/10HP)

With full FP and all of your enemies grounded, it would seem you are set up for a power move.

Gloomba - 7HP/3FP
Spiked Gloomba - 5HP/3FP
Paragloomba - 3HP/0FP

>Combat "rolls" on! Choose an action for Bowser, then Kammy Koopa!
I will post all known combat option in the next post to make it easier to reference.
1 or 2 or 3 more updates today.
>>
Main: Level 1 King Bowser (10HP / 5FP / 3BP)
-Basic Shell provides 1 DEF (reduces 1 damage from all attacks without Pierce)
Moveset:
>Jump (0FP) Deal 1d5 damage. (1-5 dmg)
>Bite (1FP) Deal 1d12-4 damage. Pierce 2. (0-8 dmg)
>Shell Strike (2FP) Strike all grounded enemies for 1d4+2 (3-6 dmg)
>Bowser Breath (4FP) Roll 4d3-2 fire damage to all enemies, including enemies who are flying or on the ceiling. (2-10 dmg)
Star Spirit Menu: Currently empty.

Partner: Kammy Koopa (4HP / 6FP)
-Flies on her Witch Broom in combat. Can be knocked off, mainly through jump attacks.
Moveset:
>Wand Smack (0FP) Deals 1d3 physical damage to a single enemy. Can strike enemies in the air or on the ceiling provided she is mounted on her Witch Broom. (1-3 dmg)
>Mount Witch Broom (0FP) Can only be used from the ground. Puts you in the air. Restores 3FP.
>Shape Beam (2FP) Deals 1d3+1 magical damage to a single enemy. Pierce 1. Cooldown: 1 turn. (2-4 dmg)
>Magic Roulette (3FP) Grants Bowser a random status effect for 2 turns: (1d6) 1: +1DEF and +1ATK, 2: Electrified (Counters close physical attacks with 1 damage), 3: Regen (+3HP and +3FP), 4: Invisibility (Avoid all attacks), 5: Huge (Double damage), 6: Fast (Can perform two actions per turn.)

[UNIVERSAL ACTIONS: All characters can perform these]
>Rest - Randomly restore 0-5 HP and 0-5 FP. (The roll is 2d7-2, meaning 1's and 2's restore 0)
>Item - Use one item from your inventory. (Currently: Boiled Egg, Honey Super, Fright Jar and POW! Block)
>Interact - Situational/environmental combat opportunities.
>Flee - Attempt to get away! (Difficulty scales with battles. Bosses can never be escaped)
>>
>>5201398
>No, their heads are too small for Your Surlyness. Perhaps you'll find a Badge or Item for that later.
Not for the sake of wearing, but keeping, trading, etc. Hey our companion is small enough to wear one. If she wears it then people can't stomp her off her broom.

>>5201398
>Bowser Breath (4FP) Roll 4d3-2 fire damage to all enemies, including enemies who are flying or on the ceiling. (2-10 dmg)
>Shape Beam (2FP) Deals 1d3+1 magical damage to a single enemy. Pierce 1. Cooldown: 1 turn. (2-4 dmg)
target whoever is still alive

Hey OP, did you run the Black Mesa sexy Infiltrator quest?
>>
>>5201400
>Not for the sake of wearing, but keeping, trading, etc. Hey our companion is small enough to wear one. If she wears it then people can't stomp her off her broom.
PERHAMPS

>Black Mesa
Nope, wasn't me
>>
>>5201403
>PERHAMPS
NO
WE ARE KING BOWSER
WE COMMAND HER TO ACQUIRE HEAD PROTECTION AFTER THE FIGHT.
Ask if we get fat stacks of these we can just meet them at people.

Can we pick up the wings from the winged Goomba?
>>
>>5201398
Can we perform combat action and UNIVERSAL ACTIONS, or does it have to be one or the other? Cool quest by the way. How long do you expect it to last until finished? 3 threads at the most?
>>
>>5201404
>>5201408
You know what? No wings. And no helmets anymore. Kammy thinks they look tacky and refuses to wear one, besides, a Koopa's head and a Goomba's head are deceptively different in size. And stores will only pay 1 coin for 100 of either of them, as they smell of not just Goombas, but Gloombas. Just kidding, I'm not sure yet. We'll inspect it after battle.

Universal actions are combat actions that can be used universally by the party.

2-5 threads depending on how I write, more if it takes on a life of its own.
>>
>>5199751
Does this mean Princess Peach and partner Star Child "Lil' Twink" will be our rivals?

>>5200333
is Kammy Koopa the blue robed version or obviously hag purple version?

>>5201184
>You and Doctor Mario technically have a truce, anyway, since he performed your vasectomy last month.
Why did Dr. Mario do that?
>>
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>>5201414
Yes

Picrel, haggish af

And it will be revealed in time.
Relax, he be a doctor.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Combat moving forward in 15 minutes!
>>
Rolled 1, 1, 1, 2 - 2 = 3 (4d3 - 2)

Bowser depletes most of his FP to unleash, potentially, his most devastating attack in his current arsenal.

Inhaling deeply, Bowser breathes crispy, roaring loud, bright orange flames over the cluster of grey-green fungal foes, dealing damage to all of them!
>>
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Rolled 3 + 1 (1d3 + 1)

>>5201438
A pitifully weak flame! Don't look at us like that, Kammy! You saw how much seafood salad we ate back there!

Kammy tries her best to not show obvious disappointment or laughter, and launches her signature Shape Beam at the weakened Spike Gloomba, sure to kill it in its weakened state!

This leaves the Charged Gloomba by itself at (4/7HP)!
>>
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Rolled 2 (1d4)

As expected, the Spiked Gloomba falls to the sacred geometry of Kammy's Magic Wand.

>Gloomy Call For Help!

The remaining Gloomba, once cocky and confident from being Charged, whistles for backup like a little bitch! He expends all his FP in doing so! He still has +2 ATK for one more turn.

A New Gloomba hears his compatriot's cries from the other side of the pass in the crag. and enters the fray!
(Type determined by QM roll)
1 - Regular Gloomba
2 - Spiked Gloomba
3 - Paragloomba
4 - Spiked Paragloomba

Gloomba (3HP / 0FP)
New Gloomba (7HP / 3FP)

In defensive stances, they guard the mountain pass, eyeing you wearily. Determined to keep you out, for whatever reason. Careful not to leave the New Gloomba alone on its turn, or it will probably call more reinforcements!

>Choose one action for Bowser, then one for Kammy!
>If you can defeat both enemies this turn, you will receive a bonus 5 Coins!
>>
>>5201482
>Gloomba (4*HP / 0FP) Not 3HP.
>New (Spiked) Gloomba (7HP / 3FP)
>>
Defeating both enemies may or may not be possible. Don't worry about it too much. Also, the New Gloomba is behind the original one, not in front. Good luck!
>>
>>5201482
Bowser use Shell strike.
Kammy uses shapebeam would prefer the powered Gloomba but if the spiked one is close to death...
>>
>>5201562
+1
>>
>>5201562
Wait a second, we only have 1 FP, and we need 2 FP to use that attack.

>>5201482
Changing vote.
Bowser use bite, then Kamma use Shape Beam on the next not dead Goomba.

>>5201424
Jokes on you, GILFS got me acting up.
>>
>>5201620
>Wait a second, we only have 1 FP, and we need 2 FP to use that attack.
>>5201398
So these stats are wrong? Bowser should have 5 and SS takes 2fp?
If I'm wrong I'll support you.
>>
Rolled 8 + 14 (1d12 + 14)

Bowser walks up to the original Gloomba and just... Attempts to chomp in to him! If the roll is 8 or above, the Gloomba is KO'd!

