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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.
>>
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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!
>>
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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
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>>5204927
Troopa Jr.:call him or her a flying chicken. Brace.
Bowser: jump attack
Kammy: Magic Roulette Bowser
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>>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!
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>>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
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>>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.
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>>5205193
>Bowser Tantrum Stamp
>Jr Appeal
>Kammy Magic roulette
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>>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.
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>>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)
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>>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!
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>>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.
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>>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.
>>
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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)
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>>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 Assâ„¢ 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) Essentially a TURBO Rest, this Action immediately regenerates 2d5+2 (1st heals FP, 2nd is HP) User is Asleep for 2 turns or until woken up. Cooldown 3. (+3-7 each)
Freak Out (5FP) Become Fast for 2 turns. Self-target only. Cooldown 3.
Macho (5FP) Become Hyper Charged for 3 turns. Self-target only.

Who's it gonna be?

And what Star Spirit are you going after first?
>Grandmamar on Lavalava Island.
>Skolar in Shiver Snowfield.

And what stat will you increase?
>+5 HP
>+5 FP
>+3 BP

Here are the Badges you just gained, as well as your current Inventory. (All other Badges are listed on https://pastebin.com/Vgpm3708 , I believe)

>Star Prayer Badge (Equip: 1 BP)
Grants Bowser the Star Prayer Action that gives him +1SSP. Costs 5FP and has a Cooldown of 3 turns.

>Pretty Lucky Badge (Equip: 3 BP)
Enemies occasionally miss Bowser for no reason at all! The longer a battle goes on, the more likely this effect becomes.

Key Items: Pink Brush, Badge Case, 262 Coins
Usable Items: Life Shroom, Ultra Shroom, Dry Shroom, Fried Swoop, TURBO Slugger, Honey Syrup

>>5210658
precisely
>>
Rolled 4 (1d6)

Shit I knew I was rushing this somehow.

Let's SPIN. THAT. WHEEL!!

>50 SP gained
>Current: Lvl.8,26SP

After all he's learned, Bowser's Basic Shell improves into the Advanced Shell!! This increases your DEF by 1, totalling DEF 2 now. Also, your Shell Strike dice have been improved from 1d4+2 to 1d5+3!! (3-6 --> 4-8!!)
>>
You gain another Ultra Shroom!

(There are 3 current prompts: the partner, location, and stat increase. You may also move around Badges and choose a new party formation if you like.)
>>
>>5210668
>Grubba
>Skolar
>+3BP
>>
>>5210668
First things first. Find whoever threw us into the dumpster and Bite them in half.
Give Jr a Turbo Slugger for being a good sport so far.

Does Rawk Hawk still has his arm, or is it still severed?

We gain coins per battle? Since when? The only time I can recall us earning coins besides being here was when we sold that fried Swoop.

>Grubba - (18HP)(7FP)
>+3 BP
>Skolar
where my coins cunt. I mean not the coins for the bets I mean from all previous fights.
>>
>>5210668
>Grubba.
>Grandmamar on Lavalava Island.
>5 HP.
>>
www.youtube.com/watch?v=rngsD-UhYd4
Voting ends! Enjoy your new partner!! His theme song goes sicko, er, macho mode!
TURBO mode?

>+3BP!
>Skolar!

Writing.

>>5210687
>Does Rawk Hawk has arm?
Nope, that explains his massive debuffs in HP, FP, attacks and DEF.
>>5210687
>We gain coins per battle?
Okay, truth is... You really wanna know? Do ya REEEEALLY? It's because everyone you've fought so far has been cheap, broke, bastards, just like you! Damn Princess Peach's economy. : o )
>>
>>5210784
Can Rawk put his arm on ice and get it sewn back on?
>>
>>5210789
He's going to have to if he's going to teach Troopa Jr. how to reach Champ level in the arena again. That's what they'll be up to while you're out in Lavalava Island.

Troopa Jr. will meet back up with you somewhere along the way, Rawk Hawk will just be a friendly rival, not an actual party member, like Grubba.

See what other devastating attacks and buffs Grubba will unlock if given a Supernova Token!!
>>
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You wish Rawk Hawk luck getting back to the top spot. Grubba says Jolene knows how to operate the Glitz Pit without him, so he'll be fine.

Now about that prize money he owes you. He regrets to inform you that tournament pay per fight is low already, and there's the issue of light fixtures that had to be replaced after every fight! You think those are cheap?! Even after beating our Champ, you still owe us 650 Coins plus the labor costs!!!! Grubba starts flashing from purple to orange, nearly going Macho.

Kammy coos and calms Grubba down, and convinces him to call it even. He returns to a solid purple.

"Fine, but let's get on with the adventure already! Time is money!"

You couldn't have said it better yourself.

Troopa tugs your leg and asks if he can stay with the Rawk Hawk and learn to fight.

There's a chance he could learn something, or maybe even come back with some valuable prizes. (We'll do a roll when we reconnect with Troopa Jr. to see what he learns while fighting in the Glitz Pit with Rawk Hawk!)

On the way out of the arena, heading towards the blimp out of this floating city, your party is stopped by the teal Toad, once again asking for an Autograph. You...
>Allow the Stank Hag to sign the Autograph solo
>Take all the glory and do it yourself
>Sign it as a whole crew, The Stank Fools
>Spit on his autograph book and close it

You make your final goodbyes.

Luckily, the blimp can take you straight to Lavalava Island, so you won't waste any time!!

The blimp has a Shop inside you didn't notice last time. The prices are ridiculous, but it's got some rare finds in here. Do you Buy or Sell anything? Coins: 262
>Sell?
35 Coins - Ultra Shroom (x2)
10 - Fried Swoop
1 - Dried Shroom
3 - Honey Syrup
40 - Life Shroom
20 - TURBO Slugger

>Buy?
It appears they only have 2 of each Item. Sheesh, these prices are steep...
25 - Repel Gel (Grants Invis for 2 turns)
25 - Earth Quake
10 - Fire Flower
20 - Snowman Doll (4 dmg to all enemies, double to fire-types)
50 - Life Shroom

You'll be touching down in the Lavalava blimpport in no time. You can see the smoky volcano from the observation deck. You'll need to have everyone ready if you plan to trek through this jungle, who knows what you'll find. You see the tribal Jungle Guy that welcomes everyone off the blimp and guards the port station.

Form your party for jungle adventuring:
>First Position (Front)
Bowser, Grubba, or Kammy?
>Second Position (Middle)
Bowser, Grubba, or Kammy?
>Third Position (Last)
Bowser, Grubba, or Kammy?

And choose any Badges you want to put on. You have 5BP. You can also choose to unequip either Double Dip or Partner Helper Plus if you want more BP, up to a max of 9)
Available Badges: (effects on https://pastebin.com/Vgpm3708)
>Spike Shield (Equip: 3BP)
>P-Down, D-Up Badge! (Equip: 2BP)
>P-Down, D-Up Partner Badge! (Equip: 2BP)
>Star Prayer Badge (Equip: 1 BP)(Activate: 5FP)
>Pretty Lucky Badge (Equip: 3 BP)

The blimp descends, you await for the doors to open...
>>
Rolled 3 (1d5)

Event roll
1 - Early into your jungle stroll, Putrid Piranha Plants suddenly unearth themselves, it's an Ambush!
2 - You tick off the Jungle Guys by not worshipping their deity statue, the Jade Raven. You've gotta fight them now!
3 - Strange men in strange uniforms bustle about in the shadows, but look completely out of place with their grey uniforms. Who do they work for, you wonder? Only one way to find out, ask them.
4 - A swarming horde of Jungle Fuzzies invades your location, it's an Ambush!!
5 - You happen upon a Jungle Guy luau. They welcome you into their dance by the fire, and shower you with gifts of the Jade Jungle!
>>
(Choose autograph option, buy/sell, positions and Badges)
>>
>>5210893
>Sign it as a whole crew, The Stank Fools
Bowser Front, Grubba in Middle, Kammy in back
Equip Lucky and Star Prayer badges.
>>
>>5210893
>>5210934 +1
>>
>>5210929
How much does a super crown cost?

https://www.mariowiki.com/Super_Crown
>>
>>5211071
>"Turns Toadette into Peachette"
What the fuck?
>>
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You pin on your new Badges from Glitzville. You look at the Partner Helper Plus Badge, this'll help your partners avoid being Burned or Poisoned while on this island. You wish you had the Helper Plus Badge for yourself here, but you don't.

As you step off the blimp and walk past the silent Jungle Guy, you ponder about the teal-colored Toad with the Autograph book. He sure had spunk, and quite a filled up book.

Before you can reach any deeper into that thought, only a few dozen meters into the jungle from the blimp port, you notice some fat guys in coordinated uniforms hustling and bustling to and fro; the two grey suits performing tasks while the blue suit guy watches and jots notes down on his clipboard.

A research expedition perhaps? Maybe they have some clues and friendly advice about the island. The two greys look busy so you ask the blue guy, "Hey, pal, what're you guys doing over there? Have you seen any Star Spir-"

He glances at you, and throws a mysterious Purple Potion at you!! Thankfully, it misses. You got Pretty Lucky there!

The strange blue suit slaps his thigh twice with his free hand and his two grey goons get in front of him without a word. They're marching in place. They don't want to talk. It's a battle!!!

They don't look so tough, but who knows what they've got up their snug-fitting sleeves. This'll be a great opportunity to test out your new partner, Grubba.

>Bowser first, then Grubba, and Kammy last!!
You can check the handy dandy pastebin.com/Vgpm3708 for up-to-date Movesets and Stats.
Usable Items: Life Shroom, x2 Ultra Shroom, Dry Shroom, Fried Swoop, TURBO Slugger, Honey Syrup
Equipped Badges: Double Dip (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus

Field:
Lvl 8, 26SP King Bowser (20HP)(20FP)(1/9BP)(1SSP) DEF2
Grubba (18HP)(7FP)
Kammy Koopa(+) (9HP)(8/11FP) Flying

Elite X-Naut A (16HP)(6FP)
Elite X-Naut B (16HP)(6FP)
X-Naut PhD (12HP)(12FP)

Estimated SP gain: 35!
Estimated Coin gain: 18!


Remember that it's just you three here on Lavalava Island. Troopa Jr. is back in Glitzville training with Rawk Hawk to become a better fighter!
>>
>>5211332
Bowser: Bowser Breath
Grubba: Club Elite X-Naut A
Kammy: Broom Bash Elite X-Naut B
>>
Rolled 1, 1, 3, 1 - 2 = 4 (4d3 - 2)

You unleash your Bowser Breath on these surly science geeks! Raaaaa!
>>
Rolled 1 (1d7)

Grubba comes in to Club the smoky Front Position.
>>
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Rolled 9 - 1 (1d9 - 1)

Kammy cackles, "forget how to fight after that luxurious blimp ride, my liege?"

Grubba comes in and whiffs hard, but ends up stepping on Elite X-Naut A's toes for 1 damage!

Kammy giggles harder, trying to keep it in, as she sweeps back for a Broom Bash angled towards Elite X Naut B!!

It must be the humidity, you swear!
>>
"Allow me to show you how it's dooooone!"

Critical hit!

Kammy dashes into the Second Position, and spins him Dizzy for 2 turns!

You doubt he'll last that long, though.

You're a little cheesed at the showboating Kammy, obviously still high from all the Stank Hag chants in the arena. You're mad at her until you have another person to be madder at.

Which is now.

Elite X-Naut A comes bashing into you with a Body Slam!!

With your new Advanced Shell, it only deals 3 damage! Good thing you're holding the front line!

The next Dizzy X-Naut prudently uses 4FP to Summon Teammate. He whistles a low then high sequence, and a third Elite X-Naut appears. He was scrounging around in the thick vines and leaves of the Jade Jungle! He takes his spot behind the PhD.

The PhD splashes a Yellow Potion all over your whole squad!

It's an acid, dealing 4 unblockable damage to everyone!! What's he doing with such a horrible substance out here?!

The third X-Naut grabs his gnarled knees, and catches his breath.

>Your turn! Moves, etc.: pastebin.com/Vgpm3708

King Bowser (13/20HP)(16/20FP)(1/9BP)(1SSP) DEF2
Grubba (14/18HP)(6/7FP)
Kammy Koopa(+) (5/9HP)(11FP) Flying

Elite X-Naut A (11/16HP)(6FP)
Elite X-Naut B (4/16HP)(2/6FP) Dizzy (1)
X-Naut PhD (8/12HP)(9/12FP)
Elite X-Naut C (16HP)(6FP)
>>
>>5211426
>Bowser: Bowser Breath
>Grubba: Club Elite X-Naut A
>Kammy: Shape Beam Elite X-Naut C
>>
Rolled 3, 3, 1, 2 - 2 = 7 (4d3 - 2)

You've got FP in spades, let's him them with another Bowser Breath!!

Grubba prepares his fists...
>>
Rolled 2 (1d7)

This time your fire ball is full and intense!

The Dizzy X Naut falls, and the PhD is in Peril after your sweep of Bowser Breath.

Clubba comes in and batters the first Elite X-Naut with a Club attack!
>>
Rolled 2, 3, 2 + 1 = 8 (3d3 + 1)

You look at your Clubba friend with a raised brow, he just blushes and looks away.

Kammy continues her potent assault with a flick of her wand and a breaking of the seal between this world and that of...

The Shape Beam!!

X-Naut C runs, but he can't hide!!
>>
The entire X-Naut crew is in Danger (5HP or less) or Peril(1HP), one of their comrades already roasted to a char.

They refuse to retreat!
They come at you with all they've got.

X-Naut A hits you with another Body Slam!
The PhD throws another Purple Potion, this time at Grubba!! It sticks to him and hardens, dealing 3 damage to him and Shrinking him for 2 turns, halving his combat rolls!!
X-Naut C scrambles forward, and hits you with a Body Slam!

>Finish these baboons! (Note that I'll give you time to use Items in between this encounter and the next.)
Moves, etc.: pastebin.com/Vgpm3708
Field:
King Bowser (7/20HP)(12/20FP)(1/9BP)(1SSP) DEF2
Grubba (11/18HP)(6/7FP) Shrunk (2, attack rolls are halved)
Kammy Koopa(+) (5/9HP)(11FP) Flying

Elite X-Naut A (2/16HP)(6FP)
X-Naut PhD (1/12HP)(6/12FP)
Elite X-Naut C (1/16HP)(6FP)
>>
>>5211468
And then there were two. I CALL DIPS ON THEIR POTIONS!
>>
>>5211476
Eh, no need to waste FP on these fools. Bowser jumps on Elite X-Naut A, Clubba clubs X-Naut PhD, and Cammy Wand Smack Elite X-Naut C.

Is the option to sell or trade badges an option?
>>
>>5211479
The average Shop doesn't deal in Badges, but there are a few across the land that specialize in such a thing. You'll be able to see how much your Badges are worth when they appraise them.

~

With your Mushroom Force Ones...
Shrunken but still capable fists...
And a witch's wand...

It's over!!! Consider them trounced!

Elite X-Naut - 3 x 10 SP
X-Naut PhD - 1 x 15 SP
>SP gain: 45! Current: Lvl 8, 71SP
>Coin gain: 23! Total: 285.

Tuckered out, you stomp over to the fallen PhD, cratered from Grubba's fist. He's gripping a single Orange Potion.
>Drink it now.
>Throw it on Grubba
>Pour it on the X-Naut PhD.
>Save it for later.
>Ignore it.
>>
File: orng.png (1.2 MB, 1280x692)
1.2 MB
1.2 MB PNG
forgot pic naturally
>>
>>5211496
Purple shrinks for two turns and does 3 damage , yellow does group acid for 4. I wonder what the orange one does.
>Save it for later.

>>5211502
Lol
>>
Your stats remain the same as here >>5211476

>Would you like to use any Items before the next Event? You have no idea what the Jade Jungle on Lavalava Island will bring before you reach Mt. Lavalava.
Choose which Item(s), if any, to use on which party member.

Usable Items: Life Shroom, x2 Ultra Shroom, Dry Shroom, Fried Swoop, TURBO Slugger, Honey Syrup
>>
>>5211528
Bowser can eat the Honey and Kammy can eat the Swoop
I wonder what her reaction will be.
Grubba can just map his pains away next encounter.
>>
Rolled 6 (1d6)

You heal up 5FP with Honey Syrup, Kammy grumpily slurps down the now extremely stale and lint-inhabited Fried Swoop you got in the cave at Mt Rugged. She gains 4HP and 2FP. You collect and store the Orange Potion in your Usable Items Inventory, and stroll along the jungle path, until...

1 - Early into your jungle stroll, Putrid Piranha Plants suddenly unearth themselves, it's an Ambush!
2 - You tick off a group of Jungle Guys by not worshipping their deity statue, the Jade Raven. You've gotta fight them now!
3 - You follow the trail the X-Nauts were inspecting and find even more of them, this time a full squadron!! They catch you snooping! This will be a tough fight!
4 - A swarming horde of Jungle Fuzzies invades your location, it's an Ambush!!
5 - You happen upon a Jungle Guy luau. They welcome you into their dance by the fire, and shower you with gifts of the Jade Jungle!
6 - You come upon a lone X-Naut PhD. You force him to tell you more. You also happen upon the yellow Mystery Block labelled with a question mark that he was inspecting, containing a nice Island prize for you.
>>
Rolled 1 (1d3)

You sneak up on a lone science dork, and totally clobber him from behind! Har har.

When threatened, he informs you with a pipsqueak voice that X-Naut Black and other key members of the organization have reignited their attempts to capture the Star Spirits, ever since hearing the announcements from Lil' Twink. They've been lying dormant in this volcano ever since Dr. Mario destroyed their base on the Moon.

He doesn't have Potions like the other one, but tells you against his will you're getting close to his base. You punk him for his Volcano Fortress Key. That'll look nice in your Key Items Inventory. Har har.

Grubba also extorts 10 Coins out of him just to let him get lost.

The Island's prize for you inside it's Mystery Block is a...

1 - Lightning Bolt Item
2 - Snowman Doll Item
3 - Multistomp Badge
>>
Rolled 4 (1d5)

You continue after you pocket the Coins and the Thunder* Bolt (Deals 5 unblockable damage to an enemy and has a high chance to Paralyze them for one turn.

You can begin to see Mt. Lavalava loom over you. You'll be entering it's lava filled caverns soon. It's getting dark. Right before you reach the mouth of the lava-lit cave...

1 - Late into your jungle stroll, Putrid Piranha Plants suddenly unearth themselves, it's an Ambush!
2 - You tick off a group of Jungle Guys by not worshipping their deity statue, the Jade Raven. You've gotta fight them now!
3 - You follow the trail the X-Nauts were inspecting and find even more of them, this time a full squadron!! They catch you snooping! This will be a tough fight!
4 - A swarming horde of Jungle Fuzzies invades your location, it's an Ambush!!
5 - You happen upon a Jungle Guy luau. They welcome you into their dance by the fire, and shower you with gifts of the Jade Jungle!
>>
File: fuzzy invasion!.png (195 KB, 622x544)
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Just when you're sure you're not going to see a single jungle inhabitant, you see... Just way too many of them...

Run!!! Oh no, we can't, we're surrounded!!! They're invading!

They're gonna keep coming at you in waves!! Brace yourself!!!

It's an Ambush!!!!!!!!!!!!!!

Jungle Fuzzies A-G all find a victim and attack!!! More gather behind them, encroaching on you...

A-C all try sucking Blood from Bowser, but the Advanced Shell turns them all away!

They finally catch on, and Fuzzies D-G split up and deal 2 damage each, twice, to each of your partners!!! Kammy is in Peril!

None of their Moves require FP! These guys are so annoying!!

>Don't get mugged by Jungle Fuzzies! Attack before they overwhelm you!
Movesets: pastebin.com/Vgpm3708
Usable Items: Life Shroom, x2 Ultra Shroom, Dry Shroom, TURBO Slugger, Orange Potion, Thunder Bolt


Field:
King Bowser (7/20HP)(17/20FP)(1/9BP)(1SSP) DEF2
Grubba (7/18HP)(6/7FP)
Kammy Koopa(+) (5/9HP)(11FP) Flying

Jungle Fuzzy A (7HP)
Jungle Fuzzy B (7HP)
Jungle Fuzzy C (7HP)
Jungle Fuzzy D (7HP)
Jungle Fuzzy E (7HP)
Jungle Fuzzy F (7HP)
Jungle Fuzzy G (7HP)


Estimated SP gain: 2 per Jungle Fuzzy
Estimated Coin gain: 1 Coin per Jungle Fuzzy
>>
>>5211584
Bowser: Bowser Breath
Grubba: super rest
Kammy: Self-Preservation
>>
Rolled 3, 2, 2, 1 - 2 = 6 (4d3 - 2)

You breathe crackling orange flames over the encroaching Fuzzy army!
>>
Rolled 1, 4 + 2 = 7 (2d5 + 2)

The breath was aimed a little too high, and the Fuzzies survive in Peril!

Grubba decides to take a Snooze to regain his lost resources!
>>
Grubba recovers 3FP and 6HP! He won't budge though, he's started snoring. He's asleep!

Kammy uses her own move Self-Preservation to fully restore her HP and ward off negative effects until her next turn!

Fuzzies A-D work on Grubba, waking him up and leaving him in Danger!! -8HP.

Fuzzies E-G crawl and bypass Bowser and jump right on Kammy, sucking her blood and leaving her in Danger!! -6HP.

All Fuzzies gain HP equal to damage done by their 0FP Bloodsuck.

A single Jungle Guy is in the Crowd watching you fight. He seems to be enjoying himself.

Three more Jungle Fuzzies jump in the fight, with full HP!

>They just keep coming! Take 'em down!!
Movesets: pastebin.com/Vgpm3708
Usable Items: Life Shroom, x2 Ultra Shroom, Dry Shroom, TURBO Slugger, Orange Potion, Thunder Bolt

Field:
King Bowser (7/20HP)(13/20FP)(1/9BP)(1SSP) DEF2
Grubba (5/18HP)(7FP)
Kammy Koopa(+) (3/9HP)(7/11FP) Flying, Immune to Negative Effects (1)

Jungle Fuzzy A (3/7HP)
Jungle Fuzzy B (3/7HP)
Jungle Fuzzy C (3/7HP)
Jungle Fuzzy D (3/7HP)
Jungle Fuzzy E (3/7HP)
Jungle Fuzzy F (3/7HP)
Jungle Fuzzy G (3/7HP)
Jungle Fuzzy H (7HP)
Jungle Fuzzy I (7HP)
Jungle Fuzzy J (7HP)
Enemy Reinforcements: 2 more turns (+3 per turn)
>>
>>5211626
Bowser tantrum stamp.
Kammy broom bash.
Grubba sleep again.
>>
>>5211626
Bowser: do that shell spinning thing again
Grubba: NAP LIKE YOUR LIFE DEPENDS ON IT!
Kammy: Mummify again
>>
Rolled 4 + 3 (1d5 + 3)

We'll show Shell Strike some love!
>>
Bowser spins by the jungle floor with improved moxy!

It knocks every Jungle Fuzzy off their asses!

Kammy, with no enemy to broom bash, rejuvenates herself with another Mummify!!

Grubba would love to Snooze again, but he just woke up and can't get back to sleep!

Snooze is on Cooldown!!!

Suggestions for Grubba's replacement move:
>Macho or Freak Out
>Rest
>Item
>Interact
>>
>>5211774
>Interact
Loot the Jungle Fuzzy's and see how much they could sell for. Maybe for some exotic pets?
>>
File: gold fuzzy.png (105 KB, 664x643)
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Grubba, ever the schemer, chooses to exploit the Jungle's bountiful and rare resources!!

Grubba walks up to the frazzled Fuzzies and inspects their net worth. As previously appraised, you can expect to skin their hides and sell them for about 1 Coin each, no matter how you skin the Fuzzy. You wouldn't even want to consider the logistics of keeping these as pets, as they multiply rapidly and devour nearly anything, and are impossible to control.

Upon further inspection, however, Grubba notices that Jungle Fuzzy A wasn't a Jungle Fuzzy at all, but a Gold Fuzzy!! It had 3 more HP, still handled by the Improved Shell Strike, and gives the same amount of SP as a Jungle Fuzzy, but the hide is worth 50 Coins! Cha-ching!!

As Grubba pockets the golden hide, two more Jungle Fuzzies that are certainly not Gold Fuzzies come out from the jungle horde to attack!! It looks like the main horde is retreating after seeing you wipe up all of their brethren and what you assumed was their gilded leader!

>Wipe 'em up before they can suck any more Heart Points out of you!! The question is, do you spend any more Flower Points on these fluffy, vampiric goons?
Grubba is in Danger, but still technically safe from anything these two Fuzzies can do to him in 1 turn. Certain Badges only activate when you or a partner is in Danger or Peril. Maybe you'll pick one up on this island excursion.
King Bowser (7/20HP)(11/20FP)(1/9BP)(1SSP) DEF2
Grubba (5/18HP)(6/7FP)
Kammy Koopa(+) (9HP)(3/11FP) Flying,

Jungle Fuzzy K (7HP)
Jungle Fuzzy L (7HP)
>>
>>5211963
Nah.
Bowser: jump on Fuzzy K
Grubba: clubba L
Kammy: Wand Smack Fuzzy L
>>
Rolled 2 + 1 (1d7 + 1)

Bowser leaps into the hot jungle sky!!
>>
Rolled 1 (1d7)

It's not enough to take out Jungle Fuzzy K, K?

Grubbla the Clubba comes in on the dubba to Club the fuzza!
>>
Rolled 5 (1d5)

Grubba merely pinches the Fuzzy! He's an elusive one!!

Kammy follows up with an Improved Wand Smack on Fuzzy K!
>>
It flattens Jungle Fuzzy K! K.O!

Kammy's been on fire on this entire trip!

Fuzzy L comes up and tries to steal some of that fire, leaving her with 7HP!!

Two more Jungle Fuzzies jump out of the woodwork, M and N.

You scan around. It looks like the main horde has been scared away. These are the last of them! No quarter! No mercy!

>Attack!
King Bowser (7/20HP)(11/20FP)(1/9BP)(1SSP) DEF2
Grubba (5/18HP)(6/7FP)
Kammy Koopa(+) (7/9HP)(3/11FP) Flying,

Jungle Fuzzy L (7HP)
Jungle Fuzzy M (7HP)
Jungle Fuzzy N (7HP)

Bonus Badge if you can finish all 3 this turn!
>>
>>5211998
Bowser: Bowser Breath
Grubba: loot more Fuzzies!
Kammy: wand smack any that's alive.
>>
Rolled 1, 2, 3, 2 - 2 = 6 (4d3 - 2)

You rely on your signature flaming breath to dispatch you fuzzy tormentors!
>>
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It just narrowly leaves all 3 alive with 1HP! Bummer!

For a 1FP Interact, Grubba goes to loot more Fuzzies in the midst of battle! Maybe others carry Badges or eggs or diseases? Aside from the one Gold Fuzzy he's already pocketed, they're all just ordinary, near-worthless Jungle Fuzzies, as previously observed! None of them carry anything significant! Grubba hoards them regardless! You gain your Coins now instead of at the end of battle!
>+63 Coins!
>Total: 348! That's over 1/3rd of a Supernova Token!!

"Quit grubbing and attack, Grubba!!"

The three remaining Fuzzies descend on Grubba and his glinting Coins to take his life in order to replenish theirs. Kammy barely makes it in time to smash one with a Wand Smack.

Two Fuzzies find their mark and drain Grubba to 1 HP, leaving him in Peril.

>Simulation: Bowser uses Shell Strike for 2 HP, finishing them off!
to advance the story before I go to bed, also I believe it's the lowest FP, no-Item, guaranteed way to defeat them

You look up from the carnage and see the rest of the yellow horde, now just a tiny speckling of sand in the horizon, with a straggler carrying something.

Grubba is on his knees, panting. and leaking blood from bite marks all over his body.

>SP Gained: 28
>Current: Lvl. 8, 99 SP

Drats! You're right there!! You really needed that level up.

You near a short rope-and-wood bridge that leads to the mouth of the cave, spanning over the salty ocean.

>Current Stats:
King Bowser (7/20HP)(9/20FP)(1/9BP)(1SSP) DEF2
Grubba (1/18HP)(6/7FP)
Kammy Koopa(+) (7/9HP)(3/11FP) Flying

Grubba licks his lips for the TURBO Slugger, or even an Ultra Shroom. Can you hold off and survive another battle? Or do you use your Items now?
>Use what on who? Or use nothing?
Usable Items: Life Shroom (10HP to fallen member), x2 Ultra Shroom (+50HP), Dry Shroom(+1HP), TURBO Slugger(+25HP, 25 FP, Hyper Charge in battle only), Orange Potion(???), Thunder Bolt (5 damage/paralyze one enemy)

To help you choose...

Here's a peak at the event roll for the bridge crossing: (1d6, roll coming after Item choice)
1 Out of the bushes; 2 Dark Craws, similar to the ones from Mt. Rugged, attack you! It's an Ambush!!
2 Putrid Piranha Plants hit you with a 3 on 3 Ambush!!
3 It's an uneventful bridge Crossing, other than the beautiful sightseeing. Everyone regenerates +4HP and +4FP for free.
4 You fight a single, slow, tired Fuzzy for 2 SP. It was holding the Bonus Badge from last fight, and got separated from the horde!
5 You've been chasing the Fuzzy horde back across this bridge, and now there's nowhere left for them to run!! There's 8 of them left. They clutch their prized Badge.
6 The Bridge collapses under the weight of the two burly gentlemen and you end up in a mysterious place inside of the volcano!
>>
>>5212233
Fine fine fine he can have an ultra shroom.
>>
>>5212233
Give Grubba the orange potion. I bet it tastes like fanta.
>>
>>5212260
I'll support. Never rely on the dice.
>>
Rolled 5 (1d6)

Under your supervision, Grubba smacks down one of the two Ultra Shrooms in a single bite. He didn't even try to savor it!

Grrrrrrr... He does look healthy though.

Meanwhile, you're starving! You hope to find some juicy mangoes or some other exotic island food while you're here. You can't even look at the TURBO Slugger without getting heartburn.

Whatever, let's cross that rickety, old suspension bridge already. Nothing bad could possibly happen.

For some eerie reason, a Crowd of silent Jungle Guys watch you cross from a distance, hundreds of meters behind you in the bushes and vined trees. They think they're hiding, but their telltale bright red, berry-dyed tunics, their stark, white bone masks and their 10-foot spears give them away. How do they hunt anything on this island, you wonder, as... (EVENT ROLL!!! >>5212233)
>>
Alright! You tracked down the main horde so you could get their precious...
>Mega Rush Badge (Equip: 1BP)
When Bowser is in Peril (when he's at 1HP), he gets a +5 PWR mod on most attacks!!

Seems niche, but it's a good emergency plan if nothing else, and we've got the BP to spare, so we'll pin it on...

>After we win it in this fight!! There are 8 Jungle Fuzzies left, what Actions do you choose?!?!
Movesets: pastebin.com/Vgpm3708
Usable Items: Life Shroom, Ultra Shroom, Dry Shroom, TURBO Slugger, Orange Potion, Thunder Bolt

Field:
King Bowser (7/20HP)(9/20FP)(1/9BP)(1SSP) DEF2
Grubba (18HP)(5/7FP)
Kammy Koopa(+) (7/9HP)(3/11FP) Flying

Jungle Fuzzy O (7HP)
Jungle Fuzzy P (7HP)
Jungle Fuzzy Q (7HP)
Jungle Fuzzy R (7HP)
Jungle Fuzzy S (7HP)
Jungle Fuzzy T (7HP)
Jungle Fuzzy U (7HP)
Jungle Fuzzy V (7HP)


The Crowd of a dozen Jungle Guys are now closer, watching the battle... And rooting for the Jungle Fuzzies! They think you're trying to exterminate every Fuzzy you see! You didn't want to wipe out an entire horde, but at this point, this is ecological pest and population control! They would be thanking you if they new better! Watch out for their tricks. And more importantly, watch out for the remainder of the horde!!
>>
>>5212438
Bowser: Tantrum Stamp
Grubba: Club one of the Fuzzies
Kammy: Just in case one turn isn't enough to finish the fight Magic Roulette
>>
Rolled 3, 2, 2, 3 - 2 = 8 (4d4 - 2)

Bowser performs a Tantrum Stamp!!

The tremors of your stomps brings the suspension bridge down! Foils any possible attempts by the Jungle Guys to get close and attack or help the Fuzzies. They are still in throwing distance, however.
>>
Rolled 6 (1d7)

Unfortunately, Bowser's tantrum effort only deals 2 damage to all of the Fuzzies. You really wish you had an Improved version or Badge that boosts that move, but you don't yet!

Grubba thwacks the front position, this time with concentration!
>>
Rolled 6, 3 = 9 (2d6)

Grubba punts poor little Jungle Fuzzy O straight into the water! He's outta here!!