Anything less and you'll have to try to take him out with Kammy's Wand Smash!
(Shape Beam has 1 turn Cooldown >>5201398, meant to bring that up explicitly, my bad. It shouldn't have too much of an outcome on this fight,)

~~~~~~~~~~~~~~~~~~~~~~~~~~

>>5201620
>we need 2 FP to use that attack.
Correct, thank you.

>>5201628
>Stats are wrong?
They are the base stats. Right now Bowser is missing 4 HP and 4FP from this fight. Apologies for any confusion!
>>
Rolled 1 (1d3)

>>5201827
That's supposed to be -4 not + 14.
Bowser bites down just hard enough on the Gloomba to cut it in half in his giant maw! It tastes like a jujube made of spittle, dirt and cancer! You can't attempt to scrape the taste off your tongue fast enough.

Kammy Koopa cackles at the King's spectacle, and raises her Wand in her hand and with all her limited might, comes down right on the Spiked Gloomba's ugly face!

The Spiked Gloomba is only annoyed by this, and still retains over half of his original 7HP!

Instead of using an opportunity to call in yet another comrade, this Gloomba goes full kamikaze banzai domo arigato Mr. Roboto, and does a Spiky, Gloomy Headbonk on Kammy, leaving her in Peril at 1HP!

New Spiked Gloomba - (7HP-1d3 roll / 3FP)

>Finish him!
>(QM will auto-simulate another Bite and a Wand Smack/Shape Beam to take him down.)
>>
Rolled 3 - 4 (1d12 - 4)

Bowser's Bite need a roll of 10 or higher to finish this!
>>
Rolled 1 + 1 (1d3 + 1)

>>5201852
Bowser takes a mighty chomp... And misses whimsically! He couldn't have jumped on the Spiked Gloomba, and he had no FP to use any other skill. Bummer.

Kammy jumps in, panicking!
Shape Beam doesn't finish it off as it was expected to!

Instead, she takes its HP down from 6 to 6-(1d3+1).

Bowser, "what was that??!! Kill him!"

Kammy, under her breath: "you didn't even HIT the lousy guy..."

Spiked Gloomba, now looking worse for wear, whistles his Gloomy Call For Help! Drats!

Sorry. QM made a fucky wucky. Now you have to kill these two Gloombas!
>>
Rolled 3 (1d4)

Spiked Gloomba #2, now at 4HP and 0FP, has called in a friend!
(Type determined by QM roll)
1 - Regular Gloomba
2 - Spiked Gloomba
3 - Paragloomba
4 - Spiked Paragloomba

Spiked Gloomba #2 - (4HP / 0FP)
NEW New Gloomba - (7HP / 3FP)

Er... Uh... The Star Spirits must be watching, and trying to influence the outcome of who rescues them! They ARE already familiar with Your Wickedness.

Yeah, yeah THAT'S what happened there. What are you waiting for? Kill the Gloombas!

>One action from Bowser (6HP / 1FP), one from Kammy. (1HP / 2 FP)
(Shape Beam is on cooldown for 1 turn)
(I'll not do any more auto-simulating unless it is braindead obvious stuff with no chance to fail. Don't want to feel like I'm monkey wrenching the whole thing like I sorta felt I just did.)
>>
The bright side: if you survive, you'll gain enough SP for almost one and a half levels!
>>
>>5201876
Have Bowser use jump on the spiked Gloomba.
Kammy uses fright jar.
>>
>>5201920
I feel like I really assumed too much and failed to elaborate on the mechanics enough, my apologies. This is awkward.

Due to the spike tied to the Gloomba's head, Jump-based attacks (Like Jump or Headbonk) will do no damage and instead counterattack for 1 unblockable damage.

With the depleted FP, you can attempt another Bite (1-8 damage, 33% chance to miss) or Rest to attempt to recuperate HP and FP, or use another Universal move like Flee, Interact or Item.

Kammy is similarly limited, only being allowed patented Wand Smack and the 4 Universal moves.

Fright Jar scares enemies away from combat and does not grant SP, as they were not defeated.

You can change your answer if you'd like.

I'm leaving this update open for ~8+ hrs. while I go to sleep.

I'll probably add another 100 rule changes and don't'cha-know's by tomorrow morning.

._.

Sorry, I'll be more thorough. I'll make a pastebin in the coming days explaining in full: combat, items, etc. Please bare with me for the next day or two as I refine the mechanics. Feel free to post your thoughts, questions, comments, lets-a-go's, gwa ha ha's, etc.

Mea culpa mea culpa
>>
>>5201876
Bowser and Kammy both rest
>>
>>5201950
pastebin.com/Vgpm3708
work in progress, I'll link it again later when it's ready.
>>
>>5201950
>failed to elaborate on the mechanics enough,
That was my fault had a brain fart and forgot about spikes.
>>5201876
Have Bowser Jump on the Paragloomba.
Kammy can rest.
>>
>>5201920
Dude the spiked one deals damage if you jump on it. Its like stepping on a Lego. Instead of that we should just rest.

>>5202009
+1

>>5202026
You dork
>>
>>5202009
Support both resterino
>>
Rolled 1, 6, 1, 6 - 2 = 12 (4d7 - 2)

>Rest - Randomly restore 0-5 HP and 0-5 FP. (The roll is 2d7-2, meaning 1's and 2's restore 0)
Bowser: +(dice #1)-2 FP. +(dice #2)-2 HP.
Kammy: +(dice #3)-2 FP. +(dice #4)-2 HP.

Bowser and Kammy Koopa are in danger of being trounced in Musty Meadows. They both take a Rest to attempt to restore Flower Points and Heart Points.

www.youtube.com/watch?v=Yp_xIKHVeSk&ab

The Gloombas sit and watch expectantly.
>Spiked Gloomba - (4HP / 0FP)
>Paragloomba - (7HP / 3FP)

Realizing they have an opening, they make an attack!
Spiked Gloomba performs a spiked Gloomy Headbonk at Bowser, reducing his HP by 3!
Paragloomba Charges himself up! He is depleted of FP, like the Spiked Gloomba, so you don't have to worry about his Gloomy Call For Help! but his standard attack now deals 4 damage! Watch out Kammy! That's a OHKO!
>>
>>5202209
In a dry stroke of luck, no FP is regenerated!
But both HP's are restored to full!
That is, until the Spiked Gloomba headbonked Bowser down a notch.

Bowser (7/10HP - 1/5FP)
Kammy (4/4HP - 2/6FP)
>>5201398 (List of all moves. Take note of your current FP!)

>Choose an Action for Bowser, then Kammy! Let's kill these gloomy creeps!
Spiked Gloomba - (4HP / 0FP)
Paragloomba - (7HP / 3FP)
>>
>>5202213
>Bowser jump on Paragloomba
>Kammy shape beam on Paragloomba
>>
Rolled 1 (1d5)

Bowser leaps devilishly into the musty, gross air!
>>
Practically missing, Bowser falls off the mark of his flying foe by a solid meter. As he slams to the ground, he accidentally lands a glancing tail whip on the Paragloomba, taking it's wings off and dealing only 1 damage.

A comical slide whistle and splash cymbal accompany the fiasco.

Kammy sniggers as she readies another Shape Beam, but she didn't account for Bowser's horrible miss!

Does she
>Launch the Shape Beam at the wounded Spiked Goomba (33% to KO)?
Or
>Stay on course on and further weaken (2-4dmg) the grounded, Charged Paragloomba? (6HP)
...or does she
>Do something else? Hint: since our enemies have jump based moves, choosing to Swap spots with Bowser (Universal move I mentioned earlier and forgot but will add to the list) won't do anything positive in this scenario.

Choose one Action for Kammy!
>>
>>5202336
>Launch the Shape Beam at the wounded Spiked Goomba (33% to KO)?
>>
>>5202336
>Stay on course on and further weaken (2-4dmg) the grounded, Charged Paragloomba? (6HP)

I'm not gonna pick a move that leaves us with one opponent who will call for help AGAIN
>>
Rolled 1 + 1 (1d3 + 1)

>>5202361
>>5202365
Take that, Spiked Gloomba! Eat shapes!

The Gloomba with the pointed head braces and tries to endure the punishing beam of squares, circles and triangles!

>>5202365
I think I'm going for a speedrun how many mistakes I can make as a QM. Paragloomba should've had 0FP here>>5202213 and still unable to call for backup
>>
>>5202509
Put peen in Kappa
>>
You gets up from your failed Jump, and as you scuttle back to Kammy's side, you notices that a small crowd of 3 people has gathered and is cheering you guys on! "Yeah! Grar har!"

"Uhh, Your Infernalness, I think they're actually cheering on the Gloombas to decimate us..."

Upon further inspection of these hardy adventurers in the crowd, you notice Kammy's words prove true, to your disappointment.

...

The Gloomba removes pieces of ethereal triangle stuck in his teeth, and is beat up badly. He makes a leap at Bowser for 3 damage!

The Charged Gloomba makes another attack on Bowser, who is saved by a shell! Charged Gloomba looks upset, thinking he was about to deal a death blow to King Koopa, but unable to Pierce his Defense. He is still Charged for one more turn.

Bowser is in Peril at 1HP and 1FP!
Kammy is at 4HP, but out of FP! She remains puttering in the sky on her Witch Broom.
Take 'em down before it's over!
Battlefield:
Spiked Gloomba (2HP)(0FP)
Charged Gloomba (6HP)(0FP)

>One Action from Bowser and one from Kammy!
Movesets - >>5201398 (mind your FP)
>>
>>5202531
"you gets up" and "you notices" that QM does not proofread very well
>>
>>5202531
Bowser & Kammy
Both Rest. We could potentially recover both HP and FP. Bowser's shell can soak 1 damage and all the Glooba's are out of FP, which means they can't use special moves or call for back up. Bowser should be positioned at the front to take the damage. He's a big boy so he can take it. No need to waste items this early on.
>>
>>5202531
Bowser rest, Kamie Wand Smack on weak goomba
>>
>>5202537
Don't worry too much about items, you'll have plenty of opportunities to get more, and your Usable Item Inventory maxes at 10 (unlike the Key Items Inventory which is of course unlimited). You do have some nice items to hang on to right now, though.

-

Combat open for 15 minutes until the turn of the hour, then I'll do a coin flip/dice roll for any tiebreakers.
>>
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>>5202531
Can we pocket defeated Gloomas and yeet them at enemies like disposable pokemon?
Are the wings they lose when you jump on them edible, or are they equally disguising?
Are the crowd of three people gloomas? Can we kick their asses after this fight for daring to go against their king?
Who the fuck is Bowser Jr.'s mom???

>>5202545
Not feeling so hot about Kammy's 66.6% chance of success to knock it out. On one hand, it's better than a 33.3% chance, but I just think it'd be better if she regained some HP and FP too so we can wipe both Gloombas on the next turn.

>>5202546
Do defeated small enemies count as usable items i.e. eating or throwing them?
>>
Rolled 2 (1d2)

1 Boswerest and Wand Smack
2 Double Rest

>>5202549
>Can we pocket defeated Gloomas and yeet them at enemies like disposable pokemon?
Pocket no, yeet perhalmps. Maybe Bowser will learn such a skill. Or another partner. Not Kammy, though.
>Are the wings they lose when you jump on them edible, or are they equally disguising?
They are putrid and they crumble like old pieces of parchment paper when touched
>Are the crowd of three people gloomas? Can we kick their asses after this fight for daring to go against their king?
One of the spectators is a baby Gloomba. Please don't hurt him. The other two are big, fat, pink Bob-ombs, yelling "Wooo! Headbonk 'im! Headbonk 'im!" Maybe you can confront them after this dust-up.
>Who the fuck is Bowser Jr.'s mom???
It doesn't matter, Dr. Mario aborted him in this universe.
>Do defeated small enemies count as usable items i.e. eating or throwing them?
N...No. Maybe...? No. We're not Kirby. or a (((Yoshi)))

And that closes the voting window.
>>
Rolled 1, 5, 1, 3 - 2 = 8 (4d7 - 2)

You both try really, really hard to look unimpressed and unbothered.

You let out a yawn, to show the Gloombas they aren't phasing you.

You regain HP and FP in the same pattern as this post >>5202209
>>
Is there something in the air here? It's so Musty! You can't concentrate on gaining FP at all!
Luckily, Bowser manages to recuperate a much needed 3 HP, and Kammy regenerates an unneeded 1HP.

You stand back to back, trying to look cool and iconic. You stumble a little bit.

youtube.com/watch?v=jnY1m0oOR0k

The Gloombas can't help but laugh at you two dorks. Then their laughter turns to gloomy malice.

The Spiked Gloomba gives Bowser another spiked Gloomy Headbonk, putting Bowser back in Peril at 1HP!

Then, the Charged Gloomba gathers all his might, and hits Kammy Koopa with a whopping 4-damage Charged Gloomy Headbonk!

Kammy Koopa falls to the floor! She's KO'd! You don't have any items to fix that!!

You stare down your dank and gloomy foes, intent on your destruction.
1 HP.
Not enough FP for any abilities.
No Partner.
A useless Badge.
Few Items.
The Crowd is silent.
Musk hangs in the air.

>Choose Bowser's next Action carefully! If you lose here, the Gloombas are sure to attempt to loot your body. You'll also forfeit all these Star Points!
>>
(Charged Gloomba is no longer Charged)
>>
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>>5202565
>It doesn't matter, Dr. Mario aborted him in this universe.
Time for bowser to make him and fuck mario.

>>5202578
Okay fuck it took me a while to understand how the FP and HP worked.

Eat the Honey Super
>>
Bowser reaches in his shell and chomps down on a mushroom drenched in Honey Syrup, refreshing him to his full Stats.

The Gloombas can't believe their rotten luck.

"Throw everything you got at him!" Says the spiked one.

So the gruesome twosome both leap on you, dealing 4 damage.


It's your turn, King.
>One Action >>5201398

Battlefield:
Bowser: (6/10HP)(5/5FP)
Kammy: (0/4HP)(0/6FP) - K.O.

Spiked Gloomba (2HP)(0FP)
Charged Gloomba (6HP)(0FP)
>>
>>5202598
Shell strike. Hit them all.
>>
>>5202598
Shell strike!
>>
Rolled 4 + 2 (1d4 + 2)

Your arms, legs and head retreat into your shell. You begin gathering kinetic force, rapidly spinning in place, until you let loose, striking both gloomy foes! The Spiked Gloomba spins and spins until he tosses over, KO'd. More SP for the King.

The grounded Paragloomba...
>>
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Rolled 3 (1d6)

Also succumbs to your powerful Shell Strike! Two-for-one! Har har har!!

They gave you a run for your money, but you're just too good!

Kammy dusts off her robe and picks herself back up at 1HP and 0FP after the fight ends.

Bowser, on the other hand, goes from Lvl. 1, 0SP to Lvl. 2, 50SP! One full level and a half!

Every time you level up your main character, you fully replenish your party's HP and FP! (Kammy is fully restored!)
AND you get one spin on the Mushroom Mystery Wheel!
1 Item: Dried Mushroom
2 Item: Sleepy Sheep
3 Item: Fire Flower
4 Item: Ultra Shroom
5 Item: Supernova Speck
6 +50 SP! Half a level! And a standard Mushroom.
AND you get to choose from one of the following permanent bonuses:
>+5 to HP
>+5 to FP
>+3 to BP
(If QM rolled a 6, pick TWICE!)
>>
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You feel great. More powerful than ever, actually.

You receive a Fire Flower which deals 3 fire damage to all enemies. Neat. You pocket that in your Usable Items Inventory.

You make sure to pick up one of those Spiked Gloomba Hats to see if there's anything you can do with it. You can't find any practical applications right now, but you'll keep it in your Key Items Inventory.

You track down those Bob-ombs after the fight and ask what the big deal was, why they didn't help you.

"Oh! We were just watching. We know we don't have what it takes to hunt the Star Spirits, but with Princess Peach and Doctor Mario and all these other celebrities chasing them down, it's become a sort of spectacle to watch for the citizenry. We were rooting for you the whole time, swear!" They lie as they dash away.

What do you do?
>Chase down the big pink Bob-ombs and teach them respect! (Fight x2 Bulky Bob-ombs)
>Fight 2 more Gloombas while you're in Musty Meadows so you can level up again real quick! (Fight x2 Spiked Gloombas)
>Continue through the Musty Meadow Pass to Mt. Rugged. (QM rolls for a different encounter)
>Write in - ???

Also, pick one of these for Bowser:
>+5 to HP (More health)
>+5 to FP (Resource for advanced moves)
>+3 to BP (Grants powerful abilities and passive skills)
>>
>>5202731
>Continue through the Musty Meadow Pass to Mt. Rugged.
Maybe the next one won't be so tough?
>+5 to FP
>>
>>5202731
>Continue through the Musty Meadow Pass to Mt. Rugged.
>> +5 FP
>>
Rolled 4 (1d4)

You decide there's no time to waste, probably, or something. Off to the peaks of Mt. Rugged country!

1. You make it to the montane territory of Mt. Rugged without incident. Unless you count being ambushed at the border by two Clefts and a Hyper Cleft!
2. Those big pink jerks watching your fight really didn't sit well with you. Yep, gotta go trounce 'em real quick. No other option, really.

3. You encounter the Miniboss of Musty Meadows! A Gloomba they call Gloomington! Time to fight!
4. You fall into a mysterious pit! In the darkness, you'll both be Blind while you get ambushed by... Oh Spirits, I don't even know what! On the way down, you have appeared to drop all of your Items, they won't be available for this fight!! Ouch! Hey! You think you stepped on that Spiked Gloomba Hat! (Bowser receives -1HP)


Bowser: (10HP)(10FP)(3BP)
Kammy Koopa: (4HP)(6FP)
more work on the pastebin real soon
>>
Rolled 3 (1d3)

*Sadistic QM laughing noises*

No items, and starting off with Blind (50% to miss every attack). Against what? Well... We shall see...

1. An army of 4 blood-sucking, reinforcement-calling Fuzzies. Your favorite!
2. Two hulking Hyper Clefts sit at the bottom of the hole. Bowser lands on their spikes, taking an additional 1 damage!
3. 3 bloodsucking Swoops, perched upside in this musty cave, waiting for visitors like you.

Prepare for combat!
>>
>>5202883
Yell for Kammy to come to us.
Bowser: grab Kammy so you dont accidentally set her on fire
Kammy:
Magic Roulette on bowser
>>
>>5202886
>>5202883
Scratch that. Bowser should spam the fire flower item, then Kammy can regroup with Bowser.
>>
for reference (in the future, these will likely just be pastebin links or only posted once per levelup. trying not to blast my threads with huge chunks of mechanics, i already rant enough as it is)

Main: Level 2 King Bowser (10HP / 10FP / 3BP)
-Basic Shell provides 1 DEF (reduces 1 damage from all attacks without Pierce)
Moveset:
>Jump (0FP) Deal 1d5 damage. (1-5 dmg)
>Bite (1FP) Deal 1d12-4 damage. Pierce 2. (0-8 dmg)
>Shell Strike (2FP) Strike all grounded enemies for 1d4+2. Causes you to become Dizzy for 2 turns after being used back-to-back (3-6 dmg)
>Bowser Breath (4FP) Roll 4d3-2 fire damage to all enemies, including enemies who are flying or on the ceiling. Pierce 2. (2-10 dmg)
Star Spirit Menu: Currently empty.

Partner: Kammy Koopa (4HP / 6FP)
-Flies on her Witch Broom in combat. Can be knocked off, mainly through jump attacks.
Moveset:
>Wand Smack (0FP) Deals 1d3 physical damage to a single enemy. Can strike enemies in the air or on the ceiling provided she is mounted on her Witch Broom. (1-3 dmg)
>Mount Witch Broom (0FP) Can only be used from the ground. Puts you in the air. Restores 3FP.
>Shape Beam (2FP) Deals 1d3+1 magical damage to a single enemy. Pierce 1. Cooldown: 1 turn. (2-4 dmg)
>Magic Roulette (3FP) Grants Bowser a random status effect for 2 turns: (1d6) 1: +1DEF and +1ATK, 2: Electrified (Counters close physical attacks with 1 damage), 3: Regen (+3HP and +3FP), 4: Invisibility (Avoid all attacks), 5: Huge (Double damage), 6: Fast (Can perform two actions per turn.)

[UNIVERSAL ACTIONS: All characters can perform these]
>Defend - Increase Defense by 1 until next turn.
>Rest - Randomly restore 0-5 HP and 0-5 FP. (The roll is 2d7-2, meaning 1's and 2's restore 0)
>Item - Use one item from your inventory. (Currently: None!)
>Interact - Situational/environmental combat opportunities.
>Flee - Attempt to get away! (Difficulty scales with battles. Bosses can never be escaped)
>Swap - Re-arrange the order of this party member with one other party member. Affects the order of attacks as well as who gets hit by some attacks.
>Appeal - Try to win the crowd over!

>>5202887
No items
>>
>>5202891
>Bowser Breath (4FP)
>Magic Roulette (3FP)
>>
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Rolled 1, 2, 2, 1 - 2 = 4 (4d3 - 2)

It's an ambush! Your enemies attack first!

Swoop 1 - (4/4HP)(1/1FP)
Swoop 2 - (4/4HP)(1/1FP)
Swoop 3 - (4/4HP)(1/1FP)

All three swoops make for Kammy's succulent. feeble skull, but are halted by Bowser's burly frame! They each suck you off for 1 unblockable damage, and heal themselves for the same amount. (All still at 4HP, can't go over max)

They must be as blind as you are, flitting right into your chest like that! Hey! Your nipples are sore!

Bowser (6/10HP)(10FP) (Blind)
Kammy (4/4HP)(6/6FP) (Blind)(Grounded)

Kammy starts dismounted from her trusty Witch Broom, she'll need to Mount it if she wants to Wand Smack the Swoopers on the ceiling.
Bowser's only choices are Bowser Breath and some of the Universal options.
You have no means to Flee and no Items and there is no Crowd here.

You'll choose to Bowser Breath them (this post's roll) and then if they're still alive and fluttering...
>>
>>5202898
4 damage for 4 hp. Nice. Can we eat or take the bats as consumables?
>>
Rolled 3 (1d3)

>>5202898
If they're still alive and fluttering, they'd be some tough sons of bitches! Gwar har har! You smoked 'em all! Yeah! Take that, Suckers!

Your breath lighted up the cave enough to help you find all of your lost Items.

You also add two (2) Fried Swoops to your Items. You can't resist, they just look so perfectly crispy and fried. (+4HP/+2FP, Cures Dizzy, Shrunk Soft, and Blind from one character)

You also get 30SP! 10 per Swoop! You're almost at Level 3.

>>5202879
One more reroll from these scenarios in Musty Meadows and then they're gone forever, and we're in Mt. Rugged with new stuff to explore and new heads to stomp.
>>
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Climbing out of the pit you fell into, you are greeted by a depressed but oddly sturdy-looking Gloomba with piercings and long hair, and his entourage of two Spiked Paragloombas.

"Did you like my trap? Hehehe." He asks you.

"Hey you big jerk! Are you serious?! I could've slipped a disc back there! I'm going to sue you!!!! You'll be hearing from my lawyers!!" You retort.

"How about we just shove you back into the hole, old man?"

His goons laugh. They say "Good one, Gloomington!"

It's a fight! Get ready for a tussle! (Estimated SP gain: 90! Almost a full level!)

Here is their boss!

Gloomington (12HP)(6FP)

And you remember these guys!

Spiked Paragloomba #1 (7HP)(3FP)
Spiked Paragloomba #2 (7HP)(3FP)

Gllomington has the same moveset, with the addition of:
Gloom Cloud (3FP) - Apply a -2 mod to all of one enemy's attack dice rolls for 3 turns. Cooldown: 1 turn.

You haven't had a chance to heal since falling in to the cave! Your stats look like this:
Bowser (6/10HP)(6/10FP)
Kammy (4HP)(6FP)

>Choose one Action for Bowser and then one for Kammy! No Fleeing from a Boss fight!
>>
>>5202926
Can we recruit the hair Glooma? Dude's gotta sick cut going for him. We can give him a hat to protect this his fuzz.
>>
>>5202947
Oh wait never mind we dont like these guys

>>5202926
Bowser: fire breath
Kammy: flame flower
>>
>>5202951
I'll support.
>>
>>5202951
Support
>>
Rolled 1, 1, 1, 3 - 2 = 4 (4d3 - 2)

Gwar har har! This'll be a cinch! You inhale deep, expending all but 2FP as bright orange flame wells up inside of your belly...

You unleash it on Gloomington!

Kammy then unleashes the might of the Fire Flower, scorching everything in her sight for 3 damage!
>>
Rolled 2 (1d4)

It's not your mightiest dose of Bowser Breath, but with assistance from the Fire Flower, you roast the Spiked Paragloombas down to mush! Alright! Two down, one to go!

Soot blackening his face, Gloomington remarks how "fucking metal" that was for a second, before going back to crapping his pants in awe at your strength.

He is nearly melted to the ground, with only 5HP left. He hastily does an Improved Gloomy Call For Help!

1: Spiked Gloomba! (+25SP)
2: Spiked Paragloomba! (+25SP)
3: Spiked Paragloomba! (+25SP)
4: Two Spiked Paragloombas! (+50SP)

His partner comes in quickly and manages to position himself in front of Gloomington.
>>
Ball's in your court! Watch those reinforcements!!
>Choose one Action for Bowser, then one for Kammy!
Bowser (6/10HP)(2/10FP)
Kammy (4HP)(6FP)

Gloomington (5/12HP)(3/6FP)
Spiked Paragloomba (7HP)(3FP)
>>
>>5202988
Bowser jumps on the boss.
Kammy uses magic roulette.
I hope we can up Kammys HP.
>>
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Rolled 1 (1d5)

>>5203000
If we get Kammy a Supernova Token, she'll most certainly receive more HP, among other powerful boons.

King Koopa Jumps high in the sky, landing squarely on Gloomington!

captcha: how sexy
>>
Rolled 2 (1d6)

Gloomington near completely blocks and deflects the weight of the Koopa King using his... Hair!!!?!

Kammy, determined now more than ever, casts a powerful enchantment on her King! Magic Roulette!
>>
You are now Electrified for 2 turns! Alright!

Not realizing until it is too late, the Spiked Paragloomba attempt a Fell Swoop, but gets electroshocked down to 6HP, leaving Bowser untouched!

Way to go, Kammy!

With the last of his FP reserve, Gloomington casts a Gloomy Cloud over Bowser, reminding him of how he got ripped off on his mortgage!

Bowser will receive a -2 mod to every combat dice he rolls for 3 turns!

>Your turn again!
Bowser (6HP)(2FP)
Kammy (4HP)(3FP)

Spiked Paragloomba (6HP)(3FP)
Gloomington (4HP)(0FP)
>>
>>5203014
Boswer: bite Bloomington
Kammy: shape beam the other gloomer
>>
>>5203014
>Bowser: Jump on Gloomington
>Kammy: Wand Smack Gloomington
>>
Rolled 2 (1d2)

>>5203019 1
>>5203036 2
When in doubt, flip a coin
>>
Rolled 2 + 2 (1d5 + 2)

Bowser leaps into the sky again, determined not to be turned away from his quest by EMO HAIR.

But Gloomington's Gloom Cloud is too bleak! Bowser can't muster the strength to finish off his foe! All he can think about is his downward spiral of wage slavery and drinking problem which he uses to cope, but has spiralled into an issue of it's own! It's all so... Difficult!
>>
Rolled 2 (1d3)

>>5203047
(Supposed to be a -2, equaling 0 damage)
You are about to leap into the sky, but decide "What's the point, anyway?", and you just sulk in place instead.

Kammy scrambles to rally her liege with a big ol' bonk on Gloomington's noggin!

It won't take him out of the fight, but it'll weaken him, and prevent the Spiked Paragloomba from calling in yet another Gloomba!

Er... Good work! Just as planned!

Instead of calling for help, the Spiked Paragloomba IS the help! He Charges Gloomington full of gloomy rage for 2 turns.
>>
With an extra 2 damage, nothing can be done to prevent Gloomington from wrecking Kammy with a massive Charged Gloomy Headbonk!

She's out cold!

Uh-oh! At least they're out of FP! Finish them off single-clawedly now, King Koops!

>Give me an Action >>5202891 for Bowser! His Electrified status oughta turn these melee attackers away and save his hide for another turn! Stay on the offensive! You're so close, you can't give up now!
Battlefield:
Bowser: (6HP)(2FP) (-2 to combat rolls, 1 turn)(Electrified, 1 turn)
Kammy: (KO)

Gloomington (2HP)(0FP) (Charged, 1 turn)
Spiked Paragloomba (6HP)(0FP)(Grounded from being electrocuted)
>>
>>5203036
You absolute idiot. We had enough FP to KO Gloomington and you fucked it with a sub par roll.

>>5203059
Bowser: bite Gloomington
>>
>>5203094
The fallen Spiked Paragloomba acts as a guard, positioned in front of Gloomington, making Gloomington inaccessible for a Bite! You could Bite the Gloomba to death, but that would require rolling a crit on a d12!

With your Electrified status, you're invulnerable for another turn against these melee-only attackers, dealing 1 counterattack damage if they come near you.

>Choose one Action to proceed!

Suggestions:
>Shell Strike
>Interact
>Rest
>Jump on Gloomington
>Use an Item - Which one?
Boiled Egg - (+8HP/+8FP) (Can't be used on Kammy)
x2 Fried Swoop (+4HP/+2FP, Cures Dizzy, Shrunk Soft, and Blind from one character)
POW! Block - 2 damage to each non-flying enemy (both of them)
Fright Jar - (Doesn't work on bosses. Could scare away the other Gloomba.)
(If your Double Dip Badge was equipped, you could have used your 2FP to use two items in one turn!)
>Something else >>5202891 (2FP currently)


(Packing it up for tonight, see you soon.)
>>
>>5203104
Rest and may the dice be with us.
>>
>>5203104
>Rest
>>
>>5203104
Fried Swoop. This will cap us back up to 10 HP.

>>5203109
>>5203119
>Rest - Randomly restore 0-5 HP and 0-5 FP. (The roll is 2d7-2, meaning 1's and 2's restore 0)
Rest is a bad idea. Rolling a 1 or 2 nets us nothing. Rolling a 3-7 would net us either 1-5 HP or FP but all the potential health would would regain would go down the drain with the combined might of Gloomington and his ally, and I'm assuming with him being a boss he would deal slightly more damage than your run of the mill Gloomba.
The Fried Swoopa would garantee Bowser would have just enough to tank their next set of attacks before we hit them with a Shell Strike which would 100% put Gloomington out of the game, and still have enough HP to tank the Spiked Paragloomba's follow up attack.
>>
>>5203144
I'll swap my vote for this.
I'm >>5203109
>>
>>5203144
Changing my vote >>5203119 to fried swoop
>>
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Rolled 1 + 2 (1d4 + 2)

To the horror and dismay of the grounded Paragloomba, and the macabre fascination of Gloomington, you begin feasting on the Fried Swoop.

"Hey man... Those are like... People! Or something! You can't do that!!" the Paragloomba weakly protests. You merely look him in the grey eye and rip off the head of the bat with your teeth. Fried skin and bone breaks to give way to fully cooked gushing innards spilling out.

Hey, that's pretty good!

The Paragloomba lashes out in disgust, going for another Headbonk!

He's not the smartest bulb in the shed, getting electrocuted for a second time! He loses another HP and Bowser is once again untouched.

Gloomington merely Waits and watches powerlessly as he loses his Charged status, and you lose the -2 dice mod from the Gloom Cloud, as well as your Electrified status.

Battlefield:
Bowser: (10HP)(4FP)
Kammy: (KO)

Gloomington (2HP)(0FP)
Spiked Paragloomba (5HP)(0FP)(Grounded)

You once again retract into your shell and gain momentum and centrifugal force...
>>
Rolled 1 + 2 (1d4 + 2)

The Spiked Paragloomba is exhausted, and now alone.

He huffs and puffs and makes a final spiked Gloomy Headbonk on you, taking you down to 7HP.

You decide to go for a second Shell Strike in a row! There's no guarantee that a Jump or Bite will end this, and there's no need to break out an Item now. Shell Strike is a sure thing, though.

Even though it would normally make you Dizzy, in this case, the battle will be over, and you'll Level Up out of your negative status effect!

The last Gloomba sees you revving up for another Shell Strike, and runs in panic!
>>
Staring upon his K.O.'d ally as his last vision, Bowser rips the final Gloomba in twain with a power-charged shell.

(Writing)
>>
Rolled 4 (1d6)

Let's SPIN! THAT! WHEEL! The Mushroom Mystery Wheel! What item did we get this time?!

(+115SP!)
(Lvl. 2, 80SP)-->(Lvl. 3, 95SP)
Party restored to full HP and FP!
+1 Mushroom Mystery Wheel Spin

Kammy gets up and starts dusting herself off once again.

Gloomington follows suit and begins waking up from being K.O.'d, limping a little bit, and clearly not in as good shape as he was before the fight. You crippled him!

He looks to his left, then his right, 3 Spiked Paragloombas litter the battleground near the mouth of the musty cave. They don't stir. One of them is cut clear in half...

Gloomington savors the visceral gore for a second, then makes one last attempt: "Wait!! Spare me, please, King Koopa!! I want to join you! I, like, pledge my loyalty to you, dude!! Swear! Uncle, uncle! I give up! I'll follow you to the Pit of 100 Trials and back! I'll do anything!!"

Bowser looks at the pitiful sight, and turns to Kammy for advice.

She draws her scaly finger across her neck, following the path of a slanted guillotine blade.

You look back at Gloomington. He's already mentioning something about when he played bass and synth in an experimental screamo band with hardcore roots after Gloom School.
>>
(hang on a minute)
>>
Wow, you got an Ultra Shroom! This ultra-fine, feel-great Shroom restores 50HP! Hold on to that!

Also choose your Permanent Level Up Stat Boost for Bowser!
>+5 HP
>+5 FP
>+3 BP


Now choose what to do with the gloomy beggar, O Repulsive One:
>Execute Gloomington for an additional 25 SP (another level up!) Can't have TWO lazy slobs in the group... Kammy would be exhausted doing all that laundry by herself. You're certain this is a throwaway minion if you've ever seen one. After we trounce him, let's pull those Mushroom Force One's off his feet, gwa ha ha! You can use his Mushroom Force Ones to replace your Shoes. Improves your jump damage from 1d5 (1-5dmg) to 1d7+1 (2-8dmg).
>Shed pity on Gloomington. He can be your lackey. He better not be lazy, though! His stats start off more like that of an average Gloomba, with some different abilities, and with a Supernova Token, he'll be good as new, with some improved power and tricks up his sleeve. Two Supernova Tokens? Who knows what power he may attain. His specialty is Melee and Debuffs. His passive Dead Trend ability increases Bowser's BP by 2 when Gloomington is an active partner.
>Say "Give me 100 Coins and I'll let you go!!"

You get a Supernova Token either way, allowing you to buff Kammy, or Gloomington if you spared him.

Supernova Tokens make impressive differences in nearly all of a partner's capabilities, but they are incredibly rare, and valued at 1,000 Coins each, a ridiculous and exorbitant price.
Spend them wisely, as you will not likely come across enough Tokens on this journey for every partner you run across to receive the maximum 2 Supernova Token Upgrades.
Upgraded Partners will be marked with a (+) or a (++) by their name.
>>
>>5203302
>+5 HP
Execute Gloomington for an additional 25 SP (another level up!) Can't have TWO lazy slobs in the group... Kammy would be exhausted doing all that laundry by herself. You're certain this is a throwaway minion if you've ever seen one. After we trounce him, let's pull those Mushroom Force One's off his feet, gwa ha ha! You can use his Mushroom Force Ones to replace your Shoes. Improves your jump damage from 1d5 (1-5dmg) to 1d7+1 (2-8dmg).
>>
>>5203302
>Execute Gloomington for an additional 25 SP (another level up!) Can't have TWO lazy slobs in the group... Kammy would be exhausted doing all that laundry by herself. You're certain this is a throwaway minion if you've ever seen one. After we trounce him, let's pull those Mushroom Force One's off his feet, gwa ha ha! You can use his Mushroom Force Ones to replace your Shoes. Improves your jump damage from 1d5 (1-5dmg) to 1d7+1 (2-8dmg).

Then use the token on Kammy. Maybe that way she will be able to survive a fight?
>>
Rolled 3 (1d6)

I like your style.

Level up: +5 HP
Currently: Lvl. 3 King Bowser (15HP)(10FP)(3BP)

Fed up with Gloomington's anecdotes and groveling, you trounce him!

Kammy Koopa just laughs and steals the nigga's kicks, then spits on his crippled azz. Hell naw she ain't new to this!

You are presented with super-fresh, super-fly Mushroom Force Ones. A kneeling Kammy, "for you, my liege."

You accept.

Your Jump attack has improved! (1-5dmg --> 2-8dmg)
Currently, this makes your Bite move nearly useless, but it'll get a nice improvement in the near future as well.

You gain another 25 SP, pushing you to Lvl. 4, 20SP! (duuuude, nice)
This means the same enemies give you even less SP now, so be aware that levelling up may take longer in the future, depending on your encounters!

It also means you get to choose another permanent stat boost!
>5HP
>5FP
>3BP


The 1d6 roll up top is for another Mushroom Mystery Wheel spin! What did we get this time?
>>
Rolled 3 (1d4)

Another Fire Flower, neat!

"Lord Bowser, I also found this in that punk ass loser's leather jacket pocket!"

"Wh-grah? What is that?"

Gloomington, aware of the robbery, moans from the ground: "G...ive... th...at..... b..bac-"

Kammy bashes his lip with her Wand, K.O.'ing Gloomington for a third time.

"Your Beefiness, it's a Supernova Token! Allow me to show you it's marvelous effects!"

before upgrade
Partner: Kammy Koopa (4HP / 6FP)
-Flies on her Witch Broom in combat. Can be knocked off, mainly through jump attacks.
>Moveset:
Wand Smack (0FP) Deals 1d3 physical damage to a single enemy. Can strike enemies in the air or on the ceiling provided she is mounted on her Witch Broom. (1-3 dmg)
Mount Witch Broom (0FP) Can only be used from the ground. Puts you in the air. Restores 3FP.
Shape Beam (2FP) Deals 1d3+1 magical damage to a single enemy. Pierce 1. Cooldown: 1 turn. (2-4 dmg)
Magic Roulette (3FP) Grants Bowser a random status effect for 2 turns: (1d6) 1: +1DEF and +1ATK, 2: Electrified (Counters close physical attacks with 1 damage), 3: Regen (+3HP and +3FP), 4: Invisibility (Avoid all attacks), 5: Huge (Double damage), 6: Fast (Can perform two actions per turn.)

Lame! So weak! Old! Ugly! Hahahaha!
>>
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Kammy's Supernova Token use gives her the following upgrades:
Partner: Kammy Koopa(+) (9HP / 11FP) (+5/+5 from un-upgraded)
-Flies on her Witch Broom in combat. Can be knocked off, mainly through jump attacks.
>Moveset:
Wand Smack (0FP) Deals 1d3 --> 1d5 physical damage to a single enemy. Can strike enemies in the air or on the ceiling provided she is mounted on her Witch Broom. (1-3-->1-5 dmg)
Broom Bash (0FP) While Mounted only. Make a speedy pass at any enemy, smacking them with your broom as you ride it. Deals 1d9(-1) damage. 1's (crit fails) miss and dismount Kammy from her Witch Broom. A roll of 7, 8 or 9 also spins the foe around, causing them to become Dizzy for 2 turns.