Kammy performs an arcane ritual on her king...
>>
File: original.gif (304 KB, 400x300)
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Kammy's Magic Roulette provides you with Regen and Fast! This'll be over in no time!

But before no time comes, the 7 Fuzzies hound your partners!

Jungle Fuzzy Q, Jungle Fuzzy S and Jungle Fuzzy T form a triangle attack and munch on Grubba, dealing him 2 damage a piece, and healing themselves for the same amount.

Kammy gets picked clean to the bone by the rest of these land piranhas, she's K.O.!

All of the Jungle Fuzzies have regenerated their HP!

A Jungle Guy hollers something in his language then chucks his spear at you! Nabbing you for a piercing 6 damage, and rendering you in Peril.

Those Guys are dead when you get back to their teepees, no more how cool/cute they look!

They likely won't act for a few more turns, especially with the bridge out of commission, so your Regen and DEF2 should take care of you while those jokers fetch another spear or Coconut to throw at you.

The Fuzzies laugh at you as you snap the spear out of your bloodied thigh.

Let's mop 'em up!

>You're fast, choose two Actions to perform in a row!! You only have 5 FP though and you're in Peril!! Just kidding, Kammy's Regen leaves you in Danger with 4HP and 8FP! Finish these Fuzzies! Then choose a move for Grubba just in case! Kammy is literally a skeleton!
King Bowser (4/20HP)(8/20FP)(1/9BP)(1SSP) DEF2, Regen +3/+3 (1), Fast (1)
Grubba (12/18HP)(4/7FP)
Kammy Koopa (KO)

Jungle Fuzzy P (7HP)
Jungle Fuzzy Q (7HP)
Jungle Fuzzy R (7HP)
Jungle Fuzzy S (7HP)
Jungle Fuzzy T (7HP)
Jungle Fuzzy U (7HP)
Jungle Fuzzy V (7HP)

The Mega Rush Badge is on the line!!
>>
>>5212494
No chances. Bowser use Improved Shell Strike twice. Grubba look for mangos or fruit for Bowser or something.
>>
>>5212494
Is it possible to keep the spear that was thrown at Bowser and give it to either him, Grubba, or Kammy? Would it be a weapon move or a usable thrown item?
>>
File: lav.png (474 KB, 590x334)
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Rolled 2 (1d6)

>>5212734
The spear is too heavy for Kammy, and Bowser isn't trained in its use, and doesn't like holding objects. Grubba wishes it was clubby and not stabby, so he snaps the abomination in half and throws it in lava. It's way too big to carry around in the Inventory.

~

For 4FP, you sweep the board with a pair of quick Shell Strikes!

The Jungle Guys all boo and throw whatever they have at you, missing this time, before they leave.

The battle's over!

>Coin gain: 13, current 361 Coins.
>SP gain: 16, current Lvl. 9, 15 SP.
>Level up!

Everyone earns a well deserved full restoration. Choose your Level Up stat boost:
>+3 Badge Points ( 9 --> 12 )
>+5 Flower Points ( 20 --> 25 )
>+5 Health Points ( 20 --> 25 )

...and let's
SPIN!......
...THAT!...
......WHEEL!

>Mega Rush Badge gained and equipped!
Whenever Bowser is at exactly 1HP, he'll get a +5 PWR increase! This affects most Actions. Something like using a POW! Block would not be affected. Current BP: 0

Grubba notices a Coconut that one of the Jungle Guys lobbed at you after the fight. Upon inspection, you can sell it for 5 Coins, throw it at an enemy for 3 unblockable damage, or use it in a Recipe.
>+Usable Item: Coconut!

You head in to Mt. Lavalava with no doubt you'll get Grandmamar's powers quickly and be on to the next. You look and there are many hollowed caverns, some dead ends, some clearly with noise and light travelling down them.

You tell Stank Hag to choose, and if she messes up, you'll trounce her.

(Continuing after stat boost choice)
>>
>>5213010
>+5 Health Points ( 20 --> 25 )
Bowser is the front man this time around and needs to be more TONK

>and if she messes up, you'll trounce her.
With your penis I have a thirst for GILFs
>>
Rolled 3 (1d10)

>+5HP for Beefiness

You get the Sleepy Sheep Item from the Mystery Mushroom Wheel again!