Mount Witch Broom (0FP) Can only be used from the ground. Puts you in the air. Restores 3FP.(-->4FP)
Shape Beam (2FP) Deals 1d3+1 --> 3d3+1 magical damage to a single enemy. Pierce 1. Cooldown: 1 turn. (2-4-->4-10 dmg)
Magic Roulette (3FP) Grants Bowser 1-->2 random status effect(s) for 2 turns, rolling doubles extends the effect by 1 turn: (1d6-->2d6)
1: +1DEF and +1ATK,
2: Electrified (Counters close physical attacks with 1 damage),
3: Regen (+3HP and +3FP),
4: Invisibility (Avoid all attacks)
5: Huge (Double damage
6: Fast (Can perform two actions per turn.)
Self-Preservation AKA Mummify (4FP) Restore all HP to yourself, AND Remove all status effects from yourself (good and bad), AND prevent any negative status effects until your next turn.
Conjure Obstacle (5FP) Kammy quickly conjures a Yellow Block which she can use in two ways:
-Attacking Block deals 3d4-1 damage. Can't attack enemies on the ceiling. (3-11dmg)
-Blocking Block summons a 5HP, DEF 1 Block in front of the party to absorb attacks.

All moves have been buffed, 3 more have been added, and she gets a hearty stat boost! You're pretty sure her tits are also perkier than they have been in centuries!

Bowser is stunned, a little red in the face, even. Before he can say anything to Kammy,
>QM roll!
1. A giant bird descends upon him, lifting him high into the sky! It's Mt. Rugged's guardian, Buzzar!
2. A group of 10, yes TEN Swoopers descend on the party! Ahhhh!!!!
>(3.) He smacks her in the beak and grills her on why she used the Token without asking. She explains he can't use it, leading into a loud argument. This catches the attention of a local Gloomba shopkeeper, who offers you to look at his wares. Last shop for miles, he says.
4. A group of 2 Clefts and 2 Hyper Clefts come along and make fun of Bowser for being a GILF chaser.
>>
"What's this?! You don't have any Coins! Get out of here! What's eh? You'll barter with me! Sure thing pal, just don't expect an honest deal!! Uhuuuhuhuhuhuhuh! Hey, where'd you get that Fried Swoop? We don't have any deep fryers in Musty Meadows..."

These Gloombas sure are airheaded. Take a second to peruse the wares. If you want to buy anything, you'll have to sell something, because you have 0 Coins.

>Sell
35 Coins - Ultra Shroom
4 Coins - Fire Flower
7 Coins - Boiled Egg
1 Coin - Fright Jar
3 Coins - POW! Block
10 Coins - Fried Swoop

>Buy (There are 5 of each in case you want to buy multiples)
5 Coins - Mushroom (Heals 5HP)
20 Coins - Repel Gel (User becomes Invisible for 2 turns, avoiding all attacks)
7 Coins - Fire Flower
5 Coins - POW! Block
1 Coin - Cake Mix

You can check out Item details, current stats and movesets here at the pastebin,
https://pastebin.com/Vgpm3708
(Just waiting to update Bowser with new level up stat)

Waiting for Stat boost choice (HP/FP/BP) and buy/sell options. Then we're officially in Rugged country.
>>
>>5203383
>5FP
>>5203402
Don't buy or sell anything
>>
>>5203402
W-wew, unf. Damn Kammy you lookin fine as hell gurl.

>>5203418
Sell Fried Swoop
You forgot the HP and FP gains from fried swoops.

BP

>>5203452
>FP
Why? You should remember that BP let's us use item that give permanent buffs, like the badges for example? If we get the BP buff, Kammy can then use the Partner Helper Plus Badge on her so shes more or less immune to half the know status effects.
>>
Rolled 2, 1 = 3 (2d2)

1st slot: lvl up
2nd slot: sales

>>5203452 1's
>>5203457 2's

> HP and FP gains from fried swoops.
Those items are for healing only, not permanent boosts, if I understand what you're saying
>>
>>5203418
>Sell the fried swoop
>Buy 1 mushroom and 5 cake mix
>>
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>3BP, for a total of 6
>Double Dip Badge equipped!
Inspired by Gloomington's radical punk rocket jacket Badges, you try fiddling with his old pins and discover one is the
>Sound FX [C] Badge! (Equip: 0BP)
While this is Equipped, whenever Bowser or a Partner uses an Item, a loud sound of shattering glass is produced.

Neat! We'll keep it on for now, unless we want to take it off? Hmm...
>Keep it on all the time
>Keep it on in battle only
>Keep it on before and after battles.
>Don't wear it now.

~

>Buy/sell nothing
You womp the Gloomba shopkeep on his head with your new Mushroom Force Ones, and Kammy supports you with her newly boosted Wand Smack, then you Bowser Breath (-4FP) all of his supplies to a crisp, forcing him to watch - granting you 10SP, and robbing him for 10 Coins. (Current: Lvl. 4, 30SP)

"I'd like to buy a Mushroom now, please. Har har har har har!"

Kammy just floats on her broom without emotion, tracking behind you, as you perform horrible deeds like that all the time.

In less than an hour, it's no longer musty, or meadow-like. Just arid, and craggy.

You trek into the Mt. Rugged area and are greeted by 3 paths to the peak. You must choose one (QM will roll for encounter after):
>Through a field full of Clefts, Bald Clefts and Hyper Clefts. Tough, desert/mountain dwellers made of living stone who shrug off damage. They also sleep most of the day and are somewhat difficult to disturb. There's a chance you may be able to sneak to the base of the peak without a fight.
>The "safe path" that most adventurers are taking, you can see many people follow this trail up the Mountain. Not very Bowser-like to take the tourist route, but you don't have a Mega Drill or Koopa Clown Copter or anything like that due to budget cuts... Ugh... Why couldn't you secure that loan during the third fiscal quarter two years ago? Sigh... Could be some chumps to rob along the trail!
>The quickest path is straight through another small mountain, where many large birds roost. Known for being cranky AND highly territorial... But those delicious Eggs... You're sure to find a clutch...
>>
>>5203591
>Keep it on in battle only
The quickest path is straight through another small mountain, where many large birds roost. Known for being cranky AND highly territorial... But those delicious Eggs... You're sure to find a clutch.
>>
>>5203591
>Keep it on in battle only
>The quickest path is straight through another small mountain, where many large birds roost. Known for being cranky AND highly territorial... But those delicious Eggs... You're sure to find a clutch...
>>
Rolled 5 (1d5)

1. It's fucking BUZZAR!!!!! I tried warning you about him!!!
2. You sneak up on an empty clutch of 3 Eggs. Nice! Sorry, mama bird. Daddy's gotta eat!
3. You spot a bunch of Lakitus ganging up on none other than Troopa Jr.! What's he doing up here?! Help him out! picrel
4. It's the fucking Rawk Hawk! What's he doing up here??!?! Maybe you can get an autograph!
5. You slip on a rock you used as footing... Because it was a Cleft!! You woke up a whole family! They Ambush you!! Gahhhh!
>>
You thought you could get away from the Clefts, but no!

Actually, it looks like they just wanted to sleep, but are now enraged because you interrupted their slumber!

All five are wickedly dangerous, with 3PWR and Pierce 2 for their standard move, and a similar ability to Charge, just like the Gloombas. Not to mention their 2 DEF!

Cleft 1 (4HP)(4FP) (2DEF) (Spiked)
Cleft 2 (4HP)(4FP) (2DEF) (Spiked)
Cleft 3 (4HP)(4FP) (2DEF) (Spiked)
Cleft 4 (4HP)(4FP) (2DEF) (Spiked)
Bald Cleft (6HP)(4FP) (2DEF)

Estimated SP: 55

All four immediately assault King Bowser! The Bald Cleft, having no Spikes on his head, has no Pierce.
In total, they take a 13HP chunk out of you!

>Choose one Action for each of your party members! You absolutely must make short work of these stone-faced sentries!
Bowser (2/15HP)(6/10FP*)
Kammy Koopa (9HP)(11FP)

Hint: As your Bowser Breath is a fire based move, it'll have no chance at harming these stone enemies! Pick something else!


*-4FP from Bowser Breath on the shopkeep's Items
>>
>>5203646
All five immediately assault King Bowser*

And don't even THINK about using Fire Flower, either!
>>
>>5203646
Fright jar.
>>
>>5203646
>>5203665 +1
>>
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Rolled 4, 5, 9, 10, 6 = 34 (5d10)

You reach into your shell and produce the Fright Jar you've been carrying since the Fuzzies broke through the embankment in the sewers of your castle.

You untwist the cap, then turn around and cover your eyes and ears!

A torrent of tortured, naughty Koopas spirits rushes past your enemies on the cliffside!

Each enemy is tested individually. They must roll a 7 or higher, or they will flee. Normally it would be an 8, but since they are Ambushing you, they are confident!

>There are still enemies equal to the number of QM rolls in the 7-10. range! Choose an action from Kammy(+)! >>5203402
>>
>>5203700
Remaining enemies:
Cleft 2 (4HP)(4FP) (2DEF) (Spiked)
Cleft 3 (4HP)(4FP) (2DEF) (Spiked)
>>
>>5203700
Sad didn't see any Boos.
>>5203701
Bite on number 3.
Shape beam on number 2.
>>
Rolled 10 - 4 (1d12 - 4)

You unplug you ears and you can still here a little interdimensional screaming of the lost souls of hundreds of your inferior minions.

You look back to see you've chased off the children and the Mama Bald Cleft, nearly giving them all heart attacks. Rock attacks? All that remain are a father and son, two Clefts dedicated to saving their home from these intruders!

Knowing you can't just jump on a spikey-headed foe, you go up and chomp into the rock! Bite!
>>
Rolled 1, 1, 2 + 1 = 5 (3d3 + 1)

Even with the sturdy 2 DEF, King Koopa easily gnaws through the Cleft family's eldest son, leaving him in a pile of rubble and pebbles!

"Noooooooo!!!!!!!! Clifton Jr.!!!!!!!!! Why, my son?!!!?!!!!! Who will carry on our legacy?!!!!"

"At least he spared the women and children this time" Kammy mutters under her breath, and casts a magnificent spell on the other Cleft! Shape Beam!
>>
Rolled 3 (1d4)

(just now realizing a minor mistake on my part but no big deal, moving on)

With just enough Pierce to get the job done, Kammy dusts off the last Cleft with her impressive new Shape Beam.

+20SP (40/100 for next level)

Before we continue up the mountain, just thinking of all the Eggs he can nab, Bowser eats a Boiled Egg to refill his FP fully, and bring his pitifully low HP from 2 to 10.

It's time for another encounter on the mountain!
Same as >>5203630
>>
Just as the Koopa King is thinking of Double Dipping some more food, he hears a familiar cry!

It's Troopa Jr., the developmentally challenged Koopa! You and his father Troopa Sr. go way back to when you were both hatchlings.

Now that his pops is dead, it's real hard to see his autistic son that won't ever come out of his shell.

The crowd of lakitus are mocking Troopa Jr., calling him "Eggbert" and throwing rocks at him.

They are led by a jackass named Lakilester, wearing shades and a goofy hairstyle you are oddly jealous of.

It doesn't sit right with you, standing by while those Lakitus are bullying this guy! It doesn't matter how cool and popular those guys look and how lame Troopa Jr. is!

You rush to the scene and yell for the Lakitus to stop, noticing Troopa Jr. is badly injured and can't even fight back.

Lakitu 1: "Buzz off, buzzkill!"
Lakitu 2: "Yeah, get lost! Take a hike, geezer!"
Lakitu 3: "Turn around now before we give your rump a lump!"
Lakilester, in the back: "Dork!"

You won't be intimidated!

>>Choose an Action for Bowser and then Kammy! https://pastebin.com/Vgpm3708
Battefield:
Bowser (10/15HP)(10/10FP)
Kammy (9/9HP)(9/11FP)

Lakitu 1 (12HP)(8FP)
Lakitu 2 (12HP)(8FP)
Lakitu 3 (12HP)(8FP)
Lakilester (25HP)(8FP)

Watch out for their Spiny Egg move, they'll throw a non-edible spiked egg right at you! 3PWR, Pierce 1. Not to mention, they might hatch into a Spiny!
Lakilester will certainly have an ace up his sleeve as well!

Estimated SP: 60!!
>>
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>>5203735
We're actually at 50SP not 40, my bad
>>5203764
Pictured: Lakilester
>>
>>5203764
Bowser breath.
Broom bash.
>>
Proceeding in ~20 minutes
>>
>>5203764
Bowser breath and fire flower
Broom bash.

Fuck around and find out your hipsters!
>>
Rolled 2, 3, 3, 1 - 2 = 7 (4d3 - 2)

"You guys aren't so fucking tough, floating on your fucking faggot clouds!"

All 8 Lakitu smiles turn upside down into frowns.

You and Kammy rushing in front of Troopa Jr., you inhale deeply as you've done before...

And you spew a cloud of flames that engulf all Lakitu clouds and riders!
>>
Rolled 4, 3, 2, 3 = 12 (4d4)

The entire mountainside underneath the Lakitu is filled with black soot. They recoil in damage, losing over half their health. Lakilester merely pushes his shades up and commands all of his buddies to join him, and reactively use their Passive ability, Electrify!

Every 3 turns, if they take damage, they roll for a 25% chance to get Electrified for 3 turns! (must roll a 4)

Kammy Koopa, mounted on her Witch Broom, patiently waits to see which Lakitus aren't Electrified...

She floats back a good 10 feet.

It's a Broom Bash!
>>
Rolled 2 - 1 (1d9 - 1)

Lakilester manages to become Electrified, but none of his minions do. Take care not to use physical contact/Melee attacks on him for 3 turns!

Kammy swoops in, delivering the Broom Bash to Lakitu 1, who has 5HP!
>>
Rolled 4, 7 = 11 (2d10)

Kammy jets straight through Lakitu 1. Like, right through his cloud! Almost causing her to tumble to the ground, she turns around and its face is messed up, but the Lakitu is rather unharmed otherwise.

Enemy phase!
Lakitu 1 uses Spiny Egg (2FP) on Kammy! (-3HP)
Lakitu 2 uses Spiny Egg (2FP) on Kammy! (-3HP)
Lakitu 3 uses Charge on Lakilester! His PWR will be boosted by 2 for 2 more turns!
Lakilester uses Cloud 9 on himself, making all attacks miss half the time! Duration: 2 turns. (Determined by separate roll)

Spiny Egg is actually a move where this uncaring Lakitu prick just yeets another living creature at you as a means of attack. If they get really lucky (Roll a Crit on a d10), they'll unfurl rather than roll away, and you'll have another nemesis to defeat on your hands.

While it has no FP nor special moves, a Spiny's stats are nothing to sneeze at. 3 PWR with Pierce 1 on its only attack. 3 HP. And you guessed it, a whopping 3 DEF.
>>
The duo of Spiny Eggs merely bounce off into the dusty sunset.

It's your turn.
>What do you do?

Battlefield:
Bowser: (10HP)(6FP) DEF 1
Kammy: (3HP)(9FP) Flying

Lakitu 1 (4/12HP)(6/8FP) Flying
Lakitu 2 (5/12HP)(6/8FP) Flying
Lakitu 3 (5/12HP)(6/8FP) Flying
Lakilester (18/25HP)(4/8FP) Flying, Charged (2 turns), Evasive (50% dodge)(2 turns)
>>
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The duo of Spiny Eggs merely bounce off into the dusty sunset.

It's your turn.
>What do you do?

Battlefield:
Bowser: (10HP)(6FP) DEF 1
Kammy: (3HP)(9FP) Flying

Lakitu 1 (4/12HP)(6/8FP) Flying
Lakitu 2 (5/12HP)(6/8FP) Flying
Lakitu 3 (5/12HP)(6/8FP) Flying
Lakilester (18/25HP)(4/8FP) Flying, Charged (2 turns), Evasive (50% dodge)(2 turns)
>>
>>5203849
Bowser: bowser breath
Kammy: fire flower only if they're still alive.
They're almost dead.
>>
>>5203854
>>5203849
Scratch that: lammy summon a obsticle in defense mode to soak damage for us.
>>
Rolled 3, 1, 3, 1 - 2 = 6 (4d3 - 2)

All the while Lakitus were buffing up and launching Spiky Eggs at your comrade, you never stopped breathing fire, except to take a breath!

Here goes another volley of Bowser Breath!

Graaaaaaa!!!!!!!
>>
Rolled 2 (1d2)

Your flames turn cloud and rider alike to ash and dust. Not laughing now, are they!

You hear laughter from the back. Lakilester bobs up and down on his singed cloud, with a Spiny Egg above his head. DId he even get hit?!?!!
1 Yes!
2 No!
>>
>>5203865
Curse you!
>>
>>5203865
On Cloud 9, Lakilester managed to completely dodge your breath attack!

He furiously launches the Spiny Egg above his head for a Charged 5 damage!

Just in time, Kammy summons a Yellow Block from her arcane pocket dimension!

Not only does it protect you both from Lakilester's impressive Spiky Egg toss, it still stands with 1HP left!

"Alright, go Kammy!" You say.

She winks and blows a kiss at you, and shakes her hips to one side. You choose to:
>Catch the kiss and wink back
>Throw up immediately
>Admonish her after the fight
>Write in - ???

And then get your head in the game!

>One Action each! FP's getting low, whatcha gonna do?? (Yellow Block cannot act)

Battlefield:
Yellow Block (1HP) DEF 1
Bowser (10HP)(2FP) DEF 1
Kammy (3HP)(4FP) Flying

Lakilester (18/25HP)(2FP) Flying, Electrified + Charged + Evasive for 1 more turn.

Behind you, you can hear Troopa Jr. beginning to stir awake from his K.O.
>>
>>5203876
>Catch the kiss and wink back
Bowser uses jump.
Kammy rest.
>>
>>5203876
>Catch the kiss and wink back

bowser and Kammy rest. This is a good opportunity to use our turn to let the Yellow Block soak an attack for us, and to wait for Lakilester's buff to run it's course.
>>
>>5203897
I'll support cause I forgot about electrified.
>>
You and Kammy both Rest (same pattern as last two times).

You consider trouncing that no good Lakilester, but remember he is Electrified!

You grumble and catch your breath from this hike up the mountain, tapping your foot, as Lakilester nefariously gathers... Just... Just so many Spiny Eggs. Oh Spirits...
>>
Rolled 7, 5, 4, 3 - 2 = 17 (4d7 - 2)

>>5203915
You forgot?
>>
Rolled 9, 2, 4, 1, 4, 10, 1, 4, 7, 1 = 43 (10d10)

>>5203917
Coulda swore I put it in, thanks

Bowser gains 5FP and 3HP, while Kammy gains 2 FP and 1HP.
B:13HP 7FP
KK: 4HP 6FP

Lakilester, with ten Spiny Eggs in hand: "You really think this Yellow Block will stop me??! You can't hide from me! Have a taste of my Spiny Surge!!!!!"

Oh no! Is he really throwing all TEN at you?

Each 1 or 10 rolled is a hit!!! They deal 1 damage with Pierce 1 per hit!! And each 10 rolled will represent one Spiny who stuck around for the battle to fight you! 2-8's do absolutely nothing!
>>
(brief intermission/smoke break, like 15 minutes)
>>
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*blick blick blick blick*

During the seconds-long shower of Spiny Eggs, Kammy just barely falls to the ground, wishing you luck on your own. You could really use an Item or Ability that revives partners, but you have none!

You took four 4 damage, the Spiny spines puncturing your Shell.

It's mono e mono...

Until you realize a single Spiny that blasted the Yellow Block into chunks rebounds towards his thrower, ready to back him up!

The rain of Spiny Eggs pelted Troopa Jr., too. rousing him from his K.O.! He offers to join at limited strength, and limited respect!

"Master Troopa Jr., at your service! Now let's destroy these dinks! On my lead! Ya ha ha hee ha! Don't fall behind, now!"

>Troopa Jr. joins the party!!!

On top of his tragic past, he loves to get in to mischief, sometimes making it hard to feel bad or deal with him, as he sometimes descends into childish tantrums. You'd never do that. You're a King. Har! Har! Har... It appears he's a versatile fighter with a little bit of melee, tank and ranged offensive magic going for him. He's pretty beat up right now, though.

His stats looks like this:

Partner: Troopa Jr. (5/15HP)(3/5FP)
Magic Shell: Starts with DEF +1, similar to Bowser's Basic Shell.
>Moveset:
Shellbonk (0FP) Deals 2d2 damage. May attack Electrified enemies without penalty. (2-4) Jump-type move.
Brace (1FP) Increase DEF by an additional 2 points until next turn. Cooldown: 1.
Flame Blast (3FP) Deals 2 unblockable damage to any enemy. If this move slays the enemy, Troopa Jr. gains +5FP.
Lightning Blast (5FP) Deals Xd6-3 unblockable damage (0-3) to each enemy(X).
>>
For a second, you're distracted, thinking of the implications of winking back at Kammy might have... But dang, if she doesn't have the moves! And a tiny waist! Har har! Aw jeez... Ever since she used that token... You start to wonder... Heh heh heh... What if... Y'know... You gave her another Token... Heh heh... Just imagine what she'd look like then! Yowza! Blood shoots out of your nose.

Troopa Jr. doesn't understand. "Pretty tough fight, huh? They must be kicking your ass for that much blood to come out minutes after their last attack! Like internal injury stuff! Gnarly!"

>And now it's time for an Action from Bowser, then Troopa Jr.!

Here's the battlefield:
Bowser (6HP)(2FP) DEF 1
Troopa Jr. (5HP)(3FP) DEF 1
Kammy is K.O.'d. Yay, Kammy!

Spiny (3HP)(0FP) DEF 3
Lakilester (18HP)(0FP) Flying
>>
>>5204018
>that gif
he is my new son
Bowser: Boiled egg self, Fried Swoop for Troopa Jr.
Troopa Jr.: Move to the front, Brace, and call Spiny and Lakilester gay homo boys. Agro time little man.
>>
>>5204024
Bowser may Double Dip both Items using his Badge and his last 2FP.

Troopa Jr. will have to choose to Swap or Brace, he cannot do both before the enemies act again, unfortunately.

What would you like to do?

(I'll add a choice after this battle to re-arrange party formation. You are now at a full active party size with 3 fighting members. You may gain more partners during your travel, but only 2 may accompany Bowser during Battle at a time.)
>>
>>5204024 >>5204026
Wait scratch that, we already ate the boiled egg back here >>5203735
We still have POW! Block, Fire Flower, Ultra Shroom and Fried Swoop, I believe that's it.
>>
>>5204026
>Double Dip approved
nice

>Brace but still call them gay huggie diaper babies
>>
>>5204030
WE ATE THE EGG WHAT DO WE DO?!?!! WE SAID WE WOULD SAVE IT BUT WE GOT SO HUNGRY AND WE NEEDED THE FP...
>>
>>5204035
Sorry chief I'm refreshing the page as fast as I can. Will the POW block bypass the 2 DEF for the spine guy?
>>
>>5204035
Same for the fire flower. Will their DEF eat the fire damage, or does the fire bypass their DEF?
>>
>>5204045
Yes, POW! Block is unblockable. Not to mention an additional interesting effect will take place, since he is a shelled character. Unfortunately, it'll miss the flying Lakilester completely. Still, it could be one of the most viable solutions to the Spiny.
>>
>>5204046
Fire Flower will cut through the defenses
>>
>>5204035
Fire flower.
>>
>>5204051
Bowser: Fire Flower and Swoop on self
Troopa: Fire Breath Lak

The flower should kill the Spiny since it deals 3 damage
>>
>>5204071
>>5204051
Wait wait wait no no I mean Shellbonk. SHELLBONK! It does more damage.
>>
>>5204018
>Bowser: Fire flower
>Junior: Shellbonk 'lester
>>
>>5204051
>Bowser: Fire flower
>Junior: Shellbonk 'lester

Did you say a companion can only go up to ++?
Can we give Jr. Lakilester's sunglasses?
Can we pocket the hatches and unhatched Spiny's?
Is the spiked Gloomba hat too big or too small for Jr.?
>>
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Rolled 2, 1 = 3 (2d2)

>>5204196
>++?
Yes
>Sunglasses?
Why not
>Spiny
No, we must conserve nature.
>Spiked Gloomba Hat
It's a perfect fit to mount on his shell. After battle, you will make him wear the spiked hat, whether he likes it or not, for his own good. Even if he doesn't like the fashion, you think it's snazzy and you're pretty sure this look is in vogue.

~

You pluck the Fire Flower from your Basic Shell and face it toward Lakilester and his loyal Spiny projectile.

As the Fire Flower activates, the Spiny attempt to curl into his shell, but you can hear the high-pitched noises which are either his desperate squeals or the rapid liquefaction of his body, or both. Lakilester is reduced to three fifths of his Max HP.

Troopa Jr. follows suit and Shellbonks Lakilester for 2d2 damage!

Lakilester tanks the blow, losing a few HP's, and raises something above his head again!

It's... It's a pitcher of Maple Syrup! An Item that restores 10FP!

Lakilester chugs what looks like 2 whole quarts of syrup... Oh Spirits, you think you're gonna be sick...

Lakilester has recovered all of his missing 8FP! He's ready for another Spiny Surge... Or something else!!!

>One Action for Bowser, then one for Troopa Jr.!
Field:
Bowser (6HP)(2FP) DEF 1
Troopa Jr. (5HP)(3FP) DEF 1

Lakilester [(15 - 2d2roll) HP](8FP) Flying
>>
Lakilester's at 12HP! Do you try to finish him off in a turn or two, or do something to heal or defend yourself?! Or a mix?
>>
>>5204454
Can we use the interact action to catch any Spiny's he might throw at us, then throw them back?
>>
>>5204454
Each spiny egg from his spiny surge deals 1 damage and 1 pierce right? So if Troopa and Bowser both take the defend general action, their defense should be high enough to mitigate most of the damage?
Can bowser one of the defeated Lakitu?
>>
>>5204454
>>5204456
>Double rest
>>
>>5204454
Alright
Double Defend. Hey doesn't jumping on someone have the chance of knocking them off their broom or cloud? Like in the last turn when Troopa jumped on him?

>>5204503
>are you sure?
>>
Rolled 1, 1, 7, 6, 3, 3, 3, 10, 7, 9 = 50 (10d10)

>>5204469
Normally this one would be an option, but the spikes on the Spiny (we'll call this the "Top-Spiky" passive ability for all similar traits, such as the Gloomba Spike Hat). Lakitus have a trait which allows them to handle to them without penalty.
>>5204473
>>5204503
>>5204510
With Bowser's Basic Shell and Troopa Jr.'s Magic Shell, a double Defend would put them at DEF 2, indeed mitigating any damage from another...

>Spiny Surge!!! (Only 10's count this time! They'll still spawn a Spiny each!

As King Koopa sees both himself and his young shelled sidekick huffing and puffing, he considers a Rest until he sees Lakilester gathering his minions again!

"Shell up! Shell up!" You tell!

Though your two shells aren't necessarily the same in material, they get the job done similarly, protecting you from the storm of Spinies.

They *blick* of off your prepared shells like Goomnuts!
>>
Another Spiny is spawned, and at the cost of only 2FP!

>Your turn, King/Jr.
Same stats as here >>5204454 and
-2FP on Lakilester, and with one additional enemy:
Spiny (3HP)(0FP) DEF 3
>>
>>5204552
Bowser: Swoop self and POW! block
Troopa: If the POW! block brought the Spiny down to 1hp, use Flame Blast to kill it and regain 5FP.
>>
>>5204560
Support.
>>
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"Help, Bowser, help!" Troopa yells at you while you feast on a succelent Fried Swoop.

You start with the legs, which crunch under your mighty maw.

"Please!!! Help!" Troopa Jr. pleads.

Next is the belly, which bursts with perfectly contained juices like rivers of nutrients through your huge teeth, still a little bit warm. This is where most of the HP gain comes from

"I'm being serious, he's going to squash us!!"

Then, as a delicacy and of course the source of the FP, melting on your regal tongue, is the head, containing the jellied brains of the Fried Swoo-

"Ahhhh!"

"Oh would you quit panicking! I'm trying to enjoy a meal here!!" you say.

"B-but Bowser, Lakilester is going to keep summoning those Spinies!"

You grumble and Double Dip your POW! Block. The block shakes violently as you jump at it, and the earth under the Spiny does the same, causing him 2 damage and flipping him on his back for a turn, removing all of its DEF and other capabilities!

Troopa could finish him off with a Shellbonk, but his Flame Blast will refill his FP reserves, so he chooses to burn this Spiny to a paste, just like the last one!

Lakilester is horrified. He summons a relentless Whirlwind, Charging him up for 2 turns and instantly making both Bowser and Troopa Jr. Dizzy for 2 turns, and removing all other status effects from them (which happens to be none).

A lightning cloud booms, then crackles overhead.

>Choose an Action for Bowser, then Troopa Jr.!
You are Dizzy and can barely see straight! Most damage-based commands will have a harder time of landing where you want it to!

Bowser (10HP)(2FP) DEF 1, Dizzy (2)
Troopa Jr. (5HP)(5FP) DEF 1, Dizzy (2)

Lakilester (12HP)(8FP) Flying, Charged (2)
>>
>>5204614
Lakilester should only have 2FP [after Spiny Surge (2FP) and Whirlwind (4FP)]
>>
>>5204614
Jump for Bowser,
Shellbonk.
Lets get his health down.
>>
>>5204620
+1 lets give it a shot
>>
Rolled 5 + 1 (1d7 + 1)

Bowser leaps, showing off his newly-acquired Mushroom Force Ones!! Jealous, Lakilester?!
>>
Rolled 1 (1d4)

He's a little Dizzy, but he goes for it! (probably should've rolled this first)

Dizzy Check:
1 Land
2 Land
3 Land on alternate enemy if there is one, or it's a miss. Single-target attacks only. For multi-target attacks, this is a miss.
4 Miss
>>
Rolled 2 (1d4)

The Jump attack lands, and it's a nasty collision at that, smearing his dumb hair gel all over his head and your shoe, nearly causing you to slip when you land.

Troopa Jr. follows up by waddling quickly behind you, and jumping in to the air, tucking in to his eggshell as he BONKS! into his tormentor!

Unfortunately it's not enough, but he's certainly on his last leg!

Wait, did that Shellbonk even hit?!?! (Another Dizzy Check!)

Lakilester rallies his Spinies once more, what little is left of them on this mountainside, and he attempts another Surge!
>>
Rolled 2, 1 = 3 (2d2)

The Shellbonk also landed on its mark, taking Lakilester down by (2d2) HP!
>>
Rolled 2, 2, 8, 3, 8, 3, 10, 4, 9, 7 = 56 (10d10)

At a dangerous 3 of 25HP, Lakilester summons the last of his men for a Spiny Surge. He barely manages to find exactly 10 Spinies that haven't left his side, either metaphorically, or by physically tumbling down the mountain, by his hand or their own.

It doesn't seem like their heart is in it, but Lakilester is RAGING, along with the small thunderclouds gathered behind and above him.

Emptying his FP reserves, he launches a final Spiny Surge!

Do any stick around to fight you? How many hit their intended target!?
>>
>>5204652
He's at 3 HP left! We gotta jump him!
>>
>>5202906
>>5204658
Bowser (10HP)(2FP) DEF 1, Dizzy (2)
(+4HP/+2FP, Cures Dizzy, Shrunk Soft, and Blind from one character)
Shouldn't we be at 4FP?
>>
Only one damage (Charged does not affect this move.) is done to our boys, and only one loyal Spiny sticks around to defend Lakilester.

"Hey, now that the other Lakitus are gone and I'm the only Spiny that stuck around, can I be your best friend, Lakilester?"

"Shut up, peon." Lakilester says with a sigh, knowing his pummeling is nigh.

>Wipe 'em up!
Bowser (9HP)(2FP) DEF 1, Dizzy (1)
Troopa Jr. (4HP)(5FP) DEF 1, Dizzy (1)

Lakilester (12HP)(8FP) Flying, Charged (1)
Spiny (3HP)(0FP) DEF 3
>>
>>5204664
Double Dipping costs 2FP to perform, I mention it here >>5201184 and here >>5203104 and here >>5204026, but neglected to update it on the pastebin. Sorry about that.
>>
>>5204680
>>5204666
https://www.youtube.com/watch?v=Fwr3mvtbLg8
JUMP JUMP! Jump Lakilester.
he should also be at 3 HP.
>>
>>5204666
>Lakilester (12HP)(8FP) Flying, Charged (1)
FUCK, that should be

Lakilester (3HP)(0FP) Flying, Charged (1)
>>
Rolled 3 + 1 (1d7 + 1)

Bowser leaps in his slimied MF1's!

Lakilester screams, not wanting to be squished!
>>
Rolled 2 (1d6)

The Spiny watches as Lakilester's cloud is scattered four ways to the wind, and the rider is displaying several exposed bones.

Simulation:
-Troopa Jr. uses Flame Blast
-Spiny takes Bowser down to 6HP because he can't get to Troopa and has no special moves
-Bowser and Troopa Jr. trounce this punk!

Gwa ha ha! It's over!

You wished there was a Crowd here to see that, but you're on an incredibly inaccessible mountain!

You walk over to Lakilester and loot his body, pilfering his...
>Spike Shield Badge!
(Equip: 3BP)
Allows Bowser to ignore the "Top-Spiky" status and freely attack such enemies as Spiked Gloombas, Spinies, etc.

That explains how Lakilester handled the Spinies so masterfully.

Because of the 3 extra foes, this battle's SP is boosted from 60 to 78!
Spiny (6) x 3 = 18
Lakitu (10) x 3 = 30
Lakilester (30) x 1 = 30

>Bowser, Lvl. 5, 28SP
>You've gained another level! All party members restored to full HP and FP!

Lakilester lies on the rocky clearing floor, crying in agony from the sight of his own bones exposed to air. Troopa Jr. walks up and smacks him on the back of the head.

There's time for one more event on this side mountain before reaching the summit of Mt. Rugged, but first...
It's a Mushroom Mystery Wheel!!!
>>
Rolled 1 (1d3)

You obtain a Sleepy Sheep!

Also, after examining the battleground, you find a nest which used to have Eggs, but now has Boiled Eggs!

Wow, boiled without any water, somehow! Cool!

You also obtain Boiled Egg x2

Now choose how to permanently boost Bowser's stats!
>+5HP
>+5FP
>+3BP

(You currently have 15HP, 10FP and 6BP.)

Then choose how to equip your Badges.
>Spike Shield and Double Dip. (1BP left) (Sorry, partners.)
>Spike Shield and Partner Helper Plus (1BP left) (You needed to go on a diet from Double Dipping anyway)
>Double Dip and PHP (2BP left) (Jumping on spikes seems suicidal even with a Badge, makes you clench your butthole just thinking about it, you big sissy.)
>You chose to boost your BP and can wear all of these Badges no problem. (2BP left)

Now I will roll for our last encounter on this smaller, sister mountain of Mt. Rugged.
>1 - Buzzar finds you
>2 - You find Rawk Hawk (No, not Raw Khawk)
>3 - Investigate the nest with the boiled eggs some more
>>
>>5204712
Voting increase HP
>>
>>5204722
HP.
>Spike Shield and Partner Helper Plus
>>
>>5204722
>+5HP
>Double Dip and PHP (2BP left) (Jumping on spikes seems suicidal even with a Badge, makes you clench your butthole just thinking about it, you big sissy.)
>>
Looks like those eggs were from Buzzar's nest. Uh-oh!

No running from a Boss battle!

(next update in a couple hours, please choose level up bonus and Badge configuration)
>>
>>5204727
Will change to this badge setup. I'm guessing no spiked enemies in the next fight.
>>
You keep the Spike Shield Badge in the Badge Case in your Key Items Inventory for now.

Bowser, coming in to Lvl 5., learns a new move!

>Tantrum Stamp is now available!
For 4FP, Bowser makes 4 unblockable stomps, attacking all non-Flying enemies for 4d4-2. If it misses, he'll be fuming mad/embarrassed, and Charged for 1 turn!

For reference, I'm going to list all possible combat commands in this post and the next so you don't have to visit the pastebin which is a bit outdated. Ignore them for now if you like.


Main: Level 5 King Bowser (20HP / 10FP / 6BP)
-Basic Shell provides 1 DEF (reduces 1 damage from all attacks without Pierce)
Moveset:
Improved Jump (0FP) Deal 1d7+1 damage with a Jump-type attack. (2-8 dmg)
Bite (1FP) Deal 1d12-4 damage. Pierce 2. Must attack closest enemy. (0-8 dmg)
Shell Strike (2FP) Strike all grounded enemies for 1d4+2. This move has no Cooldown, but you will become Dizzy for 2 Turns if used back-to-back. (3-6 dmg)
Bowser Breath* (4FP) Roll (4d3)-2 fire damage to all enemies, including enemies who are flying or on the ceiling. (2-10 dmg)
Tantrum Stamp* (4FP) Roll (4d4-2) unblockable damage. This move deals damage to all enemies on the ground, underground and on the ceiling! Also dislodges enemies from the ceiling. If this attack deals no damage, you'll become even more flustered and angry, Charging you(+2PWR) for 1 turn. (0-8 unblockable damage)
Star Spirit Menu: Currently empty, but you're getting closer and closer to where Muskular is supposed to be!


* = Note that while Bowser Breath subtracts 2 from the sum of the dice, Tantrum Stamp subtracts 2 from each individual dice. Not quite sure the proper way to write this, if you can think of a better way, please share with me.
>>
Partner: Kammy Koopa(+) (9HP / 11FP) (+5/+5 from un-upgraded)
-Flies on her Witch Broom in combat. Can be knocked off, mainly through jump attacks.
>Moveset:
Wand Smack (0FP) Deals 1d3 --> 1d5 physical damage to a single enemy. Can strike enemies in the air or on the ceiling provided she is mounted on her Witch Broom. (1-3-->1-5 dmg)
Broom Bash (0FP) While Mounted only. Make a speedy pass at any enemy, smacking them with your broom as you ride it. Deals 1d9(-1) damage. 1's (crit fails) miss and dismount Kammy from her Witch Broom. A roll of 7, 8 or 9 also spins the foe around, causing them to become Dizzy for 2 turns.
Mount Witch Broom (0FP) Can only be used from the ground. Puts you in the air. Restores 3FP.(-->4FP)
Shape Beam (2FP) Deals 1d3+1 --> 3d3+1 magical damage to a single enemy. Pierce 1. Cooldown: 1 turn. (2-4-->4-10 dmg)
Magic Roulette (3FP) Grants Bowser 1-->2 random status effect(s) for 2 turns, rolling doubles extends the effect by 1 turn: (1d6-->2d6)
1: +1DEF and +1ATK,
2: Electrified (Counters close physical attacks with 1 damage),
3: Regen (+3HP and +3FP),
4: Invisibility (Avoid all attacks)
5: Huge (Double damage
6: Fast (Can perform two actions per turn.)
Self-Preservation AKA Mummify (4FP) Restore all HP to yourself, AND Remove all status effects from yourself (good and bad), AND prevent any negative status effects until your next turn.
Conjure Obstacle (5FP) Kammy quickly conjures a Yellow Block which she can use in two ways:
-Attacking Block deals 3d4-1 damage. Can't attack enemies on the ceiling. (3-11dmg)
-Blocking Block summons a 5HP, DEF 1 Block in front of the party to absorb attacks.

Partner: Troopa Jr. (15HP)(5FP)
Magic Shell: Starts with DEF +1, similar to Bowser's Basic Shell.
>Moveset:
Shellbonk (0FP) Deals 2d2 damage. May attack Electrified enemies without penalty. (2-4) Jump-type move.
Brace (1FP) Increase DEF by an additional 2 points until next turn. Cooldown: 1.
Flame Blast (3FP) Deals 2 unblockable damage to any enemy. If this move slays the enemy, Troopa Jr. gains +5FP.
Lightning Blast (5FP) Deals Xd6-3 unblockable damage (0-3) to each enemy(X).

Aaaaaand back to the story
>>
>>5204904
Tantrum Stamp* (4FP) Roll (4d4)-4
Roll 4d4. Roll 1,1,1,1 -4. It's a 0.
Potential roll of 0-12 damage.
>>
>>5204907
Wait can we still change the party orientation before the big fight?
Kammy in back
Bowser in middle
Troopa Jr. in front.
>>
>>5204911
To mitigate rolling any mix of all 1's and 2's, I threw the Charge status in there. The damage is unblockable, and hey, sometimes Bowser just doesn't stamp hard enough. Like the other moves, this one will have a potent upgrade or two in the future.
>>5204919
Mind: read