At level 10, you'll get two spins (1d5 instead of 1d6), and then the Mushroom Mystery Wheel will be updated for levels 11-20.

~~~

You nudge your servant forward.

Kammy sighs and does her duty to her king. She leads you down a tunnel she picks at random, without a single thought.

Bumping and grinding through the tunnels, you are greeted by a strange landscape and mixed gangs of opponents!! (1d10)(Rolls: 4)
1. 1 Red Bones and 3 Lava Bubbles
2. 2 Dark Bones and 2 Dark Craws
3. 3 Jungle Guys and 2 Putrid Piranhas
4. 2 Embers and 2 Lava Ghosts
5. 5 Embers and 5 Lava Bubbles!
6. 1 Red Bones and 3 Lava Ghosts
7. You've awaken the Boss of Mt. Lavalava, the Lava Piranha and his servants.
8. A beautiful natural hot springs restores all of your party's HP and FP by 10 each!
9. You walk down a dead end cavern and have to turn around. -3FP to everyone.
10. You happen upon Cortez's treasure trove! +100 Coins, +Rolled Badge, +Rolled Item!
>>
File: lava piranha.png (660 KB, 968x720)
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>3. 3 Jungle Guys and 2 Putrid Piranhas
Time for revenge
(Continuing in 2-5 hrs.)
>>
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Making your way down a dark, twisting cavern made of porous rock, you notice the sound of tiny pitter-pattering feet hut-tutting behind.

You emerge in a large cavern full of magma floes and impure obsidian platforms. You decide to surround the exit.

Three pursuant Jungle Guys pop out, spears at the ready!! Putrid Piranhas flank them on either side. Luckily your Partners will ignore any Poison they might encounter.

All of them are Top-Spiky! Don't jump on them! When the Jungle Guys prepare their spears like they have now, they'll become Front-Spiky instead, and disrupt moves like Wand Smack, Poison Bite, and Club!

You're still sore at them from their antics in the Crowd. There's no Crowd here now, so all that's left to do is punish them and throw them in the lav- Wait you're not really gonna do that, are you?! That's maniacal!!

>Fight! Your turn! Who knows what these menacing masks have in store for this melee. Keep your wits up, they know this island like the back of their hand!
Movesets: pastebin.com/Vgpm3708
Usable Items: Life Shroom, Ultra Shroom, Dry Shroom, TURBO Slugger, Orange Potion (specify single friendly or enemy target), Thunder Bolt, Sleepy Sheep, Coconut
Equipped Badges: Double Dip (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush

Field:
King Bowser (25HP)(20FP)(0/9BP)(1SSP) DEF2
Grubba (18HP)(7FP)
Kammy Koopa(+) (9HP)(11FP) Flying

Putrid Piranha A (12HP)(5FP) Top-Spiky
Jungle Guy A (9HP)(6FP) Front-Spiky, Ready (1)
Jungle Guy B (9HP)(6FP) Front-Spiky, Ready (1)
Jungle Guy C (9HP)(6FP) Front-Spiky, Ready (1)
Putrid Piranha B (12HP)(5FP) Top-Spiky
>>
>>5213333
Bowser: If something like Improved Shell Strike won't work, then do a Tantrum Stomp.
Grubba: Steal a spear from Jungle Guy A and toss it into the lava.
Kammy: Magic Roulette!
>>
>>5213333
>>5213358 +1
>>
>>5213333
Bowser, Shell strike.
Grubba, club.
Kammy, Magic Roulette!
>>
>>5213472
Club Putrid Piranha A or B?
>>
>>5213473
The one that needs it most but that sounds powergamey, so the meanest one,B.
>>
Rolled 4 + 3 (1d5 + 3)

Encased in your shell, you begin gathering momentum, spinning around in place, until you launch yourself towards the enemies in a Shell Strike!!

It rips past your pursuers.

Grubba can't decide whether to take a spear away, or go clubbing! He approaches the front line, and the Putrid Piranha snaps at his hand, but misses!

The spear only slightly out of reach, he decides he'll pack a wallop in the Piranha's face!
>>
Rolled 2 (1d7)

Unable to traverse past the front position, he winds up and backhands the shit out of the sassy, poisoned flower!!
>>
Rolled 4, 2 = 6 (2d6)

Putrid Piranha A merely licks his lips, and burrows underground!

Kammy hits a Magic Roulette to protect you before it can surface!
>>
You get the strange combination of being Electrified and Invisible! You won't really be able to make use of the Electrified Status while Invisible, but oh well! You'll avoid all attacks regardless!

Like Putrid Piranha A's underground sneak-attack, Poison Snap!

Or Jungle Guy's Spear Chuck! They phase right through you! Good going, Kammy!

The third combatant, Jungle Guy B, catches on, and spikes Kammy with a Spear Chuck of his own!! -6HP!!

Contestant number 4 is clueless, however, and goes for a Spear Charge on the Invisible Bowser, missing, but stylishly dancing it off, cool-like.

A warm, smelly, Putrid Breath envelopes the party's field as Putrid Piranha B breathes it. Normally it would Poison everyone, but everyone is currently immune! Your Partners still take 2 damage from it.

The Jungle Guys all pull new spears out of... Oh spirits, where did they pull them from?!!?!

>Let's mash 'em!
Movesets: pastebin.com/Vgpm3708
Usable Items: Life Shroom, Ultra Shroom, Dry Shroom, TURBO Slugger, Orange Potion (specify single friendly or enemy target), Thunder Bolt, Sleepy Sheep, Coconut
Equipped Badges: Double Dip (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush

King Bowser (25HP)(18/20FP)(0/9BP)(1SSP) DEF2
Grubba (16/18HP)(7FP)
Kammy Koopa(+) (1/9HP)(11FP) Flying, Peril

Putrid Piranha A (3/12HP)(5FP) Top-Spiky
Jungle Guy A (2/9HP)(5/6FP) Top-Spiky
Jungle Guy B (2/9HP)(5/6FP) Top-Spiky
Jungle Guy C (2/9HP)(5/6FP) Top-Spiky
Putrid Piranha B (5/12HP)(3/5FP) Top-Spiky
>>
>>5213703
>Bowser: Improved Shell Strike
>Grubba: Club Putrid Piranha b
Kammy: Mummify
>>
Rolled 1 + 3 (1d5 + 3)

[Considering some minor nerfs on some of our moves (specifically Shell Strike and Bowser Breath) or buffing the enemies a little more (probably just small HP boosts), let me know what you think about that and any ideas you'd like to contribute.]

Spinning yourself Dizzy, you hope to dispatch all of these tribal goons!
>>
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Rolled 1 (1d7)

Your Shell Strike sends all 3 Jungle Guys into the lava!!

The final Putrid Piranha is in Peril.

Grubba comes and puts him out of his misery... And into the lava!!!
>>
>Write update in reply box
>Accidentally hit "Esc" after a few paragraphs
Why am I still such a fucking amateur?
>>
>>5213779
Dunno yet. I know jack all about balancing.

>>5213799
>paaaaiiiin
>>
Instead of a massive Clubbing, Grubba respectfully picks up the battered plant and drops him into the lava. Right after he pickpockets him!

"Myee hee hee!" -Kammy
"Gwa ha ha!" -Bowser
"Nyiff nyif nyuck!" -Grubba

You guys sure are baddies.

"Let's hurry up and find that dumb Grandmamar. It's like fighting in a sauna in here!" You say.

Kammy drags behind on her Witch Broom. She's in Peril. You probably don't want to waste the astounding effects of a TURBO Slugger or an Ultra Shroom on her. You can totally pour that Orange Potion all over her and see what happens, though.
>Yes, pour.
>No, use other Item. (Specify. Reminder that Coconut does NOT restore HP.)
>No, continue onwards. She can use Mummify in the next battle. That is, unless we get ambushed...

Either way, enjoy the spoils of battle!
>Coin gain: 17, total 378
>SP gain: 29, current Lvl. 9, 44 SP
Putrid Piranha 2 x 7SP
Jungle Guy: 3 x 5SP
>Other gain: Coconut (Currently x2)

Sneak peek at the 2 rolls coming up next:
(note that the first roll has a 33% chance of avoiding combat and thus skips the second roll!)

Sweating balls, you travel down the chamber and are greeted with familiar tube-like passages carved in the rock by the elements. "Pick again, Hag, har har har!" (Rolling now!!)
1. 1 Red Bones and 3 Lava Bubbles
2. 2 Dark Bones and 2 Dark Craws
3. 2 Embers and 2 Lava Ghosts
4. 5 Embers and 5 Lava Bubbles!
5. 1 Red Bones and 3 Lava Ghosts
6. You've awaken the Boss of Mt. Lavalava, the Lava Piranha and his servants.
7. A beautiful natural hot springs restores all of your party's HP and FP by 10 each!
8. You walk down a dead end cavern and have to turn around. -3FP to everyone.
9. You happen upon Cortez's treasure trove! +100 Coins, +Rolled Badge, +Rolled Item!

Ambush roll
1 - Regular battle
2 - Regular battle
3 - Regular battle
4 - Back-to-back battle (no chance for item use)
5 - Ambush!

(Choose Potion option before I roll)
>>
>>5213822
>Yes, pour.
Why not. If its bunk we can use the revive mushroom on her in the next round.
>>
Rolled 9 (1d9)

You douse the Orange Potion all over Kammy while she's looking the other way.

She recoils!

Then supples!

She looks rejuvenated! It healed 10HP and 10FP!! Surprisingly, it did taste like Fanta! The grape flavor, though.

Full of vim and vigor, yipping "Lemme at 'em! Lemme at 'em!" like some kind of scrappy dog, Kammy takes you down the next trail of her choosing. >>5213822

What lies on the other side? An ambush? A boss? A boatload of treasure?
>>
>>5213899
>9. You happen upon Cortez's treasure trove! +100 Coins, +Rolled Badge, +Rolled Item!
Nice
>>
>>5213899
>"Lemme at 'em! Lemme at 'em!" like some kind of scrappy dog

I understood that reference
>>
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Rolled 2, 5 = 7 (2d6)

The cave looks like it slopes down, so you ease down the steep slope...

Until you all fall out of the rocky tube, plummet down through the sky, and land safely into a lake of cold, cold water!

You surface and in front of you there is a giant wooden structure with a gaping hull, bobbing in the water; tattered and in disrepair, planks torn and scattered every which way.

Finding the dock, you lift yourself out of the water and then into the ghost ship. It's spooky as hell, but apparently deserted, not even a spirit watching you. You creak open the captain's quarters...

>+100 Coins! (Total: 478), +1 Rolled Badge, +1 Rolled Item (first roll is badge, second is item, both below)

It's a fucking boatload of treasure, boys!! Oh yeah!!!!!!!

We're rich!!!!

Er, you're rich, I'm not... I'm... I'm just a humble narrator... If you were to give me 150 Coins, I could finally pay off my student loans I took out to become a QM... Heh heh heh... Please?

Will you help a brother out? I need it!
>You're such a good narrator, have all my Coins!! We can gather more in no time.
>Yes, donate 150 Coins to Fae Smelter to help pay off his QM loans.
>You're such a good narrator, have all my Coins!! We can gather more in no time.
>Yes, donate 150 Coins to Fae Smelter to help pay off his QM loans.
>Here's 2 Coins. Don't spend it all in one place, jerk! Gwa ha!
>You're such a good narrator, have all my Coins!! We can gather more in no time.
>Yes, donate 150 Coins to Fae Smelter to help pay off his QM loans.
>No, screw you dude! My Coins!
>You're such a good narrator, have all my Coins!! We can gather more in no time.
>Yes, donate 150 Coins to Fae Smelter to help pay off his QM loans.
>You're such a good narrator, have all my Coins!! We can gather more in no time.
>Yes, donate 150 Coins to Fae Smelter to help pay off his QM loans.
>You're such a good narrator, have all my Coins!! We can gather more in no time.
>Yes, donate 150 Coins to Fae Smelter to help pay off his QM loans.


Badge Roll:
1 Multistomp
2 P-Up, D-Down
3 Ice Power
4 Multistomp
5 P-Up, D-Down
6 Ice Power

Item Roll:
1 Repel Gel
2 Power Punch
3 Earth Quake
4 Jammin' Jelly
5 Ultra Shroom
6 Life Shroom

(Choose to donate or to donate extra to the QM. Don't choose to not donate, you cheap prick- er, uh, party member is what I meant to say. Yeah, donate! Or uh... bad stuff will happen!! Haha, yeah!)
(After you donate to the QM or donate extra to the QM, there are 2 more rolls inside the volcano, then you'll find Grandmamar!)
>>
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>>5213907
I watched that show all the time when I was a youngster with my great grandma in her nursing home. Good memories. That and Tom and Jerry. All time GOAT cartoons

You gain an Ultra Shroom and the coveted...
>P-Up, D-Down Badge (Equip: 3BP)
Bowser Only. Increases the PWR of all your non-Universal attacks with a +1 mod. But it decreases your DEF by 1!!

You may choose to equip the Badge now, but you'll have to remove other Badges in order to free up 3BP
Equipped Badges: Double Dip (2BP), Star Prayer (1BP), Pretty Lucky (3BP), Partner Helper Plus (2BP), Mega Rush (1BP)
>Leave P-Up, D-Down alone.
>Equip it. (Which Badges do you remove?)
>>
(Choose Badge + Donation options before continuing)
>>
>>5213914
>Yes, donate 150 Coins to Fae Smelter to help pay off his QM loans.
>>5213921
>Leave P-Up, D-Down alone.
>>
>>5213914
>Yes, donate 150 Coins to Fae Smelter to help pay off his QM loans.
Can we loot cannons off the ghost ship?

>>5213921
>Leave P-Up, D-Down alone.
>>
Rolled 3 (1d8)

HAHAHAHAHA, YOU FOOLS! YOU'D ACTUALLY... You'd... You'd actually give me these Coins to help me out? I... I don't know what to say... I don't really have any QM loans to pay off, I just wanted these Coins so I could drop Ultra Shrooms with my narrator-school-dropout friends... I... I didn't realize I'd feel so guilty about this, and I know I've broken our bond of trust we've built together, and... I... I... I think I'll keep these Coins, suckers! Nyeh heh heh!! I'm dropping Shroooooms tonight, baybay!!!

>-150 Coins!

Ahem. Now onward with Mt. Lavalava.

Bowser slaps Kammy's head for allowing that. "Grubba, YOU lead the way this time."

Muskular come out of Bowser's Advanced Shell and says "I hate it in there! Also, we're getting close to Grandmamar, I can feel her energy now!"

"...Uhhh, yeah we already knew that. Now can it, and get back in the shell!" You say.

"I don't want to!" Muskular responds, pouting.

Whispering to Kammy for a few seconds solves the ordeal. She shuts him away in her pocket dimension with a binding spell. That's that.

You step off the creaking boat and onto the creaking dock, following the steam out to wherever it is being vented to. The water and lava meets the air, forming new land in this hollow volcano mountain.

You step through an opening and enter what you assume to be the main chamber of the Mt. Lavalava, there is no more water, just lava. There are caves leading in and out, some only for magma, some leading to dead ends, some so small even Kammy couldn't get through. But there are some that look promising and worn.

Grubba takes off his fedora and fans himself with it. His clothes are soaked. He puts his finger to his lip and chooses...

1. 1 Red Bones and 3 Lava Bubbles
2. 2 Dark Bones and 2 Dark Craws
3. 2 Embers and 2 Lava Ghosts
4. 5 Embers and 5 Lava Bubbles!
5. 1 Red Bones and 3 Lava Ghosts
6. You've awaken the Boss of Mt. Lavalava, the Lava Piranha and his servants.
7. A beautiful natural hot springs restores all of your party's HP and FP by 10 each!
8. You walk down a dead end cavern and have to turn around. -3FP to everyone.
>>
>>5214045
REEEEEEEE!
>>
Rolled 2 (1d5)

Mt. Lavalava Ambush dice!
>>
>>5214061
I will fight you! Gimme my coins back! 1v1 me cunt you wont no balls!
>>
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Open my chest and find out, m8picrel, you can't because you don't have the key, poor boi
>>
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They can't sneak up on you that easy, even if they are the undead souls of those who refused to pass, and can disappear and reappear at will meters away.

Lava Ghosts are specifically nasty souls, with abilities and forms even more advanced than their Ember or Lava Bubble cousins.

Let's take 'em down! Watch out for fire! Grubba's Club is only going to end up damaging himself, and so will moves like your Jump! Use your Bowser Breath and it will only heal them! Find something else to do!

>It's a battle! Let's-a-go! Get crafty!
Movesets: pastebin.com/Vgpm3708
Usable Items: Life Shroom, x2 Ultra Shroom, Dry Shroom, TURBO Slugger, Thunder Bolt, Sleepy Sheep, Coconut
Equipped Badges: Double Dip (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush

King Bowser (25HP)(16/20FP)(0/9BP)(1SSP) DEF2
Grubba (16/18HP)(7FP)
Kammy Koopa(+) (9HP)(11FP) Flying

Lava Ghost A (20HP)(12FP) DEF1, Fiery
Lava Ghost B (20HP)(12FP) DEF1, Fiery
Ember A (12HP)(9FP) Fiery, Flying
Ember B (12HP)(9FP) Fiery, Flying
>>
>>5214074 meant for >>5214073
>>
>>5214074
Use Jump on the crate!

Bowser: shell strike
Grubba: piss on one of them to put out the fire
Kammy: magic roulette
>>
Rolled 4 + 3 (1d5 + 3)

>>5214086
The crate has Full-Spiky, and you take 1 damage to your feelings.

~

Bowser throws his Shell at the two Ghosts, the Embers fly out of the way!
>>
Rolled 4, 5 = 9 (2d6)

Each Lava Ghost recoils, losing 7HP a piece!

Grubba follows the assault by whipping his sweat-drenched jacket over one of the flying Embers!! It takes 5 damage and becomes Poisoned!!

Kammy summons her mythical lotto wheel and spins!

Magic Roulette!
>>
>>5214089
Okay up Shell Strike the crate then.
>>
>>5214101
in due time

~

Bowser is fucking Invisible again! He's also fucking Huge again! What luck with the Wheel! Double PWR, and invincibility for 2 turns!! You feel like you ate a Smash Ball from Super Smash Br-Oh nevermind! You're unstoppable now!!

"Woah... this power... This tremendous feeling... It's just like when the Stank Hag took down the Rawk Hawk in Glitz Pit," Grubba says in awe.

Kammy: *whisperwhisperwhisper*

"BOWSER? INVISIBLE? HUGE? WHAT DO YOU MEAN THAT WASN'T YOU, KAMMY?! YOU'RE A FRAUD?! I THOUGHT I WAS SLEEPING WITH A CHAMPIO-Oh. Uh. Nevermind. Back to the fight." He stops when he sees the enemies all blushing in embarrassment.

Lava Ghost A plunges in the lava and resurfaces with a grin. A Pillar of Lava launches out of the liquid mass, and goes right through Bowser! Talk about luck!

The second resurfacing grin comes with another Pillar of Lava, this time Lava Ghost B lancing Kammy straight off her Witch Broom! She avoids becoming Burned, but loses -8HP and "Flying" nonetheless.

Ember A spits a Fireball Barrage at the team, going through you and taking 3HP from your partners. Kammy is out like a light! She's fried! K.O.!

"Kammy!!!!! Noooooooooo!!!!!!" -Grubba

"Simp ass mf on god cuh fr fr. Skkrrrrrrttttt!!" Ember B comes up, insults, and smacks Grubba for 4HP with a Flame Hop!

Grubba miraculously escapes without a Burn thanks to your Partner Helper Plus Badge.

You facepalm, knowing you've been cucked by Grubba. B-b-but you never really even liked K-Kammy l-like th-that anyway, baka!

>Choose an Action for Invincible Giga-Bowser, then one for Grubba.
King Bowser (25HP)(14/20FP)(0/9BP)(1SSP) DEF2, Huge (2), Invis (2)
Grubba (9/18HP)(6/7FP)
Kammy Koopa(+) K.O.!

Lava Ghost A (13/20HP)(8/12FP) DEF1, Fiery
Lava Ghost B (13/20HP)(8/12FP) DEF1, Fiery
Ember A (12HP)(6/9FP) Fiery, Flying
Ember B (7/12HP)(9FP) Fiery, Flying
>>
>>5214109
Bowser: shell strike again!
Grubba: throw your sweaty pants at the same dude again.
>>
Rolled 10 + 3 (1d10 + 3)

Bowser hits another Shell Strike! This time, he's Huge!! He's got double potential on the dice roll!

It smacks into the Lava Ghosts!

Uh oh! You're Dizzy now! You might miss your next attacks!
>>
The Lava Ghosts fall back into the ocean of magma, never to be seen again.

Grubba follows up his drenched shirt toss with a soaked fedora, as he does not wear pants!

Ember B is his victim again, that no good whippersnapper! (Forgot to process/add his Poison, he should be at 6HP with Poison for 2 turns.)

The hat rings squarely on the Ember and brings it to the ground! Grubba's noxious sweat still sticks to the Ember, and snuffs it!

Ember A, your last enemy, hits Grubba with a Flame Hop for 4HP.

>Finish off this flaming fa- uh, foe!!
King Bowser (25HP)(12/20FP)(0/9BP)(1SSP) DEF2, Huge (1), Invis (1), Dizzy (2)
Grubba (5/18HP)(6/7FP) Danger
Kammy Koopa(+) K.O.!

Ember A (12HP)(6/9FP) Fiery, Flying
>>
>>5214162
Bowser: bite the fire. It should be a given that your mouth is fire proof since you can breath fire
Grubba: loot your surroundings.
>>
Rolled 2 (1d2)

Dizzy Check!
1 Land
2 Miss
>>
You go in for a bite, but miss from dizziness!

Good thing too, because you are oddly not fireproof! You'd need a Badge for something like that!

You're no longer Huge or Invisible, just a little Dizzy.

Grubba looks around with his keen money-maker's eye.

This!

This can be used for food!

>+Meteor Meal - Heals 7HP immediately, and gives Regen +2HP/+2FP (3 turns.)

The Ember hits Grubba with another Flame Hop, leaving him in Peril with 1 HP!

>Finish off the Ember! (use stats from last time)
>>
>>5214192
Bowser: Taunt the Ember for fighting someone as weak as Grubba. Brace.
Grubba: turbo nap time
>>
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Rolled 5, 2 + 2 = 9 (2d5 + 2)

You taunt the Ember. "Your boy just got handled after talking all that trash! You don't stand a stinkin' chance! And by a guy who doesn't even know how to fight, just throws his nasty, sweaty clothes at them!!"

Grubba Snoozes.

The Ember is so scared, he's Paralyzed in fear for his turn, until he snaps out of it!

Your words disturb Grubba, interrupting his sleep and fucking with his confidence, but he still recovers FP and HP.
>>
Grubba is deep in his sleep. His dreams or nightmares haunt him. He gains all FP back and 4 HP.

Your turn, Bowser!

>Choose one action
>>
>>5214310
Bowser: continue taunting and Bracing. I want to know if we cant taunt it hard enough that it suffers psychic damage.
>you are a pathetic waste of space. No one loves you and you're a disappointment to anyone that's known of you.
>>
>>5214322
>>5214369 Why not, should be fun if we succeed
>>
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Bowser, still with full HP, stomps up to Ember A and squints.

"Aren't you scared? Not of us, but of this?" *point to his body* "You're an abomination. You don't belong in this realm. Even after we K.O. you, then what? Your human soul left you and you've come back to enjoy what? To destroy what? To annoy who? You can't affect anything, and you're trapped in a volcano forever. Funny, the concept of the hitodama. You are the soul of a man, yet his heart has stopped burning with it's human-like fire. You burn instead with an unnatural hatred and supreme loneliness. You live in a netherworld where you are a sick twisted mutation of what a soul or a man is supposed to be. You can't hold a hand. You can't receive the lips of a fair maiden, which Chads like Grubba and I smash from the back all. the. time. Shit is so cash. When's the last time you've enjoyed anything that doesn't have to do with lava? You're a dumb freak in the service of Satan himself, and everyone's laughing at you."

The Ember wants to cry tears, but it has no moisture or ducts to perform such an action. You continue.

"Pity the ignorant fool that wishes for or receives immortality. To outlive anyone you could possibly ever love, except for other immortal souls. Which all happen to be dudes, because immortality is inherently gay. Which you must also be. Ever wonder why no chick ever becomes immortal? Because it's a drag, and they know they don't want to talk to you for even 5 minutes, let alone 5 millennia. You've ran out of things to talk about 400,000 years ago and ever since you've been a husk deserving of threshing. You are the scum between my claws, but lesser, and more annoying. My spit is too good for you, Grubba's sweat and Kammy's drool are too good for you. Prove to me now you really do have a soul, and I'll leave Lavalava Island right now, because I don't believe you, you fucking ROBOT. Phew-," you wipe your brow and look up.

Ember A did it, man. He fucking did it... He was talking about it for a few centuries but I never believed him... Even called him "pussy pants" and "chicken dick", and other generic jokes like that... Fuck...

>Coins gained: 22 (350 total)
>SP gained: 30 (Currently Lvl. 9, 74 SP)

Not the proudest fa- er, uh, victory.

Kammy wakes from her K.O. in Peril but with all of her previous FP intact. (Did I forget to deduct a Magic Roulette? Ah, enjoy the full FP either way.)

King Bowser (25HP)(10/20FP)(0/9BP)(1SSP) DEF2
Grubba (5/18HP)(7/7FP) Danger
Kammy Koopa(+) (1/9HP)(11FP) Flying, Peril

~

>There's a good chance you'll level up next battle, but it may be a difficult one. Would you like to use any Items now?
Usable Items: Life Shroom, x2 Ultra Shroom, Dry Shroom, TURBO Slugger, Thunder Bolt, Sleepy Sheep, x2 Coconut, Meteor Meal(gives 7HP out of battle, 7HP and a small regen in battle)
(INVENTORY FULL, YOU'LL NEED TO DISCARD AN ITEM TO PICK UP ANY NEW ONES)
>>
>>5214540
Use meteor meal on Kammy
>>
>>5214540
Holy fucking shit Bowser that was brutal.

>>5214547
This. It's full of. I dont know healing magic rock bullshit. Drink some prunes to help it pass through later.
>>
Rolled 3 (1d6)

Kammy snacks on the Meteor Meal before continuing. She feels outta this world. 👽

Grubba wakes up from his Snooze.

You're so close to Grandmamar, you can practically see her celestial glow.

All of the cave paths glow brightly with unnatural light. But only one shines brightest; the path with:

1. 1 Red Bones and 3 Lava Bubbles
2. 2 Dark Bones and 2 Dark Craws
3. 5 Embers and 5 Lava Bubbles!
4. 1 Red Bones and 3 Lava Ghosts
5. The awakening Boss of Mt. Lavalava, the Lava Piranha and his servants, obviously.
6. A beautiful natural hot springs restores all of your party's HP and FP by 10 each!
>>
A group of Embers and Flame Bubbles heard what you did to their homies Ember A and B. That you killed one with sweat, like a disgusting chucklefuck. They tell you that convincing Ember A to kill himself will only bring him back as a Flame Bubble and he'll have to work his way back up to Ember-hood over the next million years. Again. And he was so close to achieving Lava Ghost-hood, only 207 years away. A lot of people looked up to that coward!

Now they want blood!

But you smell pussy. It looks like the reincarnated Ember A has joined them, this time as the demoted Flame Bubble E, way in the back. He won't look you in the eye.

In similar fashion to last fight, and like your formation, the enemy positions themselves strongest to weakest. The embers float freely in front, off the ground; and the Lava Bubbles are only able to barely hover above the ground, not really true Flying enemies.

Just beyond these foes you can see more strange technology built into this mountain, near the blinding-bright cave exit. Another star chamber? E. Gadd's secret volcano lair? Something new entirely? What mysteries does Mt. Lavalava house? What do these spirits guard here?

>One way to find out, gotta trounce 'em!! You'll surely get a fat level up and then some SP for the road after this is over. If they find a way to defeat you, remember that you'll be punished! Likely robbed of Coins, Items and potentially Badges if it's a real slaughter. Don't let it happen. Find a way to damage these Fiery foes! You're not so sure you can get 10 immortal souls to commit sudoku all at the same time! Think! You've got full HP, half FP and your goons have full FP. You've got a boatload of Items that could help you defeat them. Make this first turn hurt! Before they take the same opportunity!
Usable Items: Life Shroom, x2 Ultra Shroom, Dry Shroom, TURBO Slugger, Thunder Bolt, Sleepy Sheep, x2 Coconut
Equipped Badges: Double Dip (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush

Field:
King Bowser (25HP)(10/20FP)(0/9BP)(1SSP) DEF2,
Grubba (5/18HP)(7FP) Danger
Kammy Koopa(+) (8/9HP)(11FP) Flying

Ember C (12HP)(9FP) Fiery, Flying
Ember D (12HP)(9FP) Fiery, Flying
Ember E (12HP)(9FP) Fiery, Flying
Ember F (12HP)(9FP) Fiery, Flying
Ember G (12HP)(9FP) Fiery, Flying
Lava Bubble A (6HP)(6FP) Fiery
Lava Bubble B (6HP)(6FP) Fiery
Lava Bubble C (6HP)(6FP) Fiery
Lava Bubble D (6HP)(6FP) Fiery
Lava Bubble E (6HP)(6FP) Fiery

Estimated SP gain: 35 (5 per Ember, 2 per Lava Bubble)
Estimated Coin gain: 30
>>
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Forgot pic
>>
>>5214794
Bowser: Shell strike
Grubba: Sleepy sheep
Kammy: Shape Beam Lava Bubble E
>>
>>5214794
Bowser: Shell Strike. If the Embers are so mad maybe they should try fighting Bowser, the sissies.
Grubba: equip the P-Down, D-Up Badge! On Bowser? Does he even have enough BP? If not then Freak Out.
Kammy: Conjure obsticle Attacking Block deals. It's made of rock and rock things are immune to fire. Have it attack Ember C.
>>
>>5214794
You forgot to give Grubba 4 HP from the last time he took a snooze break.
>>
Rolled 3 + 3 (1d5 + 3)

>>5215010
He was hit with another Flame Hop after looting (Was lazy and phoneposting so I didn't update stats with him at 1HP, my fault) >>5214192 >>5214226

~

Bowser sweeps the tunnel floors! In this incredibly confined space, (which actually makes your Beefiness claustrophobic, come to think about it...) if you Crit (Roll 5), you'll hit any Flying or Ceiling enemies as well!

"Excellent choice, your Kingliness!" Kammy coos on, as Grubba gets a little jealous... then a lotta jealous... He's having a Freak Out!! He's Fast now! He'll be able to act twice per turn! His Actions may be limited because of his FP reserve, but he can do things like use 2 Items in one turn, like a Double Dip for 0FP! Or Club and then Defend! Well, don't Club right now...
>>
Rolled 1, 2 = 3 (2d2)

Actually, negate the Freak Out until I resolve it with a roll. I was going to pick it over Sleepy Sheep because you'd be able to hit it and another item next turn, but then I remembered there were a lot of enemies on the field, so a Sleepy Sheep would be rather effective.

Annoying, I know. Mea culpa.

1st roll Grubba
1 Sheep
2 Freak

2nd roll Kammy
1 Attacking Block
2 Shape Beam
>>
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Rolled 6, 1, 4, 7, 6 = 24 (5d10)

You dust off the Lava Bubbles like they were worthless pawns; the nothing you said they were.

None survive but the unaffected Embers, which Grubba casts a herd of Sleepy Sheep on! These Ember guys are saps, and have nearly no will of their own. They should be easy to put to sleep. They'll need to roll a 9 or a 10 to stay awake! 1-8 and they're asleep for 2 turns or until damaged!
>>
Rolled 1, 1, 2 + 1 = 5 (3d3 + 1)

The flock of sheep put every single Ember to a peaceful sleep.

Just so Kammy can whomp Ember G with a stunning Shape Beam!
>>
It's not effective as you'd hope, but nearly halves his HP! He wakes up and surveys the battlefield, says a quick prayer for his homie Lava Bubble E, and blows a nasty Fireball Barrage! You all take damage! 3, to be precise! Your Advanced Shell doesn't protect against fire! You become Burned!! Your partners deflect any lingering flames, thanks to your dapper and acute Badge usage. Dapper and acute, myezzzzz...

You lose 1HP thanks to your Burn.

>Let's make another move on these charred-soul chumps!
Usable Items: Life Shroom, x2 Ultra Shroom, Dry Shroom, TURBO Slugger, Thunder Bolt (5 dmg to single), x2 Coconut (3 dmg to single)
Equipped Badges: Double Dip (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush
Star Menu: Beef Up (1SSP)

Field:
King Bowser (22/25HP)(8/20FP)(0/9BP)(1SSP) DEF2, Burn (2)
Grubba (2/18HP)(7FP) Danger
Kammy Koopa(+) (5/9HP)(8/11FP) Flying, Danger

Ember C (12HP)(9FP) Fiery, Flying, Asleep (2)_
Ember D (12HP)(9FP) Fiery, Flying
Ember E (12HP)(9FP) Fiery, Flying
Ember F (12HP)(9FP) Fiery, Flying
Ember G (7/12HP)(6/9FP) Fiery, Flying

Bonus Roll (1d3) if you can kill Ember F and G... THIS TURN!!! Don't even think about looking at the roll spoilers if you don't plan on taking out the back line.
1 Your mother will die in her sleep tonight Badge
2 75 Coins
3 Life Shroom. Also 1 is actually the Ice Power Badge

Even though you know your Tantrum Stamp will be completely useless in this fight against the Embers, you learn something about it that you know will come in handy... When you next level up...
>>
21HP not 22*
just to be anal, probably won't matter since most of your enemies are asleep and ripe for the picking
>>
>Asleep (2)_
Fuck I'm retarded and impatient. All but Ember G have that status effect.
>>
>>5215308
Yeah, No, I'l looking at the moves and I can't see us beating Ember F & G on this turn. In two turns maybe, but not this one. Not unless RNG is very generous and gives us max rolls for damage.
Bowser: throw Grubbas nasty clothes at G
Grubba: turbo sleep
Kammy: throw Grubbas stanky clothes at Ember G to finish it off.
>>
>>5215323
>>5215308
......wait a second. Grubba clothes deal 5 dank damage, +1 from Poison. OOOOOOOOHHH!

Bowser and Grubba: Throw stank clothes at Ember F to kill it.
Kammy: Pray to RNG and use Shape Beam on Ember G. You got like a 30% chance of success or something.
>>
>>5215332
Hold on fuck me. I forgot poison and burn damage doesnt stack. It only extends the duration. It would only do a max of 11 damage, then +1 in the next round. Eh, fuck it I'm sticking with the idea.
>>
Rolled 1, 3, 2 + 1 = 7 (3d3 + 1)

Very crafty!

Stripped naked, you and Grubba douse the Ember in Grubba's sweaty clothes again, which will surely be spoken of in legend or ghost story in Mt. Lavalava for eons to come!

Left with 2HP and a 6 turn Poison, Ember F is fading away.

Kammy womps the back position! Die, Ember G!
>>
Ah shit I forgot about the Cooldown. Oh well, spilt milk.

~

The Ember spirals out and perishes! K.O.!

Ember F takes his poison damage and blasts his own Fireball Barrage! This time, Grubba goes down! K.O.!

Your Burn has been extended!

The rest of the flaming flock will wake next turn, and the traumatized Ember F will die from his Poison no matter what. You've got Embers C, D and E that need snuffing, and they're all at full HP.

You lose another HP from Burn damage, a flame which has spread all over and doesn't seem like it'll end anytime soon.

>K.O. them! Or heal! Or buff! Do what you do! Just Bowser and Kammy!
Usable Items: Life Shroom, x2 Ultra Shroom, Dry Shroom, TURBO Slugger, Thunder Bolt (5 dmg to single), x2 Coconut (3 dmg to single)
Equipped Badges: Double Dip (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush
Star Menu: Beef Up (1SSP)

King Bowser (17/25HP)(8/20FP)(0/9BP)(1SSP) DEF2, Burn (4)
Grubba - K.O.!
Kammy Koopa(+) (2/9HP)(6/11FP) Flying, Danger

Ember C (12HP)(9FP) Fiery, Flying, Asleep (1)
Ember D (12HP)(9FP) Fiery, Flying, Asleep (1)
Ember E (12HP)(9FP) Fiery, Flying, Asleep (1)
Ember F (1/12HP)(6/9FP) Fiery, Flying, Poison (5)
>>
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>>5215836
>Shell strike
>Magic roulette
>>
>>5215836
Bowser: Double Dip Life shroom for Grubba and Ultra Shroom for Kammy
Kammy: summon attack block.

>>5215873
Now hear me out. Instead of doing the magic roulette, we summon an attack block. It's made of stone so that means its pretty much invincible against these dudes, and its effectively like having four party members.
>>
>>5215903
Change to your pick.
>>
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Rolled 2, 1, 2 - 1 = 4 (3d4 - 1)

You cram your Life Shroom tip down the naked Grubba's slack jaw, and he begins gagging! Hurray!

He's alive again! He groggily steps up from his knees, missing his turn, but returning to 10HP.

You toss an Ultra Shroom in the air for 2FP and Kammy scoops by on her broom and gullets it while waving her wand over Ember D!

A Yellow Block falls from the portal in the stalactites to squish your foe! If the roll is a nat 7 or higher, it'll completely trap and extinguish the flame!
>>
(Correction: forgot to subtract 1FP for Interacting with Grubba's clothes)

~

Ember D cleverly evades the deadly Yellow Block, which explodes violently regardless, and catches Ember D with heavy chunks of shrapnel.

Ember F perishes from his Poison. All Embers wake from the Sleepy Sheep induced sleep.

Embers C and D target Bowser with Flame Hops, which seems to be a mixture of physical and fire damage, because they only deal 2 damage each after bouncing off your shell, but extend your burn practically indefinitely. Status effect duration maxes out at 6 turns.

Ember E blows a relentless Fireball Barrage, wiping Kammy out! She's K.O.!

You and Grubba take 3 fire damage, then you take an additional Burn damage at the start of your turn.

>Get crafty! Fight!
Usable Items: Ultra Shroom, Dry Shroom, TURBO Slugger, Thunder Bolt (5 dmg to single), x2 Coconut (3 dmg to single)
Equipped Badges: Double Dip (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush
Star Menu: Beef Up (1SSP)

King Bowser (9/25HP)(5/20FP)(0/9BP)(1SSP) DEF2, Burn (5)
Grubba - (7/18HP)(6/7FP)
Kammy Koopa(+) - K.O.!

Ember C (12HP)(9FP) Fiery, Flying
Ember D (8/12HP)(9FP) Fiery, Flying
Ember E (12HP)(6/9FP) Fiery, Flying
>>
>>5216382
Wait so how do Kammy's blocks work? Do they remain when shes unconscious or disappear? Are the Attack and Defense blocks one use moves, or do they persist until destroyed?

https://youtu.be/kmOFwdbObb4
Do we have any more clothes available? Toilet paper? Does Bowser have any in his shell? The only thing more volatile than sweaty clothes is swamp ass coated clothes.
>>
>>5216382
Would Charged, Improved Charge or Hyper Charge improve the damage done with usable items, or only character attacks?
>>
>>5216382
Bowser: Spit on Ember D
Grubba: Pee on Ember C
Kammy: Shapebeam
>>
>>5216418
>Kammy Koopa(+) - K.O.!

Pissing was attempted, but QM interpreted that as throwing sweaty clothes. No pissing in this blue board it seems. Spitting might work, maybe vomiting?

>>5216382
Can Bowser crack open a coconut to drip the juice and eat the fruit?
>>
>>5216434
*drink
>>
>>5216406
>>5216417
>>5216418
>>5216434
>>5216442
The only clothes remaining are Kammy's, and she refuses to take them off in front of horndogs like you and Grubba. Grubba will be able to get his clothes back after the battle. As for the Yellow Blocks, if you choose to defend with it, it acts as a party member in the first position with no actions, until it Is destroyed. If you choose to attack with it, it typically break to pieces on the enemy's skull.

~

Fuck, I'm a big shithead. I didn't count the Ultra Shroom on Kammy and she shouldn't be K.O.'d. She'll use her shape beam now, using the last of her FP. Updating soon.
>>
>>5216434
Coconuts are unfortunately strictly for damage in combat in their current form. You'll learn to use it in Recipes soon, after you rescue Grandmamar.
>>
>>5216585
>until it Is destroyed
Nigga that sounds like something you should had mentioned before or in the pastebin.

Bowser: use the beef up party power
Grubba: freak out
Kammy: magic roulette
>>
>>5216631
I tried to differentiate Attacking Block as dealing damage only and Defending Block as a summoned barrier only, sorry if it was unclear. I'll be doing a big pastebin update in the next day or three, that will update Actions, Items, Status Effects, Crowd, and other stuff if I get to it.

~

Updating in 20-30 minutes, going to lock in all the votes 15 minutes from THIS POST. Any further actions or swaps may not be seen/processed in time.

Please keep your arms and legs inside at all times. Thank you for riding with the Fae Smelter Pony Express.
>>
Rolled 1, 1 = 2 (2d2)

>>5216631
2's
>>5216418
1's
(Kammy will use Shape Beam since she's only got 2FP, my fault for saying she was K.O.'d and not displaying that.)
>>
Rolled 1, 1, 1 + 1 = 4 (3d3 + 1)

Bowser hocks a loogie on Ember D! It lands smack dab in his face, dealing a water-type boosted 2 damage!

Grubba follow up with a stream of yellow punishment, which evaporates as it travels. It strikes Ember C for 3 damage!

Ember C follows up with a Flame Hop on Grubba! He's in Danger!

Kammy slaps Ember D with her patented Shape Beam, now with nonagons!

Ember D...
>>
...Gets smattered with a weak stream!

Ember C is Poisoned from Grubba's toxic piss. Grubba sighs a big breath of relief.

Kammy is laughing too hard, it's a Crit fail! She can't believe her ancient eyes.

She manages to shoot pentagons only somehow. It deals 4 damage.

Ember D snaps back with a Fireball Barrage! Grubba's gone! He's zilched! K.O.'d!

Ember E trounces you with a Flame Hop!

You take a Burn damage.

>Nooo! Don't let it go down like this! One for Bowser, then one for Kammy. Your resources are dire. If you could take out one or two of 'em this turn, the threat would all but cease...
Usable Items: Ultra Shroom, Dry Shroom, TURBO Slugger, Thunder Bolt, x2 Coconut
Equipped Badges: Double Dip (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush
Star Menu: Beef Up (1SSP)

Field:
King Bowser (3/25HP)(4/20FP)(0/9BP)(1SSP) DEF2, Burn (5), Danger
Grubba - K.O.!
Kammy Koopa(+) - (3/9HP)(0/11FP) Flying

Ember C (8/12HP)(9FP) Fiery, Flying, Poisoned (2)
Ember D (2/12HP)(6/9FP) Fiery, Flying
Ember E (12HP)(6/9FP) Fiery, Flying

On loss: -25 Coins, -Rolled Item from Inv., 0 SP gain. It was a tough battle, so these are "light" consequences. But you'll win and level up, right? Right?! Continue to Grandmamar next no matter what.
>>
>>5217255
> Bowser: TURBO Slugger on self Dry shroom on Kammy
Kammy: Wand whack Ember D
>>
>>5217482
Eh, I got no better ideas, so +1 this BUT

>>5217255
Call the remaining two fire guys flaming homosexuals. Everyone knows that Embers are super gay, and being gay is gross. (Also need to agro then so they dont KO Kammy)
>>
Rolled 4 (1d5)

Bowser smacks down a TURBO Slugger, fully regenerating his HP and FP. It removes his Burn and gives him Hyper Charge for two turns!! Hoo yeah!!

You give Kammy her favorite, a Dry Shroom! She's been salivating for it ever since you won it on the Mushroom Mystery Wheel! It gives her 1HP! Mounted on her Witch Broom, she angles herself just above the Embers without getting roasted, and calls them all "gay boys!", playing on their obvious insecurities! Then she delivers a Wand Smack to Ember D! It's a hit!
>>
Rolled 1 (1d4)

Ember D is gay bashed to death in front of his friends. "The stories from Lava Bubble E were true! These guys are nuts!"

Ember C is panicking and Poisoned, but manages a Fireball Barrage!

Kammy is left hanging on by a Dry Shroom.

Bowser dodges! That was pretty lucky!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
...Meanwhile, in an arena floating in the sky known as the Glitz Pit in Glitzville, our young prodigy trains in earnest, eager to re-join Your Sirloinliness... (1d4 roll in this post)

Training Roll
1 - Rawk Hawk and TJ didn't really get along after you left, and TJ had to make it fighting on his own, and he got beat up, lots! At least he comes back with x3 TURBO Sluggers.
2 - TJ shares all of his and Rawk Hawk's secrets and experiences with you, which are quite boring and nearly entirely irrelevant, to be honest. +25 SP to Bowser and x2 TURBO Sluggers.
3 - TJ's Fire Blast and Lightning Blast moves have improved after all his training. +2PWR to both, and Bowser gains 25SP and a tasty TURBO Slugger!
4 - The toddler-tool team went all the way back to the top of the ladder, and earned a Supernova Token!! Woah! No Sluggers though, champ? You too good for us now?!

...

Troopa Jr. will meet you with at the next location after you get Grandmamar!

You'll soon have a reserve party member. When one of the 3 active party members goes down in battle, a chosen reserve party member will come out and fight!

Now back to the escapades of Lavalava Island...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Back in the cave packed with stalactites and brawlers...

Ember E is off Cooldown, and he's ready to blow another Fireball Barrage! "I'm not a fag!!!!"

"You and your friends just blow yourselves all day though!!"

Kammy is once again burnt to a crisp. You're out of partners and Revives again!!

You spin around and grab your crotch, the barrage missing you again. That was pretty lucky!

You make it out of the round un-burned.

>It's up to you! You're Hyper Charged, all your attacks have a +6 mod! But what do you do?! They're still Flying and Fiery!
Usable Items: Ultra Shroom, Thunder Bolt, x2 Coconut
Equipped Badges: Double Dip (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush
Star Menu: Beef Up (1SSP)

Field:
King Bowser (25HP)(20FP)(0/9BP)(1SSP) DEF2, Hyper Charge (2)

Ember C (7/12HP)(6/9FP) Fiery, Flying, Poisoned (1)
Ember E (12HP)(3/9FP) Fiery, Flying
>>
>>5217758
Try to get the stalactites to fall onto the embers by hitting the walls of the cave with a shell strike
>>
Rolled 5 + 9 (1d5 + 9)

You rip up the rock, cratering yourself and grinding up the corpses of your compatriots, until you pop out of the meat blender with a Hyper Shell Strike!

Similar/inverse to >>5215267, as long as you don't Crit fail (Roll 1), it'll launch straight through the air into the Embers before slamming the wall. If you do Crit fail, you'll still slam into the wall.
>>
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Rolled 4, 3 = 7 (2d5)

It's a natty Crit! Natty Crit, brah! Natty Crit! 14dmg!

You launch straight through the air and slam into these fucking flaming fuckers and they vanish into thin air! Your shell gets stuck in the wall and you hit your neck wrong, you are Paralyzed for life.

From your massive tremor, few stalactites fall to the ground, then a massive rockslide falls on your team mates, right on their heads, Paralyzing and entombing them for life.

...

...

...

...

...

>Coin gain: 30! Current: 380
>SP gain: 35! Current: Lvl. 10, 9SP

You all spring back to perfect health! Kammy and Grubba sing along "Now let's. SPIN! THAT! WHEEL!"

It's a double spin on the old original wheel!

And here's your new Super Mushroom Mystery Wheel! It'll be effective from Lvl. 11-20!
1 Mushroom
2 Fright Jar
3 Earth Quake
4 Jammin' Jelly (+50FP)
5 Life Shroom
6 Supernova Speck and +25SP

Cool! Now choose your stat boost:
>+5 HP
>+5 FP
>+3 BP

>Your Tantrum Stamp has been upgraded to a King Tantrum Stamp!
(4FP --> 5FP!)
The move works in the same way, but dice have been upgraded from 4d4-2 to 4d6-2! The max damage has doubled and the failure rate has diminished significantly. It also costs 1 more FP.

(Boss fight/Grandmamar coming next)
>>
You pocket a Fire Flower and another Ultra Shroom! You're not sure about the first one, but the latter oughta come in handy for the end of this chapter/act.

You rub your kingly hands and wonder what your next Star Spirit Power will be.
>>
>>5217815
>+5 FP
>>
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Rolled 3 (1d3)

You gain +5FP max!

You dust off the soot and exit the cave.

You spot none other than that no-good green rat, Luigi, and his grandpa, or something. They're tinkering with yet another giant machine, similar to the one you saw on Mt. Rugged, surrounded by X-Nauts and docile Putrid Piranhas with radio transmitter spikes on their heads.

This chamber contains a severely grey and severely drained Grandmamar, once the face of motherly grace and love known as Big Twink's mom, Mamar. Lil' Twink would cry if he could see his grandma like this, but he and Peach must have went off to Shiver Snowfield first.

The old man speaks quickly but you can't really make it out. You see Luigi and E. Gadd leaving in a hurry. Apparently this machine is broken or needs repair or something. You approach the Star Spirit machine and... (1d3)
1 Luigi comes out of the sky to stomp you! E. Gadd comes out in a robot suit, he's controlling Putrid Piranhas with radio transmitters! It's an Ambush! Psyke! Were you scared?
2 The X-Naut leader of this group comes out with an army of X-Nauts to stop you from touching the chamber!
3 Their pet project, Radio-Lava Piranha and his radio-lava minions, come out to finish you!

Be careful in this Boss fight, you don't have any means of revival! Be cautious and use your heals wisely, but know when to trounce 'em!
>>
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An incredibly large Piranha stalk emerges from the a lava pit as nearly everyone else evacuates. Why would they leave behind the Star Spirit??

A Crowd of 20 X-Nauts guard the exits and cheer on their protector, the Radio-Lava Piranha, and his summoned Radio-Lava Buds.

You're outside, surrounded by flat ground for about 50 feet, mono e mono with the Boss of Mt. Lavalava coming out of a lava pit.

The Lava Piranha opens it's mouth and reveals a speaker, it's the same garbled nonsense from the old man earlier, he's controlling this thing through the antennae! He mentions something or other about total annihilation, you think. The Piranha plant seems somewhat sentient still, even under control. But it's eerily... Relaxed... Then it roars a fireball over your heads!!

>Gotta fight this big creep! It's a Boss battle! Save the Star Spirit! Your turn! Grubba should provide Utility since he can't Club these guys! Maybe he'll find a weapon one day! Movesets and more: pastebin.com/Vgpm3708
Usable Items: x2 Ultra Shroom, Thunder Bolt (5 dmg to single), x2 Coconut (3 dmg to single), Fire Flower
Equipped Badges: Double Dip (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush
Star Menu: Beef Up (1SSP)

King Bowser (25HP)(25FP)(0/9BP)(1SSP) DEF2
Grubba (18HP)(7FP)
Kammy Koopa(+) - (9HP)(11FP) Flying

Radio-Lava Piranha (36HP)(36FP) Fiery, Full-Spiky
Radio-Lava Bud A (8HP)(4FP) Fiery, Full-Spiky
Radio-Lava Bud B (8HP)(4FP) Fiery, Full-Spiky

Estimated gains: 65SP, 60 Coins, ????????? ?????
>>
>>5217859
While the paste bin includes the upgraded Tantrum stamp bowser still has his level 8 stats
Bowser: Improved Shell Strike
Grubba; break off Radio-Lava Bud A's antenna
Kammy: Blocking Block
>>
>>5217815
Wait if we're rolling 2d5, how do we roll a 6 to get a super Nova speck and SP?

>+3 BP

>>5217859
Oh too late to vote for a power up.
Bowser: throw a coconut at the antennae. Maybe if we break it they'll fuck off.
Grubba: Freak out. More actions means he can 2xlook for items or weapons to use against this boss.
Kammy: finally use a blocking block so we all dont get a party wipe from fire again.
>>
>>5217874
Thanks for pointing that out. There's a fairly major update or two or three coming soon so I was holding off on going through everything (aka being lazy)

>>5217877
Kinda blasted through the level up stat boost, sorry. Debated on whether to reopen the vote or not, since I only gave about 20 minutes that time, but I don't want to make a habit of it, and begin rethinking everything.


Continuing in about an hour. Big thanks to everyone for sticking around and making this fun and putting up with my missed steaks!
>>
>>5217892
Cum is stored in the balls
>>
>>5217892
Honestly it might be better to leave important votes like stats distribution open longer so that one single person doesn't decide stuff like that
>>
>>5217894
Not for long
>>5217897
I'm an eager beaver, I couldn't help myself.

Okay, I'll reopen the stat vote this time. Anyone else playing, choose a stat boost along with combat Actions. Currently at 1 vote BP, 1 vote FP. Tiebreaker roll if needed. Continuing in about an hour!
>>
Rolled 1, 1, 2 = 4 (3d2)

>>5217877 2's and BP
>>5217874 1's and FP

1st is Bowser, 2nd is Grubba, 3rd is stat boost
>>
Rolled 1 + 3 (1d5 + 3)

You wind up for a big fat Shell Strike!

It blazes over the lava pit and strikes the enemy team!!
>>
Grubba walks up and snaps the spiky antenna on Lava Bud A's head! It costs him 1FP to perform. But the dual counterattack from the fire and the spikes deal him 2 damage! It was a close call, but Grubba manages to snap off the antenna from the roots of the lava bud's skull(?). It dealt 2 damage and removed most of the lava bud's aggression! It's acting on it's own, now.

For 5FP, Kammy quickly and cleverly opens her pocket dimension and erects a Block barrier! Muskular falls out first and gets squished under the Yellow Blocking Block! The whole team laughs at the Star Spirit.
>>
The Radio-Lava Piranha moves to the back line and spits a Lava Spew on Grubba. It ruptures him for 5 damage.

The Lava Buds move forward and Lava Lunge at the Block, each taking away 3 damage and leaving a one-turn burn. Would've been 4 damage without the Block's DEF1. The block melts nearly entirely to liquid. The two Buds return to the lava pit and appear to have some kind of disagreement with each other, and with the taste of their last target.

Muskular jumps up and starts berating you for leaving him in a pocket dimension, and starts bugging you about using Beef Up. You just instruct Kammy to pocket him again.

>Your turn again!
Usable Items: x2 Ultra Shroom, Thunder Bolt (5 dmg to single), x2 Coconut (3 dmg to single), Fire Flower
Equipped Badges: Double Dip (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush
Star Menu: Beef Up (1SSP)

King Bowser (25HP)(23/25FP)(0/9BP)(1SSP) DEF2
Grubba (13/18HP)(6/7FP)
Kammy Koopa(+) - (9HP)(6/11FP) Flying


Lava Bud A (2/8HP)(4FP) Fiery, Front-Spiky
Radio-Lava Bud B (4/8HP)(4FP) Fiery, Full-Spiky
Radio-Lava Piranha (32/36HP)(34/36FP) Fiery, Full-Spiky
>>
Bowser stat fixes
18/20FP***
3/12BP***
>>
>>5218184
TBF it takes a while to build up SSP, so we need to save it for boss fights like this.

Bowser: grab the antenna of the Lava Piranha
Grubba: Freakout
Kammy: hop off your broom. It's not like flying is doing you any good. On your next turn you can hop back on to recover FP.
>>
>>5218529
Don't forget you're wearing a Star Prayer Badge that gives you an Action to regenerate 1SSP immediately at the cost of 5FP, if you ever need a quick boost.

Bowser, the only capable one in the party, jumps high and snatches the antenna off the main Piranha! It deals 2 damage to both parties again. The Radio-Lava Piranha seems much more lax, but still dangerous! Bowser avoids getting burned while snatching and snapping the antenna.

Grubba Freaks Out, in anticipation and preparation of a crazy next turn! He's Fast again!

Kammy uses her turn to hop off the Witch Broom to set up for a nice free Mount next turn. While she does this, she notices aloud how calm the non-antennaed Piranhas are behaving. They all seem to be ignoring her and Grubba, except for the Radio-Lava Bud left on the field. Lava Bud A attacks Bowser only because he saw him harm the main Piranha last turn, smacking him for 2 damage and giving him a quick one turn Burn. The de-controlled Lava Piranha retaliates with another Lava Spew, this time on his attacker Bowser, for an unblockable 5 damage. Your burn extends to 4 turns.

Psycho Radio-Lava Bud B spits a Lava Loogie at Kammy for 3 damage and a blocked Burn.

Your turn again.

>This isn't funny anymore, finish em off quick!!
(Phoneposting, please calculate stats on your own this turn before choosing Actions. Returning to desktop next post or in a few hours to post the official stats if no one has proceeded by that time. My apologies, and sincere gratitude.)
>>
>>5218589
Bowser: grab one of the suit guys a a shield
Grubba: convince the plants that we're helping them. If they want to attack anyone it should be those scientists that were controlling them. NO GODS, NO MASTERS!
Kammy: hop back on your broom
>>
Rolled 4 (1d6)

>>5218680
(Was just about to delete and update, but post was too old. You're an MVP.)

~

You scramble to the Crowd and grab an X-Naut PhD with half HP (6)! He's blubbery and his muscles are made of gelatin!

You hold him up as a shield in Front Position for...
1 No time at all! He wriggles away and escapes!
2 One turn!
3 One turn!
4 One turn!
5 Two turns!
6 Two turns!

Grubba tries to calm and reason with the raging beasts. They seem to listen to him, but it's tenuous.

Kammy Mounts her Witch Broom to regain 4FP. She's ready to fight!!

The Lava Piranha and his non-Radio controlled Bud decide to Wait it out, looking cautious but... Happy?

The radio above Bud B crackles and spits out something you barely understand at all. "...You..... ....Dead.... ... ... ..Star...Pirit.... Veryon..... ...Lavalavalavalavalavalava.... .... ..Justs two? Lavalava? .....Tever you sa.......... Et's get out of he........"

The voice grows distant as Radio-Lava Bud B Lunges forward and...
>>
i did it, i pressed esc while writing the update a second time this thread.

this time i was reaching for a white cheddar baked cheeto.
>>
Bud B strikes your hostage for 4 damage, then 1 damage the next turn. He skitters away barely alive. The X-Nauts in the Crowd boo loudly as they nurse their friend.

They'll wish they had the...
>+Orange Potion! (+10HP and FP)
...That you nabbed from him!

Bud A begins to look unruly, but is still somewhat "behaved" for a Piranha Bud.
The main stalk looks unaffected and chill, if not slightly tiffed.
Both of them lower their Flames and lose Fiery, but gain 2FP.
Bud B is still Fiery and Full-Spiky.

They nearly completely ignored Grubba's propaganda...

Your Burn compounds with the Burn from last turn. It's almost over.

>You manage another round unscathed! Something tells you that you won't be able to befriend your whole way out of this encounter with the(se) natural superpredator(s) in front of you, however. Let's pick up our attack plan!
Usable Items: x2 Ultra Shroom, Thunder Bolt (5 dmg to single), x2 Coconut (3 dmg to single), Fire Flower, Orange Potion
Equipped Badges: Double Dip (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush
Star Menu: Beef Up (1SSP)

King Bowser (14/25HP)(16/20FP)(3/12BP)(1SSP) DEF2, Burn (2)
Grubba (11/18HP)(0/7FP) Fast (1)
Kammy Koopa(+) - (6/9HP)(10/11FP) Flying


Lava Bud A (2/8HP)(4FP) \Front-Spiky
Radio-Lava Bud B (4/8HP)(2/4FP) Fiery, Full-Spiky
Piranha (30/36HP)(34/36FP) Front-Spiky
>>
>>5218720
Bowser: go after the last antenna
If that doesn't end the fight
Grubba: use orange potion on self and just club Lava bud A
Kammy: Blocking block
>>
>>5218720
Bowser: break the last antenna
Grubba: steal two things from those nerds!
Kammy: seduce the nerds to make it easier for Grubba to steal things. Use that broom like a stripe pole.
>>
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Rolled 2, 1 = 3 (2d2)

let's-a-go!

grubba
1 double steal
2 potion + club
kammy
1 blocking block
2 seduction

~

Your Kingliness leaps high in the air and onto the remaining radio antenna. It snaps! You are dealt 2 damage from Spiky and Fiery, but manage to deal 2 damage to Lava Bud B as well!

The Lava Piranha and Bud A are starting to move recklessly after seeing the other bud get hurt!

Grubba quickly...
>>
Rolled 7 (1d7)

Grubba quickly heals himself to full HP and FP, then unleashes a 1FP Club attack on Lava Bud A's head!

The entire stalk sinks into the lava pit...
>>
>>5218938
>>5218942
Well shit looks like we have to fight them now.
>>
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It's a K.O.! That Orange Potion sure helped.

Kammy follows up with another Yellow Block in front of the party!

Lava Bud B hocks a Lava Loogie at Grubba for taking down his fellow bud, it arcs over the party and hits him for 3HP.

Lava Piranha struggles for a second, then smiles and relaxes as he shoots Lava Bud C out of his pit, taking Bud A's place. He looks powerful enough to do this all day, let's take him out quick!

The eerily calm Lava Piranha and Bud B were getting rowdy for a second, but have calmed once more. Bud C matches their relaxed demeanor, he doesn't have the antenna. None of them are aflame anymore.

You take your second to last Burn damage.

>What will you do now?
Usable Items: x2 Ultra Shroom, Thunder Bolt (5 dmg to single), x2 Coconut (3 dmg to single), Fire Flower
Equipped Badges: Double Dip (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush
Star Menu: Beef Up (1SSP)

BLOCKING BLOCK (5HP) DEF1
King Bowser (11/25HP)(15/20FP)(3/12BP)(1SSP) DEF2, Burn (1)
Grubba (15/18HP)(6/7FP)
Kammy Koopa(+) - (6/9HP)(5/11FP) Flying


Lava Bud C (8HP)(4FP) Front-Spiky
Lava Bud B (2/8HP)(2/4FP) Front-Spiky
Lava Piranha (30/36HP)(24/36FP) Front-Spiky
>>
>>5218952
Just wait to see what's in store. Trust me, it'll all be worth it, you'll get some extreme loot on top of the Star Spirit.
>>
>>5218960
Bowser: use Beef Up!
Grubba: club lava bud B
Kammy: Shape beam Lava Bud C
>>
Rolled 2, 3, 2 + 2 = 9 (3d3 + 2)

Bowser tugs Muskular out of his shell and commands him to Beef Up the squad!

Muskular is starting to question the motives of Bowser's team, but doesn't have enough curiosity or intelligence to know better!

Muskular closes his eyes and prays, beginning to glow. Woah! You feel great!

It's a Beef Up! Everyone gets +1PWR for 2 turns, and you get a slick little Regen!

This means Grubba's minimum Club dmg is 2, so he knocks Lava Bud B into the magma with ease!

Kammy shoots a slightly sooped up Shape Beam!

The remaining Bud has nowhere to hide!
>>
Rolled 9, 3, 1, 10, 1, 1, 8, 10, 10, 8, 3, 3, 9, 1, 4, 8, 8, 8 = 105 (18d10)

It has enough juice to blow a giant hole in the stalk! Lava Piranha Bud starts raining from the sky in confetti-sized pieces!

Still, the Lava Piranha just smiles and shoots another Lava Bud D out of the pit. It's starting to break a sweat. It stinks of sulfur in here.

>Let's send 'em 20,000 leagues under the magma! Wai- what?!?! The Crowd is revolting!!
>Crowd event!
The X-Nauts, ticked off they are being used as meat shields and left behind by the higher ups, have reached the straw that breaks the camel's back. The Lava Piranha isn't even radio-controlled anymore after all their work, and they fear they'll get beat up before they can open the escape doors. While 2 PhD's work on overriding the doors, 18 Elite X-Nauts start launching stones at you! Each deals 1 unblockable damage and is target-independent. Each number takes damage equal to the amount of times it was rolled. Duck! (18d10)
1 - Blocking Block
2 - Bowser
3 - Grubba
4 - Kammy
5 - Miss
6 - Lava Bud D
7 - Lava Piranha
8 - Lava Piranha (he's huge!)
9 - Miss
10 - Miss

The sky rains stones down on the Field!!!!!

The X-Nauts all cower and run in a corner dozens of meters from the Field after throwing their rock.

For transparency, I realized I had to re-roll as soon as I posted because I had written it when Buds C and B were alive and in slots 5 and 6. Decided to redo with a Miss and Lava Bud D in those slots rather than announce it afterwards and seem like I was influenced by the numbers. No real clean way to do this, but just know that as the QM, I would think it funny if the party got wiped, so long as everyone had a good time in the process. Not trying to fudge the rolls or anything like that. Phew, I sure am a long-winded fucking bastard. Continuing.
>>
>>5218979
>Estimated gains: 65SP,
>gets more SP for every additional enemy that enters
>Current: Lvl. 10, 9SP
>just need to drain it of FP so it keeps summoning buds and we'll hit level 11 in no time. That or kill it before then.

>>5218991
Hey so theoretically, if we used tantrum stamp right now, and do 4d6-1 damage against the X-naughts, will this cause a cave in or imminently flood the area with lava?

>dozens of meters from the Field
Nevermind it looks like they're too far away
>>
Lava Piranha gets 5 rocks slugged at its head.
Your handy dandy Blocking Block soaks up 4 unblockable damage, leaving it up to take one more attack.
Grubba gets 3 lumps on his noggin, Kammy gets 1.
5 rocks pelt the ground.

You and Bud D uncover your eyes and thank your lucky Stars, you're both unharmed.

Good job, blocking block!!

The Crowd is empty, hundreds of feet away, clawing for an escape. Pfft, cowards.

Your Burn runs its course as your Regen comes in and soothes you. You're feeling Beefy as ever.

>Forget those X-Dorks! Get the Lava Piranha!!
Usable Items: x2 Ultra Shroom, Thunder Bolt (5 dmg to single), x2 Coconut (3 dmg to single), Fire Flower
Equipped Badges: Double Dip (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush
Star Menu: Beef Up (1SSP)

BLOCKING BLOCK (1/5HP) DEF1
King Bowser (12/25HP)(17/20FP)(3/12BP)(0/1SSP) DEF2, Beef Up (2), Regen +2/+2 (2)
Grubba (12/18HP)(5/7FP) Beef Up (1)
Kammy Koopa(+) - (5/9HP)(3/11FP) Flying, Beef Up (1) [SHAPE BEAM ON COOLDOWN]

Lava Bud D (8HP)(4FP)
Lava Piranha (25/36HP)(14/36FP) Front-Spiky

>>5218994
*Furious QM calculations* No need to worry about flooding.
Only enough FP for 1 more Bud! And at 5SP a piece (Main stalk is 55), it would put you at 80SP. But who knows. Who knows... We shall see if you ascend to level 11 after this fight. Anything can happen!
>>
>>5219004
Bowser: Kingly Tantrum Stamp
Grubba: club Lava Bud D if not dead, else Club Lava Piranha
Kammy: do as Grubba- wait hold on.

>Top-Spiky, Front-Spiky and Full-Spiky - Counters melee/physical attacks and deals 1 damage with Pierce 5. Top-Spiky counters Jump-Type attacks. Front-Spiky counters frontal attacks like Bite or Wand Smack. Full-Spiky counters almost all melee attacks. Usually permanent.
How was grubbs able to clubba here >>5218942
>>
>>5219004
Okay so if Lava Bud D doesnt have front spike then do this >>5219008 but if it dies on Bowser's turn, I'm voting Grubba and Kammy should look around for useful items or dropped potions. Maybe even coins. If Grubba and Kammy can't melee, just have them loot things.
>>
>>5219004
>>5219008 >>5219027 +1
>>
Rolled 5, 1, 1, 3 - 2 = 8 (4d6 - 2)

>>5219008
>>5219027
I realized I didn't entirely make it clear enough how Club operates in its description as I was reading/writing everything. It's updated on pastebin right now and will henceforth operate with this clause, "Attacks the front line from the front, like Bowser's Bite." This is a weakness that could be overcome by upgrading Grubba. We'll continue with no jump-style Club attacks.

Still on the fence about Broom Bash being affected by Spiky/Fiery, since she attacks with the broom, not her body, and has a good foot or so from the contact point (front/back of broom). Let me know what you guys think. Continuing.

~

Bowser drives his foot into Mt. Lavalava so hard, the roots of the Lava Piranha start getting jumbled and painfully entangled within it's nest. It's a King Tantrum Stamp!
>>
Rolled 7 - 1 (1d9 - 1)

It deals 4 damage to both enemies. They look downright mean again!

Grubba goes to loot a fallen Lava Bud, retrieving a Meteor Meal! (+7HP, Regen +2/+2 for 3 turns)

Kammy smacks into Lava Bud D with a Broom Bash in an attempt to finish it, since Grubba apparently can't hit them anymore!! She just needs a 5 or more...

This ruckus triggers Lava Piranha and any of his remaining minions to become Fiery again!!
>>
It's a K.O.!

ACKSHUALLY due to Beef Up, both attacks had a +1 to their mod, so Tantrum Stamp actually did 8 damage, not 4, due to the nature of the mod being applied to every roll. Kammy then also scored 8 damage, but on the Boss, not his summoned minion.

Dynamite turn!

The Lava Piranha is now alone, but on fire and in a rage. It goes on the attack! For 6FP, it launches a full-on Fire Stream! Your party takes an unblockable 5 fire damage and Bowser becomes Burned for 3 turns again!

Grubba holds... But Kammy doesn't make it, neither does her poor Blocking Block...

You hear a loud noise and red alarms start spinning and blaring. Teehee, did your stomp do that? No?

The Crowd of X-Nauts has finally broken through the barrier, and made an escape route. They're gone.

It's just you, Grubba, Lava Piranha, and the Star Spirit machine.

You are healed by Beef Up's Regen.

>Go for it!
Usable Items: x2 Ultra Shroom, Thunder Bolt (5 dmg to single), x2 Coconut (3 dmg to single), Fire Flower
Equipped Badges: Double Dip (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush
Star Menu: Beef Up (1SSP)


King Bowser (9/25HP)(14/20FP)(3/12BP)(0/1SSP) DEF2, Beef Up (1), Regen +2/+2 (1)
Grubba (7/18HP)(5/7FP)
Kammy Koopa(+) - K.O.!

Lava Piranha (9/36HP)(6/36FP) Front-Spiky, Fiery
>>
>>5219090
Kammy does 7* not 8 damage.

Lava Piranha then has 10* not 9 HP.
>>
>>5219077
>>5219090
>A roll of 7, 8 or 9 also spins the foe around, causing them to become Dizzy for 2 turns.
Was the boss immune to dizzy?

Bowser: Shell Strike
Grubba: club it to death
>>
Rolled 3 + 4 (1d5 + 4)

>>5219099
Yes, most bosses are immune to the trifling effects of Dizzy, especially larger ones. No wonder the Elder QM's eventually created video games to process this stuff automatically, I'm getting Dizzy myself trying to keep up!

~

You withdraw into your shell and spin, spin, spin... You rocket towards Lava Piranha!!

It hangs on!!

Clubba walks up to club it, and loses 2HP from Fiery and Front-Spiky in a counterattack! It's too wild to approach!
>>
Until it... Waits again... It is puts out its flames to put it at 10FP again! It wants to summon another Lava Bud next turn! He'll really be out of FP then, but his little Bud E could prove deadly!

>Don't let it rise from the pit! Slay it with maximum style points!!
Usable Items: x2 Ultra Shroom, Thunder Bolt (5 dmg to single), x2 Coconut (3 dmg to single), Fire Flower
Equipped Badges: Double Dip (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush
Star Menu: Beef Up (1SSP)


King Bowser (9/25HP)(12/20FP)(3/12BP)(0/1SSP) DEF2
Grubba (6/18HP)(4/7FP)
Kammy Koopa(+) - K.O.!

Lava Piranha (3/36HP)(6/36FP) Front-Spiky, Fiery, Danger
>>
>>5219128
>Don't let it rise from the pit! Slay it with maximum style points!!
I refuse
Boswer throw a coconut at it.
Grubba piss on it regardless if it lives or dies.
>>
You palm a hairy Coconut and lob it at Mt. Lavalava's crazed guardian.

The Lava Piranha swallows it and chokes! It's dead!! Grubba pees on it for good measure.

Coins gained: 83 Coins (Total: 463)
SP gained: 75 (Total: : Lvl. 10, 84 SP) So close!

You split the Radio-Lava Piranha open, it's skull fracturing before you to reveal something caught in its teeth... It's a
>Charge P Badge! (Equip: 2 BP)(Activate: 1 FP.)
Gives Partners an Action to use a turn to Charge up their next attack by 2 for their next turn, for 1FP. You can wear up to three of these Badges for Improved and Hyper Charge as well, at the same FP cost.

After the beast falls and is slowly dragged back into the pit from whence it came, you approach the Star Spirit machine. It's huffing and puffing fumes, and shaking semi-violently.

You keep approaching it, when about 50 feet away, the machine explodes, with Grandmamar still in it! She's blown to smithereens!

Muskular fights his way out of your shell to scream fruitlessly.

It's a Star Spirit Supernova. She's gone. You approach the machine where Grandmamar was being held, and inside is a mega-rare...

>Supernova Token!

You can use this to upgrade any party member, but we'll worry about that a little later.

You frantically search the machine and find a pile of glowing powder that must be Grandmamar's Stardust... You eat it, and gain
>+1SSP! (Total: 0.5/2SSP)

It also comes with a funky power...
>Carousel (1SSP) All enemies ride on Grandmamar's Carousel, receiving Debuffs for 2 turns or instant unblockable damage. (Xd5: 2 dmg, dizzy, blind, confused, sleep)
>Love Arrow (2SSP) Shoots an infatuating arrow at a single enemy and tries to convince them to fight for your party for 3 turns. Bosses and immune creatures receive 7 damage instead.
>Resurrect (3SSP) Revives a party member with 10HP and half max FP. (You only have 2SSP so you'll have to wait to rescue another star before using this.)

You will be returning home to meet up with Troopa Jr., with a chance visit shops, rearrange the party and badges, and use your supernova token. You will then head to Shiver Snowfield, as no further announcements have been made about the whereabouts of other Star Spirits. You imagine it must be a mess there, with all the adventurers over there trying to get a piece of the glory for themselves.
>>
>>5219164
>Carousel (1SSP) All enemies ride on Grandmamar's Carousel, receiving Debuffs for 2 turns or instant unblockable damage. (Xd5: 2 dmg, dizzy, blind, confused, sleep)

>eats a dead grandma's dust
Jesus Bowser
>>
>>5219164
>Love Arrow (2SSP) Shoots an infatuating arrow at a single enemy and tries to convince them to fight for your party for 3 turns. Bosses and immune creatures receive 7 damage instead.
>>
Since a star's power is kind of a big deal, I'll leave voting open on it during the next update as well, if anyone would still like to vote on it. Writing the next part soon. We'll rescue another star, then I'll archive and start a new thread, just so everything is nicely and neatly parsed.

Once again, thanks for simultaneously coming along for and creating the ride.
>>
>>5219278
Thanks for the quest man, it's a blast being here.
>>
>>5219164
>Love Arrow (2SSP) Shoots an infatuating arrow at a single enemy and tries to convince them to fight for your party for 3 turns. Bosses and immune creatures receive 7 damage instead.

Also equip the Charge P badge
>>
>>5219668
+1
>>
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>+Love Arrow! (2SSP)
Grandmamar has the incredible ability to turn the average foe into the sub-par partner for a while. Neat! You can use them as compliant meat shields, active combatants, or even Crowd/environmental actors. If they're immune for some reason, or they are a Boss, they instead take an instant 7 unblockable damage via heart attack. Neat!

It's hot as shit and you fucking hate it here. You don't even wanna be around anymore.

Leaving the volcano, there's an Island Gift Shop ran by a shy guy at the exit. He seems to have exactly a dozen of every single Item! Last chance to stock up on some of these Lavalava delights.
1
[During this transitionary period, you have no Inventory limit, so you may buy as many Items as you like. However, when the next chapter starts and you enter Shiver Snowfield, your limit is back to 10. You may choose to open a Storage Unit in Toad Town for 50 Coins. You can store up to 100 Items there, and in between chapters/arcs and other key moments, you can exchange Items freely between Inventory and Storage Unit.]

Purchase a permanent Storage Unit in Toad Town for 50 Coins? Toad Town is safe and nothing will happen to your Items in storage.
>Buy Storage Unit (-50 Coins)
>Don't buy Storage Unit

Your Coins: 448 (15 subtracted for blimp ride and fortune teller)

>Buy or Sell anything at the Island Gift Shop?

Sell:
35 Coins - x2 Ultra Shroom
8 - Thunder Bolt
3 - Coconut
4 - Fire Flower
8 - Meteor Meal

Buy:
15 - Meteor Meal
5 - Coconut
28 - Orange Potion

You continue back to the blimp port you arrived in and boringly traverse back to Toad Town. It's nearly midnight, so the shop is closed.

You all snooze off your battle and return to full FP and HP. When you return to Toad Town, it's bright and early, and Troopa Jr. is at the blimp port, waving in your return with a smile and x3 TURBO Sluggers!
>Eat all TURBO Sluggers now and instantly gain +20 SP
>Do not convert sausage to Star Points. Save the Sluggers, man.

It's nice to have him back in the party. Now when a teammate falls, the reserve member will pop out and back up the team! We're a much hardier team now at 4 rather than 3.

You pop the Supernova Token out of your shell to show off. Kammy, Grubba and Troopa Jr. all "wow" in awe. TJ paws for it, but you pull it back into your shell and laugh "Hrah hah! Soon." (partner upgrade comparisons and token usage options coming next)

You pass by the shop in Toad Town's market square and some new Items catch your eye. Well, may as well stop here, too.
>>
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>Buy/Sell anything?
Sell:
Same prices and Items as last time.

Buy: (He's only got 3 of each.)
5 - Mushroom
7 - Fire Flower
6 - Honey Syrup
2 - Cake Mix
12 - Stop Watch (Immobilizes enemies for 0-2 turns)
50 - Ultra Shroom

You've got your shopping bags (if you bought anything) and you walk past Merluvlee's fortune telling hut. You simply can't resist this time.

You pay the gypsy her money and she summons her tricks of light to mystify you...

The lights in the room turn bright, bright white and shift rapidly...

...Then, it poofs into little motes of dust, the dust flies everywhere...

...Finally, a mysterious figure approaches you and you help each other find a star-shaped object.

You scratch your head.

Merluvlee explains the vision: "You will find a new partner, very soon... Now leave so I can scrub the carpet. Wipe your feet on the mat next time, brute."

You harumph and stomp out, knocking some trinkets off Merluvlee's wall.

You cheer up when you see Rowf and Rowf Jr. are in town, with their Badge Shop up! Oh boy! Rowf tells you straight up before showing you his Inventory that he's had a problem and lost hundreds because of counterfeiters trying to pass off fake Badges as real, so he can only offer 25 Coins per used Badge, no matter what. "But my Badges are the real deal, you can be sure of that! I make 'em myself!!"

Buy or Sell any Badges?
>Sell Badge(s), +20 Coins each [Which Badge(s)?]
>Buy another Charge P Badge (75 Coins) (Charge becomes Improved Charge. Costs 2 more BP to equip, but still costs 1FP to use.)
>Buy the legendary Triple Dip Badge (200 Coins) (Use 3 Items in one turn for 3 FP. Costs 3BP to equip. Bowser Only still.)
>Buy the Double Dip P Badge (100 Coins) (BP: 2, FP: 2. Let's partners use the Double Dip command.)
>>
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After perusing/selling/buying, you muse... "Hrmmm... Kind of a limited selection today, Rowf." You say.

He replies. "Yeah, Doctor Mario cleaned me out not too long ago! If you have any requests, let me know, and I can have a new Badge crafted specially for you next time you breeze through town."

For an unknown sum of Coins, you can request Rowf to create a Badge to help with certain Actions, enemies, situations or Items of yours or your partners'. He can't work miracles, only craft Badges.
>Would you like to commission a custom Badge? Write-in only. (Coin cost unknown. BP cost unknown. FP cost unknown, if applicable. No commitment or down payment needed, you don't have to buy it if it's too expensive or it's not what you thought it would be.)

(You may choose to reconfigure your Badges and Party Formation now.)
Change Badges:
>Yes, specify
>Nope! My Badges are fine!

Choose First, Middle and Last positions for the Active Party, and who is warming the bench on the Reserve Party. Only choose one per position.
>First: (Bowser, Grubba, Troopa Jr., Kammy)
>Middle: (Bowser, Grubba, Troopa Jr., Kammy)
>Last: (Bowser, Grubba, Troopa Jr., Kammy)
>Reserve: (Bowser, Grubba, Troopa Jr., Kammy)

After the Badge Shop, you happen upon a wonderful smell... You practically drift towards the wafting deliciousness.

Kammy informs "It's Tayce T's kitchen, King Bowser. Would you like to go inside and use her ovens?"

The answer, of course, is yes. Hope you stocked up on ingredients! You'll learn how to manipulate Items to create other Items!

You stomp through Tayce T.'s doorframe and roar. She cowers and shrieks as you approach her oven.

You attempt to turn it on but snap off the dial instead.

...

You look towards the shaking, cowering elderly Toad woman, "Uhhh... Any help here?"

She pops up with a peppy smile "You want to learn to cook? Yay!!! Let me teach you some Recipes!"

~

Coming next: Learn Recipes, manage Items and Storage (if bought), Supernova Token choice and entering Shiver Snowfield!
>>
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Hoo wee, just noticed there are quite a few prompts in this one. Uh, sorry pals. Or you're welcome, if you enjoy that type of thing.

Just to keep track:
1 Storage Unit, Y/N?
2 Island Gift Shopping
3 Sluggers or SP?
4 Toad Town Shopping
5 Rowf's Badge Shopping
6 Rowf's Custom Badge Commission?
7 Badge Change?
8 Party Formation?
>>
>>5220111
Island Gift Shop
Buy Coconut and meteor meal.

Do not convert sausage to Star Points. Save the Sluggers, man.

Badges
Sell P-Down, D-Up Badge, P-Down, D-Up Partner Badge
>Buy another Charge P Badge
>Buy the Double Dip P Badge

Change Badges:
>Nope! My Badges are fine!

First, Middle and Last positions for the Active Party
First: Troopa jr
Middle: Bowser
Last: Kammy
Reserve Grubba
>>
>>5220111
>island gift shop
Buy 2 coconuts, 2 Dried Bouquet/shrooms, and 2 cake mix.
>Buy Storage Unit (-50 Coins)
>sell both ultra shrooms
>Do not convert sausage to Star Points. Save the Sluggers, man.

>>5220113
Buy 2 cake mix if they didnt have those at the gift shop.

>so he can only offer 25 Coins per used Badge
What if we let him demo or attack us with some of the badges we want to sell?

>sell the Sound FX [D] Badge! For 25 coins or more?
>Buy another Charge P Badge

>>5220115
>custom badge: one that increases DEF, and another that generates more coins per fight.

>Yes, specify
Can we fit both charge badges on?

First: Bowser
Second: Grubba
Last: Kammy
>>
>>5220131
Hey anon. We cant equip that new Charge P and Double Dip P badges. Last we checked Bowser only had 3 BP to spare, and equipped his first >Charge P Badge! That means he only has 1 BP left, so he wont even have enough to equip those two badges you're suggesting we buy. Why not drop the Double Dip P Badge purchase since we already have the Double Dip badge?
What's your opinion on baking?
>>5220192
Scratch that, only buy 1 coconut.

>>5220115
Also commission a DEF partner boosting badge of +2 DEF. We're dropping like flies.
>>
>>5220209
I know we can't equip them. I'm buying them for later in case someone else cleans out the badge shop again before we visit
>>
Rolled 1 (1d2)

Formation:
1 New
2 Old / Same

(meshing votes as best I can)

Rowf detests the idea of testing your classic P/D Up/Down Badge series in public. "These are only worth about 25 Coins a piece real or not anyway, Your Badgedliness. Sheesh, I probably shouldn't make a trade like this... "

Upon further inspection, your Sound FX Badge is obviously real to him, having heard you make the sound all the way through town. It kind of became like the sound of wind or birds, you just get used to it. Anyway, it was apparently rare, or whatever, and worth a whopping 45 Coins. Maybe now Crowds and enemies will take you a little more seriously.

Finally, as for a Badge commission, Rowf laughs, "Heh, you think if I had a Badge that made me rich by fighting, I'd be selling Badges? I've got a mean left hook, man!" He punches a wooden stake holding his banner up and nearly breaks his hand. His son runs by and laughs. He cradles his arm and says "A pure DEF increase, huh? Heh. Yep. I can do something like that. Shouldn't be too expensive (for a Badge, he means) in Coin, just hope you'll have the BP for a monster passive ability like that.

>>5220233
>>5220209
Could always unequip Mega Rush or Star Prayer to make room for it. These Badges are indeed rare and far between, so we'll take this Double Dip P Badge on our journey. (Next visit, Rowf'll have nothing but Double Dip P Badges)(jk)

Sold Items:
+70 Coins - x2 Ultra Shrooms
+120 Coins - Sound Effect Badge, all P/D Up/Down Badges (Rowf will save these for 1 more chapter)

Acquired Items:
50 Coins - +100 Item Storage Unit
100 - +Double Dip P Badge
75 - +Charge P Badge
free - x3 TURBO Sluggers
4 - x2 Cake Mix
1FP Kammy's trash stash - x1 Dried Shroom
1FP TJ's dumpster dive - x1 Dried Bouquet
5 - x1 Coconut (Total: 2)
15 - x1 Meteor Meal (Total: 2)

Net change: -2FP, -54 Coins (New Total: 396)

~

Tayce T. loots through your shell and accidentally fondles Muskular while gleaning your cooking supplies.

"Yip!"

The cook recoils; "What was that? Oh, nevermind. You stay here and I'll cook everything right up!"

She nabs everything from your Inventory and sets up on her counter, then invites you over after she has a roiling boil on the stove, a wavy hot oven, and all sorts of gadgets dirtied up. Woah... Some of this may not be do-able while on-the-go.

You learn several Recipes, and receive their products!

...
>>
Rolled 6 (1d6)

Tayce T flips off her stove burner and gives the pot a swirl, and rises from her oven with a tray of sweets.

Your Dried Shroom becomes a
>Fried Shroom! (+6HP, +2FP)
Without a kitchen like this, you'd need to mix the Dry Shroom with a Fire Flower to make that.

Speaking of... Cake Mix + Fire Flower =
>Fire Pop! (-1HP, +20FP)

The other Cake Mix combines with your Coconut to make a...
>Coco Pop! (+3HP, +15FP)
These sweets simply won't be made on-the-go.

Finally, she took your Thunder Bolt and mixed it with your Dried Bouquet, giving you desert: a
>Volt Shroom! (Electrifies for 3 turns)

She tells you the recipe for Coconut Bombs, way too late. There won't be any Coconuts in the snow. Oh well. She gives you several of Recipes you can make anywhere. Some she could have made now, but she likes making sweets.

>Field Recipes:
Coconut + Fire Flower = Coconut Bomb - Deals 7 damage to one enemy.
Egg + Fire Flower = Egg Bomb - Deals 6 damage to one enemy.
Dried Bouquet + Fire Flower = Spicy Soup - Heals 4HP and 4FP
Ultra Shroom + Iced Potato = Yummy Meal - Heals 20HP and 20FP
(Egg, Super Shroom or Volt Shroom) + Ice Potato = Bland Meal - Heals 10HP and 10FP
Mushroom + Iced Potato = Potato Salad - Heals 10HP
Dried Shroom/Mushroom + Fire Flower = Fried Shroom - Heals 6HP, 2FP
Any invalid Recipe results in... Mistake - Heals 1HP and 1FP

You're not sure you wanted her to cook EVERYTHING, but at least she didn't touch your Sluggers or already completely cooked Meteor Meals.

You hug Tayce T. and follow down the road with great smelling food.

You have 1 slot left in your Usable Items Inventory and 100 slots left in your Storage Unit. Would you like to leave any Items in Storage? Remember, carry too much, and you won't have room for anything new!
>Yes, specify
>No, continue
(Inventory size is not increasing any time soon)

Current Items:
x3 TURBO Sluggers (+25HP, +25FP, Cleanse negative effects, Hyper Charge 2 turns.)
Volt Shroom (Electrifies for 3 turns)
x2 Meteor Meal (+7HP, +2/+2 Regen for 2 turns)
Fried Shroom(+6HP, +2FP)
Fire Pop(-1HP, +20FP)
Coco Pop(+3HP, +15FP)

Then, it's time to choose who gets to enjoy the benefits of the Supernova Token. Respond to this post with your choice:
>Upgrade Troopa Jr.
>Upgrade Grubba
>Give Kammy her final Supernova Token Upgrade
>Hold on to it for now. Just kidding! You can't pick this! QM's choice.

Next post is CURRENT PARTNER STATS.
Post after that is PARTNER STATS WITH SUPERNOVA TOKEN UPGRADE.

ALSO!

How about a quick "leaving Toad Town" roll before we get to Shiver Snowfield!
1 Run-in with Dark Toads
2 Run-in with Peach
3 Run-in with Waluigi
4 Run-in with a certain special Dry Bones
5 Run-in with a gang of ungracious Hammer Bros.
6 You find a single shiny Coin on the ground.

(Waiting for Storage and Supernova Token options before continuing)
>>
CURRENT STATS!!!!

Partner: Troopa Jr. (15HP)(5FP)
Magic Shell: DEF +1
>Moveset:
Shellbonk (0FP) Deals 1d4+1 damage with Pierce 2. May attack Electrified enemies without penalty. (2-5) Jump-type move.
Brace (1FP) Increase DEF by an additional 2 points until next turn. Cooldown: 1.
Flame Blast (3FP) Deals 3 unblockable damage to any enemy. If this move slays the enemy, Troopa Jr. gains +5FP.
Lightning Blast (5FP) Deals Xd6-2 unblockable damage (0-3) to each enemy(X). Paralyze the first enemy to take damage for 1 turn.


>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. Attacks the front line from the front, like Bowser's Bite.
Snooze (1FP) Essentially a TURBO Rest, this Action immediately regenerates 2d5+2 (1st heals FP, 2nd is HP) User is Asleep for 2 turns or until woken up. Cooldown 3. (+3-7 each)
Freak Out (5FP) Become Fast for 2 turns. Self-target only. Cooldown 3.
Macho (5FP) Become Hyper Charged for 3 turns. Self-target only.

Partner: Kammy Koopa(+) (9HP / 11FP)
-Flies on her Witch Broom in combat. Can be knocked off, mainly through jump attacks.
>Moveset:
Wand Smack (0FP) Deals 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. (1-5 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 4FP.
Shape Beam (2FP) Deals 3d3+1 magical damage to a single enemy. Pierce 1. Cooldown: 1 turn. (4-10 dmg)
Magic Roulette (3FP) Grants Bowser 2 random status effects for 2 turns, rolling doubles extends the effect by 1 turn: (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. Stays until defeated.
>>
~~~~~~~IMPORTANT!~~~~~~~~
Many Actions kept the same names but have been improved. Factor in each difference with your decision.

Grubba (+) Vs. Troopa Jr. (+) Vs. Kammy (++) upgrades

Partner: Troopa Jr. (+)(18HP)(9FP)
Magic Shell: DEF +1, Flying, Top-Spiky
>Moveset:
Shellbonk (0FP) Deals 1d4+2 damage with Pierce 3. May attack Electrified enemies without penalty. (3-6) Jump-type move.
Brace (1FP) Increase DEF by an additional 2 points until next turn. Cooldown: 1.
Flame Blast (3FP) Deals 4 fire damage to any enemy. If this move slays the enemy with the 4 damage, Troopa Jr. gains +5FP. Burns the enemy for 1 turn.
Lightning Blast (5FP) Deals Xd6-2 unblockable damage (0-4) to each enemy(X). Paralyze the first enemy to take damage for 1 turn.
Ice Blast (5FP) Choose a single target. Target receives effect from a 1d6. 1 is a miss. 2, 3 and 4 deal (4) ice damage. 5 and 6 deal (4) ice damage and Freeze the target for 2 turns.
Spike Dive (8FP) Deals 3d3+3 damage with a Jump-style attack, with unlimited Pierce. Even if this attack is counterattacked, it deals its intended damage. This move has no Cooldown, but will make TJ Dizzy for 2 turns if used consecutively. (6-12 unblockable damage)
Candy Beam (9FP) Deals no damage. Has a chance (1d10, success depends on target) to turn an enemy into a randomly chosen Lemon Candy (+5HP/+15FP), Honey Candy(+20FP) or Electro Pop (+15FP, become Electrified for 3 turns). Bosses are immune. Weakened enemies are easier to turn into candy than those with full HP. Cooldown: Once per fight only.