~~~~~~~~~~~~

In the distance you spot what appears to be a pink blob and a tiny, bright yellow speck, both ascending the main trail to Mt. Rugged. It must be the love of your life, Peach, and that Lil' Twink brat! They must have driven their Kart to get there that fast!

Reminded of your mission to join your kingdoms together, you double your pace, ripping up rocks as you descend into the valley between the two mountains.

You remark about how lucky it was to find those Boiled Eggs back there.

>Your Usable Items are these: x2 Boiled Egg (+8HP, +8FP), Sleepy Sheep (Chance to cause all enemies to go to Sleep), and Ultra Shroom (+50HP).
let me know if i missed any

Running down the mountain was fun, but now it's time to hike back up to the peak of Mt. Rugged proper.

Troopa Jr., due to his youth, is an avid and able climber. Kammy Koopa putts upwards on her Witch Broom without difficulty. You, however, are having an awful time carrying your heavy shell and your big heinie up the rock face.

You hear a large bird squawk in the not-too-distant distance.

"Uhhh, Bowser, you might want to put down those Eggs..." Troopa Jr. warns, looking over his shoulder.

"What's eh? Gwa ha ha! The little man is talking to me, Kammy! Gwar har harrrr!! Quiet, pipsqueak, before I boil YOUR egg! Yer lucky I helped ya back there, shrimp!" You throw back.

"Meep!"

As you bicker, you are forced to reconsider Troopa Jr.'s plea, because a giant bird is looming over you, squawking a familiar squawk!!

It's an Ambush!!!

He's got a variety of attacks from the Talon Express and Wing Flap, to the Feather Fling and the good old fashioned "The Beakening".

He's looking pretty buff since last time you saw him, you think, as he drills into your face with "The Beakening"!!!

The move seems to have unstoppable Pierce! It cracks into your Basic Shell, dealing 4 damage to you!

Let's get to work!

>First, choose the positioning of your party. You must choose a first, middle, and last.
The first position is typically the most dangerous, and it'll be smart to keep someone like Bowser or Troopa Jr. there. This order also dictates the order of attacks, first always attacking first, and last always attacking last. Use this to your advantage when buffing yourself or debuffing your enemy, and other tactical situations. Don't forget, you can always Swap in the midst of battle!

>Then, let's see an attack from First Position first, Middle Position second, then Last Position third!!
Field:
Bowser (16/20HP)(15FP) DEF 1
Kammy Koopa(+) (9HP)(11FP) Flying
Troopa Jr. (15HP(5FP) DEF 1

Buzzar (50HP)(12FP) Flying
>>
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Estimated SP gain: 45
>>
>>5204927
Troopa Jr.:call him or her a flying chicken. Brace.
Bowser: jump attack
Kammy: Magic Roulette Bowser
>>
>>5204935
Field:
Bowser (16/20HP)(15FP) DEF 1
Kammy Koopa(+) (9HP)(11FP) Flying
Troopa Jr. (15HP(5FP) DEF 1

Oh, Boswer is still first? Okay then. I missed that fact. Change of tactics.
Bowser: Jump
Kammy: Magic Roulette Bowser
Troopa Jr.: move to the front
>>
Rolled 1 + 1 (1d7 + 1)

>>5204935
>>5204941
Nah you're good, that was just placeholder.

~

"Heeeeere, birdie, birdie, birdie! Come and get me you big fat chicken!" Troopa Jr. taunts, then retreats snugly into his shell. (gifrel) He expends 1FP but now has DEF 3 until next turn! Take that, you dumb bird!

Bowser leaps into the dusty sky, like some kind of Mushroom Force One advertisement!
>>
Rolled 2, 2 = 4 (2d6)

Bowser lands a miserable stomp on Buzzar's talon. What? That's not your fault, Buzzar is like 10 feet in the air!

Kammy notices her Lord could use a boost, so she casts Magic Roulette for 3FP!
>>
Kammy randomly casts Regen (+3HP/+3FP) for 3 turns on King Koopa!

Buzzar, enraged by Troopa Jr.'s insults, takes him on the Talon Express for 3FP!!

Snatching him up by the feet, Buzzar rockets into the sky with Troopa Jr., then...

Just lets him go!! He plummets to the Earth, taking a mitigated 7 damage!

Whew, if he weren't Bracing with DEF 3, he would've been more than half dead!

Let's teach this bird brain a lesson!!!

Bowser's Regen status grants him a needed 3HP and an unneeded 3FP!

>Let's gooo!!! Choose for Troopa Jr., then Bowser, and finally Kammy. This is the current rotation/order.
Current field:
Troopa Jr. (8/15HP)(4/5FP) DEF 1
Bowser (19/20HP)(10FP) DEF 1, Regen (2 turns, +3HP/+3FP)
Kammy Koopa (9HP)(8/11FP) Flying

Buzzar (48/50HP)(9/12FP)
>>
>>5204961
Troopa Jr.: Jumping is his strongest attack and Brace is on cooldown. Do a Shellbonk!
Bowser: Bowser Breath. It has the most potential to deal damage to flying enemies. Use that FP or lose it. Taunt Buzzar telling it how delicious his eggs will be once we eat them.
Kammy: Broom Bash.
>>
>>5204965
writing
>>
Rolled 1, 1 = 2 (2d2)

Buzzar is noticeably tired after delivering his Talon Express. You assume he'd go for it again and again, as it's much more powerful than "The Beakening". If he doesn't, it's a sure sign it has some length of a Cooldown.

Taking advantage of Buzzar's tired state, a Shellbonk lands squarely on its mark!
>>
Rolled 1, 3, 2, 2 - 2 = 6 (4d3 - 2)

Bowser feels the regenerative effects overcoming him!! He continues the assault with a stream of his orange Bowser Breath!

"Graaaaaaaa!!"

I wish I didn't get a new ID, or I'd be doing more formatting.
>>
Rolled 2 - 1 (1d9 - 1)

Kammy zooms by with a Broom Bash! Buzzar is immune to any potential Dizzying effects, he's too big to be spun around!!
>>
Rolled 1, 3, 3, 4, 1, 5, 1, 2, 4 - 2 = 22 (9d5 - 2)

Kammy only barely manages to clip his gust-summoning wing, and nearly falls off her Witch Broom in the process, but hangs on for dear life!

Buzzar, beaten down, takes a deep breath and comes back with a mighty loosening of its wings, flapping them right at you, unleashing a flurry of projectiles known as his Feather Fling!!

It's a nasty move that costs 3FP, and deals 0-3 damage with Pierce 1 to each party member, 3 times! Watch out (9d5-2, 40% chance to miss)
>>
The hail of razor sharp feathers is accurate and centered on the party. They slash and sink into their victims. The front and back lose 2HP each, and Bowser loses 5HP! Youch!

No matter, he quickly heals back 3HP and gains back 3FP, nearly topping him off on both resources.

Buzzar no longer looks exhausted. Buzzar actually looks like Buzzar is in a fighting spirit! (Buzzar's pronoun is Buzzar)

It's on now!

>It's your turn again. Pick an Action for Troopa Jr., then Bowser, then Kammy last.
Field:
Troopa Jr. (6/15HP)(4/5FP) DEF 1
Bowser (17/20HP)(9/10FP) DEF 1, Regen (1 turns, +3HP/+3FP)
Kammy Koopa (7HP)(8/11FP) Flying

Buzzar (39/50HP)(6/12FP) Flying
>>
Here are your options!
>>5204904
>>5204907
>>
As well as these options:

[UNIVERSAL ACTIONS: All characters can perform these]
Rest - Randomly restore 0-5 HP and 0-5 FP. (The roll is 2d7-2, meaning 1's and 2's restore 0)
Defend - Increases Defense by 1 until next turn.
Item - Use one item from your inventory. [x2 Boiled Egg (+8HP, +8FP), Sleepy Sheep (Chance to cause all enemies to go to Sleep), and Ultra Shroom (+50HP).]
Interact (1FP) - Situational/environmental combat opportunities.
Flee - Attempt to get away! (Difficulty scales with battles. Bosses can never be escaped)
Swap - Re-arrange the order of this party member with one other party member. Affects the order of attacks as well as who gets hit by some attacks. (Front/Middle/Back)
Appeal (1FP) - Encourage Crowd participation/Win them over
>>
>>5205028
Troopa Jr.: say Buzzar's pronoun is dumb. He should be a Buzzard! Brace
Bowser: Boswer Breath
Kammy: yeet egg for Troopa to eat.
>>
Rolled 1, 2, 1, 3 - 2 = 5 (4d3 - 2)

With a queasy stomach, Troopa Jr. prepares for another nasty ride on the Talon Express. Brace! (-1FP)

Bowser continues his favorite attack, Bowser Breath!

Kammy fishes into her purse and floats over to Troopa Jr., and forcefeeds him a Boiled Egg before he totally seals away.

And it's a good thing he does, because Buzzar apparently wasn't done flingin' feathers around...
>>
Rolled 3, 2, 5, 4, 4, 4, 4, 3, 3 - 2 = 30 (9d5 - 2)

It's another Feather Fling!
>>
>>5205093
Damn, so there's no cooldown for that? That's quite powerful.
Would conjuring the Yellow Block defend against all incoming attacks?
>>
This time Bowser takes 6 damage! Ouch!

Kammy receives 4 damage, and Troopa Jr. receives 2, due to the Pierce 1 of the attack. If it weren't for his Brace, he would've also lost 4 HP!

Bowser regenerates for the last turn, losing his status effect.

Troopa Jr. is feeling pretty good, having eaten one of Buzzar's eggs.

Buzzar is appalled beyond reason, and is now Charged for 2 turns! Why would you do that?!

Everyone a little worse for wear, it's time for another round of attacks!

>Go! Remember your order!
>>>5204904 Bowser's Actions
>>>5204907 Partner Actions
>>>5205036 Universal Actions

Battlefield:
Troopa Jr. (12/15HP)(5/5FP) DEF 1
Bowser (14/20HP)(8/10FP) DEF 1
Kammy Koopa (3/9HP)(8/11FP) Flying

Buzzar (34/50HP)(3/12FP) Flying, Charged (2)

Crowd: It looks like a few Clefts have woken up from their slumber to watch the fight!
>>
>>5205095
Unfortunately for Bowser and company, Feather Fling targets all party members. The Yellow Block is not big enough to shield anyone.
>>
>>5205100
Troopa Jr.: Appeal to the crowd to participate. Come on and help the king beat up the flying turkey. Are they gonna let this pigeon keep pooping on them, or do they want some of this kicking action?
Bowser: Double Dip (2FP). Use egg for Kammy, and use the Sleepy Sheep for Buzzar. If it falls asleep it might sleep through its charged phase.
Kammy: summon a yellow block in defense mode in case it's not asleep.
>>
>>5205101
Oh well shit alright then. If flying enemies can bypass the block...
>Kammy- use Magic Roulette on Bowser
>>
>>5205100
>>5205102 and>>5205104 +1
>>
Rolled 3, 2 = 5 (2d6)

For 1FP, Troopa Jr. faces the audience of 4 Bald Clefts. Since they don't have the Top-Spiky trait, they get picked on by Buzzar, and routinely take involuntary trips on the Talon Express.

"Hey! Help us out here! This jerk came after us for... Uh... No reason at all!" He pleads.

The spokesCleft of the group steps up and says "We believe you! We are similarly harassed by Buzzar! We are forced to respect Buzzarself's pronouns! Please use this! We don't have any other means of attacking Buzzar!"

>They throw you the powerful Earth Quake item!

Similar to the POW! Block, this targets only ceiling and ground enemies, doing 5 damage to all of them! Hang on to that for a tight squeeze. It unfortunately won't help you defeat Buzzar!

"We'll tell all our friends about you!" The Bald Cleft starts, then continues, "... Don't lose, 'cause we'll look really lame then! 'Kay, thanks!"

They are out of their seats, cheering for you and spinning around in excitement at Buzzar's demise.

Bowser can't stop Double Dipping, baby! This time, he helps his old, old friend Kammy with Buzzar's other Boiled Egg, healing Kammy to full health, but driving Buzzar into a rage that boosts it's current status effect into an Improved Charge! This gives Buzzar +4PWR instead of the normal +2!!

You just had to keep eating the eggs!!!

Luckily that type of buff won't apply to his multi-target, multi-target Feather Fling ability...

But it will apply to the Talon Express!!! Ahhhh, watch out!!!

Before he snatches anyone up, Kammy squeaks out a Magic Roulette just in time!!
>>
Rolled 10 (1d10)

Bowser gains Regen (+3HP/+3FP) again, for 2 turns only this time, and also gains the Electrified status for 2 turns this time!

Bowser also manages to sneak in a Sleepy Sheep assault with his Double Dip!

As a (mini)boss, Buzzar will be pretty difficult to put to sleep!

If a 9 or 10 is rolled, Buzzar is put to damage-ignoring Sleep for 2 turns!
>>
>>5205183
Time for Buzzar to go beddy-bye
>>
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Mid-swoop, Buzzar is suddenly knocked out cold and snoring, slammed to the ground!

Buzzar's completely justified, parental rage is entirely negated by an Item that most Shops sell for less than 10 coins.

Wow, talk about luck! Bad for Buzzar, good for the party!

The dream sheep flutter along by your enemy and ignore you, leaping towards pastures unknown.

The Talon Express will not be leaving the station in the foreseeable future!! Haha!!

The boomerang is back in your hand, mate!

>Choose an action for Troopa Jr., then Bowser, then Kammy Koopa!
>>>5204904 Bowser's Actions
>>>5204907 Partner Actions
>>>5205036 Universal Actions
Battlefield:
Troopa Jr. (12/15HP)(4/5FP) DEF 1
Bowser (14/20HP)(6/10FP) DEF 1, Electrified (2), Regen (+3HP/+3FP for 2 turns)
Kammy Koopa (9HP)(8/11FP) Flying

Buzzar (34/50HP)(3/12FP) Flying, Improved Charged (2), Asleep (2)
>>
>>5205193
*Buzzar is not Flying, Buzzar is GROUNDED due to being Asleep
>>
>>5205193
Thank goodness. And here I thought Kammy Koopa was gonna turn into pavement mush

>If a 9 or 10 is rolled, Buzzar is put to damage-ignoring Sleep for 2 turns!
So that means while it's asleep, it's immune to damage? We can work with that.

Troopa Jr., Kammy Koppa, and Bowser should try appealing to the crowd (1FP each). Look over there, Buzzar is currently asleep. If they all start pile rocks on top of it and all of us surround it before it wakes, we can gank it right after it's Improved Charge is over.

>>5200335
> Boiled Egg - Restores 8HP and 8FP.
Kammy should be at full FP right now, then 10FP after this turn after using the Appeal action
>>
>>5205198
>Thank goodness. And here I thought Kammy Koopa was gonna turn into pavement mush
Indeed she was

>immune to damage?
>
>
Ah shit I messed up. I meant to convey that the Sleep will ignore damage, not Buzzar. Buzzar still takes damage normally, and will not be waken up.

>triple appeal
an interesting plan nonetheless

>>5205198
As Kammy is in the Last Position, the Boiled Egg was used on her before she used Magic Roulette. (Troopa Jr. was the appealer)
>>
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>>5205200
Woops forgot to include this.
>>
>>5205193
>Bowser Tantrum Stamp
>Jr Appeal
>Kammy Magic roulette
>>
>>5205202
Thanks, I love it, I'll pin it on my fridge.
>>
I'll wait for ~15-30 minutes and let this one stew.

>>5205198
You can change your answer or keep it. No pressure.

QM tiebreaker roll if needed.
>>
>>5205209
I'm keeping it.

>>5205206
>>5205209
Does Magic roulette stack with previous casts?
>>
Rolled 1 (1d2)

>>5205211
Yes, it'll stack

1 - mass appeal
2 - mixed moves
>>
Rolled 2, 2, 2, 1, 2, 2, 1 - 1 = 11 (7d2 - 1)

With the local bully/caring parent Buzzar sleeping like his unhatched and undigested babies, the party members make a full-fledged appeal to the audience of Bald Clefts.

"Hey, we got him down! Maybe now we can all gang up on 'im! Or her..." Troopa Jr. says.

The Bald Clefts are too frightened to move. A few more of their friends have already gathered, and they now total 7. "Y-you guys are doing fine without us! Plus, what if it wakes up? We can't survive the Talon Express!" The spokesCleft declines.

You, the King of Koopas, jump in, "Aw, come on guys! Now's your time to take revenge! C'mon! Don't you wanna put your boot to her ass after all she's put you through?"

They show more interest, and seem to be genuinely rallied! Buzzar starts rousing from her sleep from being misgendered.

Kammy tries her hardest. "Er... Yeah! Come on, whippersnappers, let's give ol buzztard a licking!"

The Bald Clefts' facial expressions look put off. "What did you just say, grandma? Euggh."

All 7 look at each other, some still willing to put boots to asses, some not. (1's wimp out, 2's hit Buzzar for 1 dmg.) (0-7dmg)
>>
Most of them still want a piece of the action, all running by and kicking Buzzar in its gender-non-conforming ass!

Buzzar sleeps off another turn.