>Grubba - (22HP)(11FP)
Promoter - Gain more Coins per battle whenever Grubba was active in it. Not used to fighting, so even his basic attack costs 1FP.
Super Club (1FP) A Clubba's default attack. (1d8)+1, Pierce 5. Attacks with a long club, negating -Spiky and Fiery and the like. Can reach the first or second position. (2-9 damage)
Super Snooze (1FP) Essentially an Ultra TURBO Rest, this Action immediately regenerates 2d7+2 (1st heals FP, 2nd is HP) User is Asleep for 2 turns or until woken up. Cooldown 3. (+3-9 each)
Swift Club (3FP) A Clubba's tactical attack. (3d5-3), Pierce 1. Smashes quickly to make sure the Front/First Position (only) tastes the Club. Power up and let 'er rip! Cooldown: 1. (0-6 damage)
Sell Out (3FP) Stop battling for 3 turns and leave a gap in your party to mingle with the crowd. Grubba knows how to milk any Crowd out of Coins, Items, Badges, extra SP, Crowd attacks, and more! There's no chance you'll wind up with nothing! (1d100)
Freak Out (5FP) Become Fast for 2 turns. Self-target only. Cooldown 3.
Macho (5FP) Become Hyper Charged for 3 turns. Self-target only.
Body Crush (6FP) Slam into a single Flying or Grounded target for (3d8)-3 damage. However, this move's damage maxes out and caps at 15. If you roll over a 15 (after the -3), you deal 15dmg to your target and quake the ground, causing all other enemies on the ground to take 2 unblockable damage. Jump-style attack. Cooldown: 1. (0-15 damage)
>>
Partner: Kammy Koopa (++) (13HP / 16FP)
-Flies on her Witch Broom in combat. Can be knocked off, mainly through jump attacks.
>Moveset:
Wand Smack (0FP) Deals 1d7 physical damage to a single enemy. Crits (7's) Paralyze for 1 turn. Can strike enemies in the air or on the ceiling provided she is mounted on her Witch Broom. (1-7 dmg)
Broom Bash (1FP) While Mounted only. Make a speedy pass at any enemy, smacking them with your broom as you ride it. Then you come back for a second swipe! How tiring. Deals 2d9(-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. Cannot occur twice in one Broom Bash. Similar to Shell Strike, this move has no Cooldown, but will make you Dizzy for 2 turns when used consecutively. If you fail the first Bash (Roll1), the second Bash also fails. (0-16 damage, chance to lose Flying.)
Mount Witch Broom (0FP) Can only be used from the ground. Puts you in the air. Restores 6FP.
Shape Beam (2FP) Shoots a highly unstable stream of eldritch angles and lines, dealing (3d5)+1 magical damage to a single enemy. Pierce 2. Cooldown: 1 turn. (4-16 dmg)
Koopanetic Flux (3FP) This selfish Stank Hag knew how to heal this whole time?!!? Grarrrr... Heals the entire Active Party for 2d3+1 HP. Cooldown: 3 turns. (+3-7HP to party)
Magic Roulette (3FP) Grants Bowser 2 random status effects for 2 turns, rolling doubles extends the effect by 1 turn: (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 Metal Block which she can use in two ways:
-Metal Attacking Block deals 4d5-1 damage. Can't attack enemies on the ceiling. (4-19dmg)
-Blocking Metal Block summons an 8HP, DEF 3, Fireproof Block in front of the party to absorb attacks. Stays until defeated.
Rift Squeeze (13FP) Kammy summons her deadliest arcane magic and attempts to insta-K.O. a non-Boss enemy by chopping its body in half with a pocket dimension warp hole. No roll required. Cooldown: 2 turns.
>>
>>5220334
>You hug Tayce T.
Finally something wholesome.

>Yes, specify
x1 TURBO Sluggers
x2 Meteor Meal (+7HP, +2/+2 Regen for 2 turns)
Coco Pop(+3HP, +15FP)

If we get an inventory increase badge, could we carry a portable kitchen with us?

>>5220344
If we give it to Grubba, will we get even more coins? If not give it to TJ.
>>
>>5220293
Muskular's mom or grandma was the one that died or something right? If we promise Muskular to use our wish to revive her, can he help us get another wish from somewhere, with the bonus of extra SSP now or soon?
>>
>>5220334
Yes
1 turbo slugger
1 meteor meal
>>5220344
Give it to Troopa Jr.
>>
>>5220342
>Grubba
Okay TJ, hear me out. If we let Grubba sell out, and we make lots of money, we'll upgrade TJ twice.
>>
Looks like a slight lean to Troopa Jr. over Grubba.

Continuing in about an hour
>>
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"She mostly just taught us Fire Flower and Ice Potato Recipes..." you mumble out loud while you lock up some of your Items in...
>Storage: x2 Meteor Meals, TURBO Slugger, Coco Pop

Travelling down the road from Toad Town to Shiver Snowfield, you hop down a green pipe and enter the Sick Sick Sewers.

On the pipe ride you mention to your companions "I actually OWN these sewers here, fellas. Just watch how I finesse these chumps and big league them all, bwa ha ha ha, I'm the KING and this is my domain!"

You plop out from the pipe at a high speed. Someone took out the elbow connector and you fall dozens of feet from the sky safely into a pile of garbage bags. A Goomba walking by, says "wassup", and continues walking, while you lie in banana peels and rotten shroom stems.

"Lookin' good boys, keep it up," you say to the empty guard station. It actually looks fucking awful down here. All your Coin Boxes and Mystery Boxes are looted. Some of the Goombas outright sleep on the job, and none of them or wearing their Spike Hats, it looks like they left them home. The Trash Heaps have Upgraded to Trash Mounds, they look like they've been eating Supernova Tokens.

The pipe to Shiver Snowfield is just ahead, through the muck and rubble.

Kammy is snickering at you again.

Grr...

Grubba uses his fedora as cover from the smell.

An average Goomba with a big snot bubble is snoozing at the foot of a broken brick wall near the blue pipe. You kick him over, he startles afoot and stumbles awake.

"Grarr! What is meaning of this?"

"Lord Bowser!!!!!" The Goomba squeals.

"What happened here??"

"I 'unno."

"Grrrr... Quit being disrespectful to your King!!"

"Oh... Well, uhh... Not sure how to say this but... We all quit a long time ago when you stopped paying us. We decided we'd just continue living here since we didn't have anywhere else to go... Didn't you receive our letter? Hmm, that's weird."

"Erm... Uh... Which castle did you send it to?" You sheepishly ask.

"...No! A-HA-HA! Don't tell me you're foreclosing your castles now!"

"...Look, the economy of the Mush-," you start.

The Goomba interrupts: "Hey, uh, do you think we could work for you again down here in Sick Sick Sewers? Of course, we have conditions. You gotta pay us our back pay and 3 months in advance, and we'll track down new Items for the Blocks and clean this place up, as well as man the guard posts. What do you say?"
>Agree (-162 Coins)
>Respectfully Decline
>Disrespectfully Decline

Current Total Coins: 396
>>
>>5221136
>Agree (-162 Coins)
>>
>>5221136
>Agree (-162 Coins)
Was it Mario? I fucking hate that guy. No good vandalizing home wrecker.
>>
Rolled 3 (1d10)

>>5221164
They... Prefer not to say...


>-162 Coins
>Current: 234 Coins
>Sick Sick Sewers secured!

Grumbling at first, you remember why you paid these guys in the first place. They'll patrol the Sick Sick Sewers and make sure no surprise troublemakers or prospective Star-hunting tourists pursue you to Shiver Snowfield.

Additionally, you'll have Coin Blocks and Mystery Blocks to crack open once you come back from Shiver Snowfield with...

Skolar, The Star Spirit! You gotta get going if you wanna nab him before anyone else. What if someone else already rescued or captured him? They'll probably be difficult to best.

After dealing with the Goombas, you are ready to hop in the blue pipe. That's when you see it, hiding behind the pipe... A shiny Coin! Har har! It's your lucky day! Make that 235 Coins!

You bend over to pick it up and notice it has a familiar luminescent rainbow hue... Buh! No way! Another Supernova Token! This is way better than running into any of those other jerks you avoided and ducked in Toad Town.

But what do you do with it?
>Finish upgrading Kammy
>Finish upgrading Troopa Jr. (upgrade not written yet, but moves and stats are improved further and he learns an additional 2 Actions)
>Upgrade Grubba
>Hold on to this one, Merluvlee said you'd get a new partner soon, you'll decide then.

After deciding and acting on the new Token, you take the pipe to your newest destination in pursuit of unlimited wishes.

You start your snowy journey by...
1 Receiving the Journey Kit from the SSSSS! (Shiver Snowfield Star Spirit Society)
2 Fighting Monstar, an evil star-ghost obsessed with Star Spirits.
3 Facing off with 2 Gulpits and 3 Ice Puffs!
4 Running into a lone White Clubba without his club. Maybe Grubba can speak with him?
5 Destroying or getting destroyed by a rowdy mixed group of Gulpits and White Clubbas.
6 Crossing paths with the powerful wizard, Merle.
7 Meeting a group of Ninji. Rather, they accost you from the shadows.
8 Ravaging a group of Toads after the Star Spirit who thought they could get in your way.
9 Rumbling with 4 Ice Puffs and 4 Frost Piranhas!
10 Falling into a Piranha Patch! Get ready for 3 waves of Frost Piranhas!

Items: x2 TURBO Sluggers, Volt Shroom, Fried Shroom, Fire Pop

(Continuing after Token choice)
>>
>>5221185
>Upgrade Grubba
Grubba can get us more money, which means more money to buy more super Nova tokens.
>>
Locking Token vote(s) in 45 minutes then into battle!!!
>>
>>5221185
If it's possible to at some point buy tokens I'll support upgrading Grubba otherwise
>Hold on to this one, Merluvlee said you'd get a new partner soon, you'll decide then.
>>
>>5221238
We've been taking a few detours Coin-wise, (thanks for the "tuition", suckers,) but we'll be on the path to 1k Coins in no time, which we can exchange for a juicy Supernova Token in Toad Town and some other shops. Or if you somehow come across 10 Supernova Specks in the field, you can combine them to make a Token anywhere.

Upgrading Grubba won't increase his coin gain ability, but his Sell Out Action may gather untold riches. Shiver Snowfield isn't as desolate as Lavalava Island was.

We'll give the Supernova Token to Grubba.

All of your current team members are upgraded!
>>
>>5221238
It was mentioned before that supernova tokens are rare, and the ones you can find people will typically sell to you for 1,000 coins, hence why upgrading Grubba so he can use "Sell Out" would give us the most bang for our buck if theres a crowd watching us fight. Alternatively we can still use his passive during combat to collect coins, in addition to using interact actions to steal shit.

>>5221185
Is it not too late to change party dynamic to Bowser, then Grubba, then Kammy? He only needs to be a part of the fight for us to earn coins, so if we KO's we'll just swap him out for TJ.
>>
>>5221273
Oh that's news. I'll make a note of not selling anymore Supernova specks we come across so we can combine them. Dont we currently have one or two right now? I know we sold one a while back.
>>
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Rolled 1 (1d3)

>>5221277
Skimming the thread with ctrl+f, it looks like you got 1 Speck before reaching Muskular, and exchanged it in Glitzville to bet on yourself. Seems like that was the only one the QM has meagerly given you. *cough*

As for the party formation, since you asked nicely, yes, we can do change it to that configuration. If we want to change it again after this battle, that's doable.

~

As soon as you pop out of the pipe, you bump into giant guards and their snickering little buddies. Was it an ambush, or did you get the drop on them?!!?
1 - Ambush
2 - Ambush, haha
3 - You got the drop on them!

The Gulpits carry rocks with them, both carry a single large rock. Additionally, Gulpit A has 3 small rocks and Gulpit B has 1 small rock. The Ice Puffs bounce in the sky, Flying behind the Gulpits.
>>
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Oh no! They were prepared for people to come out of the pipe!

People must be, like, upsetting the natural balance of the environment, man! Bummer!

A Crowd of Toads in winter gear laugh at you and throw Popcorn at the feet of the Gulpits as they advance.

Gulpit A launches a Small Stone at Grubba's head with 5PWR, dealing 5 damage!
Gulpit B launches a Large Stone at Bowser's head with 7PWR, dealing 5 damage, due to Bowser's DEF2!
Ice Puff A swoops in with a Slam, breaking through Bowser's sturdy Advanced Shell for 2 damage!
Ice Puff B lays low to the ground, still floating but not quite flying. He begins pulsing with blue, frosty energy.
Ice Puff C follows suit with B and performs another Ice Rush!

One of the onlooking Shy Guys in the Crowd throws a snowball at Kammy, dealing 1 ice damage and knocking her off her Witch Broom. She's grounded!

>These enemies are on another level! Don't let them get to you, (+) Squad! Fight back!!
(pastebin.com/Vgpm3708 Movesets are updated, or just scroll up a bit. Slowly catching up on other stuff, too.)
Items: x2 TURBO Sluggers, Volt Shroom, Fried Shroom, Fire Pop
Equipped Badges: Double Dip (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush, Charge P (1FP)
Field:

Bowser (18/25 HP)(20 FP)(1/12 BP)(0.5/2 SSP) DEF 2
Grubba (17/22 HP)(11 FP)
Kammy (12/13 HP)(16 FP)

Gulpit A (18 HP)(8/10 FP) DEF1
Gulpit B (18 HP)(7/10 FP) DEF1
Ice Puff A (13 HP)(8 FP) Flying
Ice Puff B (13 HP)(4/8 FP) Ice Rush (1)
Ice Puff C (13 HP)(4/8 FP) Ice Rush (1)
>>
>>5221324
Bowser: Bowser breath them all. Ice is like, weak against fire or something right?
Grubba: sell out. Go out there and make us some money!
Kammy: wand smack the motherfucker in the crowd that threw that snowball and steal from him.
>>
Rolled 2, 3, 2, 2 - 2 = 7 (4d3 - 2)

In the cold, cold, white, white, wasteland, you breathe light in the perpetual snowstorm with a burly burst of Bowser Breath!

The Gulpits seem to have a coat or blubber that insulates them from fire and ice alike, not dampening or nullifying them, but not weak to them. They take damage regularly.

The Ice Puffs, on the other hand... Burn, baby burn! Taste double damage from this fire damage, baby! Yeah!

You go to breathe a celebratory fireball in the air to show off for the Crowd, but all that comes out is steam! It looks like in this subzero wonderland, your Bowser Breath has Cooldown: 2! What a drag, you'll have to use it sparingly while in the Snowfield!
>>
All Ice Puffs get fried to a crisp in a marvelously powerful Bowser Breath, and the Crowd drops its popcorn and its jaws in unison!

Grubba goes to Sell Out and instantly collects 35 Coins! He chases off the Shy Guy and ribs the Toads and starts asking for more, they all seem receptive and start searching their pockets.

As the guilty Shy Guy runs down the dirt path, Kammy runs after him and trips him down! Sweet revenge! She'll be unavailable to act next turn as she runs back to the battlefield. But she gains a Key item in the process:
>+Shy Guy Mask!

Kammy ripped it off and there was... Nothing underneath. Just empty space in his Robe. Terrifying. Maybe this mask will help us gain access or fool other people somehow... Kammy is about the size of a Shy Guy, come to think of it... The Shy Guy gets up and runs away before she can rip off his Robe.

Gulpit A doesn't care, he just bonks Bowser in the head with his Large Stone!
Gulpit B spits his Small Stone on the same lump! Owwie!

>It's just you, this turn, Your Kingliness, as Grubba Sells Out and Kammy catches up.


Bowser (10/25 HP)(20 FP)(1/12 BP)(0.8/2 SSP) DEF 2

Gulpit A (11/18 HP)(5/10 FP) DEF1
Gulpit B (11/18 HP)(5/10 FP) DEF1
>>
>>5221360
Bowser: eat a fried shroom
>>
>>5221368
(Forgot to subtract FP from breath)

Bowser munches down on Tayce T.'s incredible Fried Shroom, juices ooze.

Gulpit A fires his second to last Small Stone for 3 damage.
Gulpit B runs up and Licks you, but can't pierce the bulwark of your shell!!

Kammy huffs and puffs, and finally makes it back to the battlefield. She gets a free Mount Action!

Grubba is still yucking it up with the Crowd, and gets a Super Shroom (+10HP) out of them! "Great, we can get this fried up and feed the fat bastard more of his favorite meal. I mean did you see him suck off his fingers after that last Fried Shroom?" The Crowd is laughing so hard, one falls off the wood fence they were sitting on. Grubba's got them in his pocket.

>Let's show these suckers who's KING!!

Bowser (13/25 HP)(18/20 FP)
Kammy (12/13 HP)(16 FP)

Gulpit A (11/18 HP)(3/10 FP) DEF1
Gulpit B (11/18 HP)(5/10 FP) DEF1
>>
Kammy is Flying again, as well
>>
>>5221395
Bowser: shell strike
Kammy: defense obstacle

Can we eat these guys?
>>
Rolled 1 + 3 (1d5 + 3)

>>5221411
>Can we eat these guys?
They have no natural predators, no one has ever cooked one before. So I don't know. We can try, though!

For now, it's a Shell Strike on these goons!

Kammy anticipates their survival, and erects a Blocking Block!

Gulpit A throws a Small Stone and Gulpit B Licks the Block in half! You've successfully warded off their attacks this turn.

>They're below half HP, finish 'em!
>>
Rolled 10 (1d10)

>>5221569
Items: x2 TURBO Sluggers, Volt Shroom, Fried Shroom, Fire Pop
Equipped Badges: Double Dip (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush, Charge P (1FP)
Field:

Bowser (13/25 HP)(16/20 FP) DEF2
Grubba (17/22 HP)(8/11 FP)
Kammy (12/13 HP)(11/16 FP) Flying

Gulpit A (7/18 HP)(1/10 FP) DEF1
Gulpit B (7/18 HP)(5/10 FP) DEF1

It's also worth mentioning Grubba is back from selling out! He managed to squeeze a final prize from the Crowd of onlooking Toad provokers. It was:
1 - 10 Coins, c'mon you grubbing grubber!
2-8 - 30 Coins
9 - Iced Potato
10 - Charge Badge (*not the P version)
>>
Well, well, well, what a nice bunch of blokes. You got the...
>Charge Badge! (2 BP)(Activate 1 FP)
Gives Bowser an Action to use a turn to Charge up his next attack by 2 for his next turn, for 1FP. You can wear up to three of these Badges for Improved and Hyper Charge as well, at the same FP cost.

It reads just like the Charge P Badge.
>>
>>5221574
Bowser: bite Gulpit B
Grubba: keep selling out!
Kammy: steal the last rock fromGulput A, make it cry.
>>
Rolled 18 - 6 (1d18 - 6)

>>5221648
It's a big, king-sized Poison Bite! The Gulpit's hide isn't enough to turn away the Poison!

Unfortunately, due to the nature of the Action, it can only be performed on Gulpit A, in the Front Position.

Grubba goes back to a new Crowd of passers-by to Sell Out. These travelers seem to be a famous troupe of Toad musicians. They ignore him completely this turn! He runs them down, trying to catch up to them. "Wanna play in Glitzville? You'll be stars! What's that? ...You're already stars? Okay, well... Ever have a TURBO Slugger? What's that? You think they're disgusting and demand to know what the meat is made out of?"

Kammy steals the last Small Stone on the battlefield and chucks it at Gulpit B with all of her elderly Koopa might! Gulpit B loses 1HP.
>>
Crit! Bowser Bites a chunk out of the Gulpit's stomach, killing it and allowing Bowser to learn the effects of eating greasy, raw, cold Gulpit Fat - He instantly gains back 5HP, but loses 5FP! It's so slimy! Why!

Gulpit B is disturbed, but his simple mind only tells him to keep fighting. He Licks Bowser again, to no avail.

>Nail this punk!


Bowser (13/25 HP)(15/20 FP)(1/12 BP)(1.1 SSP) DEF2
Grubba (17/22 HP)(5/11 FP) UNAVAILABLE - NO ACTION - SELLING OUT
Kammy (12/13 HP)(10/16 FP) Flying

Gulpit B (6/18 HP)(5/10 FP) DEF1
>>
>>5221690
Bowser's ACTUAL Stats after eating the Gulpit Fat
18HP, 10FP

Won't matter too much, looks like you're about to sweep the board and level up!!
>>
>>5221690
Bowser: attempt to tame the Gulpit as a pet.
Kammy: fug dis shit take a smoke break, maybe get the crowd to cheer for Bowser.
>>
Bowser tries in vain to tame the Gulpit.

Kammy fucks off from the rest of the fight and chases after the boy band with Grubba.

Grubba is pleading with them to watch the fight, but they look back and see Bowser trying to wrestle with a Gulpit, and losing. They throw a can at his head and call him a dork. Grubba continues to plead.

The remaining Gulpit tries one more Lick to no avail.

>Go at it!

Bowser (17/25 HP)(9/20 FP)(1/12 BP)(1.1 SSP) DEF2

Gulpit B (6/18HP)(5/10FP) DEF1
>>
>>5221705
>They throw a can at his head
>and call him a dork
THROW THE GULPIT AT THE BAND!
>>
Rolled 4 (1d10)

Bowser attempts to lift the massive Gulpit and throw it at the band! It's quite large, he needs a 7 or higher to succeed! If it's lower, the Gulpit will finally come to its senses and flee! You'll be rewarded for the battle but not Gulpit B if this happens!
>>
Rolled 6 (1d6)

The slimy bugger gets away before you could harvest his fat.

The battle is over, and the boy band is visibly thoroughly hampered by your antics, and leave the scene posthaste.

>SP gain: 34, new Total: Lvl. 11, 18SP!
Gulpit = 1 x 10SP
Ice Puff = 3 x 8SP

>Other gains:
35 Coins from Sell Out + 33 from battle. Total: 302
Charge Badge
Super Shroom

Bowser is on the precipice of learning a new maneuver, you can feel it.

But for now... Choose your stat boost!
>+5 FP
>+3 BP
>+5 HP

The team is also fully healed!

And there's a lovely new surprise for level eleveners like yourself!

It's the Super Mushroom Mystery Wheel! Say it with me folks, Let's
SPIN!
THAT!
WHEEL!
>>5217815
>>
Rolled 2 (1d10)

Wow-wee, would you look at that, a Supernova Speck worth 1/10th of a Token or 100 Coins, and +25 bonus SP to boot! Things are looking up. (New total: Lvl. 11, 43SP)

You continue down the only road you've ever known. The road forward.

>Do you alter your Formation before the next fight?

You feel refreshed, before
1 Receiving the Journey Kit from the SSSSS! (Shiver Snowfield Star Spirit Society)
2 Fighting Monstar, an evil star-ghost obsessed with Star Spirits.
3 Receiving the Journey Kit from the SSSSS! (Shiver Snowfield Star Spirit Society)
4 Running into a lone White Clubba without his club. Maybe Grubba can speak with him?
5 Destroying or getting destroyed by a rowdy mixed group of Gulpits and White Clubbas.
6 Crossing paths with the powerful wizard, Merle.
7 Meeting a group of Ninji. Rather, they accost you from the shadows.
8 Ravaging a group of Toads after the Star Spirit who thought they could get in your way.
9 Rumbling with 4 Ice Puffs and 4 Frost Piranhas!
10 Falling into a Piranha Patch! Get ready for 3 waves of Frost Piranhas!

(Continuing tomorrow, thanks for tuning in today, tri/qst/ers. Stat boost and formation change are on the table before we follow the d10.)
>>
>>5221720
>+3 BP
Oh more SP and a speck. Nice.
>>
>>5221720
>+3 BP
>>
>>5221726
BTW how are we doing on SSP?
>>
>>5221726
+3BP

>>5221791
>(1.1 SSP)
We got enough for a Beef Up! use.
>>
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You now have 4/15 available BP. Would you like to equip any of the following Badges before the fight?
>(2) Charge P (Becomes Improved Charge P)
>(2) Charge
>(2) Double Dip P Badge
>(3) Spike Shield

Currently equipped Badges: Double Dip (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush, Charge P (1FP)

(Please let me know if there are Badges I'm missing)

~

Trekking through the snow, you are chilled not only by the climate, but by the eerie feeling you are being watched.

You haven't heard a single pipe usage or its trademark sound. Your stalker must be from Shiver Snowfield.

You decide to stop and confront your pursuer(s). No one will interfere with your mission!

"Wh-Wh-Who goes there!" You bellow without surety.

A monstrous, slithering voice comes from behind the tree line: "Do you really want to know?"

"Nevermind! Nevermind, we're good! Let's skedaddle, guys!" -Grubba's wisdom

Kammy gulps and backs up on her broom, looking every which way, but the snow-laced trees surround and tower over you. It's getting dark.

"C'mon, lemme at 'em! Lemme at 'em!" Troopa Jr. says, but he remains on the bench.

When Monstar materializes behind the party, it's a Back Attack! This is a type of Ambush that reverses the Formation for a single battle!

Kammy, now vulnerable to Monstar, is attacked with a monstrous physical attack, a Star Destroyer! It knocks her off her Witch Broom and leaves her Dizzy for two turns and in Danger!!

>Fight back against this ghastly creep! You can't run! Give him all you got, he's got a ton of HP and FP!!
Items: x2 TURBO Sluggers, Volt Shroom, Fried Shroom, Fire Pop, Super Shroom
Equipped Badges: Double Dip (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush, Charge P (1FP)
Field:

Kammy (3/13 HP)(16 FP) Dizzy (2), Danger
Grubba (22 HP)(11 FP)
Bowser (25 HP)(20 FP)(?/15 BP)(1.1/2 SSP) DEF2

Monstar (80 HP)(45/50 FP)
>>
>>5221902
>(2) Charge P (Becomes Improved Charge P)
>(2) Charge

Kammy: Swap out with TJ
Grubba: if there's no crowd around, Body Crush. If there is a Crowd, Sell Out.
Bowser: move to the front and tell him bugger off.
>>
Rolled 7, 5, 3 - 3 = 12 (3d8 - 3)

>>5221952


Kammy flies off to nurse her wounds the best she can, and brings Troopa Jr. out to fight! His new form is magnificent. Wings of purple, spike of white, and a sturdy alabaster shell housing his scruffy yellow body. Magical energy crackles from his fingertips.

Grubba, not seeing a single soul in the Crowd to entertain, launches his new Body Slam maneuver! He catapults himself right at Monstar!! (Note that the -3 mod affects the total score, not each individual dice, but Body Slam maxes at 15 damage, so any roll over 18(-3) still deals 15 damage.)

Bowser swaps positions in the Formation with Troopa Jr., putting himself at the front and TJ flying in the back, leaving Grubba to return to the middle after his assault.

You plead with Monstar to give you Skolar or buzz off.

"Sssssssskolar? Nooooo......." It speaks chillingly without opening its mouth. Monstar seems otherwise unfazed by your gambit. "Give me your Sssstar Sssssspiritssss..."

Monstar hits Bowser with the Star Destroyer for 8 damage. He doesn't look tired at all. Probably because he's a ghost... He could do that move all day, provided he has the FP for it!

There is no Crowd to speak of. You were following a tiny path in the forest's belly, engulfed by the snow-whitened trees. Night-time draws near. Monstar begins to sparkle with celestial energy.

Who knows how long Monstar has been hunting you, or rather the Star Spirit Power in your command. It probably came here to find Skolar or has him already, maybe it can explain to you after you defeat it in this duel!

>Defeat it in this duel! Captcha:
Items: x2 TURBO Sluggers, Volt Shroom, Fried Shroom, Fire Pop, Super Shroom
Equipped Badges: Double Dip (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush, Charge P (1FP)
Field:

Bowser (17/25 HP)(20 FP)(?/15 BP)(1.1/2 SSP) DEF2
Grubba (22 HP)(5/11 FP)
Troopa Jr. (18 HP)(9 FP) Top-Spiky, Flying, DEF1

Bench/Reserve:
Kammy (3/13 HP)(16 FP)
Note that you cannot use Items on a benched party member during battle, they must be active.
>>
Monstar (68/80 HP)(40/50 FP)
>>
>>5221974
Hmmm. Hes a ghost so I dont know if Royal Tantrum Stamp will work.
Bowser: Bite
Grubba: super club
TJ: shell Bonk
>>
>>5221974
>>5221985 +1
>>
Rolled 9 - 6 (1d18 - 6)

>>5221985
>>5221987
(Societal-Elite Paroxysm Foot-Movements would work on Monstar, as he's floating and not technically flying. Ghosts are known to become Invisible, though, so watch out for that!)

You crankily stomp up and take a Poison Bite out of crime! Burp! It's filling, but tasty!
>>
Rolled 3 + 1 (1d8 + 1)

Hey, what kind of ghost becomes Poisoned??

Oh well, keep attacking! Super Club him, Grubba!

Grubba walks up with his club he materialized in between chapters, and bonks Monstar on his noggin!
>>
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Rolled 1 + 2 (1d4 + 2)

Not done yet, TJ rounds out the party's turn by smelting into Monstar with a Shellbonk! Taste the pain, miniboss!

Monstar buckles and takes an additional damage from his Poison.

As the night looms inwards, Monstar's celestial glow brightens and intensifies.

It's going ghost soon!

Monstar casts Blackstar Requiem!

It unleashes a hail of blackened shooting stars at your position, peppering the whole team with 7 unblockable damage!! He finally seems to be tuckered out. It doesn't look like he'll use that move twice in a row.

>
Items: x2 TURBO Sluggers, Volt Shroom, Fried Shroom, Fire Pop, Super Shroom
Equipped Badges: Double Dip (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush, Charge P (1FP)
Field:
>>
Badges which are also equipped, lols: Charge P (again), Charge (Activate - 1FP)

Bowser (10/25 HP)(19/20 FP)(0/15 BP)(1.2/2 SSP) DEF2
Grubba (15/22 HP)(4/11 FP)
Troopa Jr. (11/18 HP)(9 FP) Top-Spiky, Flying, DEF1

Monstar (57/80 HP)(32/40 FP) Poison (2)
>>
>>5222025
Bowser: bowser breath. It could be weak against fire.
Grubba: go look for something useful
TJ: call Monstar an ugly marshmallow and Brace for talking shit.
>>
>>5222022
>>5222074 +1
>>
Rolled 1, 3, 2, 3 - 2 = 7 (4d3 - 2)

It's a Bowser Breath! Orange flames mix funkily with the dark green trees, visceral purples and shifting white. It deals normal damage.

Grubba takes off into the forest to look for something useful!
(1d3, use the first dice of this post from Bowser Breath as Grubba's search roll.)
1 He finds nothing!
2 Digging through the snow, he finds an Iced Potato!
3 Grubba harnesses the power of an Ice Storm! (Usable Item that deals 3 damage to all enemies, double to fire-types. Potential to freeze for 2 turns.)

TJ Braces and waggles his ass at Monstar!

Monstar shakes off the Bowser Breath but succumbs to the damage of his Poison again.

After that, he comes in and smashes you with a Star Destroyer!

>Quit playing with your food, he's not getting any softer!
Items: x2 TURBO Sluggers, Volt Shroom, Fried Shroom, Fire Pop, Super Shroom
Equipped Badges: Double Dip (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush, Improved Charge P (1FP), Charge (1FP)
Field: (calculating...)
>>
Bowser (2/25 HP)(15/20 FP)(0/15 BP)(1.3/2 SSP) DEF2, Danger
Grubba (15/22 HP)(3/11 FP)
Troopa Jr. (11/18 HP)(8/9 FP) Top-Spiky, Flying, DEF1 (+2 for 1 turn)

Monstar (49/80 HP)(27/40 FP) Poison (1)

Drats! Grubba couldn't find a darn thing in this dark blizzard!
>>
>>5222209
Bowser: bite
Grubba: Super Club the ghost
Troopa: feed bowser a TURBO Slugger
>>
Rolled 5 - 6 (1d18 - 6)

Bowser does another Poison Bite on his aggressor!!
>>
Rolled 8 + 1 (1d8 + 1)

Monstar phases out, having predicted another bite! It's a big miss!

But he phases back in just in time to get bashed by a Super Club!
>>
Crit! 0.1 SSP boost!

9 damage! Ouch!

Troopa sensually feeds Bowser a TURBO Slugger, making him feel more than alright! He's fully healed and Hyper Charged! Let's make this happen, baby!

Oh... Where is Monstar?

He's Gone Ghost for 1 turn! He's Invisible and can't be harmed! Like, don't even try it, dudes!

His final Poison damage does take effect, though.

>Keep prepping for a big attack next turn!
Items: TURBO Slugger, Volt Shroom, Fried Shroom, Fire Pop, Super Shroom
Equipped Badges: Double Dip (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush, Improved Charge P (1FP), Charge (1FP)
Field:

Bowser (25 HP)(20 FP)(0/15 BP)(1.4/2 SSP) DEF2, Hyper Charge (2)
Grubba (15/22 HP)(2/11 FP)
Troopa Jr. (11/18 HP)(8/9 FP) Top-Spiky, Flying, DEF1

Monstar (39/80 HP)(27/40 FP) Invis (1)
>>
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>>5222243
>Bowser - ask Monstar if he's ever seen Lady Bow in the buff, and that you can hook him up
>Grubba - charge
>TJ - rest
>>
>>5222243
Bowser: charge
Grubba: charge
Troopa Jr.: charge
>>
Rolled 2, 2 = 4 (2d2)

finner roll a tiebreaker for these equally good votes

1st Bowser
1 Taunt/entice
2 charge
2nd TJ
1 rest
2 charge
>>
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The whole team Charges up!

Hmm...

But Bowser's Charge can't stack with his Hyper Charge! He'll go for that taunt (Interact) after all!

"Ever put your thumb right on top of a Lady Boo's butthole, pull it away and watch it wink back at you?"

"Wh-What?" Monstar is confused!!!

You caught him Off-Guard, lowering his DEF by 1 until your next turn!!

Troopa and Grubba both hit Improved Charges and feel their PWR skyrocket for one turn.

Monstar becomes visible and comes back with another Blackstar Requiem!!! Everyone takes 7 damage!! Again!

He looks extremely tired. He won't be performing another Blackstar Requiem OR Gone Ghost next turn. Will he use Star Destroyer? Or a non-FP move? Or perhaps something we haven't seen yet?

>Let's beat up this punk-ass Monstar! Get him while he's weak and you're strong!!
Items: TURBO Slugger, Volt Shroom, Fried Shroom, Fire Pop, Super Shroom
Equipped Badges: Double Dip (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush, Improved Charge P (1FP), Charge (1FP)
Field:

Bowser (18/25 HP)(19/20 FP)(0/15 BP)(1.4/2 SSP) DEF2, Hyper Charge (1)
Grubba (8/22 HP)(1/11 FP) Improved Charge (1)
Troopa Jr. (4/18 HP)(7/9 FP) Top-Spiky, Flying, DEF1, Improved Charge (1), Danger

Monstar (39/80 HP)(19/40 FP) Off-Guard -1 (1)

Bonus: Get him below 10HP this turn and receive a Fire Flower after battle!
>>
>>5222395
Time to finish it!
Bowser: poison bite!
Grubba: super club!
TJ: shellbonk!
>>
Rolled 16 + 1 (1d18 + 1)

It's an all star finale of only the most brutal, bone-crushing maneuvers your team knows! Bowser's Hyper Charge and Monstar's Off-Guard guarantees 3 turns of Poison and a damage range of 2-19 this turn for this Poison Bite!
>>
>>5222413
>Bowser - poison bite
>Grubba - Club
>TJ - shellbonk
>>
Rolled 3 + 6 (1d8 + 6)

>>5222513
It's a sickening blow! This is as good as over!

Grubba follows up with his Super Club, (starts with a +1 mod, gets another +1 from Off-Guard/DEF -1 on Monstar, and a +4 from the Improved Charge)

It's a celestial slobber-knocker!

Troopa Jr. leaps high with an Improved Charge Shellbonk!

...
>>
Rolled 4 + 6 (1d4 + 6)

Troopa Jr. reeeeeees as loud as he can mid-flight...

(Shellbonk starts with a +2, becomes +6 with the +4 from Improved Charge)
>>
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>>5222519
>>5222517
>>5222513
>39-17-9-10
>3 - 3 poison damage
Holy shit
>>
>>5222520
I cant believe Monstar is fuckin ded
>>
Rolled 3, 6, 3, 2, 6, 1, 2, 3, 5, 2, 2, 4, 1, 5, 6, 1, 1, 5, 6, 2, 3, 2, 2, 3, 6 = 82 (25d6)

Monstar suffers one more damage from Poison and unleashes what may be his final attack, the Monstar Mash! He assaults every party member insanely quick!

It's unblockable!! How does he have so much energy!!!!!!?

1's damage Bowser for 1
3's damage Grubba for 1
5's damage TJ for 1

Evens are misses
>>
>>5222526
Get rotated idiot.
>>
>>5222526
Reminds me of this
>>
>>5222526
Bowser is dented, Grubba is critical, and TJ is dried shroom.
>>
>>5222531 funny because >>5222520
reminds me of ffx battle cutscreens

~

Bowser: -4HP
Grubba: -5HP
TJ: -3HP

Despite your partners being in dangerous, everyone survives!

>Simulating rest of battle as Monstar has 2 HP
>You trounce him!
>SP gain: 40 (New Total: 83SP)
>Other gains: 56 Coins, Fire Flower

You walk up to and stand over the defeated Monstar...

(Continuing soon)
>>
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You rip into Monstar with all you've got, and finish him off with a good ol' Jump!

You huff and puff. Monstar is crippled. You ask it, as it fades away, "I have bested you in combat, and your Star Spirits are mine! Now tell me, where is Skolar?"

This broke bitch doesn't seem like he has any Star Spirits.

Monstar stares away from the path, down the denser part of the forest for a while, then returns to face you. "...Don't know where he isssss..."

Your eyelids lull. Whether that was a hint or not, you know you've got to keep exploring this region if you plan on finding Skolar.

Upon loose examination of the direction Monstar pointed to, there are at least three sets of tracks leading that way, some of them looking downright feral.

Upon closer inspection; twigs are snapped, snow is compacted, and there's a Purple Scarf snagged on a tree that you pocket in your Key Items Inventory, despite Kammy's begging to wear it. She'll just Stank it up.

Whoever came through this path, they were in a hurry. You glare back at Monstar, but he's gone... All that remains where he fell is the...

>Quick Change Badge! (Equip: 7BP)
Affects all party members. Whenever an Active Party Member Swaps out to a Reserve/Benched Member, the newly swapped/Active Member may act immediately! Simply announce both commands. I.E.:
-Dr. Mario swaps out for Wario, who uses Fart Gas for 6FP!
-Birdo casts Shoot Egg!
-Toad, Swap with Daisy and have her use Mushroom on Birdo!

An incredibly rare, but incredibly heavy Badge... You pocket it in your Badge Case and follow Monstar's gaze.

After hours of losing hope and travelling down the dark, dark path, you come upon a brilliant manor of pearly white, even brighter than the snow that pelts it.
>>
The trees thin out as you wind up Shiver Mountain to what must be the mysterious Palace of Iridescence. Yes, Skolar must be inside there!!

Your whole squad sprints up the snowhill, until...
1 Crossing paths with the powerful wizard, Merle.
2 Meeting a group of Ninji. Rather, they accost you from the shadows. Roll for Ambush/Back Attack!
3 Ravaging a group of Toads after the Star Spirit who thought they could get in your way!
4 Falling into a Piranha Patch! Get ready for 3 waves of Frost Piranhas! It's an Ambush!

Rolling and writing the encounter tomorrow!!

>This is your opportunity to swap Badges, use Items, and change your Formation. Write all that in now and it will have taken effect before your next encounter. After this encounter, we enter... The Palace... (Of Iridescence).

Current Stats:
Lvl.11, 83SP Bowser (14/25 HP)(18/20 FP)(0/15 BP)(1.9/2 SSP) DEF2
Grubba (3/22 HP)(0/11 FP) Danger
Troopa Jr. (1/18 HP)(7/9 FP) Top-Spiky, Flying, DEF1, Peril
Bench:
Kammy (3/13 HP)(16 FP) Flying, Danger

Items:
Usable: TURBO Slugger, Fire Pop, Super Shroom, Volt Shroom, Fire Flower
Key: Pink Brush, Purple Scarf, Shy Guy Mask, Badge Case, 358 Coins, Supernova Speck

Badge Case: (all numbers in front of names are BP cost)

Unequipped:
3 Spike Shield
7 Quick Change

Equipped:
2 Double Dip
1 Star Prayer
3 Pretty Lucky
2 Partner Helper Plus
1 Mega Rush
4 (2 + 2) Improved Charge P (1FP)
2 Charge (1FP)
>>
Also unequipped: (2BP) Double Dip P
>>
Rolled 2 (1d4)

>>5222656
Can we use a rest action to recover HP and FP?
Equip the shy guy mask to Kammy.
>>
>>5222666
Can't Rest! Gotta make it to Skolar!!!

Feel free to use Items though.

Rolling/continuing soon
>>
>>5222866
Eh, use the super shroom on Kammy, but keep her in reserves for now.
>>
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Rolled 4 (1d4)

Kammy heals to full HP with a Super Shrooom, and attempts to equip the Shy Guy Mask...

It's a perfect fit! She still needs the Shy Guy Robes to successfully infiltrate their ranks (should you want to do that, which, let's face it, you do). She does look really spooky now, though! Other than Troopa Jr.'s inherent cuteness, you look like a pretty bad gang right now!! Hrah hah!
>Feel free to give your party a name. Grubba suggests Stank Fools, as was your moniker in the Glitz Pit.

The quadfecta marches onwards to the gigantic palacial doors, until they wind up randomly... (1d4 rolling for >>5222656)
>>
Rolled 8, 10 = 18 (2d10)

You walk a path right to the doors, not understanding there is a pitfall trap hidden under the snow!

Your squad falls headlong into a Frost Piranha patch!!

Falling smack dab in the middle of the patch, 3 nearby Frost Piranhas all make an Icy Snip at Bowser for 5(-DEF2) damage each! They'll also freeze Bowser for 1 turn per 10 rolled! Watch out, team!!

Bowser ends up getting Pretty Lucky on the last snip, dodging it entirely!!

>Let's fight our way inside the mythical Palace of Iridescence!
>>
Drats!! One of the Frost Piranhas' Icy Snips left you Frozen to the core for 1 turn!!

You can't act this turn!!!

You see several waves of Frost Piranhas moving in on you...


Kammy watches amused, hovering at full power on the reserves. "Oh no, don't look at pretty lil' ol' me, you tough guys said you could handle all the fights without me and my black magic hag sorcery! Remember? Those were the words you used!!"

>Choose an Action for Grubba (who is all out of FP!), then TJ (who is in Peril!)!! Beat these creeps and reach your next level up!!
Usable: TURBO Slugger, Fire Pop, Volt Shroom, Fire Flower
Equipped Badges: Double Dip (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush, Improved Charge P (1FP), Charge (1FP)
Field:

Bowser (8/25 HP)(18/20 FP)(0/15 BP)(1.9/2 SSP) DEF2, Frozen (1)
Grubba (3/22 HP)(0/11 FP) Danger
Troopa Jr. (1/18 HP)(7/9 FP) Top-Spiky, Flying, DEF1, Peril
Bench:
Kammy (13 HP)(16 FP) Flying


Frost Piranha A (17HP)(6FP) Top-Spiky
Frost Piranha B (17HP)(6FP) Top-Spiky
Frost Piranha C (17HP)(6FP) Top-Spiky
>>
>>5223042
>4 Falling into a Piranha Patch! Get ready for 3 waves of Frost Piranhas! It's an Ambush!
>3 waves
Uh oh

Bowser: chill out
Grubba: Super Snooze
Troopa Jr.: force feed Bowser the volt shroom. Tell all the Frost Piranhas that Bowser really doesnt like them, and that he loves to Shell Strike baby piranha plants for fun.
>>
>>5223050
Oh, right, he has no FP, and you need at least 1 FP to use Super Snooze

Bowser: chill out
Grubba: look around for something useful
Troopa Jr.: force feed Bowser the volt shroom. Tell all the Frost Piranhas that Bowser really doesnt like them, and that he loves to Shell Strike baby piranha plants for fun.
>>
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>>5223054
>>5223051
Something like "look around for something useful" would fall into the "Interact" Action, which also costs 1FP, unfortunately. It looks like his best bet is to use a normal Rest or use an Item or even Defend or Swap. He's limited, since he's an expert at promoting and profiting off of fights, but a near novice in doing the actual dirty work. He's not entirely useless, and definitely not weak, though! Especially when he's got a juicy flow of FP, which he of course is lacking right now. Big boys need a little more energy to get bigger things done, that's all.

Continuing in ~1hr.

Bowser is chilling out.
>>
>>5223059
That's a good point. Maybe it's for the best that we swap him out for Kammy.
>>
>>5223050
Swab Grubba for Kammy, have Jr use Flame Blast
>>
Rolled 1 (1d2)

(QM took the Coins you gave him for loan payments, and bought a full Usable Items Inventory of Booze, used them all with the unheard-of Deca-Dip Badge, and got hit with the Sleep status effect for 4 turns. But now I have full FP. Let's-a-go!)

Equally interesting moves for TJ... We'll let the two-sided die decide!
1 Volt Shroom on Bowser
2 Flame Blast
>>
>>5223261
Gimme that muny
>>
Rolled 2, 6 = 8 (2d10)

You ice block shatters as Frozen ends, giving you 1 damage as you fall to the ground shaking and shivering.

Grubba pleads with Kammy to get out here and cast a hag's hex on these Frost Piranhas!! It's a Swap!

Kammy arrives to the battlefield in the Middle Position!

Troopa slides in front of her and jams a Volt Shroom down your gullet! You've become Electrified for 3 turns!!

You finally thaw out, but you can't freaking move before the onslaught begins again!!

Frost Piranha A comes up and tries to get a taste of you, but before he sinks his teeth in, he is repelled by a strong current of electricity, damaging him for 1!

Frost Piranha B goes in to check if that was a one-time thing! Zap! Nope! He gets hit for 1 damage, too!

Frost Piranha C wises up and hits you with a Slurry Flurry! That's 3 unblockable damage to the party (Benched/Reserve members can never be affected by combat until Active), and just like the Icy Snip, you'll ALL have to pass a d10 roll to make sure you don't Freeze for 1 turn! First roll is Bowser, second is Kammy.

TJ gets KO and brings Grubba back out in time to make an Action. Your Reserves are empty/K.O.
>>
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>>5223266
No, fuck off, it's mine!

>>5223271
The team avoids being Frozen... Except the frostbitten Troopa Jr.

It's down to three and you have no revive option(s). And it's just the first wave of Frost Piranhas.

There's no way to Flee a situation like this, it's a 10% chance, and they'll definitely nip some Coins or maybe even a Badge off of you while you run.

>But you don't want to flee, you want to fight, fight, fight!
Usable: TURBO Slugger, Fire Pop, Fire Flower
Equipped Badges: Double Dip (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush, Improved Charge P (1FP), Charge (1FP)
Field:

Bowser (5/25 HP)(18/20 FP)(0/15 BP)(1.9/2 SSP) DEF2, Danger, Electrified (2)
Grubba (3/22 HP)(0/11 FP) Danger
Kammy (13 HP)(16 FP) Flying


Frost Piranha A (16/17HP)(6FP) Top-Spiky
Frost Piranha B (16/17HP)(6FP) Top-Spiky
Frost Piranha C (17HP)(3/6FP) Top-Spiky
>>
Bowser's HP is 4, I calculated the Slurry Flurry but not the Frozen damage.

Sorry for all the miscalculations and stuff.
>>
>>5223278
Bowser: bowser breath
Grubba: feed bowsee a slugger
Kammy: magic roulette
>>
Rolled 3, 1, 1, 2 - 2 = 5 (4d3 - 2)

You've got a quick fix for these frosty freaks. Double damage in the form of a fiery Bowser Breath!! Suck on this, Piranha patch!!

Before you can breathe your attack, another wave of 3 goons come in, only to get BLASTED ON THE FUCKING FAAAAACEEEEEE!!!

You breathe blood-boiling flames until nothing but smoke wisps out. Bowser Breath is on Cooldown for 2 turns, a side effect of the high altitude and shiver-inducing temperatures of Shiver Snowfield and Shiver Mountain. Lotsa mountains, huh?

The Frost Piranhas have no defense against your Breath...
>>
Rolled 3, 4 = 7 (2d6)

>>5223356
It's hard to manage your breathing in this environment, but you still take 10 HP out of 6 Piranhas! They're in trouble, now!

Grubba takes his hometown favorite nosh, the TURBO Slugger, and pre-chews it before sliming it down your throat, like a baby bird! You're fully healed and Hyper Charged!!!!! Oh yeah!!!! Thanks, buddy!

Kammy tops it off by boosting the Electrified, Hyper Charged Koopa King even further with a Magic Roulette!!! Taste the pain!!!

(Continuing slowly as I eat deener)
>>
Current status effects on Bowser: Hyper, Regen, Invis and Electrified, all for 2 turns.

2 of the Frost Piranhas go for a bite on Bowser again, missing, because he is Invisible. The other 4 Frost Piranhas wise up and all opt for the Slurry Flurry. Grubba succumbs to the pain and Kammy is left in Peril, fighting against 4 Freeze checks!! She is your only partner left. Next turn, it wouldn't be a surprise if she was gone. But you? You're a fucking unstoppable tank. For 2 turns, at least.

You Regen but it does nothing! You're already at full HP!

>BLAST THESE BOZOS!!! You've gotta stay undefeated!!! Don't let them comb over your Coins, Items, and Badges!!! Don't forget, there's a 3rd and final wave coming, too!
Bowser (25 HP)(20 FP)(0/15 BP)(2 SSP) DEF2, Regen(1), Invis (1), Electrified (1), Hyper Charge (2)
Kammy (1/13 HP)(13/16 FP) Flying, Peril

Frost Piranha A (6/17 HP)(6 FP) Top-Spiky
Frost Piranha B (6/17 HP)(6 FP) Top-Spiky
Frost Piranha C (7/17 HP)(0/6 FP) Top-Spiky
Frost Piranha D (7/17 HP)(3/6 FP) Top-Spiky
Frost Piranha E (7/17 HP)(3/6 FP) Top-Spiky
Frost Piranha F (7/17 HP)(3/6 FP) Top-Spiky
>>
Ignore the "all for 2 turns" clause, that was shorthand to help me remember which effects were active. I'm phoneposting like an absolute degenerate right now. I believe last post was processed properly and is accurate.
>>
>>5223448
>Bowser - tantrum stamp
>Kammy - summon obstacle
What's inside this trapdoor anyway? Icicles on the roof or anything?
>>
Rolled 3, 3, 3, 7 = 16 (4d10)

The trapdoor led to the Piranha Patch.

And once again I messed up (thank goodness I don't do live sessions on tabletop, though I'm sure this is still rather annoying and sometimes seemingly arbitrary to you guys)

I forgot to roll Kammy's Freeze checks before she takes an Action.
>>
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Rolled 6, 2, 5, 4 + 4 = 21 (4d6 + 4)

Kammy resists being Frozen!

You attack the Piranhas by their thick, cold, anchored roots.

They've got no chance when a hyper king unleashes his tantrum.

Seriously, no fucking chance. They crumble into little tiny pieces and then those little tiny pieces get chopped in half and chewed up further by the tantrum stamp, once a fucking pitiful move, now a fight-ending move any time you happen to be charged.

(damage potential on this move while hyper charged goes from 0-16 to a fucking ridiculous number i don't wanna bother calculating while drunk, but even in this state, I know I either need to change the dice range or add a Cooldown, even though it is a high-FP move. Or change the Charge mechanic, which I don't think is necessary. However; until further notice, it functions the same. Expect a slight slope, consisting of even higher enemy HP and/or damage, to make battles consistently challenging.)

(I assume the Summon Obstacle to mean Blocking, let me know if you meant for an Attacking Block.)

Kammy warps a Yellow Block onto the battlefield, directly between your team and the advancing third wave of 3 Frost Piranhas. They don't arrive in time to act, but they are at full power, and then only thing between the fucking awesome-feeling Bowser and the in-Peril Kammy is a 5HP, 1DEF Block. It seems to entice them.

Through the heat of battle in the freezing cold, you notice a series of vines and flat footholds your party can easily ascend out of here from! You just have to...

>Defeat the final wave!! Earn that level up! You're no longer untouchable; but you're at full HP, FP and SSP; and this next hit is still Hyper Charged! Bowser Breath is on Cooldown for 1 more turn!
Usable: TURBO Slugger, Fire Pop, Fire Flower
Equipped Badges: Double Dip (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush, Improved Charge P (1FP), Charge (1FP)
Field:

Bowser (25 HP)(20 FP)(0/15 BP)(2 SSP) DEF2, Hyper Charge (1)
Kammy (1/13 HP)(8/16 FP) Flying, Peril

Frost Piranha G (17 HP)(6 FP) Top-Spiky
Frost Piranha H (17 HP)(6 FP) Top-Spiky
Frost Piranha I (17 HP)(6 FP) Top-Spiky


Bonus: +25 Coins for not using Tantrum Stamp while I fix it. It's guaranteed win, but I may or may not lose respect for you for using it now, even after having stolen your Coins.

Going to sleep. Tomorrow we enter the Palace of Iridescence, no matter if we win or lose this bout.
>>
(Every Frost Piranha loses 33 HP)
>>
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>>5223508
Lol
Fuck the coins, we've got our sewer security running shakedown. Half our team is dead, and Kammy is fried shroom.
>Bowser - tantrum stamp
>Kammy - rest
>>
>>5223510
>(Every Frost Piranha loses 33 HP)
>>
>>5223508
>Shell Strike
>>
Drunk post, 50/50 chance to revoke this: fuck it, TURBO Sluggers are TURBO Sluggers. Hyper Charge is Hyper Charge for a reason. Just... Fuck it, man, leave the stats alone.

Feel free to weigh in on this or anything else. Pleasure playing with you, fellows.
>>
>>5223508
Bowser: fuck the QM, Tantrum Stamp
Kammy: mummify
>>
Rolled 2, 4, 6, 2 + 4 = 18 (4d6 + 4)

It's another massive Tantrum Stamp!!

The earth shivers and swallows the Frost Piranha patch whole.

>+54SP! (Current: Lvl. 12, 37 SP)
>+34 Coins! (Current: 392 Coins)

By the end of the carnage, it's hard to tell what is damaged more, the Frost Piranha patch, or QM's feelings.

(New version's roll will be a flat 4d4 (4-16) unblockable damage, and any mods will be a flat modifier, similar to moves like Jump or Shape Beam. Updated on pastebin, takes effect now!)

But...

..But...

......But...

LET'S!
...SPIN!
......THAT!
..........WHEEL!

And how about a juicy stat boost? Pick one!
>25 --> 30 HP
>20 --> 25 FP
>15 --> 18 BP

Thaaaaat's right! You've levelled up again! You've picked up a handy dandy new maneuver, as well! It's a little clunky since you just learned it, but this will become a valuable asset as you continue to level up. It's the:
>Sky Piledriver Bomb (7FP)
Grab hold of any Flying enemy OR the first available (closest) Grounded enemy. You then jump into the sky with them. Then you come spinning down directly on their head. Deals 1d16+4 (5-20) damage, and causes you to lose 3 HP. Cooldown: 2 turns.
You take 2 extra damage on a crit fail (roll 1).
A surviving enemy becomes Dizzy for 1 turn at rolls 2-6
Confused for 1 turn at rolls 7-11,
Paralyzed for 1 turn at rolls 12-16.
Crits (16's) also shake the ground, dislodging ceiling enemies and dealing 1 unblockable damage to all non-Flying enemies.

Fallen and active party members spring back to full HP and FP! You're fully stacked as you knock down the doors of the palace. Do you...
>Literally knock down the doors of the palace.
>Try to scale the walls somehow or look for a window.
>Follow the secret passageway you noticed in the subterranean Piranha patch.
>Write in - ???

Before that, did you...
>Change Formation? Change Badges? (No use in using Items now.)
>>
Rolled 5 (1d6)

(Frost Piranhas G, H and I take 30 damage each har har har)

Spinning the Super Mushroom Mystery Wheel... Now! (>>5217815)
>>
What luck! A Life Shroom!!
>>
>>5223847
>BP
>Follow the secret passageway you noticed in the subterranean Piranha patch.
>keep formation as is
>>
>>5223847
>>5223905 +1
>>
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It's a BP boost! Badge Points have increased by 3! We'll go ahead and equip the Double Dip P Badge while you have the available points. Feel free to take it off or switch it out whenever, but for now, enjoy party wide Double Dipping. Just don't swap too much spit! That's how you get herpes.

You are about to knock on the door when Kammy calls you an idiot.

"What?" You ask.

"Using the front door? You must be trying to get us all killed!" The group goes silent for a moment before she continues, "how do you think that Piranha patch stayed alive in that hole? Let's sneak around, I bet it connects to the Palace or some other tunnel system around here."

A short investigation leads you to a door that was slightly unearthed by your stamping.

Opening the door leads you down a torch-lit tunnel, looking back at the door, you read a sign on it that says "Hothouse".

Following the hallway to it's only end takes you to a creaked door, with chanting and the haunting, familiar sound of slapping. Having TJ peak in, he sees dozens of X-Nauts of different types, all listening to the orders of a large X-Naut, and an even larger X-Naut, and beside them is E. Gadd, Luigi and a Cherry Red Bob-omb, apparently named Jerry.

They begin talking about Star Spirit Machine technology.

There's quite a presence. How do you proceed?
>Call out the entirety of this wicked cabal and trounce them now!
>Stand by and listen, wait to see where the leaders go after they speak.
>Make a diversion (???)
>Barge in and ask them why they didn't invite you to do evil stuff together!
>Go back the way you came. There's too many to handle, you'll choose another way to get in (what?)
>Write in - ???
>>
>>5224203
.....how much SP would we get if we Royal Tantrum Stamped all of them in an ambush?
>>
>>5224256
Since you've got over a third of a level already, a momentous showdown like this would certainly take you straight to the next level up, and who knows what kind of wacky Items or Badges they might cough up if you trounce them hard enough! Not to mention the heft of the Coin purses these guys must have...

That being said, such a foolhardy attempt may end up handing you your first loss, and who knows what they may rummage from you if all 4 of you get K.O.'d?

What will Young Bowser, Lord of Koopas, Kidnapper of Princesses, do in this situation?
>>
>>5224273
>what do
Cheat. Preempt Charge action + Kammy's magic Roulette.
Spam it til you make it baby.
>>
Rolled 3 (1d8)

You take the bold and brave route: Cheating.

It's an Ambush! On them, this time! Yeah, great idea, your Cheatliness! But is it successful??? You've got a pretty good chance to get the jump on them while they hang on every word of the big X-Naut Lord Crump, and the even bigger X-Naut, Sir Grodus.
1 Failure! They saw you snoo pingas usual and launch their own counter-Ambush! They act before you can do anything!
2 Ambush unsuccessful. Start off with given commands (Charge, Improved Charge and Magic Roulette), then it's their turn!
3 Ambush successful! Enemy turn skipped, choose 3 more Actions again!
4 Ambush successful! Enemy turn skipped, choose 3 more Actions again!
5 Ambush successful! Enemy turn skipped, choose 3 more Actions again!
6 Ambush successful! Enemy turn skipped, choose 3 more Actions again!
7 Ambush successful! Enemy turn skipped, choose 3 more Actions again!
8 Ambush successful! Enemy turn skipped, choose 3 more Actions again!
>>
Rolled 5, 1 = 6 (2d6)

(assuming team structure since Kammy was on bench, so we'll say that Grubba is Active now in the middle position and TJ is Benched.

You narrowly manage to power the whole team up, super-saiyan style. You are Charged, Grubba is Improved Charge, and Kammy is activating her Magic Roulette right now!

You announce yourselves by kkicking in the creaked door, hoping the fools will tremble before your might.

"Guess who's here to take your Star Spirit, biotches?!? Yeahhh!! Hrah hah! It's me, Bowser!!"
>>
>>5224298
>>5224305
>huge= double D's
>+1 DEF and ATK
Bowser: T-t-t-tantrum Stamp!
Grubba: Super Club anyone alive, if anyone is still alive
Kammy: Magic Roulette again for the lolz. Damn your job is easy.
>>
They rightly fear you, as you are now Huge!! Good thing you jumped through the doorframe into this vault, because you would've have been able to squeeze through it now!

Your team assaults the stage like an expert hit-squad, before any lowly, petrified X-Nauts can even think to intervene.

You run up, ready to act, when Sir Grodus speaks out: "Star Spirit? There is no Star Spirit h-YAH!!!!" His lies were cut out by your incredible Actions!

>What were those Actions, again??
Usable: Fire Pop, Fire Flower
Equipped Badges: Double Dip (2FP), Double Dip P (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush, Improved Charge P (1FP), Charge (1FP)
Field:

Bowser (25 HP)(19/20 FP)(1/18 BP)(2 SSP) DEF2, Charge (1), DEF & PWR +1 (2), Huge (2)
Grubba (22 HP)(10/11 FP)
Kammy (13 HP)(13/16 FP) Flying

Jerry (30HP)(20FP)
Luigi (40HP)(30FP)
Lord Crump (50HP)(30FP) DEF1
E. Gadd (15HP)(50FP) Deathproof (the first time he would be K.O.'d, he instead returns to 1HP.)
Sir Grodus (100HP)(100FP) DEF 5, Deathproof

The Crowd is full of X-Nauts, some rushing to the stage to help their leaders. This will be your toughest test yet!
>>
>>5224331
This

>>5224340
But changing vote a bit
Jerry is a a bigger bomb boi right? Can Grubba instead of clubbaing, can he pick up Jerry and throw him at Lord Crump?
>>
>>5224352
It's doable, but an explosion is not guaranteed! With his Improved Charge, it'll be a formidable attack nonetheless.

Continuing in several hours or perhaps tomorrow, take your time.
>>
>>5224352
Following yours
Let's keep the pace up until we can get Bowser using the Sky Piledriver on Sir Chodus
>>
Rolled 1 + 6 (1d16 + 6)

It's a mofo Kingly Tantrum Stamp! And it deals (1d16+6)x2 damage! All the player-haters better watch tf out! Especially weak old men like E. Gadd!

Here goes our best shot! (Outcome multiplied by 2)
>>
Rolled 5 (1d5)

You stomp so fuckin weakly, it's an embarrassment. Your ankle is surely sprained now! Just play it off tough, Bowser, like you always do... It's not your fault, though! Your Huge weight threw you off and made it difficult to maneuver! You still smack a nasty 14 damage on everyone like it was an accident, however. Disgusting power. The all-star cast of enemy Bosses endure the attack anyway.

Grubba hoists the average-sized, cherry-red Bob-omb above his head, and... (roll)
1 Jerry explodes prematurely, damaging only Grubba!!
2 Jerry explodes mid-air and does no damage to anyone!
3 Jerry hits Sir Grodus for 1d10+4 damage!
4 Jerry hits Sir Grodus for 1d10+4 damage and explodes! Hits Grodus and E. Gadd for 5 explosive damage.
5 Jerry hits Sir Grodus for 1d10+4 damage and explodes! Hits Grodus and E. Gadd and Lord Crump for 5 explosive damage.
>>
Rolled 7 + 4 (1d10 + 4)

Although Bob-ombs are immune to - and even enjoy - their own confusion, it still inflicts damage on anybody to close to the blast...

This time, it's his teammates!!! E. Gadd falls to his injuries, but is resurrected by some perverse magic... He seems completely fine! Either way, great job, Grubba!! You weakened them all significantly.

Kammy keeps casting hexes on her liege, it's another...
>>
Rolled 2, 5 = 7 (2d6)

Magic Roulette!!!!!!!!!!!!!!!!!!!!!!!!!!!!

You become even more unstoppable...

(Processing enemy Actions)
>>
>>5224915
confusion* = *explosion

that's what I get for phoneposting
>>
Rolled 2, 2, 6 = 10 (3d6)

You become Electrified for 2 turns and extend your Huge status for 1 more turn!

Luigi says: "suck fat goomballs and koopa nuts, we're going to get to Skolar first!"

You've never known Luigi to be such a potty mouth, it's actually kind of dis-inspiring.

Jerry walks back to first position after his embarrassing explosion.

Here comes the onslaught...

Jerry the Cherry Bob-omb walks up to you, and explodes for 3d6 unblockable explosive damage!!

Look out, Bowser!!
>>
Rolled 8 + 1 (1d8 + 1)

After Jerry uses Explode on you; for 0 FP, Luigi comes up with a big Improved Jump!!

You deflect at least 3 of the damage with your Advanced Shell and first Magic Roulette use!
>>
Rolled 4 (1d6)

Luigi manages to crit on you with a Jump, even though you are Huge!

Lord Crump is enticed, and follows up with his own Jump on you!!
>>
Rolled 7 (1d10)

Lord Crump pretends like he did a really good job, but you barely felt his attack, only losing 1 HP!! You're hanging in there!

E. Gadd decides to utilize one of his inventions, his patented Shroom Sprinkler, healing his whole team for 5 HP!!!

Sir Grodus merely Slaps Thighs for 10FP!!! Who knows what kind of minions he will summon with this gesture?! (Takes 1 turn to arrive)
1-2: The lowliest unit of the X-Nauts arrive in spades. Get ready to deal with five X-Novices!!
3-6: One X-Novice, one Elite X-Naut, and one X-Naut Phd challenge you.
7-9: Three X-Naut PhD's jump up from the audience.
10: You've got three Elite X-Nauts and two X-Naut PhD's to deal with now!!
>>
For a third time this thread, I lose my update, "surely I won't click Esc in any way this time"

Well I think I pressed ctrl + w or some other thing that closes one single tab.

Here goes the re-write... Lesson/reminder for any QM's in this thread, never ever write updates (over a couple sentences) on-site.
>>
>>5224949
Well we've got 3 X-naut PhDs on top of Team Faggot Force
>>
>>5224954
Indeed. A most astute observation. Don't allow the Stank Fools to be bested by Team Faggot Force!!

~

sincerely forgot a few of the flavor-text-type stuff, sorry.

You can't Flee, and you refuse to K.O. here! Don't let them take you, destroy them!! For glory!!! For plunder!!

>It's time to fight with all you've got! Pure brawn!! Or pure brain?? Or the perfect balance of both?!
Usable: Fire Pop (-1HP, +20FP to one character), Fire Flower (Deals 3 fire damage to all enemies), Life Shroom (Revives a partner, with 10HP)
Equipped Badges: Double Dip (2FP), Double Dip P (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush, Improved Charge P (1FP), Charge (1FP)
Field:

Bowser (8/25 HP)(14/20 FP)(1/18 BP)(2 SSP) DEF2, DEF & PWR +1 (1), Huge (2), Electrified (2)
Grubba (22 HP)(9/11 FP)
Kammy (13 HP)(10/16 FP) Flying
Reserve: Full stat Troopa Jr.