>Your turn again
only difference from >>5205193 here is that all arty members are down 1FP, and Buzzar looks like this:

Buzzar (29/50HP)(3/12FP) Improved Charged (1), Asleep (1)
>>
>>5205245
Will the Bald Clefts continue their assault until Buzzar wakes up, or was that all they got?

>Bowser Tantrum Stamp
>Jr Shellbonk
>Kammy Magic roulette
>>
>>5205248
That was all they got. Crowds don't usually attack, though sometimes they will, even unprovoked. They can attack you as well, so make sure not to piss them off. Y'know, unless you're not scared of 'em.

You can't rely on them as much as you can your partners, so choose clutch moments when you think it is a good time to cash in on their enthusiasm, or try to assuage any possible hatred they may harbor for you.
>>
>>5205251
Changing Bowser's vote to Bowser's breath. It still deals more damage on average, and the chance of rolling no damage for the +2PWN buff is low.
>>
Rolled 1, 2 = 3 (2d2)

Rolling for Shellbonk!
>>
>>5205248
Can Kammy use shape beam for damage, it's almost dead.
>>
>>5205254
That's a good point. Shape Beams deals 3d3+1 magical damage. If Fae has already made his posts, we can use Shape Beams on the next turn.
>>
Rolled 2, 3, 2, 2 - 2 = 7 (4d3 - 2)

Rolling for Bowser Breath!
>>
Rolled 1, 2, 3 + 1 = 7 (3d3 + 1)

Kammy tops off the fiery beatdown with a Shape Beam!

Buzzar finally wakes up, but is too sluggish to act! It's lost all the rage from you eating it's offspring, and now exists in survival mode.

Buzzar's HP is 19 - [(3d3)+1]

>Make another move!
Bonus: Something neat if you finish her off before she acts again!
>>
Buzzar rises into the air again, Flying, and is at only 12HP! You've got this bonus in the bag!
>>
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>>5205263
Jr: Shellbonk!
Bowser: Firebreath!
Kammy: shape beam!
Do we get to eat it when we beat it!?
>>
>>5205266
Would Broom bash be better for Kammy than shape beam? Both can hit 9 but shape beam can also hit a 1.
>>
>>5205267
Shape beam deals 2 more damage than broom bash, and doesn't have the chance of Kammy to crit fail an attach on a 1.
>>
>>5205267
>>5205269
Broom Bash is free to use, but can also crit fail for 0 damage. (You won't be leveling up and recovering all FP/HP like usual from this fight, something to think about, and your party already gobbled the eggs down, you little piggies.)
>>
Continuing in ~5, will roll for Kammy's action if needed
>>
>>5205271
We can always use the rest action in the next combat scenario. We have enough party members where we can synergize our abilities to gradually recover HP and FP as we go. In theory. Plus I'd rather increase the chance of Buzzar getting KO.ed in this turn than the next. He still has 3 FP left, and that could be used again for another Group attack if he's given the opportunity.
>>
>>5205271
Beam is fine .
>>
Rolled 1, 2 = 3 (2d2)

A Shellbonk whistles through the air, followed by another Bowser Breath!
>>
Rolled 1, 2, 3, 3 - 2 = 7 (4d3 - 2)

FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF

^the sound of fire
>>
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>>5205277
I don't need to see shape beam to know he dead nigga
>>
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Rolled 2 (1d4)

Bowser's Breath does so much damage, it's a foregone conclusion when the Shape Beam comes in and rends Buzzar to a pile of feathers.

All before Buzzar was able to make another move, nice!

It turns out you preserved and perfectly boiled another egg... Still inside of Buzzar!

She shoots it out as you stomp on her guts. It's still covered in her internal fluids. Ew!

>Bonus Item: Boiled Egg!

The Clefts are mostly ignoring what you're doing now, and celebrating the fact they won't have to pay tribute to Buzzar or conform to Buzzar's social climate!

Hip hip, hoorah, they shout!

Bowser, Lvl. 5, 73SP
Stats:
Troopa Jr. (12/15HP)(3/5FP)
Bowser (14/20HP)(2/10FP)
Kammy Koopa (9HP)(5/11FP)

After the battle is over, the Bald Clefts thank you by giving you 20 Coins, making your total 30.

They inform you there is no Shops for non-Clefts here, so you'll have to hang on to the Coins until you get somewhere more hospitable.

You ask about the Star Spirit that is rumoured to be helping out around these parts, Muskular.

They inform you he's been a help to a great many locals, moving rock formations, digging wells and chasing off intruders. He's still "helping" the area, they say, but they sound puzzled and forlorn when they say it, as if not telling the truth, or like there's a major caveat to that statement.

"You'll... See what we mean when you get to the peak." They don't want to say.

You press them but they just mention that they have to be making dinner now.

There's no time to rest and let Peach or anyone else to the summit first! Muskular will do YOUR bidding once more, gwa ha ha!

There's a few ways to the peak from here, and you choose to go:
1 Up the main trail, packed with a gawking crowd, and Bandits everywhere.
2 Along the cavern trail, which takes you through no-doubt Swoop-infested caverns, there may even be more powerful Swoopulas inside, or who knows what else?! Be prepared to fight foes on the ceiling!
3 Down the Sandpit Trail, dubbed "Pokey Plaza" because of all the Pokies that live there.
4 Around the back, up the spiral trail. It's scenic but you may be able to avoid having to fight, giving you a chance to rest while you ascend.
>>
Before you enter the cave, Troopa Jr. stops in place.

"What? Scared, lil' fella? Need Kammy to lead?" You offer.

"Nah, I'll lead us in there... I was just wondering, why are you helping me? Most people think I'm annoying."

"Well, I'm on a mission to marry Princess Peach, and I figured we could help each other out along the way!"

"Pfffft!! Peach? Doesn't she have like fifty bazillion restraining orders against you, dude?"

Kammy snickers. "That's what I tell him, he won't listen."

"Grargh! Who's going to enforce a restraining order on the King of Cool?"

"Does anyone actually call you that?" Troopa Jr. says without missing a beat, deflating your ego.

"I love her. You may not understand what I see in her, but Peach is my soul mate, and I need her to love me back. That's why I'm on this journey. I know without the power of the Star Spirits, she'll never accept me. You may not think much of the Mushroom Kingdom, but just think about what it will do for us as Koopas. No more ostracization from Toad towns. No more unjust taxes. They'll be the same amount of taxes, but they'll be just now, because you'll be giving them to me. It's unity for all of us. And plus, I'll get some sweet, sweet ass out of it, so stop being a hater."

"Wow, that was really poignant, King Simp!" Troopa Jr. cackles out with an obnoxious laugh.

>You may choose to ask questions or have a conversation amongst your party about anything you like.

>You may also change your party formation and use any Items before heading into the cave, if you wish.

Going to bed, we'll resume tomorrow. Kinda didn't know where to wrap it up, so we get this post. Coming up next: Meeting with Princess Peach near the summit, finding the first Star Spirit Muskular, and moving out of Mt. Rugged and in to a new area!
>>
>>5205292
>>You may choose to ask questions or have a conversation amongst your party about anything you like.
>Troopa Jr.
I am genuinely surprised he knows what poignant. What was he doing before we found him getting bullied?
What does Kammy think about the stars, and hows she get good at magic?

How do the two of them feel about the socio economic climate of the koppa kingdom and what could be done to improve it? We have a very strong capacity for construction if any of the fortresses Mario parkours through are of any indication.

Wait Buzzar is a girl? Only girl birds lay eggs and I'm pretty sure that egg was in Buzzar.
>>
>>5205298
>Only girl birds lay eggs and I'm pretty sure that egg was in Buzzar.
This world has Yoshi's and Birdo. Mario land is pretty high fantasy.
>>
>>5205292
do either of them know of someone who might be a good partner for this adventure?
>>
Rolled 3 (1d4)

1. Ten Swoops! Hahahaha! Ten!
2. Two Swoops, two Swoopulas, and two regular, unsympathetic-to-your-Buzzar-slaying, top-spiky Clefts!
3. Three Swoopulas and two Hyper Clefts! They mean business!
4. Five Swoops and five of their stronger cousins, Swoopulas! Aw crap!

Buzzar isn't male or female, Buzzar is Buzzargender you fucking bigot

You begin to convince Troopa Jr. to strap the Gloomba Spike Hat to his shell, and he's on board in seconds.

>Troopa Jr.'s Magic Shell has improved to permanently give him the Top-Spiky trait! All jump-type attacks against him will fail, and be counterattacked with 1 unblockable damage.

Huh. You thought there might be some sort of disagreement, but he seems eager, and thinks it looks super cool. You agree!

"That's not safe! A young boy like you shouldn't be running around and playing with sharp ob-"

"CAN IT, KAMMY!" You yell.

As Troopa Jr. tests the spike out on the rocky background, you wonder. "Uhh... What exactly were you doing up here in the first place, TJ?"

He's pretty preoccupied with his new spike. "Mmm... Same as you... Kinda. I don't really know how to cook eggs though, so I just throw them against the wall and lick them up off the ground!" He replies energetically.

...Weird...

He continues "The Lakitus ganged up on me after I threw a dozen or so Baby Spiny Eggs against the wall. I shattered them, but they had spikes inside the eggshell and tasted awful! Yeuck!"

Ah, the naivety and/or criminal minds of youth. Beautiful. You probe his loyalty to your kingdom.

"So uhh... Visit the Flying Fortress lately? You know every Koopa's birthright includes a free yearly visit to one of my palaces, transportation costs not included, right?" It's been a bit lonely in the recent years.

"Nyoooooom!! Nyeeeeeeerm!! Nyaaaaaaam!" He ignored your question to play attack helicopter or kart racer or something.

Kammy just shakes her head. You already know her stance on the Koopa Kingdom. You always catch her sleeping on her broom after you ask her to do something. You know she wants to improve the kingdom, but she's a lazy old coot who's been burned out from her service to you decades ago. She mostly goes through the motions and mocks you, sometimes behind your back, sometimes openly. But she's still one of your most loyal servants.

Ah, how times have changed.

The Koopatrol haven't talked to you in months since you stopped paying their salaries a year ago, leaving your palace patrols usually empty. Most of the regular Koopa citizenry still regard you with honor when they see you, but you swear you've heard some snickering from kids behind your back after you pass, and seen their graffiti calling you Queen Blouser. Kammy just tugs you along by your arm and tells you you're imagining things. The Hammer Bros. openly toss hammers at you already, you HOPE you see one of those traitorous fucks in the field, or even in the Crowd. You'll stop anything to bop those ingrates.
>>
It's their fault for not protecting all your coins and objects you place in blocks!! How many friggin' times has Mario just blazed past their incompetence and snuck up on you? You've wasted almost as much Coin employing them as Mario has stolen from you, they're basically in on it together to drain you out of all your money!

Leaving those coins in blocks all over the place doesn't seem like a great investment strategy, for what it's worth. Maybe you should have tweaked your business plan, diversified your bonds and all that. You never were a finance guy.

You look over at Kammy. She's sleeping on her broom again. Sigh... Best just to keep your eye out for new partners on your own, you're not sure the spastic Troopa Jr. or the ever-drowsy Kammy have anything for you.

Time to see where your wisdom will take you now. You walk into the cavern, light ends about a minute in. This should be a shortcut, popping you out right on top of the summit.

In darkness, you begin hearing the screeches of Swoops. Your mouth waters, hoping to fry some more up and snack on them before you talk to the princess.

You prepare yourself as best as you can, but there's nothing that can be done to stop an...

>Ambush!!!

You're in a cavern! Everyone's Blind! Items can't heal Blind if your environment is completely pitch dark! There's gotta be some way to fix the lighting situation in here, right??

The grayed bats swarm above your head, and the Hyper Clefts shuffle their feet on the nearby ground.

Both Hyper Clefts Charge the frontman Troopa Jr. for 3 damage each, because of the Pierce from their spikes! But in the darkness, they are also Blind! One misses!

The Swoopulas each Bloodsuck one member of the party for 4 damage a piece! They seem to be immune to Blind!

Watch out for those Hyper creatures, they have a Hyper Charge ability even more powerful than Improved Charge! They can cause themselves or any ally to become incredibly dangerous with a +6PWR bonus for 2 turns! Don't let them buff the Swoopulas or it could be over!! A Swoopula's normal Bloodsuck attack has 4PWR and Pierce 1! With a boost, that's a whopping 10PWR! Be warned!

>Make your moves! Troopa Jr. 1st, Bowser 2nd, and Kammy last. Be mindful of your HP!
>>>5204904 Bowser's Actions
>>>5204907 Partner Actions
>>>5205036 Universal Actions
>Items: Ultra Shroom, Boiled Egg, Earth Quake

Battlefield:
Troopa Jr. (5/15HP)(3/5FP) DEF 1, Top-Spiky, Blind
Bowser (10/20HP)(2/10FP) DEF 1, Blind
Kammy Koopa (5/9HP)(5/11FP) Flying, Blind

Hyper Cleft A (4HP)(3FP) DEF 3, Top-Spiky, Blind
Hyper Cleft B (4HP)(3FP) DEF 3, Top-Spiky, Blind
Swoopula A (9HP)(2/3FP) Flying
Swoopula B (9HP)(2/3FP) Flying
Swoopula C (9HP)(2/3FP) Flying

Estimated SP gain: 75
>>
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(forgot pic up top)
>>
It's their fault for not protecting all your coins and objects you place in blocks!! How many friggin' times has Mario just blazed past their incompetence and snuck up on you? You've wasted almost as much Coin employing them as Mario has stolen from you, they're basically in on it together to drain you out of all your money!

Leaving those coins in blocks all over the place doesn't seem like a great investment strategy, for what it's worth. Maybe you should have tweaked your business plan, diversified your bonds and all that. You never were a finance guy.

You look over at Kammy. She's sleeping on her broom again. Sigh... Best just to keep your eye out for new partners on your own, you're not sure the spastic Troopa Jr. or the ever-drowsy Kammy have anything for you.

Time to see where your wisdom will take you now. You walk into the cavern, light ends about a minute in. This should be a shortcut, popping you out right on top of the summit.

In darkness, you begin hearing the screeches of Swoops. Your mouth waters, hoping to fry some more up and snack on them before you talk to the princess.

You prepare yourself as best as you can, but there's nothing that can be done to stop an...

>Ambush!!!

You're in a cavern! Everyone's Blind! Items can't heal Blind if your environment is completely pitch dark! There's gotta be some way to fix the lighting situation in here, right??

The grayed bats swarm above your head, and the Hyper Clefts shuffle their feet on the nearby ground.

Both Hyper Clefts Charge the frontman Troopa Jr. for 3 damage each, because of the Pierce from their spikes! But in the darkness, they are also Blind! One misses!

The Swoopulas each Bloodsuck one member of the party for 4 damage a piece! They seem to be immune to Blind! They all return to the cavern roof and stalagtites.

Watch out for those Hyper creatures, they have a Hyper Charge ability even more powerful than Improved Charge! They can cause themselves or any ally to become incredibly dangerous with a +6PWR bonus for 2 turns! Don't let them buff the Swoopulas or it could be over!! A Swoopula's normal Bloodsuck attack has 4PWR and Pierce 1! With a boost, that's a whopping 10PWR! Be warned!

>Make your moves! Troopa Jr. 1st, Bowser 2nd, and Kammy last. Be mindful of your HP!
>>>5204904 (You) Bowser's Actions
>>>5204907 (You) Partner Actions
>>>5205036 (You) Universal Actions
>Items: Ultra Shroom, Boiled Egg, Earth Quake

Battlefield:
Troopa Jr. (5/15HP)(3/5FP) DEF 1, Top-Spiky, Blind
Bowser (10/20HP)(2/10FP) DEF 1, Blind
Kammy Koopa (5/9HP)(5/11FP) Flying, Blind

Hyper Cleft A (4HP)(3FP) DEF 3, Top-Spiky, Blind
Hyper Cleft B (4HP)(3FP) DEF 3, Top-Spiky, Blind
Swoopula A (9HP)(2/3FP) Ceiling
Swoopula B (9HP)(2/3FP) Ceiling
Swoopula C (9HP)(2/3FP) Ceiling

Estimated SP gain: 75
>>
>>5205472
>Items can't heal Blind if your environment
You didnt say anything about items not restoring FP, on that we can heal HP in the dark. Right?
Troopa Jr.: force feed Bowser a boiled egg to regain 8FP
Bowser: Bowser Breath
Kammy: the powerful Earth Quake
Will using the Earth Quake flip the clefts?
>>
>>5205472
If it's dark lets try to light things up
>JR Flame Blast swoopula A
>Bowser rest, to recover FP for Bowser Breath
>Kammy earth quake
>>
>>5205484
Troopa Doesnt need to do that. The Earth Quake will deal 5 unprotected damage which should more or less kill both Hype Clefts if previous item uses were of any indication. Instead, if Jr. Is unable to force feed bowser he could could try to Rest, but call the Swoops losers to agro them.
>>
Rolled 3, 2, 2, 1 - 2 = 6 (4d3 - 2)

>>5205481
>>5205484
>>Items can't heal Blind
Items can heal HP and FP, but cannot heal the Blind status while in the cavern!

~

Troopa Jr. starts shoving an egg in your mouth.

"-Gwag Hey! What're you-!" you supple and let him jam the egg in your mouth. It tastes good.

With your freshly boosted FP, you blast your enemies with Bowser Breath!

The Swoopulas screech and flap their wings to put out the orange flames for a second, then perch back on the ceiling.

Unfortunately, the Hyper Clefts, made completely of rock, are immune to the fire-based attack!

Kammy Koopa has the remedy for that, an Earth Quake! "The Bald Cleft clan says hello!"

A massive tremor shakes the cavern, first flipping the Hyper Clefts on their backs, then bumping them all over the place, crushing them into pebbles with an incredible 5 unblockable damage!!

The tremor also smacks around the 3 Swoopulas for 5 damage per bat, causing them to drop from the ceiling. Paired with the Bowser Breath, was it enough to incapacitate all 5 enemies?
>>
Rolled 1 (1d6)

>Three Fried Swoops drop from the ceiling straight into your Usable Items Inventory!

>75 SP gained!

Bowser levels up again!

Let's
>SPIN
>THAT
MYSTERY MUSHROOM
>WHEEL!!!
>>
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(Unexpected break, still writing)
>>
>>5205504
Get the +5FP bonus. Health is nice but we can do more with FP. The BP bonus isnt appealing since we dont have any new badges for it.
>>
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Enjoy that Dry Shroom, it'll heal any party member for 1HP! Can't always be a winner, heh heh! It's also used in a few Recipes, which we'll learn more about later. So it's not a totally horrible Item! Just currently! Yay!

All party members are replenished to full HP and FP.

Now let's level up the King of Cool! (Currently 20HP, 10FP, 6BP)
>+5 Health Points
>+5 Flower Points
>+3 Badge Points

On top of his stat boost, he learns...
>Poison Bite!

Previously:
Bite (1FP) Deal 1d12-4 damage. Pierce 2. (0-8 dmg)

Now:
Poison Bite (1FP) Deal 1d18-6 damage. Pierce 2. On any hit, applies Poison, which deals 1 damage per turn over 3 turns! (0-12 dmg, Poison on hit!)

With boosted ability and full resources, you continue your journey through the cavern. The journey was made somewhat easier when you Bowser Breath'd some light in there, igniting a torch that was mounted on a distant wall.

Seeing another dull light at one end of the cave, you follow it and emerge on the peak of Mt. Rugged!

It is approaching evening, and the stars come out to dot the midnight blue sky, reigning above a still orange and blue sunset.

You look down and see Musty Meadows in the distance, where you were at just a few hours ago. The Gloombas all look like little grey ants from way up here! Har har!

Looking up the trail, you see pink and luminous shining yellow, stationary at a vista point. It's Peach and that no good Lil' Twink!

Double time, you run up the mountain, trying to beat your love to the object of her desire, so you can lord it over her and use it to encapsulate her emotionally, just like any alpha male does!

You run and run and run, exhausting Bowser and Troopa Jr., but not Kammy on her Witch Broom. She sips a margarita as she watches you two brutes struggle up the hill.
>>
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You finally catch up to Peach, about 1000 feet from the very tippy-top of the mountain! Above you can see strange machinery and distantly make out the sound of their hums and grinds. Curious.

You're so embarrassed that you're using the Star Spirits for the purpose of love, and you know Peach feels sorry for you but kind of hates you, so you attempt to run past her without saying a word, like a weirdo.

You hear the voice of Lil' Twink shouting, still in earshot: "Princess, it's that no-good Brute you were telling me about! The one Dr. Mario 'snipped', tee hee! He's after the Star Spirit here on Mt. Rugged! We've gotta stop him!!!"

Your face turns beet red. How does he know you got snipped?!?! Did Peach find out first and tell him?! Why is he joking about it with the Princess!

You're fuming mad, so you decide to confront him. After all, Peach is the ultimate goal, not these Star Spirits. You can't have some munchkin star-kid badmouthing you while you go on perilous adventures.

You get up in his face, Peach a few feet to the side. "Hey you little faggot, or whatever your name is, I bet you didn't think I could hear you talking!"

"Oh no, I was COUNTING on it! So I could deliver one of THESE to you! Hi-ya!!!!!" Lil' Twink misses you horrendously, tackling the ground. He was several feet away from you, but was clearly trying to hit you.

"Hey, quit it you little-"

"Little what? Little faggot? Hmph!! I see you're just as base and disrespectful as always! Hmph!"

"Wha-? No! Princess!" You plead, but she has already decided to enter combat against you and your party.

Oh no! Not like this Princess! You never intended for this to happen!

Princess Peach is in front of Lil' Twink, protecting him!

>Choose your Actions!
>>>5204904 Bowser's Actions
>>>5204907 Partner Actions
>>>5205036 Universal Actions

Field:
Troopa Jr. (15HP)(5FP) DEF 1, Top-Spiky
Bowser (20HP)(10FP) DEF 1 (Lvl Up bonus will be added next update, but you have the bonus now, whether it be HP, FP or BP.)
Kammy Koopa (9HP)(11FP) Flying

Princess Peach (??HP)(??FP)
Lil' Twink (10HP)(10FP)
>>
>>5205793
Jr.: no one calls uncle Boswer a faggot, except you! Call The star baby a maidenless star face, and Princess Peach a bimbo. Brace for impact.
Bowser: interact. Maybe theres something around you can slow Peach down with without resorting to hurting her.
Kammy: magic roulette. Maybe you might get lucky and make bowser faster, then we can run up the hill ahead of these two.
>>
>>5205794
Bowser use jump.
Kammy use broom bash.
Jr. Moons her.
Screw this ungrateful hoe.
>>
>>5205794
Increase HP. Can we give Jr. the glasses we took from Lakilester? Would they protect him from the Blind effect when outside of caves?

Are we hard locked into romancing Peach? I got nothing against it, but I want to make sure.
>>
>>5205993
Beating up Peach doesn't mean we still can't romance her, three words.
Battered wife syndrome.
>>
>>5206088
......okay you convinced me, but can we do this instead?

>>5205986
>>5205794
Troopa: taunt and guard
Bowser: bowser breath but say sorry
Kammy: broom bash.

At least this way we'll be able to gauge what peach is capable of as she beats on Jr., and Bowsers and Kammy's group attack should put Twink out of commission. That will either result in Peach spending an action to revive Twink, or leave her by her lonesome.
>>
>>5205793
>+5 Flower Points
>>5205794
>>5206099 +1
>>
If we defeat Peach, should we steal her panties, or leave them be?
Be a scoundrel, or be the gentleman?

If Bowser manages to get his wish, what if instead of wishing for Peach's hand in marriage, he wishes to make himseld the smartest person in the world? That way he can rules lawyer bullshit Peach into marrying him, in addition to other utilitarian things he could do with his superior intellect.
That or wish Kammy was younger. Like, the equivalent of her early 20's younger. I wouldnt put it past Twink serious to pull a monkey's paw.
>>
>>5206099
>......okay you convinced me, but can we do this instead?
Sure i can change. Bowser has spent many coin and lost many castles for peach, time for a different approach.
>>
>>5206159
Literally hundreds if we account for all Mario related games.
>>
Rolled 1, 1, 2, 2 - 2 = 4 (4d3 - 2)

>three words. Battered wife syndrome.
>>......okay you convinced me

>should we steal her panties, or leave them be?
>Be a scoundrel, or be the gentleman?

kek and kek

>wish/goal change:
sure why not

I think we agreed on:
>FP boost, right?
>Or is it HP?
>Switch and go for BP?

~~~~

Bonus lost! You weren't supposed to hit Peach! Haha! Just felt obligated to tell you.

Troopa Jr. smacks his Shelled Ass™ and says "Come and get some, Princess (peach emoji)!"

You have no idea where he learned such language.

It's a Defend! His DEF rises to 2 until next turn!

Behind his tiny bulwark, you shout "Move! Get out of the way, Peach! Grrrrr... I'm gonna smoke your little star friend!"

You start welling up flame, but Peach does not move.

Before the onslaught is over, Kammy is already swooping back on her broom to perform a big bash on the princess she is so envious of.
>>
Rolled 1 - 1 (1d9 - 1)

>Broom bash (unspecified enemy, assuming Lil' Twink)
Kammy dashes by on her trusty steed!
Also the Bonus goal was 3 turns no damage to Peach as she sat and attacked you and called you ugly
>>
Rolled 7 + 5 (1d20 + 5)

Lil' Twink is such a tiny target, Kammy falls right off of her Witch Broom trying to attack!

She'll need to mount it again, which takes a full Action but grants her bonus FP!

There's no time though, Peach comes in with a Kart Bash! What the fuck????????

She slams straight into Troopa Jr. with the force of... A fucking Kart! How much FP did she just use to do something like that?!?!

Troopa Jr. gets flattened!

She seems to already have recovered from your Bowser Breath, too! What kind of power levels are these?!?
>>
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Rolled 1 (1d1)

Troopa Jr. barely hangs on with 5HP.

Twink, rallied by Peach's attack, comes in with a Star Bash!!!! He targets Bowser again, this time with accuracy!

*DINK*

He bounces off of your Basic Shell. You're unsure if he's even being serious!! Gwa har!

>Your turn again!
>>
>>5206350
We were not informed of the bonus goal. Are you telling me that we wont recieve our level up bonus because we hit peach?

Troopa was at 15 HP and had a DEF of 3. That means that kart hits for 13 damage jesus.

Troopa: rest
Bowser: bowser breath. Does the poison bite poison damage stack?
Kammy: yellow obsticle in defense mod god damn that kart is strong.
>>
>>5206398
The bonus goal was a secret

No, you keep the level up bonus, there was an Item/Badge I didn't choose yet that would've been the bonus.
>>
>>5206424
Eh, at least we'll probably gain SP from this fight.
>>
Rolled 7, 3 - 2 = 8 (2d7 - 2)

>>5206398
Poison Bite Poison damage doesn't stack, but increases the duration. Poison is unblockable damage. Only a few bosses and a few enemies are immune or resistant to it.

>Troopa Jr. peels himself from the ground and Rests!!
>>
Rolled 1, 1, 3, 2 - 2 = 5 (4d3 - 2)

And it's another Bowser Breath! Sorry Peachy!
>>
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The resulting damage is enough to significantly injure Lil' Twink, which brings Peach to a halt! This leaves no need for Kammy to expend her FP.

Princess Peach screams, "look what you did, you big meanie! You hurt my friend! I thought you cared about me, Bowser? How could you? I should've known better, Lil' Twink said you were a big oaf! I need to kart down the mountain to help him, Muskular can wait!"

She's already packed up Lil' Twink in her pink kart, and is leaving. As she drives by, you yell:
>"Peach! I'm sorry! I'll make it up to you, just watch! And don't listen to anything Lil' Fucker says!"
>"FUUUUUCK YOOOUUUUUU, HOOOOEEEE!!!!!!!"
>Nothing. You just continue up Mt. Rugged towards where Muskular is rumored to be.
>Write in - ???

>+5SP!
Huh? Is that it?! What a joke that Lil' Twink is!

Kammy jumps back on her Witch Broom.

Your stats get left looking like this after that spat:

Troopa Jr. (6/15HP)(5FP) DEF1, Top-Spiky
Bowser (20HP)(7/15F)(6BP) DEF1 [Lvl 6., 53SP]
Kammy Koopa(+) (9HP)(11FP) Flying
>Items: Ultra Shroom, Dry Shroom, x3 Fried Swoop

You notice Peach left in such a hurry that she dropped her Pink Brush, which you spirit away into your Key Items Inventory for safesmellin- I mean safekeeping.

You're exhausted but you continue traveling to the top, which only takes you a few minutes.

You get closer to the humming, grinding machines you glimpsed earlier and make out what they are: a chamber to suck the power away from Muskular!

The machines are being guarded by a mysterious warrior armed with a spear named Dark Craw, and he apparently holds dominion over the Poison Pokeys in this area.

He catches notice of you. "Hey! You're not supposed to be here! What I'm doing is like, super illegal and probably a crime against humanity! I didn't even set the machine up! But trust me, man, I'm doing it for - Wait, you're not asking me any questions... Are you here to... Admire my work?!?!"

Choose one:
>"What work? You just sit back and play with Pokeys all day! Give me the Star Spirit, or I'm taking it!!"
>"What exactly is going on here, anyway? It looks like you're up to no good, mister!!"
>"Of course I came to admire your work! I hate these stupid Star Spirits! Can I get your autograph?!"
>Write in - ???
>>
>>5206459
>Write in - ???
You messing around in my mountain, in my kingdom! I'm King Bowser you mouth breather, and nothing goes without my say so. I literally have the right to kick your flat ass. But I'll be nice this once. What are you doing up here and why should I not order my fly fortress to turn whatever this is into a crater?
>>
>>5206459
>>5206468 +1
>>
As Peach left on her kart, you said nothing to her, knowing if you obtain the Star Spirits, you can do whatever you want!

~

You are now arguing with Dark Craw, who apparently thinks you're some sort of tourist on a pilgrimage or something. He ends up trying to charge you admission and starts talking about photo packages! You set him straight that no hair-brained dodo is going to prevent you from getting what you want, OR charge you admission, and if you felt the urge to, Mt. Rugged would be leveled to the ground from a Flying Fortress cannon assault. You ask him what he's really doing up here.

"You mean you really don't know? Okay, quick history lesson, King Koops. Muskular was helping all of the life in this mountain, but he found as we flourished and our population bloomed, his time was less and less valuable to us, even though he still had enough power to fuel this mountain full of good deeds. So, in a bizarre twist, Muskular himself orders Dr. E. Gadd to create this Star Power Chamber. Now, with Star Power powering Mt. Rugged, all of our waterways have been clean, the tremors and earthquakes have dampened in frequency and magnitude, and the wildlife populations are blossoming, restoring balance to this once fragile eco-system. The only downside is that Muskular is basically frozen in place and exhausted all the time. Neat, huh? Yeah, well... Now that I told you, I have to lance you. Nothing personal, just following orders!"

You look at Muskular, color fading out of him in his chamber.

"Who's orders?!" You ask, but he's already whistling for his Poison Pokey friends to surround him. Unfortunately, your Fried Swoops don't cure Poison, and your Partner Helper Plus Badge (that I totally always remember) won't help either! Be careful out here!
>>
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His toxic cronies will Poison Spike Smash into your front line with 4PWR, Poison and Pierce 1! Not to mention their unique ability to launch segments of their body at any party member for only 1 reduced PWR. So many spiky enemies! Try taking their heads off to avoid a prolonged fight, as they'll also call in backup!

And you won't even want to think about Jumping on Dark Craw while he has his spear in the air! Wait for him to lower it! He also has the ability to summon Poison Pokeys, so let's finish this battle up quickly and help (ourselves to) Muskular!

He wants a fight! Make every move count! Don't get party-wiped!

>Choose an action for Troopa Jr., then Bowser, then Kammy Koopa!
>>>5204904 Bowser's Actions (don't forget the improved bite! just don't use it on an enemy that's Fully-Spiky like a Pokey! And remember, it always targets the First Position!)
>>>5204907 Partner Actions
>>>5205036 Universal Actions

Field:
Troopa Jr. (6/15HP)(5FP) DEF1, Top-Spiky
King Bowser (20HP)(7/15F) DEF1
Kammy Koopa(+) (9HP)(11FP) Flying

Poison Pokey A (8HP)(4FP) Full-Spiky, Poisontouch
Poison Pokey B (8HP)(4FP) Full-Spiky, Poisontouch
Poison Pokey C (8HP)(4FP) Full-Spiky, Poisontouch
Dark Craw (20HP)(10FP) Top-Spiky
Poison Pokey D (8HP)(4FP) Full-Spiky, Poisontouch

Estimated SP:
Dark Craw - 25SP.
Poison Pokey - 8SP each.
>>
>>5206668
Troopa- we're gonna cook you losers alive! Brace.
Bowser- tantrum stomp. Shelled enemies get flipped right? What about the cactus ones?
Kammy- yellow wall defense guy
>>
>>5206690
Support.
>>
>>5206668
Can we wish more more wishes?
>>
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Rolled 2, 1, 4, 3 - 2 = 8 (4d4 - 2)

>>5206734
You can wish for one more wish, with precisely the same rules as the previous wish.

~

Troopa rightfully fears for his consciousness, and Braces for impact!

Bowser throws a Tantrum Stamp! You attempt to split the arid, cracked earth with each powerful stomp of your kingly foot!

(Each roll deals 1d4 damage with a -2 modifier. For each time it strikes the Poison Pokeys, a uniquely segmented enemy, it will remove one of their four body parts! This certainly limits their ability to launch ranged attacks, protecting your back line! You obviously knew this! Good strategy!)

Kammy then summons a Yellow Block to bolster your First Position even further!! It has 5HP, DEF1. And it's immune to Poison! It's an inanimate object, you think! It does blink, though... With those... Eyes of its... *shudder*
>>
>>5206765
If I'm looking at this right, Bowser only did 3 damage to everyone?
>>
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Tantrum Stamp damage: 3HP and 2 segments

The pitiful looking stomp leaves you and your allies alone physically, but not mentally...

But devastates the HP of your opponents!

You've completely negated the ranged element of the Poison Pokey's attack plans, and learned something else!

They apparently keep all their HP in their head, because they did not lose extra HP per segment! You wonder what would happen if you hit the head with an Ability that similarly destroys their structure or capitalizes on their ball-like stability.

Each Pokey has no choice but to summon a poisonous relative, or assault you with a Poison Spike Smash.

They all opt for the deadly choice!! Watch out, Troopa Jr.!

The first two smash into the defensive Yellow Block, destroying it!

The next one and the last one continue the pattern, and hit Troopa Jr. for 1 dmg each after getting through his Braced Magic Shell, and leaving him with 4 turns of Pokey Poison on him, which will kill him if we don't end the battle before that! Also, he's still feeling the incredible effects of the Kart Bash, his earlier Rest barely relieved him at all! Do you use an Action healing him, or go all out on these sickly looking mofos?

Interspersing all this chaos is Dark Craw. He's lowered his spear and hasn't expended any FP. He still has a casual look on his face. Looks like he's prepping for something next turn.

Your turn again, Your Beefiness!

>Choose an action for Troopa Jr., then Bowser, then Kammy Koopa!
>>>5204904 Bowser's Actions (don't forget the improved bite! just don't use it on an enemy that's Fully-Spiky like a Pokey! And remember, it always targets the First Position!)
>>>5204907 Partner Actions
>>>5205036 Universal Actions (Updated Items list: Dry Shroom, Ultra Shroom, x3 Fried Swoop)

Field:
Troopa Jr. (4/15HP)(/45FP) DEF1, Top-Spiky, Poisoned (4 turns)
King Bowser (20HP)(3/15F) DEF1
Kammy Koopa(+) (9HP)(/611FP) Flying

Poison Pokey A (5/8HP)(4FP) Full-Spiky, Poisontouch
Poison Pokey B (5/8HP)(4FP) Full-Spiky, Poisontouch
Poison Pokey C (5/8HP)(4FP) Full-Spiky, Poisontouch
Dark Craw (17/20HP)(10FP) Improved Charge (1 turn)
Poison Pokey D (5/8HP)(4FP) Full-Spiky, Poisontouch
>>
Update, didn't wanna delete and post again:

With Pierce 1 and PWR 4 vs. Troopa Jr.'s DEF1, the damage should've been 2, not 1. And the poison kicks in at the beginning of your turn before Actions are made, same for the enemy.

This leaves Troopa Jr. with only 1HP, and one more turn!! The stakes are raised!
>>
>>5206803
Jr.: eat a fried Swoop
Bowser: Stompies
Kammy: lmfao Wall get good faggots.
Can we eat the heads or segments if we fry them?
>>
>>5206803
Kammy use magic roulette.
Jr. eats a fried swoop.
Bowser rest.
.
>>
>>5206806
Whoops I came down with the case of stupid. Not enough FP for stomps.
Jr move behind Bowser
Bowser Defend
Kammy magic roulette
>>
Rolled 1 (1d2)

We'll have Troopa Jr. eat the Fried Swoop so he doesn't die of Poison if there are no objections.

Rolling for Bowser's move
1 Rest
2 Defend
>>
>>5206821
You doe realize the pokeys are going to destroy Jr right?
>>
(Without the Swoop, Jr. would've died anyway and Bowser would be the front-facing character anyway. And now I as QM get to gobble up one of your Swoops. Nom nom nom. Delicioso.)

Bowser attempts to gain FP! (1st number)
The HP gain (2nd) dice is useless, and thus only fucks with the quantum mechanics of the random number generator! Prepare for a disturbance in the force as Bowser wills Flower Points out of thin air!

A crowd of tourists has finally flocked to the summit, all in search of the Star Spirit Muskular or the drama and intrigue surrounding his posse of Starmen. They easily number 40 or 50, and are awestruck and silent, still trying to grasp what's going on.

They see Bowser snoozing, and they are bored!

Next, they see a manchild Koopa in an egg gnawing at the head of a bat, sloshing juices to and fro.

Next they see Kammy and she's still hideous enough to most people in her (+) form that they are STILL revolted merely by the sight of her!! She casts a hex on her King.

The crowd raises its collective eyebrow.
>>
Rolled 5, 3 - 2 = 6 (2d7 - 2)

>>5206887
>>
(Died from Poison before his next action, so Swapping wasn't the best choice for him. He was kinda doomed without the Ultra Shroom or a really good Rest which still may not have been enough. The Fried Swoop helps him soak up at least one or two more attacks. It's all good though because only one party member has to survive for Bowser to win and gain SP, and you're gonna win this fight, right?)

My dice didn't roll for the second time in this thread. Fhat the wuck.
>>
Rolled 2, 2 = 4 (2d7)

Three times this thread. I must be fucking up that roll somehow.

Oh, I see, I capitalized the D in dice+blahblahblah. Okay.

>>5206897
Thank you.
>>
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Rolled 6, 4 = 10 (2d6)

>>5206901
ignore this roll

~

King Bowser handily regenerates 3FP! The world is your FP oyster! Spend away, my liege!

Kammy also boosts you with her Magic Roulette!!
>>
You feel fast as fuck, boy! You begin to feel like you're so nimble you could... Perform two actions in one turn! And you can!

Your scales and shells begins turning invisible, fading out of this plane so that you are mysteriously unaffected by all attacks aimed at you, including direct blows and area attacks! You are also able to remain attacking as normal!

Both of these stupefying effects will last for two turns!

Wow-wee!

Poison Pokey A comes in for a Poison Spike Smash, to TJ's dismay!

He survives with 2 HP, until Poison Pokey B comes and finishes him off.

>K.O.!

Poison Pokey C skedaddles towards you, winds back, and tries to smack you with its sticky barbs! It attempts to make you feel Troopa Jr.'s pain, but phases right through you!!

Dark Craw unleashes his prepared spear on you with an astounding Pierce 5, no defense is stopping that puppy when it's charged up! Except Invisibility, baby! He would've hit you with a Spear Dash for a formidable 6 damage!

The Sharp Objects Enthusiast Fest is not over yet, not until Poison Pokey D expends his FP reserves and summons his cousin, Poison Pokey E!! Ahhhhh they're surrounding you!! Your Basic Shell won't help you here! At least you're invisible for now!!

The crowd is... Cheering! They can't wait for Dark Craw to finish you off!!! What the heck! They think you're the bad guy!

>Nevermind why they could possibly think something like that!! Do something, Fast! Bowser first and second, then Kammy third! It's just you two against the mob!
>>>5204904 (You) (You) Bowser's Actions
>>>5204907 (You) (You) Partner Actions
>>>5205036 (You) (You) Universal Actions (Updated Items list: Dry Shroom, Ultra Shroom, x3 Fried Swoop)

Field:
Troopa Jr. (KO!! You have no revive Items or Abilities... Yet!)
King Bowser (20HP)(6/15F) DEF1, Fast - x2 Actions (2), Invisible (2)
Kammy Koopa(+) (9HP)(3/11FP) Flying

Poison Pokey A (5/8HP)(4FP) Full-Spiky, Poisontouch
Poison Pokey B (5/8HP)(4FP) Full-Spiky, Poisontouch
Poison Pokey C (5/8HP)(4FP) Full-Spiky, Poisontouch
Dark Craw (17/20HP)(10FP)
Poison Pokey D (5/8HP)(0/4FP) Full-Spiky, Poisontouch
Poison Pokey E (8HP)(4FP) Full-Spiky, Poisontouch
>>
>>5206962
Bowser uses Bowser breath.
Kammy use broom bash.
>>
>>5206982
With the "Fast" status, Bowser is able to act twice per turn. Would you like to use another Action? After the first Bowser Breath, he'd only have 2FP left.
>>
>>5206991
A jump on Craw.
>>
>>5206962
Bowser: eat swoop and stompies.
Kammy: spin spin spiiiiin that magic roulette!
>>
Rolled 1, 1 = 2 (2d2)

1st roll both both Bowser moves
1 Breath/jump
2 Swoop/stamper dampers

2nd roll Kammy's move
1 Broom Bash
2 Magic Roulette

captcha: TYGR0
>>
Rolled 2, 2, 1, 2 - 2 = 5 (4d3 - 2)

You begin inhaling air...

You hit your all star area effect attack, Bowser Breath!
>>
Rolled 4 + 1 (1d7 + 1)

It incinerates the original crop of Poison Pokeys!

Out of flames, but full of vim, you follow it up with a big Jump! Dark Craw is wide open in the First Position!
>>
Rolled 7 - 1 (1d9 - 1)

You alone deal a nasty 10 damage to Dark Craw this turn, halving his HP!

With Dark Craw's spear facing up again, he is of no threat of being dealing any counterdamage to Kammy's incoming Broom Bash!!
>>
Dark Craw is in Peril!

The crowd goes feral, throwing Dark Craw a Life Shroom to use on his fallen teammates, and booing you without hesitation of any sort. One of them throws a soda can at you but misses.

Dark Craw's got a vendetta! He chucks his weapon at Kammy, performing a Spear Toss!

It deals 6 damage! He pulls another paper spear from out of nowhere, holding it above his head!

Poison Pokey E follows up with a ranged Spike Toss!

Kammy cannot bear the brunt of the slimy spiked ball slamming into her chest.

It's up to you to snag Muskular! Finish these dorks off!

>Pick two (2) Actions for Bowser while you're still Fast:
>>>5204904 Bowser's Actions
>>>5205036 Universal Actions (Updated Items list: Dry Shroom, Ultra Shroom, x3 Fried Swoop)

Current field:
King Bowser (20HP)(2/15F) DEF1, Fast - x2 Actions (1), Invisible (1)

Dark Craw (1/20HP)(6/10FP) Top-Spiky
Poison Pokey E (3/8HP)(2/4FP) Full-Spiky, Poisontouch, (3 segments)
>>
>>5207220
Bowser: steal the life shroom and use it on Jr. Theyll never see it coming!
Kammy: magic roulette
>>
>>5207220
Scratch that. Need glasses.
Bowser: eat a Swoop and do a Bowser breath
>>
>>5207239
>>5207220
Steal the shroom and use shell strike to finish them off.
Can we upgrade the basic rest?
>>
>>5207242
Bowser is at 20 hp according to the last update. I can switch to the fire breathe.
>>
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Rolled 5 (1d6)

Using a Shell Strike will certainly end all of these foes without the need for a Swoop to be eaten, and since we're looking at a level up, we don't need to use a Rest. You ponder if you'll come across the TURBO Rest Badge, which greatly improves all Rest rolls for only a few BP. Last time you used it, you got such good sleep, despite your goldfish dying earlier that week. You're pretty sure some version of a Dry Bones took it. As if he really needs any help getting Rest! More like Selfish Bones!

~

You spin and gather momentum to clear these fools from your path!

The crowd is silent, then almost all of them let out an exasperated "Awwwww", but you do make out a few average Koopas and Goombas cheering you on after you down this dank daddy. Alright!

>+65SP!
>Level up!
>Lvl. 7, 18SP

You loot Dark Craw's body and he's got two Badges on, but they weren't pinned or fastened correctly so they never activated!

They are the...
P-Down, D-Up Badge! (Equip: 2BP)
This handy but compromising badge lowers all of your Non-Universal attack damage by 1, but also increases your DEF by 1! Nifty trade off, huh?

...and the...

P-Down, D-Up Partner Badge! (Equip: 2BP)
This does the same thing as the other badge, but for BOTH Partners! Beef 'em up if you will!
>>
You happen to have enough BP to equip one Badge or the other if you like:
>Leave both Badges alone for now
>Equip just the Badge that affects you, King Bowser
>Equip just the Badge that affects your partners.
>Take off an old Badge (Double Dip or Partner Helper Plus) so you can wear both of these new Badges.
>You're investing in BP this level, and you choose to equip both new Badges now.

They all clear the scene, keeping a healthy distance as you make your way to the machinery surrounding the Star Spirit in his stasis.

There's a lever clumsily marked "Free Spirit" behind the tank.

You could obviously leave it in the tank to keep Mt. Rugged beautiful and pollution free and full of biodiversity; but smashing Peach from the back, or finding out what happens when you wish for more wishes, is far more important.

You pull the lever. Then you dip your hands in the chamber as it drains and grab hold of him so he doesn't fly away.

He wakes with a short scream, then flies straight upwards, nearly lifting you with him, but luckily he is bound in chains.

He bellows, "what are you doing, King Koopa? Unhand me! I've got to serve Mt. Rugged!"
>Okay, you can stay here and protect Mt. Rugged, but grant me a Star Spirit Power to erm... Save the other Star Spirits that have gone missing!
>Follow me and serve my whim! We are going on a quest to collect your brethren and return them to the pantheon at Shooting Star Summit to restore balance.
>Graaar! Don't make me hurt you, puny star man! Just give me my Star Spirit Power before you get beat!
>I'll just crush you here and now so I don't have to put up with your whining forever!

Then choose your level up reward!
Current (20HP)(15FP)(6BP)
>+5 Health Points
>+5 Flower Points
>+3 Badge Points

Your whole party has its HP and FP refilled.

Now let's... Spin... That... Wheel!!

...(5)

You get a Supernova Speck! That's a really valuable item! Sell it for 100 Coins, or collect 10 and press a Supernova Token for a partner!
>>
>>5207325
>Leave both Badges alone for now
>Follow me and serve my whim! We are going on a quest to collect your brethren and return them to the pantheon at Shooting Star Summit to restore balance.
Or so we tell him.
>+5 Flower Points
Bowser has some nice moves, but poor FP.
Sell the speck.
>>
(You may freely trade 100 Coins for 1 Supernova Speck in most towns and larger shops, like a currency)
>>
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(We will continue tomorrow, take your time with this post. Ask questions, propose ideas, etc. if you like.)
>>
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Oh yeah, you also collect the Life Shroom, duh!! This puppy will bring any fallen party member back in the fight with 10HP. They will have to wait until the next turn to make an Action again, and are immediately susceptible to attacks. Use it wisely, these are expensive!
>>
>>5207325
>Leave both Badges alone for now
>Follow me and serve my whim! We are going on a quest to collect your brethren and return them to the pantheon at Shooting Star Summit to restore balance.
>+5 Flower Points
>Sell the speck.
>>
>>5206887
>Next, they see a manchild Koopa in an egg gnawing at the head of a bat, sloshing juices to and fro.
He's not a kid? Dang, he's too adorable to be an adult.

>>5207325
>Leave both Badges alone for now
>Follow me and serve my whim! We are going on a quest to collect your brethren and return them to the pantheon at Shooting Star Summit to restore balance.
>+5 Flower Points
Can we still wish to be the smartest in the world, or does this choice lock us out of the wish option?
So are we going to address Muskular turning himself into a glorified battery? Yeah sure it's nice he's being a goodie two shoes about it, but then everyone on Mt. Rugged will start getting lazy and taking everything for granted. Conflict breeds growth, and nothing breeds more conflict than letting them deal with the mountain.
>>
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Troopa Jr. (15HP)(5FP)(0.2/1SSP) DEF1, Top-Spiky
[L7,18SP] Bowser (20HP)(20FP)(2/6BP) DEF1
Kammy Koopa(+) (9HP)(11/11FP) Flying
(Usable Items: Life Shroom, Ultra Shroom, Dry Shroom, x2 Fried Swoop)
(Key Items: Pink Brush, Supernova Speck, 30 Coins)
(Equipped Badges: Double Dip, Partner Helper Plus)

Spent some time to update the Abilities, Items, Badges, Effects Glossary and some other stuff on the pastebin. Check it out here pastebin.com/Vgpm3708

With the Gloomba Spike Hat, Troopa Jr.'s Shellbonk has changed from 2d2 damage (2-4)
to 1d4+1 damage, and Pierce 2. (2-5)

Also, his Lightning Blast now Paralyzes the first enemy it hits for 1 turn.

>>5207444
>He's not a kid?
He's a 20 year old NEET who likes to re-watch Sailor Moon every year and burn stuff in his backyard.

Now let's-a-go!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

>You crave all the PWR you can get, and leave off both D-Up Badges.
>(+5FP)