Jerry (21/30HP)(15/20FP)
Luigi (31/40HP)(30FP)
Lord Crump (36/50HP)(30FP) DEF1
E. Gadd (6/15HP)(42/50FP)
Sir Grodus (80/100HP)(90/100FP) DEF 5, Deathproof
>>
>>5224971
>Bowser - skypile drive on Luigi
Fuck that guy
>Grubba - charge
>Kammy - summon defense block
>>
>>5224971
>>5224978 +1
>>
>>5224981
>>5224978
>>5224971
While we're piledriving Luigi, talk shit to him about how much better Mario is at everything. PhD, has the girlfriend who acknowledges him, takes the lead in all his games. Even Wario has his own thing. Luigi gets sent to a creepy mansion to get molested by his uncle. Also we banged Daisy.
>>
>>5224933
>Electrified - Counters melee/physical attacks and deals 1 electrical damage.
Isn't Luigi's jump countered in addition to him taking damage? First you take my money, not you think you're slick? I'm on to you. Same goes for everyone else trying to jump on Bowser.

>>5224971
Bowser: tantrum stamp
Grubba: life shroom bowser, and use a fire flower
Kammy: defending block

Since Jerry is the exploding guy, hes arguably the most dangerous since her can bypass defende with his explosions. Summoning a wall should deal with his first attack.

>>5224978
>>5224981
Why not tantrum stamp so we can damage all of them?
>>
>>5225020
We Crit failed? If our ankle isn't twisted then yeah let's stamp. QM is there a penalty for the Nat 1?
>>
>>5225023
>You stomp so fuckin weakly, it's an embarrassment. Your ankle is surely sprained now! Just play it off tough, Bowser, like you always do... It's not your fault, though! Your Huge weight threw you off and made it difficult to maneuver! You still smack a nasty 14 damage on everyone like it was an accident, however. Disgusting power. The all-star cast of enemy Bosses endure the attack anyway.
We did not crit failed. Crit failing implies there was a consequence to rolling low, to which there was none. We thematically sprained our ankle, but otherwise we're fine. We just lucked out and rolled low is all.

Still not sure what to do with Grubba. Maybe we can have him steal an orange potion from one of those weak scientist dudes?
>>
>>5225023
>>5224981
Oh shit hey you guys remember that love arrow power we picked up?
>X-Naut PhD (12/12HP)(12/12FP)
Next turn or the turns after when Bowser's hugeness wears off, and hes not down, what say we use a Love Arrow on a X-Naut PhD? Free potions amerite? Assume Bowser doesnt kill the three of them with his stompies. Hes got I think around a 60-70% of insta killing the dudes, but it's not a guarantee.
>>
>>5225024
That's a good plan. Might as well do that and stamp while we still have size. We're going to need more items to heal big Bowz. I want Grubba to charge, but we could make him focus on Luigi's uncle. A club or a steal.
>>
>>5225026
Wait until the X-nauts get here before using love arrow
>>
>>5225027
Yeah, Stealing from E. Gadd should net us some loot, plus it would be more effective to club twice instead of charging and then clubbing on the next round. Clubbing twice is (1d8)+1 x 2 and Pierce 5 for 2FP, while charging then clubbing is (1d8)+5, Pierce 5. It's just better that way until we get one more Charge P badge.
>>
>>5225030
>(Takes 1 turn to arrive)
Yup you right. They're not here yet. Thank GOD for that. Maybe after this turn, Grubba can use a potion to heal Bowser, then possibly use the fire flower. Hes got the FP to do it.
>>
>>5225020
>Electrified
Luigi has the Electro-Stomp Badge, and Lord Crump is wearing Rubber Boots, so they both ignore...
ahh fuck, re-writing
>>5225023
Just the low damage. Might wanna take it easy on that ankle, though, champ.

~

I'm taking a break as you can tell. There may or may not be a post tonight.
>>
>>5225602
No worries. Thanks for running QM
>>
For the sake of both brevity and transparency, here are the corrections I made, please let me know if you take issue:
-Restored the 7 damage done to Bowser by Luigi (9-3=6) and Crump (4-3=1).
-Dealt 1 damage to Luigi and Crump for daring to Jump on you while Electrified
-Realized I made another mistake on Tantrum Stamp, but since I'm a fuckhead, I'll just not correct the mistake this time, but also pledge not to make the mistake again going forward. I'm not known for making mistakes, just look at my stellar track record in this thread.

>>5224993
big laffs and now officially TURBO canon

Processing turn now...
>>
Rolled 13 + 5 (1d32 + 5)

You scoff at Luigi's useless attempt to Jump on you. You're huge, and that puny cuckold uncle-fucker thinks he can best you since he teamed up with a bunch of masked losers? You tell him all about how you ran a train on Daisy back in '08 during the Olympics with Shadow the Hedgehog and Myles Prower.

As you taunt the Green Mustache, the group of PhD's mount the stage to guard their masters: all three in the way back.

you launch into the air, a body in your hands. You grin and spin the body upside down, head-first, rocketing earthbound...

Your entire Huge body pressing down on them so they hit the Earth first...

You perform a Sky Piledriver Bomb... on Jerry the Cherry Bob-omb!?!?!? (Roll 16+ = Trigger an explosion dealing Bowser and all enemies 5 unblockable damage)
(This Action only targets any flying enemy, or the first available (closest) Grounded enemy!! Only Jerry was available to target in this case!)

Grubba, awestruck by the effects, resolves himself for his Action... He plans to swindle the old man out of his life savings, or at least a unique invention or Item.
>>
Rolled 1 (1d6)

Jerry gets blasted straight into the ground, a smoldering crater left in the wake of your Sky Piledriver Bomb.

...He gets up!! Grrr... How did he survive that!?!

Grubba dashes past you, and then attempts to dash past Jerry, Luigi and Crump so he can swindle E. Gadd!!

1 Nothing happens.
2 Dash past Jerry, Luigi and Crump, dealing them 1 damage!
3 Dash and deal damage, then snag a Volt Shroom from E. Gadd!
4 Dash and deal damage, then snag a Mr. Softener from E. Gadd!
5 Dash and deal damage, then snag E. Gadd's patented Fire Stomp Badge!!
6 Dash and deal damage, then snag E. Gadd's patented Shrink Ray!!

Hrm... What to do now...

How about a defensive line from Kammy!!! She summons a Yellow Block!!
>>
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Rolled 5 (1d8)

The X-Naut goons in the Crowd are joined by the Palace's natural host of Boos, and all of them laugh at Grubba's inability to thieve! An edgy boo throws a rock at him, but misses.

Just then, Jerry goes for a Hyper Charge! Watch out!! Finish him, quick!!

Luigi *BLUCKS* a Green Fireball right at you, whamming you in the chest for 1d8 fire damage!! You can't block it!! (Burned for 3 turns on Crit)

Lord Crump fidgets around for a while in his spandex leotard, and fishes out a Thunder Bolt!! He deals Grubba 5 damage!! Somebody stop him!
>>
Shit, small intermission while I make dinner
>>
>>5227835
Busty
Bowser
Bussy
>>
>>5227908
No, I had homemade french bread pizza and a fresh side salad, it was very nutritious.

(Continuing within an hour or two)
>>
hooooly fuuuuck i'm a bad QM. mostly because of the nature of this not being an in-person session. sorry fellas, check in tomorrow morning for the next update
>>
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Rolled 4 (1d7)

Sir Grodus laughs and raises his golden techno-staff!! Who knows what arcane powers he commands?

1 - Thunderbolt (1d7, unblockable damage on a single target of choice)
2 - Flamethrower (1d6 flat fire damage on the whole party. 1-turn guaranteed Burn.)
3 - Ice Beam (Xd5 individually-rolled ice damage. 1-turn Freeze chance on all, inflicted by rolls of 4's and 5's)
4 - Clock Beam (Stop one randomly rolled Party Member for 2 turns)
5 - Counterattack (Redirect half physical damage against attackers for 3 turns)
6 - Evade (Dodgy for 3 turns on self, all attacks against him have 50% accuracy)
7 - Dud (0 damage. Crowd settles down.)
>>
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Rolled 1 (1d3)

Time warps and slows in an orb around...

1 - Bowser
2 - Grubba
3 - Kammy

They'll be completely unable to act for 2 turns!! Oh no!!

Grodus laughs a creepy laugh and aw shit I skipped E. Gadd
>>
E. Gadd really makes you regret poking the bear and facing all five of these foes at once!

He hits Grubba with the Shrink Ray!!!

For 2 turns, all of Grubba's attack rolls will be halved!!

What have you done?! Fight back, don't let Bowser go down!!

That back row of X-Naut PhD's stop huffing and puffing. They'll be ready to act next turn!!

>Pick an Action for Shrunken Grubba and the Stank Hag Kammy! You can still turn this around somehow!!!
Usable: Fire Pop (-1HP, +20FP to one character), Fire Flower (Deals 3 fire damage to all enemies), Life Shroom (Revives a partner, with 10HP)
Equipped Badges: Double Dip (2FP), Double Dip P (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush, Improved Charge P (1FP), Charge (1FP)
Field:

(Calculating...)
>>
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(Realized Jerry couldn't possibly have Hyper Charged himself, because you Paralyzed him for 1 turn with that S.P.B.! He's no longer Paralyzed, though. He is, however, in Danger!)
(Also realized I forgot to Summon Block, which blocked Bowser from Luigi's Green Fireball, but was destroyed by it. I also didn't specify which partner gets Thunder-Bolted by Crump. It's... Grubba.)

Bowser (15/25 HP)(7/20 FP)(1/18 BP)(2 SSP) DEF2, Huge (1), Electrified (1), Stopped - CANNOT ACT OR BE SWAPPED OUT (2)
Grubba (17/22 HP)(8/11 FP) Shrunk (Attack rolls halved)(2)
Kammy (13 HP)(5/16 FP) Flying
Reserve: Full stat Troopa Jr.

Jerry (3/30HP)(15/20FP) Danger
Luigi (30/40HP)(30FP)
Lord Crump (35/50HP)(30FP) DEF1
E. Gadd (6/15HP)(42/50FP)
Sir Grodus (80/100HP)(90/100FP) DEF 5, Deathproof
X-Naut PhD 1 (12HP)(12FP)
X-Naut PhD 2 (12HP)(12FP)
X-Naut PhD 3 (12HP)(12FP)

It's 2 of you and 8 of them... Aw, fuck, Bowser is frozen in time (Stopped) and can't even activate the Love Arrow! What ever will you do?!!? Your HP is holding up for now, but keep an eye on your FP! Don't succumb to these fucking... fuckers!

Where's that new partner that gypsy magician told you about?!!!?! You could really use them right about now!
>>
>>5228599
>(E)~~~~>Pretty Lucky Badge! (Equip: 3 BP)
>Enemies occasionally miss Bowser for no reason at all! The longer a battle goes on, the more likely this effect becomes.
Works you stupid badge!

Grubba, pick up Jerry and throw him at the new X-Naut PhD's.
Kammy: Conjure Obstacle
>>
Rolled 2, 5 = 7 (2d8)

>>5228640
>The longer a battle goes on
It's only been two turns!

~

Grubba hefts up Jerry the Cherry Bob-Omb and launches him at the PhD's!!

They scramble around but gently bonk heads and knock each other over like 3 X-Stooges!

The cherry-red ordnance whistles as it falls...

roll 1: power
1 Jerry fights back, and he slips right out of Grubba's grubby hands! Drats, it's a Miss!
2 1
3 2
4 3
5 4
6 5
7 6
8 Jerry explodes and dies, and damages all PhD's and Sir Grodus for 5!

roll 2: target
1 Jerry flings his feet around mid-flight, throwing off your trajectory and landing a perfect mount! Drats, it's a Miss!
2 PhD A
3 PhD B
4 PhD C
5 PhD A
6 PhD B
7 PhD C
8 Jerry explodes and dies, and damages all PhD's and Sir Grodus for 5!

Kammy uses the last of her FP to Conjure Obstacle (unspecified, assuming Blocking Block)
>>
Rolled 7 (1d8)

Grubba gives a little pussy toss to PhD A in the middle of the group. Jerry lightly bonks into him, tickling both combatants for -1HP.

Here come the bad guys again!

Jerry expends 0FP and floats into the Block for 4PWR-1DEF with his basic attack.

Luigi looses another Green Fireball, leaving him with 2/3 of his FP, and making quick work of the Block. He just needs to not roll a 1.
>>
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Rolled 2 (1d10)

The fireball roasts the weak material of the Yellow Block and causes the blinking obstacle to crumble to ash and screws.

Lord Crump slaps his thighs twice, then whistles. It's a Double Thigh Slap + Whistle Combo!

Why does he look so tired now?

...

He's calling in X-Naut special forces!!

Isn't 8 enough?!?!?

Guess not!!! (Only two spots are left on the field, so only up to 2 can be summoned.)
1-3 - Flood the field with up to 5 X-Novices
4-8 - Summon a huddled X-Pyramid X-Platoon (counts as 1 character, is actually 6 X-Novices weakly stacked on top of each other, picrel)
9-10 - Lord Crump gets his Magnus Von Grapple robo-suit out. Uh-oh!

Doctor Elvin Gadd follows up with another Shroom Sprinkler!! Every villain gets +5HP!!!
>>
Rolled 2 (1d7)

Two X-Novices hut-tut in front of Jerry, ready to fight! More realistically, ready to be turned to fodder!!

Sir Grodus, content with the work of his minions, continues to help them keep trouncing you!! He hit you with the powers of the Grody Staff again! >>5228550

Who knows what may come?!
>>
Rolled 4 (1d6)

Grodus's staff spews flames on your party, Burning you all for 1 damage!!
What's that? You're wearing the Partner Helper Plus Badge?!!?
And what's that? Bowser got Pretty Lucky?!!??
Everyone manages avoiding extra damage through a Burn, and Bowser avoids all damage, but Kammy and Grubba get stormed on with fire damage!

X-Naut PhD A throws a nutritious Orange Potion at Sir Grodus. He's so powerful and full of HP...
X-Naut PhD B throws a vial of familiar Yellow Potion, dousing the whole party for 4 unblockable damage! Yowza, Bowser!
X-Naut PhD C throws another Orange Potion, this time at Lord Crump!!

Is there any hope at all for our team!?!

At least Crump's batch of 2 X-Novice reinforcements won't be arriving to the Field until next turn...

>Our only hope is to fight!
>Calculating...
>>
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Oh man, maybe if you could just pick them off one by one, you could work on the bigger baddies! Right now you've got your hands just about full!

>Do something! Grubba, then Kammy. Bowser is still stuck in time until next turn.
Usable: Fire Pop (-1HP, +20FP to one character), Fire Flower (Deals 3 fire damage to all enemies), Life Shroom (Revives a partner, with 10HP)
Equipped Badges: Double Dip (2FP), Double Dip P (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush, Improved Charge P (1FP), Charge (1FP)
Field:
Bowser (11/25 HP)(7/20 FP)(1/18 BP)(2 SSP) DEF2, Stopped - CANNOT ACT OR BE SWAPPED OUT (1)
Grubba (10/22 HP)(7/11 FP) Shrunk (Attack rolls halved)(1)
Kammy (5/13 HP)(0/16 FP) Flying, Danger, No FP
Reserve: Full stat Troopa Jr.

Jerry (7/30HP)(15/20FP)
Luigi (35/40HP)(20/30FP)
Lord Crump (50HP)(25/30FP) DEF1
E. Gadd (11/15HP)(22/50FP)
Sir Grodus (95/100HP)(90/100FP) DEF 5, Deathproof
X-Naut PhD 1 (12HP)(9/12FP)
X-Naut PhD 2 (12HP)(9/12FP)
X-Naut PhD 3 (12HP)(9/12FP)

Coming to the battle next turn:
X-Novice A (4HP)(2FP)
X-Novice B (4HP)(2FP)
>>
>>5229059
Grubba: SPEED!
Kammy: Steal Sir Grodus magic ass stick and use it.
>>
>>5229059
Grubba: fire pop on Kammy
Kammy: Self preservation
>>
Rolled 3 + 1 (1d8 + 1)

While it's tempting to have Grubba perform a Freak Out, Kammy will be left with no FP to perform... Pretty much anything!

Grubba slams a lolly in Kammy's mouth... The Fire Pop scorches her!!

She's dying!
She's on fire!!
She's dying and on fire!!!
She's also covetous of Grodus' Grody Staff!

She regains all of her 16 marvelous FP points from the Fire Pop, and Mummifies herself immediately! +1000HP!! Oh, she only has enough room in her decrepit form for 13HP. Good enough! She'll be impervious to any negative status effects until her next turn!

The assault continues...

Bowser wakes just in time to take another Explode (5FP) from Jerry! Nooo!

You survive, barely...
>>
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Rolled 1, 3, 3, 1, 3, 3, 2, 1, 1 + 1 = 19 (9d3 + 1)

Your shell couldn't help you at all for explosion damage, but it will help you against Luigi's...

Poltergust 3000!!!!

It smacks the whole team with pitiful gusts of wind!!
(First 3 rolls are Bowser, middle 3 are Grubba, last 3 are Kammy.)
[(9d3-1) = 0-2dmg per hit, Bowser's 2 DEF will negate all damage to him. For now...]

Luigi then hoists the vacuum over the Crowd, the X-Nauts laugh a tickled laugh and the Boos... Flee in terror! For every 3 rolled, Luigi also sucked up a Boo! If he sucks up 5, he'll probably have a badass move or improved equipment to use on you suckers- I mean survivors! Mop him up unless you wanna find out!!

The X-Novice reinforcements near the stage, Lord Crump slaps his thighs in approval, before going in for a Jump on Bowser!!!
>>
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Rolled 5 (1d6)

Crump looks to prove himself!!!!!!!!!!!!!

(Gee, how did someone so weak and seemingly incompetent get to be a leader for the X-Nauts? Probably just because he's bigger than the average X-Naut!)
>>
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Rolled 3 + 1 (1d3 + 1)

He startles you with a sturdy 3 damage! Ow!!

E. Gadd looks at his whirring invention upon Luigi's back, the Poltergust 3000 nearly fueled with enough ghosts to unleash a special attack... It'll be 2 turns minimum before that can happen.

Conserving his FP this turn, E. Gadd hits you with his default attack. The Stuffwell Bash!!

He smacks Bowser in the face with his little amigo!!

E. Gadd mutters a Farnsworthian regret about his inventions not living up to their potential, but at least this one is as solid as a brick!

"OW!! YOU BLOODY CUNT!" Stuffwell yells before being pocketed away in E. Gadd's Inventory.
>>
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That old man knows how to make a suitable case for his strength with a suitcase!! It deals you 2 damage!!

You clamber to the floor, one 1HP shy from being in a Peril/Mega Rush.

Grodus lazily begins to lazily wave his arm for another use of the Grody Staff, but stops halfway and taunt-nnounces: "...You are not worthy of my rod. Crump, Gadd, I leave these stank fools to you. I take my leave."

You call out "how did you know our group's nickname???!"

Sir Grodus let's out a genuinely confused "what?", as his teleportation magic/tech begins taking effect, swirling and whirring in color and sound.

You begin to repeat yourself, but he says he heard you the first time, and then finally zaps out of the underground Palace auditorium.

You fools must just really stank.

X-Naut PhD A throws a Red Potion square at Kammy's stinky haggish beakface! It would've Burned her for 3 turns, but she's doubly protected by Mummify and your PHP Badge! It can't protect her from losing 4HP, though! Ouch!
X-Naut PhD B throws his Orange Potion on Jerry! Drats, he's back at full FP and over half HP! You almost had him down!
X-Naut PhD C throws a Purple Potion on you, for 3PWR-2DEF! It hits you 1 damage and Shrinks you for 2 turns! Hrah ha- wait what?!

Yeah!! Mega Rush has finally been activated since you're finally in Peril with 1HP left!! This is like the sweet-and-sour pork of heated battle! But this is some extra sour, stinky pork, because you've become Shrunken!!! You started this fight towering over even Sir Grodus, and now the measly X-Novices in front of you cast shadows on you!! Meep!

Being in a Peril-induced Mega Rush gives all rolls a +5 mod, but being Shrunk gives you half PWR! Rolls will be +5'ed before being halved.

You have the tiniest, fullest, shrunken-est, blue balls in the room! At least you and your partners are still alive!!

The X-Novices pant and slant as they fill the front row and block off the now kinda-healthy Jerry.

>Your eyes are weary. Your enemies outnumber you 3 to 1 right now. But their leader has arrogantly left you to the devices of his minions... You can't give up now!! Shred these guys!! You are King Koopa, make them hear your roar!! Loose your brutality!! Bowser, then Grubba, then Kammy!
Usable: Fire Flower, Life Shroom
Equipped Badges: Double Dip (2FP), Double Dip P (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush, Improved Charge P (1FP), Charge (1FP)
Field: (Calculating...)
>>
>>5229059
Grubba is no longer suffering from being Shrunk! Just you, Your Shrunkenness.

You've got some fodder weaker than a Yellow Block in front of you, but there's two of them. Those X-Novices intend to protect their superiors, but they don't stand a chance against a King's multi-target attack. Do they? You're in a strange limbo between a power boost and a power cut! Make the best of the situation, before the group K.O.'s you!!

Afraid of Luigi's Poltergust, many of the Boos in the audience have ran away. Many X-Nauts also leave or flat-out fall asleep in their chairs in the Crowd since Grodus left. There are still plenty of reinforcements Crump or even other X-Nauts to call on, though. Be wary, and...

>Trounce 'em all!
Bowser (1/25 HP)(7/20 FP)(2 SSP) DEF2, Peril + Mega Rush (+5PWR), Shrunk - Half PWR (2)
Grubba (6/22 HP)(7/11 FP)
Kammy (8/13 HP)(12/16 FP) Flying
Reserve: Full stat Troopa Jr.

X-Novice A (4HP)(2FP)
X-Novice B (4HP)(2FP)
Jerry (17/30HP)(20FP)
Luigi (35/40HP)(16/30FP)
Lord Crump (50HP)(25/30FP) DEF1
E. Gadd (11/15HP)(22/50FP)
X-Naut PhD A (12HP)(6/12FP)
X-Naut PhD B (12HP)(6/12FP)
X-Naut PhD C (12HP)(6/12FP)
>>
>>5229600
Bowser Tiny King Tantrum Stamp
Grubba Body Crush Luigi
Kammy Magic roulette
>>
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Rolled 1, 2, 3, 4 + 5 = 15 (4d4 + 5)

Let's see them stop the infantile rage of a wittle bitty king tantwum stawmp!!

"Waaaaah!!!" You cry like a poopy baby. "It's not fair, how come fat retards like Grodus and Crump can command their minions, but my minions won't listen to me except these three idiots..."

Grubba cocks his thick neck at the tiny King.
Kammy just floats idly in place.
TJ picks his nose aggressively from the Bench.

You ponder if you'll ever capture the famed Mario Party Badge, aggravatingly named after your nemesis, but incredibly useful in that it allows a 4th party member to be active, albeit at a massive BP cost.

You bet that cunt Doctor Mario is holding on to it. You're sure you'll come across that vas deferens-snipping bastard in due time before this adventure is over. You might even use one of your infinite wishes to bring Mario back to life just to have him watch you bang Peach's brains out!

Your strange, twisted fantasies are interrupted by the ugly face of the X-Novices. You come back to and unleash your move on them!! (Halved after roll)
>>
Rolled 2, 1, 1 - 3 = 1 (3d8 - 3)

Your stamps grow stronger with each loosening of your leg as your Shrunken status begins to loosen up...

Every enemy takes 7 damage! Yeah, that's more like it! The King's back, baby!!

...Grubba uses nearly all of his FP and yells "Cannonball!!!" and goes for his patented/stolen Glitz Pit wrestling move, the Body Crush!!!

Luigi gasps, gloved hands on cheeks like he was Home Alone, and endures...(?)
>>
Rolled 3, 5 = 8 (2d6)

It's... Aw, Spirits, man, it's fucking pathetic. What the hell, Grubba?!?!

Grubba, as he is known to do, nearly entirely misses the enemy and barely tags Luigi's toe for 1 damage! Yikes, that was bad!

Kammy, hit that Magic Roulette, quick, and for Spirit's sake, make Bowser Invisible!! It's his only chance to stay alive another turn!! It could be the team's only chance to survive!!

Kammy focuses all of her hag magic on blessing her King...
>>
Rolled 6 (1d6)

Kammy manages to give Bowser Regen, which is pretty cool, but the Huge effect counter-acts the Shrink and returns him to normal size and PWR!

Unfortunately, he's more vulnerable now with the Shrunk/Huge combo!

Jerry, with his Explode ability obviously on cooldown for another turn or two, floats in for another basic attack! It would K.O. you, if you weren't Pretty Lucky!!

Luigi, with flattened pinky toe, *BLUCKS* another Green Fireball at you, but you moonwalk out of the way, since you're Pretty Lucky!!

Crump goes in for another Jump... You don't seem Pretty Lucky anynmore!! (Unless he rolls a 1 or 2!!)

E. Gadd just giddily sprays all the X-Naut PhD's and his upper crust cronies with the Shroom Sprinkler again, healing his whole team for 5 HP yet again.

Grrr.... At least he seems to be running out of FP. Those PhD's could feed him another Orange Potion at any time, though...

The X-Naut PhD's watch eagerly to see if Lord Crump's Jump move pays off...
>>
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Lord Crump makes himself undeniably useful and K.O.'s the party leader!!

The Crowd lets out a cheer, waking some of the sleeping X-Novices and bringing back in some of the Elites and PhDs to watch again.

One brave X-Novice skedaddles up to the stage and throws a bucket of water on Kammy, reducing her FP by 1!!

Troopa Jr. jumps up from the bench, ready to take and dish out some punishment!!

It starts with PhD A's Yellow Potion, hitting the whole squad for 4 unblockable damage!!!

The remaining PhD's attempt to burn down Troopa, but he endures the 6 damage without becoming Burned!

>It's your turn again. King down. You eye your inventory and the field, which TJ leads in Bowser's stead. How do you proceed?? Mind your FP.
Movesets: https://pastebin.com/Vgpm3708
Usable Items: Fire Flower, Life Shroom
Equipped Badges: Double Dip (2FP), Double Dip P (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush, Improved Charge P (1FP), Charge (1FP)
Field:

Troopa Jr. (8/18HP)(9FP) DEF1, Flying, Top-Spiky
Grubba (2/22 HP)(1/11 FP) Danger
Kammy (4/13 HP)(8/16 FP) Flying, Danger
Bench: Bowser (K.O.)

Jerry (15/30HP)(20FP)
Luigi (32/40HP)(11/30FP)
Lord Crump (48/50HP)(25/30FP) DEF1
E. Gadd (9/15HP)(14/50FP)
X-Naut PhD A (10/12HP)(3/12FP)
X-Naut PhD B (10/12HP)(3/12FP)
X-Naut PhD C (10/12HP)(3/12FP)

There's no shame in losing to such overwhelming force. The shame comes when they loot your unconscious body, and, of course, when the self-doubt and the doubt of your loved ones set in.

Don't worry, though, that other witch lady back in Toad Town said you'd be finding another buddy soon. You bet if you had just one more partner, there'd be no question who wins this fight!

But as for now, you've got a challenge on your hands... Do your best! You might still come out on top!
Valor is rewarded, and cowardice encouraged only by your enemies!

Take as many as you can with you!! Unleash Troopa Jr.'s rage!!
Show 'em whatcha got and trounce who you can!
>>
>>5230093
TJ Lightning Blast
Grubba Just club something
Kammy Blocking Block

Assuming you can't just run away of course if you can, try that
>>
>>5230093
Troopa: lightning blast jerry. That explosion is a bitch to deal with.
Grubba: turbo nap
Kammy: blocking block. I hope on the next turn we can steal something from the other team.
>>
Rolled 2 (1d2)

1 Super Club
2 Super Snooze
>>
Rolled 6, 5, 5, 6, 2, 5, 1, 2 - 2 = 30 (8d6 - 2)

Troopa Jr. channels electricity and performs a Lightning Blast over the entire enemy squad!

The first to take damage and become paralyzed is...
>>
Rolled 5, 3 + 2 = 10 (2d7 + 2)

Jerry the Cherry Bob-omb! He's paralyzed and can't move for a turn!

X-Naut PhD's A and C manage to duck out of the way of the blast, but every other enemy takes 3 or 4 unblockable damage!

Grubba seizes the opportunity to refuel his waning HP and FP, with a Super Snooze!!

After his heal, Kammy summons another Blocking Block!

Jerry couldn't do anything because he was Paralyzed!

Luigi hefts his trusty Poltergust 3000 once again and begins to charge it, he's coming in for another sweep!!!
>>
Rolled 1, 3, 3, 2, 1, 3, 3, 1, 3 - 1 = 19 (9d3 - 1)

Luigi's vacuuming instantly wakes the sleeping Grubba, who already recovered some of his stats.

Luigi only needs to roll one 3 to fill up his Poltergust with ghost energies, meaning he'll probably unleash an incredibly powerful attack next turn!
>>
I forgot to include the Yellow Block. Rather than just adding another set of rolls, I'm going to reroll everything. Ignore last roll. Sorry. First 3 are block, then TJ, then Grubba, last 3 are for Kammy.

Poltergust 3000, Take 2
>>
Rolled 1, 2, 1, 1, 2, 2, 3, 2, 1, 3, 3, 3 - 1 = 23 (12d3 - 1)

Hahahaha, let's just pretend I know how to roll dice correctly
>>
Grubba laughs off his 3 damage while the Blocking Block and TJ were completely immune to the Poltergust's effects. Kammy... Let's just say she didn't make it. Dang vacuum must've mistaken her blackened soul for that of a ghost's.
Two of the PhD's tear down the Blocking Block and the last PhD Orange Potion's E. Gadd back to full health.

Lord Crump slaps his thighs, summoning the rest of the Crowd of X-Nauts to come swarm the remaining Troopa Jr. and Grubba...

...

Truth is, the game was rigged from the start.

You've been bested by some of the meanest freaks the world has to offer (and Luigi). No shame in that, in fact it's half miracle, half insult that they didn't throw you in some sort of tank or chamber and start researching and dissecting your body.

The party blacks out and wakes up back outside of the Palace, by the gaping hole that emptied into the now-emptied Frost Piranha patch.

Your party is back at full HP and FP, but the enemies got away with...
> 40 Coins
>Your Fire Flower
>And Kammy
Well, that's not too bad, could be wor- AND KAMMY?!?!

They made off with one of your partners! Either she's still stuck in the Poltergust, or Luigi has dumped her out somewhere in the Palace!!

Graaaar, we gotta go find Kammy!!!

Right now, the party is
Front - TJ
Middle - Bowser
Back - Grubba

Feel free to change the formation of you wish before the next fight.
>>
Rolled 8, 4, 6 = 18 (3d8)

Though you will find a mysterious new partner in this Palace, you're unsure of who or where they are. Or where Kammy is. That dumb gypsy better not have lied to you or used some kind of a trick like "you will remeet Kammy as a new partner". Meeting Kammy the first time was awful enough, as she was your egg-nurse.

::shudder::

Only thing left to do is keep exploring the Palace of Iridescence.

>Exploration Rolls (3d8, performed in order, back to back)
1. A group of unfriendly Boos catch you sneaking around the cellar door!
2. Outside of the garden, you happen upon a small patrol of X-Naut PhD's and Elites, and find a perfect opportunity to Ambush them!
3. You scale the palacial walls, only to clamber through a window and fall into a booby trapped room full of Whomps and Thwomps!!
4. You open the front door, which was unlocked the whole time. Kammy is waiting for you there, dazed and still K.O.'d in an ectoplasmic ash heap. She rejoins the party with 1HP and 1FP.
5. Going back down the Frost Piranha patch and into the secret underground entrance, you see the large auditorium is now quiet and empty. You follow the doors until you find yourself in a new hallway of mirrors. A maze that you can't find your way out of!!
6. You burst through the ceiling, destroying an extravagant chandelier made of colored, mirrored glass. You burst in on Lord Crump and 3 X-Novices! Time to give him some payback!!
7. You catch Luigi, Jerry and E. Gadd fleeing from the Palace of Iridescence. You watch wearily, unsure of what path to choose.
8. You check out the garage-like structure behind the Palace and get blindsided by 8 PhD's!! It's an Ambush!!!
No rerolls on doubles/triples
>>
Ambush, then Kammy get, then a return to trounce Crump. Interesting.

Writing soon, short intermish (that's what we in "the biz" call an intermission! ;) little bit of inside baseball for ya, heh heh.)
>>
Oh yeah, if you want the Formation changed before you get Ambushed by 8 X-Naut PhD's, do that soon!! Like within an hour or two, that's when I predict I'll update next!
>>
Discouraged from using the underground entrance again, but still looking for alternate passages, you walk around the back of the Palace and find an unassuming large shed, it's mirror-coat barely with any sheen.