You argue with the foolish Star Spirit that he is interrupting the natural ecology of life in Mt. Rugged that already flourished before he came along with his neo-urban hippie ideals and disturbed what was once a refuge that the elusive Bub-ulbs mated in, which are now no where to be found. You start rattling off nonsense about the environment which confounds the drained blue star.

"A-hrmm.."

Somehow he's convinced that what you're doing is actually for the greater good of everything. He's a real lunk head. Maybe he's a legacy star like Lil' Twink, because you're not sure how he made it to Spirit status, other than his incredible power. You doubt the other Star Spirits will be as easy to convince.

You ask him where all the other Star Spirits are, but he is unable to tell you. "I've been in that stasis chamber for nearly a year... You'll have to find out that information some other way."
>>
Muskular then bestows a Star Spirit Power upon Bowser, which costs Star Spirit Points to use. To fill your SSP gauge, defeat enemies, perform critical attacks and Appeal to the Crowd! Store it up and unleash your Star Spirit Powers!

Maybe later you'll acquire the Star Prayer Badge, which grants you an Action that immediately restores 1SSP, or the Happy Spirit Badge, which gradually restores the gauge each turn.

You only have 1SSP max right now, so if you choose a Power with 2SSP, you'll have to wait until you rescue the next star! You can't go back on this choice and they won't be available later!

You gain the heavenly power of:
>Beef Up! (1 SSP) Gives The whole team a +1 mod to all of their attack rolls for 2 turns, and gives Bowser a small Regen (+2HP/+2FP) for 2 turns.
>Giga Bowser! (2 SSP) This doubles your PWR and physical size for 2 turns! (Grants the Huge status effect!)
>Giga Meteor! (2 SSP) This deals 1d16+4 damage to all non-flying enemies! Flips certain enemies (Like Koopas and Clefts) and dislodges enemies from the ceiling! No pierce. (5-20 damage!)

After lounging at the summit for a while, Kammy packs her chair back into the pocket dimension of furniture and blocks she carries around.

The Crowd has entirely moved on. One Toad with a teal hat came near you talking about an Autograph but you growled him off before he finished his sentence. He said he would catch up with you later. Grumph. Lousy Toads. He was a brave one though... Perhaps you will see him later.

You're the King, and you make the decisions. Before you pursue to the next Star Spirit (which you currently have no leads on), make one pit stop to help you for the upcoming journey:
>Go to Glitzville real quick and recruit Grubba. He's an old acquaintance you can call a favor in from. You were the only person other than him to show up to his grandpa's birthday a few years back. He said he would kill for you. Solid homie right there.
>Go into nearby Toad Town to go shopping, and check out Rowf's Badge Shop. You can visit the fortune teller and get a hint for your journey, too. Fortunes on where to find treasure, Star Spirits, partners and more.
>Let's go hunting in Gusty Gulch and see if the Invincible Tubba Blubba is still up to hoarding Star Spirits away from goodie-two-shoe types.
>>
>>5207752
>Troopa Jr. (15HP)(5FP)(0.2/1SSP) DEF1, Top-Spiky
>[L7,18SP] Bowser (20HP)(20FP)(2/6BP) DEF1
Wait what? Troopa has 0.2 star spirit power?

>>5207754
>Go into nearby Toad Town to go shopping, and check out Rowf's Badge Shop. You can visit the fortune teller and get a hint for your journey, too. Fortunes on where to find treasure, Star Spirits, partners and more.

>"...Sigh... Of course, the Star Spirits are bound by their code of duty to help whoever is noble enough to help them out by granting them amazing wishes beyond their wildest dreams." Lil Twink says, deflated.
Soooooo about that wish
>>
>>5207769
Sonofa- That's for Bowser. You'll have to equip the Sober QM Badge (BP Cost: 100) to eliminate mistakes like that. And yes, you can use the wish for whatever you want. If you want to be smart or have more wishes or anything; such is the power of the Star Spirits.
>>
>>5207776
Aight cool homie I'll wish for being the biggest brained mofo in the galaxy. Probably should put the wishing on the back burner so other anons can suggest their own votes as well. Out of Curiosity, if we wished to become giga bowser at will or be the strongest, what would that entail?
>>
>>5207784
Don't count your chickens before they hatch, you've got a long way to go until you get your wish.
>>
>>5207784
You must collect all of the Star Spirits
>>
>>5207754
>Beef Up! (1 SSP) Gives The whole team a +1 mod to all of their attack rolls for 2 turns, and gives Bowser a small Regen (+2HP/+2FP) for 2 turns.
>>
Sorry about that, thought I included this :
Beef Up! (1 SSP) Gives The whole team a +1 mod to all of their attack rolls for 2 turns, and gives Bowser a small Regen (+2HP/+2FP) for 2 turns to >>5207837
>>
>>5207776
>Beef Up! (1 SSP) Gives The whole team a +1 mod to all of their attack rolls for 2 turns, and gives Bowser a small Regen (+2HP/+2FP) for 2 turns.

>>5207812
>>5207808
Damn, all of them? We better be getting more than one wish.
>>
>>5207837
>>5207838
Any choices on Tubba Bubba/Grubba/Rowf's Badge Shop?
>>
>>5207754
>Beef Up!
>Go to Glitzville real quick and recruit Grubba. He's an old acquaintance you can call a favor in from. You were the only person other than him to show up to his grandpa's birthday a few years back. He said he would kill for you. Solid homie right there
>>
>>5207988
Did you want to replace Kammy or Jr.? The party limit was 3 wasnt it? Personally I think our party is pretty solid.
>>
>>5208087
See what his stats and skills are then maybe replace Jr.
>>
Rolled 1 (1d2)

Either way it's a coin flip muhahah. It's guaranteed to be a fun trip regardless, two of the world's most fashionable and eventful cities, matched only by the likes of Posh Heights and the such. You make a pit stop at:
1 Glitzville
2 Toad Town
>>
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Heading down Mt. Rugged, belly full of Boiled Eggs and confidence, you and your crew hope to recruit Grubba, the Clubba. He owes you one, and you figure he could benefit from this venture as well.

He runs the Glitz Pit in Glitzville, where wily Wrestlers such as Rawk Hawk, Great Gonzales and The Koopinator fight for glory and pay. You were a big Great Gonzales fan, but never found out what happened to him.

Anyway, you reach the base of Mt. Rugged and take the train to the Transit Center. From there you take the blimp to the glamorous city in the sky. You try haggling, but these Travel Toads are like NPC's or something, you swear. They won't budge on price.

All this travel cost you 20 Coins. You can get back to Toad Town with the Blimp with your last 10 Coins, or you could try your hand at gambling in the arena, or taking on the challengers in the Glitz Pit yourself. You can even bet on yourself and win or lose great rewards!

When your Blimp touches down in Glitzville, an overwhelming aroma hits you. It's the Hot Dogs and TURBO Sluggers from the Hot Dog Cart. There seem to be other Dogs there as well, but the large sign states clearly that the normal dog costs 12 Coins, and the rest go up from there. You can't afford one right now. The average Hot Dog heals 20HP and cures Poison, and the rest get better from there, terminating in greatness with the TURBO slugger, which heals 25HP, 25FP and all Status Effects, and gives the eater Hyper Charge for 2 turns. But apparently it costs a whopping 40 Coins! That's blimp-way robbery! Maybe you can snag one from the cart operator without him knowing... They look so good, even from a distance... You urge yourself onward.

Kammy Koopa follows loyally behind you, but Troopa Jr. needs corralling. You lead them past the booming plaza and into the Glitz Pit.
>>
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You are greeted in the lobby by a pink Toad woman in professional attire. She asks you "2 adults and 1 juvenile? That'll be 2 Coins. Right now it's amateur league, winner moves up to the pros. The Punk Rocks vs. the Hand-It-Overs. Betting is still open. You in?"

"Uhh, actually, we're here looking for your boss, Grubba."

Jolene, as her name tag suggests, replies "Mr. Grubba is busy, he won't come out of his office until tonight's events are over. So what are ya in for?"
>Join the Crowd and merely watch the fight for 2 coins.
>Bet on the Hand-It-Overs to win.
>Bet on the Punk Rocks to win.
>Wait for the fight to end, save your coins for travel fare. Maybe you can head back outside and steal a TURBO Slugger while you wait.

The winners are gifted a nice purse in front of the crazed Crowd, broadcasted all over screens in Glitzville, even outside the Glitz Pit. This arena stuff doesn't look so bad, you think, you could rack up some riches before getting down the road, or you could just continue without the prizefighting. After you finish watching the fight, the announcer comes out and tells all of Glitzville, via live-feed screens, "If YOU think you can take on tonight's winners and 2 other teams, you could be Glitzville's newest Champ! 1st place prize is a fabulously rare Badge! All other placings will receive prizes appropriate to their standing." The announcement shuts off.

You return to Jolene and announce to her:
>This fighting is all fake! Give me my money back, now! The entire Crowd is full of dummies!
>You people have some gall trying to get peoples' children to watch this. This is sick, and what do you think it does to society at large when you perpetrate these televised violent events?
>Sign me up, Jolene, I'll clobber your whole roster, and become everybody's favorite fighter in no time! Just prepare the prize for me!
>>
>>5208920
>Wait for the fight to end, save your coins for travel fare. Maybe you can head back outside and steal a TURBO Slugger while you wait.
>Sign me up, Jolene, I'll clobber your whole roster, and become everybody's favorite fighter in no time! Just prepare the prize for me!
>>
>>5208920
>Wait for the fight to end, save your coins for travel fare. Maybe you can head back outside and steal a TURBO Slugger while you wait.
>>5208920
>Sign me up, Jolene, I'll clobber your whole roster, and become everybody's favorite fighter in no time! Just prepare the prize for me!
>>
>>5208920
>Wait for the fight to end, save your coins for travel fare. Maybe you can head back outside and steal a TURBO Slugger while you wait.
>Sign me up, Jolene, I'll clobber your whole roster, and become everybody's favorite fighter in no time! Just prepare the prize for me!
>>
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Rolled 20 (1d20)

You launch spittle all over the glass separating you and Jolene. "Gwa- WHAT?! TWO LOUSY COINS! THAT'S A RIPOFF! WHY IS EVERYTHING SO EXPENSIVE IN GLITZVILLE?"

You can hear what must be the loudest Crowd you've heard in years, just beyond the doors that keep flapping open and closed to let people in and out, smiles dotting their faces.

You grumble and kick rocks, but remember you can exchange your Supernova Speck here for 100 Coins.

Still not paying to watch the fight, or for the TURBO Slugger, heh heh heh. You know a rotten deal when you see one!

Wait, are those complimentary Glitz Pit memorabilia ponchos and foam fingers!!? Everyone's wearing one! Dammit!

You sourly leave the large coliseum and see screens in every shop and corner in Glitzville broadcasting the fights via live-feed, but you still kinda wish you got to experience a fight from the Crowd. Oh well, you'll get to see what it's like on-stage!

Grubba himself is announcing the matches. You can see and hear him hyping up The Hand-It-Overs. "...AAAAAND IN THIS CORNER! THE DOWN-RIGHT DASTARDLY NE'ER-DO-WELLS!! WATCH YOUR PURSES, LADIES, HAHA! But seriously, I've had to admonish them before about that... So let's just... Nip it in the bud, okay? ...IT'S THE HAND! IT! OVERRRRRRS!!!!!"

The Crowd positively erupts over this amateur-ranked match. "AND REMEMBER FOLKS, IF YOU THINK YOU GOT WHAT IT TAKES TO JUMP IN THE RING WITH STUDS LIKE US, COME ON DOWN AND JOIN, BEEFY STRANGERS!! SIGN UPS END IN 30 MINUTES! BE QUICK! NOW ON! WITH! THE! FIIIIIGHT!" A huge bell ding sounds over Glitzville. You watch one of the Bandits Swindle one of the Punk Rocks.

Can you win the adoration of the fans, the tournament itself, and most importantly that rare Badge? One loss and you're out! One thing's for sure, this isn't a task for an empty stomach!! Har har!

You send Kammy and Troopa Jr. to distract the proprietor of the restaurant, Mr. Hoggle. He thinks Kammy is TJ's grandma, apparently. "Wreeee I tell you what, missus, yer lil' guy here looks like he would taste so good scrambled up on top of a Hot Dog! No, seriously, I wanna try!" Then he makes some odd honking or squealing noises.

Troopa Jr. lets out a scared meep.

Gotta be sneaky, this guy's a weirdo, and he wields a butcher's knife. Your Insatiable Hungriness tiptoes behind the food truck labelled Hot Dogs - 12+ Coins! (If you roll a 15 or above, you steal two TURBO Sluggers and get away with it! Otherwise Mr. Hoggle will catch you!)
>>
>>5209137
Wew, a legendary 20.

https://youtu.be/liuwszyDhXM
Bowser's been in four smash games hasnt he? This feels almost unfair that he's joining the tournament. Almost.
>>
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Tiptoeing all the way inside of the Hot Dog Truck, you manage to nearly fill your inventory up with the delicious smelling treats!! You munch an extra one on the way out just to satisfy your craving.

>+3 TURBO Sluggers! (Crit Bonus gets you 3 instead of 2!)(You have 2 Usable Item Inventory slots left)

You sneak back out with impeccable skill and timing while your gang cluelessly assists your plan perfectly, bickering with Mr. Hoggle. You don't fuck around when it comes to Sluggers.

Making it back to the Glitz Pit entrance, you motion for Kammy and TJ to come back. A minute later, you hear Mr. Hoggle oink loudly in despair. Har har har. The Glizzy Gladiator strikes again!

Troopa begs for you to share but you swat him away with Ruthless Aggression.

It's time to sign up for that tournament, har har!!
>>
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You inquire further with Jolene about the prize, and she sighs "Oh, I guess I can tell you, since you're signing up for the fight. We have a few rare Badges, so we're leaving it up to the contestants to decide. Since you're a late sign up, you won't get a vote, sorry. The other fighters have already chosen the prize: It's the
>Pretty Lucky Badge. (Equip: 3BP)
Enemies occasionally miss Bowser for no reason at all! The longer a battle goes on, the more likely this effect becomes.
>TURBO Rush P Badge. (Equip: 3BP)
Whenever either Partner is at 5HP or less, they gain an increase of +2PWR.
>Ice Power Badge (Equip: 2BP)
Bowser deals 2 extra damage to all Fire type enemies, and can Jump on them without taking damage.

"Oh..." you say. The Crowd roars again, louder than before somehow.

She chimes in "Don't forget about all the SP you'll earn and any potential Items the adoring (she mumbles, or hateful) Crowd will throw towards you!"

"Anyway, if you're serious about fighting, looks like you're up. The Hand-It-Overs just won and made it to the pro league. That means they're your first opponent on the bracket. Good luck, and don't worry about healing in between matches, we've got you covered. There's still time to pussy out, if you ain't got the guts," she goads with raised eyebrow.

"Har har, yeah right, we'll smoke anyone you throw at us, even the Champ!"

You walk your way down the long stairs into the fabled Glitz Pit. Grubba is no longer announcing the matches, he's brought in some dorky looking Goomba with a bowtie to announce the tournament. The crowd is heavily chanting on the recent winners, who are currently pickpocketing jewelry from their fans as they sign Autographs. They don't seem to care, they're cheering them on anyway!!

One of them Swindles a POW! Block from the Crowd and holds it above his head, prior to re-entering the arena. He's ready to use it!

Oh well. Here goes nothing and everything! There don't seem to be any special rules here in this tournament, so just K.O. all your opponents!

>You get the first swing! Order: Troopa Jr., Bowser, then Kammy! These guys don't look so tough! You'll definitely win over the crowd if you can trounce them in just 2 turns!!

Troopa Jr. (15HP)(5FP) DEF1, Top-Spiky
[L7,18SP] Bowser (20HP)(20FP)(2/6BP)(0.4/1SSP) DEF1
Kammy Koopa(+) (9HP)(11/11FP) Flying
(Usable Items: Life Shroom, Ultra Shroom, Dry Shroom, x2 Fried Swoop, x3 TURBO Slugger)
(Key Items: Pink Brush, Supernova Speck, 10 Coins)
(Equipped Badges: Double Dip, Partner Helper Plus)

Bandit A (9HP)(3FP)
Big Bandit A (12HP)(3FP)
Bandit B (9HP)(3FP)
Big Bandit B (12 HP)(3FP) POW! Block Prepared (1)
>>
>>5209182
Troopa Jr.: Lightning Blast
Bowser: Tantrum Stamp
Kammy: Conjure Obstacle Attacking block
>>
>>5209182
>Pretty Lucky Badge. (Equip: 3BP)
Damn, I forgot to ask this, but could we exchange the thing for 100 coins, then self bet 110 coins on us on this match?

Troopa use Appeal. So the audience like bad guys right? Well King Koopa's a pretty bad dude.
Bowser use Jump on the POW! Block.
Kammy use Conjure Obstacle
I dont want them to get close and steal our stuff. After this match let's steal their stolen goods.
>>
>>5209201
Using their own item against them not a bad idea, changing my vote>>5209194 to >>5209201
>>
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Rolled 4 + 3 (1d7 + 3)

>>5209201
>>5209194
Ah shit, yeah, forgot to allow us to bet on ourselves.

Max bet for this fight is 20 Coins.

We'll assume you exchanged your Supernova Speck and bet max on yourself, because, c'mon. The following fights will have larger max bets.

Current Coins: 90, 130 if you win this fight.

(writing)

~
The bell goes ding!

Troopa Jr. uses 1FP to Appeal to the audience before the actual fighting gets under way, "Hey! Watch this! We're gonna cream your beloved Bandits! We're gonna suck the sticky off their fingers! Yeah!!"

He has no idea how lame he sounds, and several Crowd members throw empty soda cans and rocks at him, dealing him 1 damage.

The crowd starts chanting "LAME! LAME! LAME! LAME! LAME!" and booing and throwing popcorn.

"Grrrrrrrgg......"

One throws a perfectly good Hot Dog which you try to intercept, but it flies left and splatters into chunks.

"GRRRRRRRR...."

Bowser is embarrassed and enraged! He has the Charged status for 2 turns!

"Way to go, Junior!" Kammy says to the fuming manchild with soda spilled all over him.

Bowser goes in for a boosted jump onto the POW! Block holding Big Bandit B!

It's a nasty stomp, and triggers a chain reaction! All enemies receive an extra 2 damage from the Item!

Kammy summons a Defensive Block to prevent any Swindling from these daft thieves.
>>
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The first Bandit tried Swindling the Yellow Block anyway, and obviously pilfers nothing!

Next, Big Bandit A comes and smacks it for 3 damage! Bandit B is just burly enough to deal to 2 damage death blow to the Yellow Block.

The final Big Bandit can't stop his thieving ways, and Swindles the Ultra Shroom away from Troopa Jr.!!!

Give that back!!

>Finish them now to earn the Crowd's respect, and your Ultra Shroom back!!

Field:
Troopa Jr. (14/15HP)(4/5FP) DEF1, Top-Spiky
[L7,18SP] Bowser (20HP)(20FP)(2/6BP)(0.4/1SSP) DEF1
Kammy Koopa(+) (9HP)(6/11FP) Flying
(Usable Items: Life Shroom, Dry Shroom, x2 Fried Swoop, x3 TURBO Slugger)
(Key Items: Pink Brush, Supernova Speck, 10 Coins)
(Equipped Badges: Double Dip, Partner Helper Plus)

Bandit A (7/9HP)(0/3FP)
Big Bandit A (10/12HP)(3FP)
Bandit B (7/9HP)(3FP)
Big Bandit B (3/12 HP)(0/3FP) Ultra Shroom Prepared (1)
>>
(Bowser has Charged for 1 more turn as well. Can you dispatch these foes in 3 Actions or less!? Try your best, for the hearts and minds of the fickle Crowd are at stake!)
>>
>>5209221
Troopa Jr: Flame Blast Big Bandit A
Bowser: Tantrum Stamp
Kammy: Appeal
>>
>>5209221
Troopa Jr: steal back the shroom
Bowser: bowser breath
Kammy: yellow obsticle if Bowser cant kill them all this turn.

>>5209269
But is tantrum stamp worth it? It doesnt deal nearly as damage as BB.
>>
quick roll
1st
1flame blast
2steal shroom
2nd
1 stamp
2 breath
3rd
1 appeal
2 summon obstacle
>>
>>5209315
What?
>>
Rolled 2, 1, 2 = 5 (3d2)

>>5209315
>>
>>5209307
Bowser breath deals 4d3)-2 fire damage, Tantrum Stamp (4d4-2) unblockable damage
>>
>>5209328
Yyyyeeeess, but Bowser breath is more likely to deal more damage, while Tantrum stamps is more likely to roll no damage at all, plus therea the fact that non of the shy guys have any defense so. Theres that.
>>
>>5209328
He's right, Bowser Breath is likely to be the superior move damage-wise due to the rolls, though Tantrum Stamp has it's own unique abilities that make it useful in different ways, even in this current situation. Like shaking away that Ultra Shroom, or causing the scenery to rumble and tumble if the roll is powerful enough.

I'll give you guys 10-20 minutes to change or lock in your answers, then we'll continue.
>>
>>5209333
Would Bowser's charged status negate the -2 from the Tantrum Stamp? If yes then is it not too late to go for the Stamp?
I still think we should get the wall. Dont want these guys stealing any more things.
>>
Oh yeah I forgot about the Charged somehow. Nevermind everything my dumbass typed.

Due to the nature of Tantrum Stamp's mod and it's status as being 4 individual stomps, vs. Bowser Breath being a single, continuous attack, it basically negates the mods on both, leaving
Bowser Breath at 4d3 and
Tantrum Stomp clearly superior at 4d4.

We'll proceed with this plan>>5209315
Thanks for bearing with me.

(writing)
>>
Rolled 3, 2, 4, 3 = 12 (4d4)

(Interact, -1FP) Troopa Jr. unexpectedly outswindles the Swindlers! The Ultra Shroom is back in your Inventory now!

The Crowd goes silent for a while... Then erupts in cheers for you! No one saw that coming!

Bowser takes advantage of the situation! He throws a fit! If it deals 7 damage or more, it'll shake down the lighting fixtures above both parties!

Kammy surveys the field...
>>
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Rolled 3 (1d3)

There's no need for her to act!

King Bowser stamps his feet with Charged momentum, creating seismic activity powerful enough to shake down the lights on both team's heads! Better hope Grubba doesn't take that out of your winner's purse!!

The light fixtures falling down deals 3 unblockable damage to everyone, and pins down the entire team of losers, who are all K.O.'d! Take that, Hand-It-Overs!

A Pearl Necklace falls out of one of their pockets and is returned to it's owner. The Crowd erupts in cheers for you, "King-Koop-A, King-Koop-A,..."

>+18SP!
Bandit = 2 x 3SP
Big Bandit = 2 x 6SP
Current: Lvl.7,36SP.
They weren't the toughest challenge, but they tried throwing you some scummy curveballs.

The Crowd celebrates your cunning victory, and gifts you with a Honey Syrup on your way from the stage to the Lockers! This is used in many Recipes, and instantly refills the consumer with +5FP! (Only one slot left in your Usable Items Inventory!) Not the best Item, but it certainly beats when they were throwing rocks at Jr. at the start of the match!

The other teams don't seem to enjoy your newcomer status, all sneering at you and ignoring you when you walk in. They're all veteran pros of the Glitz Pit, and they're all even grittier and tougher looking than The Hand-It-Overs.

You rest and refresh your team to full FP and HP. You even have 0.9 of your SSP gauge filled, almost ready to unleash your Beef Up! Power if you wish.

The bell dings in the distance, and you FEEL the Crowd explode in energy, shaking the whole Pit as two pros step inside, and only one moves up the bracket.

They'll be your next foes, as well. It's the:
1 - famously raucous trio of Hammer, Boomerang and Fire Bros, the disloyal and obnoxious Hamma, Bamma and Flare!
2 - two Red Chomps known as Chomp Country! Beware their high base PWR and DEF!
3 - Poker Faces! Two Dark Bristles who are very Spiky and very powerful! These teams aren't pros by accident!
>>
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"The Ultimate Weapons" as they're known as, eerily jump past you and field the ring without an exchange of words.

You are approached by Jolene before you leave the lockers. "Hey. We'll talk about the light fixtures later, we've already got the backups up and running. Here's your 40 Coins you won. Wanna let it ride? Or bet differently this time?"
>Bet max, 40 Coins.
>Bet 30 Coins this time.
>Bet 20 Coins again.
>Bet the minimum 10 Coins.
>Don't bet this time.
Current: 130 Coins

After, your squad takes the field, actually getting more fanfare than the familiar Poker Faces! All right! "King-Koop-A! King-Koop-A!"

Momentum's on your side this time! You take a few moments to appreciate the spectacle, having hundreds cheer for you!

While you're turned around... Ding! The bell rings, and...

>It's an Ambush!!!

The first Dark Bristle smashes into Troopa Jr. with Pierce 3, and 8PWR! He's at only 7HP!

The second Dark Bristle follows up and K.O.'s him! What do we do?!?!

We can't jump on them or approach them for many melee attacks, they're Fully-Spiky! And don't even bother with your Bowser Breath, they'll just shrug it off!!

Maybe if we used an Action to switch one of our Badges out for the Spike Shield Badge, so Bowser can attack normally in close quarters!

Or maybe it's time to set up a defensive line again?

What Items do we have that could be useful? Maybe the Crowd will help?

Or should we just go all out? These guys are simple-minded but extremely tough, we need a strategy, fast! We're running out of options!

>Choose an Action for Bowser, then Kammy!
pastebin.com/Vgpm3708

Field:
Troopa Jr. (0/15HP)(5FP) DEF1, Top-Spiky - K.O.!!
[L7,18SP] Bowser (20HP)(20FP)(2/6BP)(0.9/1SSP) DEF1
Kammy Koopa(+) (9HP)(11FP) Flying
(Usable Items: Life Shroom, Ultra Shroom, Dry Shroom, x2 Fried Swoop, x3 TURBO Slugger)
(Equipped Badges: Double Dip, Partner Helper Plus)

Poker Face A (8HP) DEF 4, Full-Spiky, Immune to Fire
Poker Face B (8HP) DEF 4, Full-Spiky, Immune to Fire
>>
(This post is slightly wrong. You have +Honey Syrup Item and +18SP)
>>
>>5209372
>Bet max, 40 Coins.

Bowser: Tantrum Stamp
Kammy: magic roulette
The Pokey Faces dont have any FP, but they hit hard. Luckily they dont hit hard enough to knock Bowser out in one sitting. On the next turn Kammy can feed Bowser a turbo slugger to regain all his health and give him a charge.
>>
Rolled 3, 4, 1, 3 - 2 = 9 (4d4 - 2)

A roll of 7 or higher will bring down the second set of light fixtures! Any roll of a 3 or 4 also flips both Bristles on their backs, nullifying their DEF and Spiky status for 1 turn!

Bowser Tantrum Stamps, bringing his foot down four times.
>>
The move is super effective!!!! It bypasses the Dark Bristles' defenses and reduces both of their HP's by half!!

Bowser once again brings down the light fixtures, causing 3 unblockable damage to himself, Kammy and the Poker Faces!!! Your enemies are in Peril!!

The flip effect doesn't last long on these guys. It doesn't stack, so they'll only be out for one turn. Both are at 1 HP, 0 DEF and non-Spiky. Kammy can continue with her Magic Roulette, or she can choose to attack the Bristles.

>Confirm Kammy's move!!
>>
>>5209454
Wand smack
>>
The crowd laughs comically for a second time as the light fixture comes down on both teams, and actually draws one long "Booooo!" from somewhere in the arena.

Kammy changes her mind and capitalizes on the fallen Poker Face A with a Wand Smack! With 1HP and no DEF, it's a guaranteed kill!

All that's left to do is finish off Poker Face B, who uses his turn to flip back over and regain his 4 DEF and Full-Spiky statuses. He's got 1 HP.

The Crowd has already seen your Tantrum Stamp twice now and are getting... Bored! How harshly fickle!

>You've got one Action for Bowser then one for Kammy, let's wow these spectators and win them back to our side!!
>>
>>5209464
Grab the defeated Pokey and beat the flipped one with it's own friend
>>
>>5209464
Shell strike with Bowser.
Kammy uses shape beam.
>>
>>5209454
Changing vote
Bowser switch to spike touching badge
Kammy summon yellow wall
>>
>>5209465
>>5209485
>>5209491
(Had some stuff written for the bash one with the other command. Yellow Block has a slight chance at failing unlike Shape Beam, with its Pierce 1. Maybe you can upgrade the Yellow Block into a Metal Block and it'll gain some Pierce. For information sake, we'll just go with...)

Bowser goes in for a Shell Strike!! You wind up and unleash yourself at the remaining Dark Bristle, but his Full-Spiky status prevents you from getting close enough, and deals you 1 damage! You were sure your Basic Shell was strong enough for it...

Kammy saves the day with a Shape Beam, unable to fail!!

>You earn 40SP! 20 for each Poker Face!
>Currently Lvl. 7, 76SP

The Crowd goes stupid, and starts launching their Coins at you!

You unheroically hobble over and collect them all, with the help of your crew!

There's 17 Coins here!! Hey, watch those Hand-It-Overs!

On top of your gambling winning, you will have propelled from 130 Coins to 187 Coins!

This time on the way back to the lockers, one of the Lakitus with a camera broadcasts you on the big screen and a Toad with a microphone interviews you with a single question:
>>
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"What are you going to do with the Pretty Lucky Badge if you win?" The Toad asks with a big gleaming smile and wide eyes.
>"I'm going to use it to capture the Star Spirits and reign over this land, you smelly, worthless Toad!"
>"I'm going to lock it up forever in my Badge Case and Double Dip my TURBO Sluggers, you slimy, puny Toad! Gwar har har!!!"
>Smack the mic out of his hand and hock a loogie on his camera equipment.
>Write in - ???

In the lockers, Jolene meets you with your winnings and performs a final check. "Wanna bet on yourself going up against the Champ, the Rawk Hawk? You know that he's been reigning for years, only the Great Gonzales able to take the belt from him during that time? Just some friendly info. I know how much you want to win though, I just saw your interview, along with all of Glitzville. You've got spunk. Good luck, King Koopa. Cool ring name, by the way. You can bet up to 75 coins on yourself this time. Rest quickly, The Champ is already ready for your team in the ring."
>Bet 75 Coins!!!
>Bet 50 Coins.
>Bet 25 Coins...
>Don't bet on this fight.
>Bet on Rawk Hawk, 75 Coins, you're gonna throw this fight for a quick payday!!

~

"You wanna hate me, but you can't help but love the RAAAAAAAWWWWK!" The Champ is already out entertaining his hometown Crowd. "I'm the last thing standing between these Stank Fools and the treasure of their dreams, whatever sick dreams those may be! Haw haw! Now GET OUT HERE, STANK FOOLS, I'm gonna crush you and add another trophy to the case. Get ready to RAWWWWWK!!!"

With fully replenished HP and FP, your team makes its way out to the Arena. The Crowd is cheering you on!!

"STANK! FOOLS!! STANK! FOOLS!! STANK! FOOLS!! STANK! FOOLS!!"

...Grrrrar...

"Go on, suckers, hit me with your best shot, I'll give you the first round!!" Rawk Hawk mawks. What the fawk?

The Crowd quiets in anticipation of the match of their lives... Who will win the Amateur Pro Baby Jr. Tournament?!?!!!?

>Let's go!!!! Troopa Jr. first, then Bowser, then Kammy!!
(Usable Items: Life Shroom, Ultra Shroom, Dry Shroom, x2 Fried Swoop, x3 TURBO Slugger, Honey Syrup)
(Equipped Badges: Double Dip, Partner Helper Plus)

Troopa Jr. (15HP)(5FP) DEF1, Top-Spiky
Bowser (20HP)(20FP)(2/6BP)(1SSP) DEF1
Kammy Koopa(+) (9HP)(11FP) Flying

Rawk Hawk (69HP)(25FP) DEF 1


pastebin.com/Vgpm3708 is up to date (cross my fingers), if you need to review Actions.
>>
>>5209499
>Write in - ???
I'm gonna fight the meanest guy around so everyone know's King Koopa rules supreme! (can't let everyone know we're after the stars, then they might go after them, or worse. Mario.)

>Bet 75 Coins!!!

Troopa: Lightning Blast him.
Bowser: Bite him
Kammy: Magic Roullete
>>
(Going to try to update this battle quickly, so expect 15-30 minutes vote windows, >>5209509
this is a strong opening move, so we'll start with it.)
>>
Rolled 2 - 3 (1d6 - 3)

Troopa Jr. attempts to start off with some damage and a Paralyze, which Rawk Hawk has no chance of defending against!

>Lightning Blast!! (5FP, Unblockable, Paralyze 1 turn on hit)
>>
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Rolled 14 + 6 (1d18 + 6)

Rawk Hawk cleverly hits the deck!

It's a miss!

He stands up only to face Bowser's Poisonous Bite...
>>
>>5209534
(That's a -6, not a +6, my bad)

Rawk Hawk is unable to avoid Bowser's Action!!! He takes 8 damage and becomes Poisoned for 3 turns! He'll lose 1HP every turn!

Kammy weaves another spell over her Lord...

The Magic Roulette interface comes up, and spins like a slot machine.
>>
Rolled 4, 5 = 9 (2d6)

>>
Right after biting Rawk Hawk, Bowser becomes both Invisible and Huge for 2 turns!!!

You can barely fit on the stage anymore, but no one can see you! You feel strong.

The Crowd is baffled, however. They still cheer Rawk Hawk on.

Your Poison takes one HP from The Champ.

Rawk Hawk merely taunts you, saying "Hahahahaha, that all you got?" and performs a Shroom Drop. (+5HP, Charged for 3 turns.)

The women in the Crowd shout moans and things like "You're so dreamy!", and "Marry meeeee!!!!!"

They throw him another Mushroom to perform another Shroom Drop, y'know, if he feeeeeeels like it.

>Let's teach this jerk a lesson!! (Pastebin has Effects and Items glossary if you are unsure)
Troopa Jr. (15HP)(0/5FP) DEF1, Top-Spiky
Bowser (20HP)(19/20FP)(2/6BP)(1SSP) DEF1, Invis (2), Huge (2)
Kammy Koopa(+) (9HP)(8/11FP) Flying

Rawk Hawk (64/69HP)(24/25FP) DEF 1, Poisoned (2), Charged (3)
>>
>>5209554
>biting Rawk Hawk
Say that out loud
>>
>>5209554
Bowser improved jump.
Is jr's go 0? Shellbonk if yes, Lightning Blast if he's full.
Kammy does a broom bash.
>>
Rolled 2 + 1 (1d4 + 1)

Bowser Jumps!!!

But he's Huge! He can't make a leaping arc! He leaps straight into the ceiling!!

Instead of a Jump-style attack, he creates a big rumble and strikes the light fixtures down for a third time, causing 3 unblockable environmental damage to everyone but him, since he's Invisible!! The ceiling begins to crack.

The Crowd is bewildered as ever, but are cheering their asses off!! There are competing cheers for the Stank Fools and the Rawk Hawk now!

TJ goes for his Shellbonk, now with Pierce capabilities!

Kammy swoops back...
>>
>>5209554
Troopa: steal or eat the Shroop Drop, preferably eat it.
Bowser: Poison bite again to extend the poison damage. Between Poison and Jump, bite will probably deal a little more damage on average by a margin of 1, or two if you include the poison damage. Yeah, go for another bite.
Kammy: Broom Bash. Might get lucky and Daze him.
>>
Rolled 1 - 1 (1d9 - 1)

>>
>>5209569 sorry pal.

Kammy bumps into the Invisible Bowser and falls off her dang Witch Broom!! She'll have to Mount it to gain its benefits again. She can't Broom Bash unless she's Flying.

Rawk Hawk takes advantage of the blundering chaos, and hits Troopa Jr. with a wicked Superman Slam! This pierces his defenses and deals 6+2(Charged) damage to him!! It draws a bead of sweat from his brow, draining 2FP from him and Softening him up by 2 DEF for 3 turns, effectively making his DEF -1.

The bimbos in the Crowd flash their tops at you guys, mostly The Champ!! It's so loud!!!!

He's not as tough as you thought! That, or he's saving his more powerful moves for later...

He loses another HP from Poison

>Let's hit him again, team! Take advantage of your double PWR from being Huge!
Troopa Jr. (4/15HP)(0/5FP) DEF1, Top-Spiky, Soft 2 (3 turns)
Bowser (20HP)(19/20FP)(2/6BP)(1SSP) DEF1, Invis (1), Huge (1)
Kammy Koopa(+) (6/9HP)(8/11FP)

Rawk Hawk (57/69HP)(22/25FP) DEF 1, Poisoned (1), Charged (2)
>>
pastebin.com/Vgpm3708
meant to link this just in case
>>
>>5209587
Troopa: Steal/Eat his Shroom
Bowser: Bite
Kammy: wall

>>5209560
bad anon, bad. no more jumps for you.
>>
Rolled 1 (1d2)

The Mushroom is securely in Rawk Hawk's wrestling tights now, not over his head like the Big Bandit earlier, making it much harder to steal. Troopa Jr. needs to roll a 2 to succeed in his theft.
>>
Troopa ends up gripping Rawk Hawk's raw cock! Normally this would deal 1 damage, but Rawk Hawk's Jawk Strawp blocks the damage. The Crowd boos this cowardly and base behavior. Rightfully so!

Rawk Hawk keeps his Mushroom and his mushroom tip safe.

Bowser, with a Huge Invisible face palm, goes for a doubly powered Poison Bite for 1FP!!

It's got massive potential!!!!!
>>
Rolled 13 - 6 (1d36 - 6)

I capitalized the D in dice again. QM hurts itself in confusion!!!
>>
Kammy uses Summon Obstacle: Defensive Block Jutsu!!!

For 0FP, Rawk Hawk merely comes along and hits it with a Charged Slide Kick, dismantling your defense.

You successfully hold him off for a turn.

>It's your turn again!

(Phoneposting, please calculate stats on your own for this round. You should be able to use just about any ability, except Kammy's more expensive stuff, and remember TJ is hurt badly with no FP. Proper update coming next. Apologies for the inconvenience.)
>>
>>5209703
Jr: eat a hot dog as is your birth right
Bowser: bite. If uts not broken why change it?
Kammy: magic roulette
>>
>>5209762
>>5209703
Scratch that. Jr. is for bullying. He only gets to eat a Swoop. If we win, then he can have a super hot dog.
>>
>>5209776
>super hot dog
Call it a TURBO Slugger right now or else I'm going to lose my shit.
>>
>>5209788
>mega sideways burger
>>
>>5209792
Expect a visit from me in your dreams
(Continuing after I finish cooking/eating dinner. It's white girl tacos tonight.)
>>
Rolled 6 - 6 (1d18 - 6)

TJ eats one of the two remaining Fried Swoops, his belly starving for nutrition.

You follow up your previous Poison Bite with another. You can do this all day.
>>
Rolled 4, 4 = 8 (2d6)

Except when you miss! Rawk hawk narrowly shimmies away from your Poison Bite.

No HP is lost and no Poison is inflicted.

Kammy continues fighting with a Magic Roulette, on her liege now visible and of reasonable size. Her breasts bounce gallantly.
>>
Kammy, having launched another spell, is completely out of FP, and Grounded!

As soon as you become visible, you become completely Invisible again at Kammy's hex, this time for 3 turns. The Crowd seems to think your entire team is Kammy and TJ.

Even though Troopa Jr. ate the Fried Swoop, the Charged Rawk Hawk comes in and takes him to Suplex City with another Superman Slam, K/O/'ing him!!

That move has either 1 or 0 cooldown, because he looks confident to crank them out all day!

He takes his final Poison damage.

You'll probably want to revive Troopa Jr., even as just a temporary barrier, if nothing else!

He comes back and attacks both you and your partner with with a Double Flip! His Charged status won't effect this attack. He deals 4 unblockable damage to both you and Kammy. She's in Danger, nearly in Peril!

It's your turn again. You are practically immune to all damage until 3 turns from now, Kammy not so much. Troopa Jr. is already knocked out.

Don't lose your 75 Coins or your chance at the Badge!! Let's finish off Rawk Hawk and level up! You only have one chance at this!

The Crowd boos you vehemently ever since TJ's crotch grab. Their hero, Rawk Hawk, is ready to wrestle you to pieces, and has one more Mushroom. What do you do?

>Choose an Action for the normal-size Invisible Bowser and Kammy now!! pastebin.com/Vgpm3708
Troopa Jr. (0/15HP)(0/5FP) DEF1, Top-Spiky, - K.O.'d!
Bowser (20HP)(14/20FP)(2/6BP)(1SSP) DEF1, Invis (3)
Kammy Koopa(+) (2/9HP)(0/11FP)

Rawk Hawk (49/69HP)(18/25FP) DEF 1

You'll definitely win a Bonus if you can win in 4 more turns!!!
>>
>>5209940
Bowser breath.
Kammy use a healing item.
>>
>>5209940
Bowser: Bowser Breath
Kammy: Flying swoop
>>
>>5209992
Fried swoop not flying
>>
>>5209940
Bowser: heal yourself and Kammy with the TURBO Slugger to restore both your HP and FP, in addition to getting the Hyper Charged
Kammy: knock his fucking lights out with a Shaped Beam

>>5209964
>>5209992
May I persuade you two into partaking in the mystery sausage meat? Hyper Charged gives you +6 PWR, so. We hit fokin hard.
>>
>>5209995
But a Fried Swoop heals so little, where as a slugger heals for 25 each.
>TURBO slugger, which heals 25HP, 25FP and all Status Effects, and gives the eater Hyper Charge for 2 turns.
>Watch out for those Hyper creatures, they have a Hyper Charge ability even more powerful than Improved Charge! They can cause themselves or any ally to become incredibly dangerous with a +6PWR bonus for 2 turns!
>https://youtu.be/7zpxgyG7eGk
>>
>>5210013
True but Kammy only has 9 hp and 11 fp so healing her for 25 both means most of the TURBO SLUGGER's effect is wasted on nothing
>>
>>5210029
Not nessassarily. True shes getting over healed, but the main benefit is doing it to both Bowser and Kammy with Bowser's Double Dip badge. That way they're more than likely to defeat Rawk Hawk within 4 rounds so we can earn that special bonus. Considering we have 75 coins on the line, it's better to use the dogs than risk defeat and losing some money.
Theres also the fact that he still has the Shroom Drop which gives him passive healing and the Charged status which gives him more PWR. We really need to be at our best. Because a Swoop only heals for what. 4HP and 2FP? That's only enough for Kammy to do 1 Shape Beam you know.
>>
>>5210037
>>5210029
Action economy wise, the more FP Kammy has, the less often we need to invest a turn or action so she can regain the FP she lost. The less often she needs to do that, the more often she can attack.
Take for example. Bowser maxes her out and she casts Shape Beam. She's at 9/11 FP now but deals 3d3+7 instead of 3d3+1. She can Cast that spell for a good four more times before she needs an item. If Bowser and Kammy both attack on their turns that's 12 damage + whatever they throw at minimum which is JUUUUST barely enough to beat Rawk Hawk in 4 rounds.

And you know. What's to say we cant steal more hot dogs later?
>>
>>5210037
Double dip doesn't let one item work on two characters it lets Bowser and only Bowser use two items though not necessarily on himself
>>
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>>5210087
>Double Dip Badge (Equip: 2BP)(Activate: 2FP)
>Allows two Items to be used in a single Action, rather than just one. (BOWSER ONLY)

>(Usable Items: Life Shroom, Ultra Shroom, Dry Shroom, x2 Fried Swoop, x3 TURBO Slugger, Honey Syrup)
No worries! We got 3 sluggers to burn through. If there was any confusion, what I meant was to use two TURBO Sluggers at the cost of 1 action from bowser. Man I hope the mystery thing is more SP.
>>
Kammy will most likely get knocked out next round.
>>
>>5209964
>>5210094
Bowser breath without Hyper Charge: (4d3)-2 (2-10 dmg)
Bowser breath with Hyper Charge: 4d3+4 (8-16 dmg)
Kammy after Turbo slugger and fully healed: 3d3+7 (10-16 dmg)

Why no heal her with DD and a TURBO?
>>
Morning, fellas. Did someone mention TURBO Sluggers?

(Continuing in a few hours, feel free to change/lock in your Actions.)
>>
Rolled 1, 3, 3 + 7 = 14 (3d3 + 7)

In a time like this, the only thing you can think about it your loudly rumbling stomach. All that size manipulation between Huge and regular size sure stretched out your belly, and your appetite.

You Double Dip a TURBO Slugger for you and Kammy each, now ready to wipe the smirk off of this bird brain's beak.

Troopa Jr., barely conscious, sticks his hand out for a bite of the TURBO Slugger. "Hu......unng......ggrryyy" You simply ignore him, and his hand goes limp again.

The grilled onions mesh and meld with the spiced sausage as you chew, condiments of yellow, green, red and white ooze and drip with meat juices, and find comfort, falling down on a soft, pillow-like bun. A hint of... Paprika.

Oh yeah! You and Kammy are fully boosted and ready to rumble!!

Kammy uses her new-found FP reserve to spew a Hyper Charged Shape Beam at Rawk Hawk! It's speeding towards him!!

Rawk Hawk merely showboats and takes it with his chest out!! He's so dreamy!!
>>
He wasn't expecting a fucking knuckleball of a magic assault like that! He gets blasted to the floor and flaps his arm like a chicken to get back up, the Crowd laughs at him!!

He's Rawked!

Slowly rising, head down, Rawk Hawk makes a promise to himself to beat you. and lifts his head in determination and wipes the blood off his beak.

"Haw haw haw... That was a pretty good hit, little lady, but you won't be ready for this!!!"

He reveals one of his talons on his beefy fist, and cuts one of the ropes on stage!

You hear a rope running loose...

It's a 6FP Prop Drop!

A heavy sandbag comes squarely right through your ethereal Invisible body! Dealing 10 damage to the floor, and leaving a big hole in the stage!!

What a deadly move!! Let's finish him before he sandbags Kammy, or you become visible and vulnerable again!!!

The Crowd, unable to see your invisible body, is unsure what to make of this fight. Their Champ is playing with stage props, and an old woman scarfed down a hotdog that appeared out of nowhere. Is this real life?!?

>HYPER CHARGED STANK FOOLS, ACTIVATE!!
Bowser (20HP)(20FP)(2/6BP)(1SSP) DEF1, Invis (2), Hyper Charge (2)
Kammy Koopa(+) (9HP)(8/11FP) [Shape Beam is on Cooldown for 1 more turn], Hyper Charge (2)

Rawk Hawk (35/69HP)(12/25FP) DEF 1
>>
>>5210193
Bowser: Poison Bite
Kammy: Shape Beam, also honk his shroom after this fight
>>
Rolled 16 (1d18)

>>5210272
Rawk Hawk doesn't see you coming. For 1FP, you run up and snap your invisible, poisonous, hyper maw at him!!

You nip him good, and Poison him for 3 turns!!

~
Kammy looks to the dull stone on her wand.

Shape Beam has a Cooldown of 1! It's recharging!

To continue attacking, the grounded Kammy can smash Rawk Hawk with a Hyper Charged Yellow Block or give him a brutish Hyper Charged Wand Smack!

>Choose an Action for Kammy!
>>
>>5210281
Hyper Charged Wand Smack
>>
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Rolled 4 + 5 (1d5 + 5)

(+5 = +6 from Hyper, -1 from RH's DEF1)

Kammy, ripping with muscle, hulks over and slaps Rawk Hawk with the Wand Smack.

The Crowd doesn't see Bowser, and TJ is KO, so they think Kammy is holding her own against their Champ!

They break out shouting, "Hag! Hag! Hag! Hag! Hag! Hag!"

The Champ is furious, and injured badly!! He jumps in the Crowd and finds the girls who tossed him the Mushroom.

He snuggles up to them and performs another Shroom Drop! The Crowd lift him above their heads and float him safely back to stage. He heals 5HP and becomes Charged again.

There's still a contentious battle between Rawk Hawk and Stank Hag chants.
>>
Bonus, here you come!

You're about to smash the Rawk Hawk, level up, and obtain your prize money and Badge!!

>Make it happen!
Bowser (20HP)(19/20FP)(2/6BP)(1SSP) DEF1, Invis (1), Hyper Charge (1)
Kammy Koopa(+) (9HP)(8/11FP) Hyper Charge (1)

Rawk Hawk (15/69HP)(12/25FP) DEF 1, Charged (3)
>>
>>5210343
Time to win that money. Poison Bite him, then go for another Shape Beam.
>>
>>5210335
>>5210350+1
>>
Rolled 17 (1d18)

It's another Poison Bite!
>>
(writing)
>>
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>>5210499
Is this what Troopa Jr grabbed?
>>
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>4 turn bonus - Star Prayer Badge
>3 turn bonus - Crippled Rawk Hawk Unlawked

Even with your cloak of invisibility failing you, the Crowd does not see you deliver the final blow to Rawk Hawk, and fall silent at the possibility that one of the hexes the Hag cast at the beginning of the match, has finally taken effect and kicked in, and THAT'S why Rawk Hawk's arm was severed bloodily from his body. The Crowd cheers for the Hag again, and as you come out of your invisibility, you are noticed by the guards and escorted off the stage from the winner of the Amateur Pro Baby Jr. Tournament, Kammy Koopa, the Stank Hag!

(Level up stuff and other info at bottom of post)

You can see Grubba come on stage with a bill for the light fixtures. He sets it down and tries not to look worried, and says "Congratulations, Stank Hag!! You have single-handedly defeated The Champion! You win! Here's your Pretty Lucky Badge!! And for doing it in such spectacular fashion in such a short amount of time, I want you to have the Star Prayer Badge, too!! Please stick around and be The Champ!!"

The rough bodyguards jostle you out of the arena. "Gra-BWHAT??! DO YOU NOT REMEMBER ME FROM THE EARLIER MATCHES? THAT STANK HAG IS MY SIDEKICK!!"

No sympathy for the King. They just wind up their squeaky shoes and perform a 50FP Dumpster Toss. You get a banana peel on your head.

Troopa Jr., also dumped out on his eggy ass, sits next to you in the dumpster, both watching Kammy celebrate with Grubba on the screen. She's taking all the credit even though it was mostly your biting that did him in!

She accepts the 150 Coins from Jolene, and both Badges, and the shower of flowers and adulation from the crowd.

Grr... You should have seen something like this coming.

That thought is interrupted by the squeaking of shoes and huge amounts of FP being used.
>>
Rawk Hawk himself gets slammed on top of you in the dumpster, arm still missing. You shove him off you and try to ask him something, but he's transfixed on a screen, watching his enemy parade around in his Glitz Pit.

He eventually breaks and says, "hell of a fight your team put up. Especially you, little man!!"

"Thanks!" -Troopa Jr.

Rawk Hawk is still holding his bloody stump arm with his remaining healthy arm. He performs another Shroom Drop and relaxes a bit. "Groovy."

You jump out of the garbage and encourage the other two to do the same, but they want to rest and heal their wounds.

In celebration of the tournament, Mr. Hoggle shouts he's giving out free mini corn dogs to the first 50 "customers" to go to his Hot Dog Cart. You go up and nab some for the dumpster crew without paying.

The three of you eat, watching in disgust as Kammy hugs and kisses the receptive Grubba. The feed cuts out.

*KRRSSSHHHHHH*

A new feed is up. It's Lil' Twink!

"Attention everybody!! We've located two more Star Spirits!! My Grandmamar is trapped in the volcano at Lavalava Island!! And Skolar is somewhere encased in a block of ice in Shiver Snowfield!! We need all available adventurers on the lookout!! Unfortunately Muskular has already been kidnapped by BowKRRRSSSSHHHHH-"

Before he can spill the beans on you, the feed cuts back to an angry Grubba fiddling with the controls to the screens, securing his airwaves.

You decide you've had enough entertaining this nonsense. You're going back in to claim your prizes and your partner. You need to hit the road and get to those Star Spirits before any other adventurer does.

Rawk Hawk follows you in, saying he has beef to settle with Grubba. TJ trails behind.

Jolene points you three to Grubba's office, where The Champ Kammy Koopa apparently joins him.

You blast open the door and see them making out with each other!! Ewww, it's so gross!!!!

"Kammy! What're you-!"
"Grubba! You snake-!"

You shout at the same time. Rawk Hawk relents, "you first, dude. I need to TAWK to Grubba one on one. I'm OVER this lame place and I want my bet back!!"

"Kammy, let's go. Star Spirit hunting time," you urge.

She makes a grunt like she doesn't want to, until Grubba says "I think that would be a magnificent idea. Can I come along?"

Rawk Hawk, feeling left out, says "I wanna hunt too!"

"Alright, we can all go looking for the Star Spirits together!" TJ cheers.

As the boss, you say "The more the merrier! Let's go get those Spirits"
>>
In unison:
"Okay, but I REFUSE TO WORK WITH HIM ANYMORE!!" -Grubba
"Okay, but I REFUSE TO WORK WITH HIM ANYMORE!!" -Rawk Hawk

Troopa Jr. stands behind Rawk Hawk, and Kammy Koopa holds on to Grubba's arm.

The office falls silent. Everyone looks to King Koopa, the man with Muskular.

>!!!Partner choice!!!
You must choose between Grubba or Rawk Hawk to join you on the rest of your journey. You will be able to reunite with Troopa Jr. or Kammy right after you get the next star, they're not going anywhere.
But if you choose Rawk Hawk, you must take along Troopa Jr. If you choose Grubba, you must take Kammy along on the next leg of the trip.

Stats:
>Rawk Hawk - (16HP)(8FP)
Famous - Improved Appeal Action costs 0FP and is more likely to win over the Crowd. Known for his exploits as a fighter. Also various effects on sentient characters including Crowd, enemies and other NPC's.
Slide Kick (0FP) Assault the Front Position for 1d6.
Shroom Drop (2FP) Heals himself for 5HP and Charges himself for 3 turns. Does not require an Item. Cooldown 3.
Hammer Fist (3FP) Smash the Front Position for 1d6+2, Pierce 3.
Rawk Bottom (3FP) Sets up a melee counterattack pose, giving you a status similar to Fully-Spiky or Electrified for 2 turns. Except instead of 1, this deals 8 unblockable damage! You can act without disturbing the status effect, but once you counter a melee move, you lose the status effect and regenerate 5FP.

>Grubba - (18HP)(7FP)
Promoter - Gain more Coins per battle whenever Grubba was active in it. Not used to fighting, so even his basic attack costs 1FP.
Club (1FP) A Clubba's default attack. 1d7, Pierce 2. Even though he doesn't carry the traditional club, he has forged his hands into weapons.
Snooze (1FP) Essen