It's got a single large rolling barn-style door. There's just gotta be a hideaway or tunnel that connects to the main Palace, you can feel it.

You try to open it by yourself, but it won't budge!

You spit on your mitts and rub 'em together for traction.

"Make yourself useful and give me a hand over here, you layabouts!"

Grubba, still with a comically large bump on his head, reluctantly helps without making any noise.

TJ grunts and struggles, and in unison, all three of you launch the door into its recess!

...All this motion and noises exposes you to the octuplet of X-Nauts in lab coats inside the shed, all holding beakers and scrawling notes on their clipboards.

All huddled in a circle around a cauldron and obviously on high alert, they take notice of you three, exhausted, standing in a line in the open. They all take initiative to slam your party with Potions!!! Watch out!!

X-Naut PhD's A-F make sure your party starts off at a major deficit... They all launch Purple Potions, two each per party member!

You get Pretty Lucky, with one of the six Purple Potions splattering all over the floor.

Woe is you, if only you had the non-Plus version of the Partner Helper Badge that protects against being Shrunk!

Too late to wish for Badges you don't own, you're in battle, and the whole team is Goomba-sized!! These PhD's tower over the whole crew now! Our combat rolls will be halved for a while... Gotta make the best of a bad situation!!
>>
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You're all puny and injured now!!
Shrunk (4), -4HP to TJ
Shrunk (2), -2HP to Bowser
Shrunk (4), -6HP to Grubba

X-Naut PhD G switches strategies, and douses you all in a Yellow Potion! That's 4 unblockable damage!!
X-Naut PhD H isn't satisfied until he's thrown his Red Potion in your face, Burning you for 3 turns!! You also lose 2HP after your DEF2 blocks half of the Red Potion's blockable damage.

What the hell are they working on in this shed?

>You'll soon find out... After you trounce 'em!!!
Movesets: https://pastebin.com/Vgpm3708
Usable Items: Life Shroom
Equipped Badges: Double Dip (2FP), Double Dip P (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush, Improved Charge P (1FP), Charge (1FP)
Field:

Troopa Jr. (8/18HP)(9FP) DEF1, Flying, Top-Spiky, Shrunk (4)
Bowser (14/25 HP)(20 FP)(2 SSP) DEF2, Shrunk (2), Burn (2)
Grubba (12/22 HP)(11 FP) Shrunk (4)


X-Naut PhD A (12HP)(9/12FP)
X-Naut PhD B (12HP)(9/12FP)
X-Naut PhD C (12HP)(9/12FP)
X-Naut PhD D (12HP)(9/12FP)
X-Naut PhD E (12HP)(9/12FP)
X-Naut PhD F (12HP)(9/12FP)
X-Naut PhD G (12HP)(9/12FP)
X-Naut PhD H (12HP)(9/12FP)


Keep in mind you won't earn as much SP off these guys as you did when you were Level 8! They used to be worth 15SP a piece, but now at Level 12 are only worth 4SP a piece!! No matter, they're hardly a thorn in your side with your upgraded partners and abilities!

>Estimated SP gain: 32
>Estimated Coin gain: 48
>>
Miscalculated, Bowser should have 17HP and TJ should have 10HP
>>
>>5230646
Junior: Lightning Blast
Bowser: time to see what Star Power can do, let's Beef Up the team
Grubba: Swift Club
>>
>>5230646
Troop in front, Grubba in middle, Bowser in back.
Troopa: lightning blast
Grubba: steal!
Bowser: love arrow X-Naut PhD A. We could use some healing, or better yet some anti shrink potions.

>>5230682
But consider this. Maybe the X-nagt might have an anti shrink potion.
>>
Rolled 5, 3, 2, 3, 6, 6, 2, 1 - 2 = 26 (8d6 - 2)

(We'll continue with the first set of choices for synergy and because I already cut off the deadline for the formation swap, sorry! Normally not a big deal, but in this case, this is the direction I'm taking)

~

Jr. Troopa Jr. casts a tiny Lightning Blast in the crystal shed!

Ooh yeah, that looks like that tickled those baddies!! Alright!
(Rolls get halved due to Shrunk)
>>
Rolled 5, 3, 4 - 2 = 10 (3d5 - 2)

X-Naut PhD's A, B, C, D, E, F, G and H receive 2, 1, 0, 1, 2, 2, 0, and 0 damage, respectively!!

X-Naut PhD A is also Paralyzed for a turn!!

The cave of nerds in a shocked frenzy, pun obviously intended, Bowser calls upon the Star Spirits to grace his party with a Beef Up!

Being small can't stop you from summoning the Spirits in their full glory!!

Party members get +1 PWR for attacks, and +1 DEF for defend...s.

You also get a sweet little Regen (+2/+2) to keep you fresh!!

These effects will wear off in two turns. Grubba is Beef Up!'d and using his Swift Club Action now, while Bowser and TJ haven't used Actions while Beef Up!'d yet, leading the written stats to reflect that they have 2 more Actions with Beef Up! boosts, while Grubba now only has 1. Grubba's DEF boost will be unaffected, and will last for 2 whole enemy turns with the rest of the party. If this is confusing or I'm doing this wrong (pretty sure I am), please pipe up. Get it? Pipe? Mario?

Okay, let's smash 'em now.

Tiny Grubba walks up to the paralyzed PhD closest to him, and gives him 3 solid WHOMPS! with his Swift Club.
>>
The tiny blows leave tiny impact marks on the paralyzed X-Naut PhD A, now teetering with only 7HP left!

Hey, these guys are really hard to fight when they're giant! Er, when you're Shrunk, rather.

X-Naut PhD A is no longer paralyzed!
X-Naut PhD B attempts to keep you Shrunk with another Purple Potion, but you're DEF3 is too strong, nullifying all damage and even the effects of the attack!
X-Naut PhD C attempts to keep Grubba Shrunk with another Purple Potion, and succeeds!! He loses 2 HP and gets Shrunken for even longer. The max amount of time one could be Shrunken.
X-Naut PhD D, E and F all want to keep you burning. You endure 2, losing 1HP each, and get Pretty Lucky on the 3rd. Your Burn effect's duration is maxed out, like Grubba's Shrunk effect. Soon, you won't be Shrunk any more, if you can survive another turn... They... *pant* *pant* *pant* They've gotta *pant* run out of *pant* Potions or FP sometime, right?!?
X-Naut PhD G throws an Orange Potion on the goon in front, completing restoring him to full HP and FP. Your tiny hands worked so hard, and now, all that work... Gone. Protect yourself at all costs so you can trounce these guys when you're not Shrunken anymore!
X-Naut PhD H does the forbidden and empties a beaker of Yellow Potion on your ranks! 4 damage to everyone, Beefy or not!

You lose 1HP from your Burn, and shout your battlecry, leading your men to victory! Or you could always Flee these dorks if you think they're getting the best of you, you've probably got exactly a 60% chance of running away, even with this being an Ambush, but remember that there are mild consequences to Fleeing successfully. You'll probably lose... Exactly 29 Coins!! And if you can't Flee successfully, then your turn is skipped and you'll be punished by the enemies for trying to escape!

[Pastebin says roll to Flee is 2d11-1 but it should be Xd11-1, as the number of dice is determined by how many Active, living party members choose to Flee that turn. If you for some reason wanted to have one member attack, one use an Item, and one Flee, the roll would be 1d11-1, but if one character succeeds in fleeing, the whole party Flees, and you forfeit all winnings (and lose a lil sumting sumting), so it's smartest to plan a full party Flee for the maximum amount of attempts, or a full party fight, as mixing the two are conflicting interests.
>>
]*

If you lose, who knows what these ruffians may take from you! I don't know! Probably... Exactly 67 Coins! These are some rough busters, but at least they won't comb you over for your Badges or Items. But, heh, you're not gonna let them squad wipe you, are you?

>Are you? [BATTLECRY!] or [FLEE!]
Movesets: https://pastebin.com/Vgpm3708
Usable Items: Life Shroom
Equipped Badges: Double Dip (2FP), Double Dip P (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush, Improved Charge P (1FP), Charge (1FP)
Field:

Troopa Jr. (4/18HP)(9FP) DEF1, Flying, Top-Spiky, Shrunk (3), Beef Up! (2), Danger
Bowser (7/25 HP)(20 FP)(2 SSP) DEF2, Shrunk (1), Burn (5), Beef Up! (2)
Grubba (6/22 HP)(11 FP) Shrunk (5) Beef Up! (1)


X-Naut PhD A (12HP)(12/12FP)
X-Naut PhD B (11/12HP)(6/12FP)
X-Naut PhD C (12HP)(6/12FP)
X-Naut PhD D (11/12HP)(6/12FP)
X-Naut PhD E (10/12HP)(6/12FP)
X-Naut PhD F (10/12HP)(6/12FP)
X-Naut PhD G (12HP)(6/12FP)
X-Naut PhD H (12HP)(6/12FP)


Bonus: Just win! Or Flee, even! Just don't get Party K.O.'d!
TURBO Bonus: Win without using the Life Shroom!
>>
Bowser is actually at 9HP, forgot to Refresh him
>>
>>5230935
Junior: Rest
Bowser: Love Arrow X-Naut PhD A
Grubba: Sell out
>>
Junior Rests! As always, first die is FP, second is HP.
>>
Rolled 1, 4 - 2 = 3 (2d7 - 2)

>>
Rolled 2 (1d3)

(fuck, I forgot to track the SSP gauge, oh well)

You call on Grandmamar's ashes in your stomach (or back on the toilet in the blimp) and a harmless Love Arrow is shot into your enemy, and he falls to your side!

X-Naut PhD A will fight for you for 3 turns! He scurries to the back of the party, as he can support us with potions from there, and the current crop of enemies don't preferentially target the first position with any special moves. The QM will load a d3 with an okay option, a good option and a great option for their Actions. To make Love Arrow even more utilitarian, the first turn starts immediately, so I'll roll 1d3 after Grubba's...

Sell Out!

It's the pipsqueak pusher from Glitz Pit!
The height-locked hustler from hell!
The vertically challenged venture capitalist!

Just get outta here ya stingy shrimp, and bring us back something good!!

"Come one, come all, to the great demi-annual Trouncing of the Dorks!" Grubba screams at the top of his Shrunken lungs. Good, it seems his status affect isn't preventing him from Selling Out! Within seconds, dozens of Boos materialize and are spinning around, pulling pranks on each other and eating popcorn. Unfortunately, since they're just filing in, they don't have time for any helpful antics, other than throwing popcorn at X-Naut PhD G, causing him to lose 1FP. A small token, but now PhD G only has FP for 1 more potion, not 2! Thanks, friendly, mischievous Boos!

Now it's time to see what X-Nauts can do for you!!

Your mind and heart controlled peon comes to your assistance in remarkable fashion! In his feverish infatuation, X-Naut PhD A decides to use a...
1 Yellow Potion on the enemy team
2 Orange Potion on TJ
3 Orange Potion on Bowser
>>
TJ vrooms with vim and vinegar! He's near full HP again, but here come those Nauty X-Nauts!!

Grubba is safe in the Crowd for now, Selling Out.

TJ, Bowser and Dr. Jeff (as X-Naut PhD A's name really is) better be able to ward off this attack themselves without having Grubba there to soak up hits!
(writing)
>>
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X-Naut PhD's B and C smash Red Potions on TJ, dealing him 2 damage each, but unable to Burn him!!

PhD's D and E get revenge on their derelict buddy, PhD A! They continue with a Red and Purple Potion each! Your Partner Helper Plus Badge... Helps your partners, plus! Dr. Jeff, PhD, escapes the Burn, but not the Shrunkenness! He gets smacked for 7 damage!!

PhD F smacks a previously unknown Blue Potion on... Himself!! What the? He's become Dodgy for 3 turns! All offensive moves against him will have a 50% chance of missing!! You're nearly Dizzy just looking at him!

G uses 3 of his 5 FP to douse the team with the dreaded Yellow Potion!!!

PhD H takes a hint from F and makes himself Dodgy with a Blue Potion! Good luck hitting these guys for the next 3 turns!

You're no longer enjoying the benefits of Beef Up!
...But no longer Shrunken either!

Looks like the science geeks are running low on FP over there... They're still really healthy, though!!

(Holy shit almost lost a big chunk of this update but, heh, I'm too smart for thDATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRUPTED DATA CORRU-
>>
(legitimately almost lost this part of the update while I was doing that dumb shit. Dotdotdot...)

>Looks like you've got a foothold!! Keep digging in and take this battlefield, inch by inch! The Secret of the Crystal Shed shall be yours! Iiiiiiiiit's TROUNCING TIME!!! (No Action for Grubba while he Sells Out, and QM rolls for Dr. Jeff's move. Choose for TJ, then Bowser)
Movesets: https://pastebin.com/Vgpm3708
Usable Items: Life Shroom
Equipped Badges: Double Dip (2FP), Double Dip P (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush, Improved Charge P (1FP), Charge (1FP)
Field:

Troopa Jr. (8/18HP)(9FP) DEF1, Flying, Top-Spiky, Shrunk (2),
Bowser (2/25 HP)(20 FP)(2 SSP) DEF2, Burn (4), Danger
*Grubba (6/22 HP)(5/11 FP) Shrunk (4) UNAVAILABLE - SELLING OUT (2)
Dr. Jeff, PhD (1/12HP)(12/12FP) Shrunk (2), Peril

X-Naut PhD B (11/12HP)(3/12FP)
X-Naut PhD C (12HP)(3/12FP)
X-Naut PhD D (11/12HP)(3/12FP)
X-Naut PhD E (10/12HP)(3/12FP)
X-Naut PhD F (10/12HP)(3/12FP) Dodgy (3)
X-Naut PhD G (12HP)(2/12FP)
X-Naut PhD H (12HP)(3/12FP) Dodgy (3)


Teaser of Dr. Jeff/PhD A's Action Die next turn:
1 Red Potion on the healthiest X-Naut PhD!
2 Blue Potion on Bowser!!
3 Yellow Potion on the enemy team!!!

Don't forget about the Bonus and TURBO Bonus conditions! TURBOOOOOOOOOOO!!!!!!!!!
>>
>>5231659

Troopa Jr.Lightning Blast
Bowser Bowser Breath
>>
Rolled 4, 5, 3, 4, 1, 3, 4 - 2 = 22 (7d6 - 2)

BBZZZZZZZZZZRRRRRRRPT!

Tiny Troopa scores another Lightning Blast on the field of X-Dorx!
>>
Rolled 1, 3 = 4 (2d3)

PhD C takes 2 damage, every other PhD takes 1 damage!

Except PhD F, who is wayyyy to Dodgy to be hit! Hwish-swish!

Is PhD H toooo Dodgy for the Shock??

And what about this big boy Bowser Breath!?

"Rawwwwrrr!!!"

(First roll is F's breath dodge, 2nd roll is H's lightning dodge, 3rd is H's breath dodge. 1's are misses, 2's are hits)
>>
Rolled 2, 2, 2 = 6 (3d2)

Ignore those last dice. Ahem.

These are the real Dodgy dice!

Also, PhD B is Paralyzed for one turn!
>>
Rolled 3, 1, 2, 1 - 2 = 5 (4d3 - 2)

These mofos ain't dodging shit!!

You blow your orange breath all over these hindrances!
>>
Rolled 1 (1d3)

Dr. Jeff, help us out with a Potion throw!

Hearts in his eyes, he throws a...
1 Red Potion on the healthiest X-Naut PhD!
2 Blue Potion on Bowser!!
3 Yellow Potion on the enemy team!!!
>>
Rolled 2, 2, 1, 2, 2, 1, 2, 1, 1, 2, 1, 2, 1, 1 = 21 (14d2)

No, not that Potion, you dummy!! Grarrrr...

Since Dr. Jeff is also Shrunk, his attack deals only 2 damage, but he manages to alter course a bit and hit a better target, namely PhD E, who will succumb to his Burn in 2 turns!!

Grubba, taking advantage of the rowdy Boos and their food-throwing antics, incites a Popcorn Storm of Ghostly Scorn!!

All remaining X-Nauts get 2 bunches of popcorn thrown at them each!

Hits (rolls of 2) remove 1FP each! If each X-Naut gets hit even once, they'll be unable to throw any more Potions until they replenish their FP!

First 2 rolls are PhD B, last 2 rolls are PhD H.
>>
Man, we are low on items. I think we should try beating up a few of them so they cant recover, then steal from all of them. Big Bowser can easily overwhelm any of these noodle armed nerds.
>>
Well, well, well!! Every single X-Naut was hit, except that Dodgy cunt in the back.

This'll be an incredibly impotent assault!!!

X-Naut B becomes un-Paralyzed but misses his turn!
X-Naut PhD's C-G all go for a Scientist's Scramble! (PWR: 2)

With insufficient FP for Potion use, they all rush the front position with their girth!

Troopa Jr.'s DEF1 from his Magic Shell saves his life, but leaves him in Danger with 2HP. Will PhD H finish TJ off?

PhD H readies the long neck of a glass beaker.

It's a one-legged standoff.

He pulls the cork off of an...

Orange Potion!!!

And he pours it...

Down his own throat!!! Hey, that's just selfish!!

...The Love Arrow's hold on Dr. Jeff is loosening, and in another turn, if the enemy team survives, he'll rejoin them as just another lettered PhD, and forget all about the ice cream social he was planning with you guys and Wario.

Your Burn takes you down to 1HP and incites a MEGA RUSH!!! +5PWR!!! Oh yeah!! Now we can finish these dorks without a problem!!!

>Earn that TURBO Bonus!! Quash these guys! Yeah, befuddle them!! Har har!!
>Simulating... Bowser uses Mega Rush Tantrum Stamp! ...It's over!
Field prior to Stamp:

Troopa Jr. (2/18HP)(4/9FP) DEF1, Flying, Top-Spiky, Shrunk (1),
Bowser (1/25 HP)(16/20 FP)(2 SSP) DEF2, Burn (3), Peril, MEGA RUSH!!!
*Grubba (6/22 HP)(5/11 FP) Shrunk (3) UNAVAILABLE - SELLING OUT (1)
Dr. Jeff, PhD (1/12HP)(6/12FP) Shrunk (1), Love Arrow (1) Peril

X-Naut PhD B (5/12HP)(1/12FP)
X-Naut PhD C (5/12HP)(2/12FP)
X-Naut PhD D (5/12HP)(2/12FP)
X-Naut PhD E (1/12HP)(2/12FP) Burn (2)
X-Naut PhD F (5/12HP)(2/12FP) Dodgy (2)
X-Naut PhD G (6/12HP)(2/12FP)
X-Naut PhD H (6/12HP)(0/12FP) Dodgy (2)

Even if the Dodgy ones survived, they'd be unable to Scramble through you guys. It's a trouncing no matter how you chalk it up!

>Calculating...
>>
>>5232054
Due to securing the Bonus, the TURBO Bonus, and the SECRET TURBO BONUS by befriending Dr. Jeff, you'll receive enough reward to be alright for the next few encounters, hopefully.
>>
>>5232056
Troopa Jr.: steal a potion!
Bowser: tantrum stamp. We'll loot the survivors. Also ask Dr. Jeff for a healing potion please.
>>
You've won the battle!

>SP gain: 28 (Current: Lvl. 12, 65 SP)

>Coin gain: 40 (Current: 392)

>Bonus: You loot 3 Orange Potions from the trampled dorks in the room!
[Current Items: x3 Orange Potion (+10HP and+10FP to one member), Life Shroom (Raises a K.O.'d ally with +10HP.)]

>TURBONUS: You look inside the cauldron the PhD's were all working on and find The...
>Power Rush Badge! (Equip: 1BP)
When Bowser is in Danger (when he's at 2-5HP), he gets a +2 PWR mod on most attacks!! Note that this does NOT mix with or modify Mega Rush/Peril in any way.

You have exactly 1 free BP, so you go ahead and pin the Power Rush Badge on to... something! Alright, you're more powerful than ever, now!

>shhhhhhh, s e c r e t TUR-Bobonus:
Dr. Jeff, still with an amiable Action in his heart, leads you to the corner of the shed and shows you a Dull Grey Potion! Eww, it looks like sludge! He urges you or a partner to drink it. You reject, but he seems intent on giving it to you, he won't let up!

Then, the Love Arrow runs out of time and he realizes what he was about to do! He desperately plays keep-away with the Dull Grey Potion but you trounce him and take it from him! This rare Potion probably does exactly this:
Slightly improves...
>Bowser's Jump
>TJ's Brace
>Grubba's Body Crush
>Kammy's Shape Beam

...
>>
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"YUCK!!!"

~

Not finding the secret passage you "knew" was in that crummy shed, you defeatedly walk back to the front doors of the Palace of Iridescence and give one a sturdy knock. It... collapses.

Just inside, not more than 20 feet, in the middle of the parlor, is Kammy's ashy, ghost-gooey body!

You run to her and shake her awake. She's only got 1HP and 1FP left. You have her rejoin the party on the Bench for now, even though the whole party is feeling pretty rough.

In the next room, you can hear Lord Crump's thigh slaps. You bet if you could get on the top of the room he's in, you could bust in and Ambush him and his posse. You're way too butthurt to let him go now. Hopefully you don't fumble up the entrance and get Ambushed yourself... (Roll incoming)

>>5232054
(I lied, the party is trounced)

You rest enough for everyone to naturally regain 3HP and 3FP. Your stats currently look like this:

Troopa Jr. (5/18HP)(7/9FP) DEF1, Flying, Top-Spiky, Danger
Bowser (4/25 HP)(14/20 FP)(0.7/2 SSP) DEF2, Danger + Power Rush!!!
Grubba (9/22 HP)(8/11 FP)
BENCH: Kammy (4/13HP)(4/16FP) Flying, Danger

It's not much, but you've also got a small window to
>use any Items? You should probably distribute at least one of the Orange Potions now.
and
>swap Formation?
and this time, since you feel a big fight coming on, you have the unique chance to use up to one Action per party member outside of Battle, like Kammy's Mummify, or Grubba's Macho.
>Do you do anything like that?
and...

Then it's time for another (not-so-)(mini-)Boss fight!

You may be injured, but you won't run and you won't rest until you rub that worm's face in the dirt it belongs in.

Besides, you've scoped out a lot of the Palace and it seems like it's mostly empty now, no sign of Green Mario, his creep uncle or that cherry bomb; and Grodus left a long time ago, taking most of the elite goons.

You have no gauge of how long you were knocked out because of this never-ending blizzard on Shiver Mountain and Shiver Snowfield, but you just know there's unfinished business inside the Palace of Iridescence.

~

Making your way to the ceiling above the ballroom that Lord Crump is in now, you position yourselves to quite literally get the drop on these guys.

Crump makes a thigh-slap, then a chest-slap. Everyone knows that means "All right, good work men, let's get out of this spooky, snowy, abandoned, ghost mansion."

...And that's precisely when you surprise them! (QM rolls for this next turn after you make your other choices above)
>>
Rolled 7 (1d10)

(Actually, I don't see why I shouldn't continue now, so let's continue to the start of the battle. Default Formation and current stats are found here >>5232184, and that's the way the battle will start if you choose not to change Formation or use Items.)

~

~

~

...And that's when you surprise them!

Glass shatters!

1 Botched Entry... Yikes! The chandelier impales you on your way down and Bowser loses 3HP. Then you get Ambushed!! Nooo!!!
2 Poor Entry... You crash to the floor with minimal grace and get your group Ambushed!!
3 Poor Entry... You crash to the floor with minimal grace and get your group Ambushed!!
4 Okay Entry. You land with a small stumble, but right yourself in time to get the first attacks in!! Your turn!
5 Okay Entry. You land with a small stumble, but right yourself in time to get the first attacks in!! Your turn!
6 Okay Entry. You land with a small stumble, but right yourself in time to get the first attacks in!! Your turn!
7 Good Entry! You just barely mount your landing. Now Ambush 'em!
8 Good Entry! You just barely mount your landing. Now Ambush 'em!
9 Great Entry!! You jump through the ceiling, chandelier crashing onto Crump for 4 unblockable damage!! Now Ambush 'em!!
10 Critical Entry!!! You bash through the ceiling, and the rubble and chandelier crash down on the enemy team, dealing them all 5 damage each and rendering them all Dizzy on their first turn!! Now Ambush 'em!!

30% to get ambushed, 30% for a normal fight, 40% to ambush the enemy, not bad.

>< Standby ><
>>
Nice! You caught them with their backs turned!

>It's an Ambush! Choose one turn's worth of Actions, I'll process them, then you'll get to choose another turn of Actions!! Crump won't know what hit him!
Current Items: 0-3 Orange Potion(s) (+10HP and+10FP to one member), x1 Life Shroom (Raises a K.O.'d ally with +10HP.)
Equipped Badges: Double Dip (2FP), Double Dip P (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush, Power Rush, Improved Charge P (1FP), Charge (1FP)
Field:

Your side:
>???

Enemies:
X-Novice A (4HP)(2FP)
X-Novice B (4HP)(2FP)
Lord Crump (50HP)(30FP)DEF1
X-Novice C (4HP)(2FP)

~

Don't forget that you can use Items and Swap party members around before entering the fight, and, in this unique circumstance, you may even use certain non-offensive Actions, one each per member, before entering actual combat and choosing your first combat Action. You'll then get another round of unrestricted Actions since this is an Ambush. Make it count, don't underestimate his foolish stature and mannerisms! He's likely got tricks and more minions up his sleeve...
>>
>>5232315
Troopa first
Grubba second
Bowser back

>TJ's Brace

TJ: loot a nerd
Grubba: loot a nerd
Bowser: tantrum stamp

Next turn

TJ: lightning blast for a chance to stun
Grubba: orange potion TJ and Bowser
Bowser: bite
>>
>>5232537
>>5232340
Oh shit right out of combat actions. Bowser, Grubba, and TJ use an action to CHARGE! Kammy shoot Bowser with a magic roulette.
>>
>>5232551
>>5232537
Very nice, continuing with this in 1-2 hours, voting over. Probably my last post for the night unless y'all are active real late.
>>
>>5232737
Thanks for running QM
>>
Rolled 4, 4 = 8 (2d6)

>Brace becomes Clean Brace!
It remains a 1FP ability, but the Cooldown is extended from 1 to 2 turns... Because it now has the ability to remove any 2 negative effects on TJ at a time!

>Old:
Brace (1FP) Increase DEF by an additional 2 points until next turn. Cooldown: 1.

>Current:
Clean Brace (1FP) Increase DEF by an additional 2 points until next turn, and immediately remove up to 2 negative status effects, longer-duration effects are prioritized. Cooldown: 2.

This'll keep your lil' guy squeaky clean, no matter what they try to throw at him!
Dizzy? How about 'nah, sucker!
Shrunk? Not any more, AND meet Troopa's little friend, DEF3!!
Poisoned? You already got a Badge for that!

Good Choice!

~

Blasting through the ceiling in utmost style, you Ambush these fools!

Your whole squad came prepared.

The muscle, A.K.A. TJ and Grubba, both have an Improved Charge for their first attack!

You're Charged for your first move, and have the boons of Kammy's famous... Magic Roulette!!

Lord Crump looked tough back there with all his buddies...

But how will he fair without all the other all-star staff like Luigi's team and the X-Naut's leader, Sir Crump!?

He'll fold like a pair of 2's!!
>>
>>5232551
Seconding
>>
Rolled 5, 7 = 12 (2d7)

>>5232822
~
Thanks, pal.

I know this is a little bit of a tangent, but an hour or two ago, I was thinking on my own /qst/ing experiences, and I know being told "no" by the QM, or overrided by other players or seemingly unseen, arcane rules can sometimes dampen the excitement. So I want to mention that I try to limit such experiences, and I sincerely value each player's creative input and patience when dealing with my quest(s) and mistakes(es)(es).

This is fun, and I can't do it without a Crowd. Thanks to each one of you.

(Continuing)
~

Yup, Bowser is Invisible for 3 turns!! Just try and stop King Koopa now, you blowhards!!! This scuffle is over already! Hurrah!

~

Dynamically entering the scene of the ballroom, Troopa and Grubba both attempt to loot the X-Nerds!!

They X-Novices are pitiful and can barely try to stop your teammates from having their way!!

Unfortunately, X-Novices aren't trusted with throwing Potions, as they did not spend 85,000 Coins and 12 years at X-University to learn how to do such a thing. Sad, many such cases.

TJ and Grubba are still able to steal...(x2)
1 Nothing at all!!! Hah hah!
2 Dried Shroom. +1HP.
3 Dried Shroom. +1HP.
4 Mushroom. +5HP.
5 Mushroom. +5HP.
6 Honey Super! The 'shroom equivalent of an Orange Potion. +10HP, +10FP.
7 A MF'ing Life Shroom?!?! You didn't expect them to be entrusted with this!! Score!!!!!!!!!

Good thieving, lads! ...Probably!!

...

Bowser comes in with a Charged Kingly Tantrum Stamp...
>>
Rolled 2, 2, 1, 2 + 2 = 9 (4d4 + 2)

They can't even see you as you shake the earth with violent tectonic shifts!

It's a...

CHARGED.
INVISIBLE.
KINGLY.
TANTRUM.
STAMP!!

The recently robbed X-Novices have no chance. The Palace floor engulfs all three.

They are vanquished without a second thought, disappearing into the nethersphere, if such a place exists here.

Lord Crump, still facing away from you, suffers...
>>
Rolled 6 + 2 (1d6 + 2)

Lord Crump, being Ambushed and now all alone, faces a second round of your punishment!!

Can he hold in there?

TJ, no longer extraordinarily puny, attempts a big, fat, Improved Charge Lightning Blast!

Take THIS, Lord Crump!!!

Oh no!!! Lord Crump is immune to being Paralyzed, you never could have seen this coming!! You wish you had enough FP for a Spike Dive or a Candy Beam, but you were shy of the FP! And the Candy Beam wouldn't have helped against a "Boss" anyway...

It's okay, you've got Grubba to back you up!

He comes in with a Double Dip!

Unfortunately, he won't be able to take advantage of his Improved Charge because it expires after he acts. I'll go ahead and be a mensch, and restore 1FP to Grubba. Don't say I never helped you.

He instead expends 2FP to jam Potions down his homies' gullets. They feel very refreshed, and Grubba feels very satisfied.

Bowser comes in and gives Crump a Poison Bite!!!

He may be immune to Paralyze, but not Poison!!

Gnarm!! Gnawm nom mnawm!!!!

It's a...
>>
Rolled 12 - 6 (1d18 - 6)

>p o i s o n b i t e!.

take that, x-naut-supremacist, not-see Crump!
>>
(Smoke/drink/calculation break. Kinda wish I had some Mushrooms myself right about now)
>>
>>5232859
Nah no worries. This is a fun quest. The beauty to the whole paper Mario schtick is that it's basically slapstick mixed with RPG Mario. I like the system as well. Doesn't gimp the team. You were worried about how overpowered a move could be, but we bit off more we could chew with the Faggot Force. Fun pacing. And we don't get mad at each other. We just have write-ins where we insult the character who rolled low.
>>5232906
Lol
>>
One thing led to another, and I ended up getting annihilated and forgetting to update.

Now that I've taken my ritualistic sloppy morning deuce, I'm going back to bed for a few hours.

See? I didn't go to the store for a pack of menthols this time.

Updating soon, sowwy fow da deway! UwU
>>
>>5233289
>Kammy got ghost gooed
Wait so like, when they captured her, they pretty much had an orgy? Ew, they're golf chasers.
>>
>>5233377
What happens inside the Poltergust 3000's chamber, stays inside the chamber. Well, except all those goo loads that spurted out all over Kammy as if she was some cheap bukkake floozie who needs Pocky money. She has the tinge of a smile underneath her combination of 1000 yard gaze and intense blushing.

"Woah, cool, I wanna get slimed by ghosts, too!" -TJ

Grubba just puts his hand on TJ's shoulder and shakes his head at young master Troopa. "... Trust me kid, no ya don't..."

You and Grubba can't stop TJ from picking up a snotwad of the sticky ectoplasm off of Kammy's slowly-puttering, slowly-dripping Witch Broom, and playing with it between his fingers until the juices separate and it dries out into a solid.

"What're you..."

He flicks the plasma cumbooger into the Crowd of panicking X-Novices. A few Boos materialize to check out this pseudo body fluid-flinging fight.

"Hrah hah hah hah!! Good one TJ!"

He goes for a fist bump with you, but you cringe and turn away at the sight of his green, gooey knuckles.

"Uh. Good job, kid. Back to the battle! And uhh... Wash yer dang hands afterwards... Eughck."
>>
Lord Crump is disgusted with your antics, but surprised by your infiltration and assault. He desperately performs his most perplexing slap-dance yet in response.

Amidst the slapping noises, you have a feeling this battle has only just begun...

He slaps his knees with both hands, then each knee one at a time, then he slaps his elbows, then back to a rally of slaps on his knees, then finishing off with three tut-tuts to his chest with his gloved hands!

Grubba knows some X-Naut language from seeing a few derelict X-goons try their hands at the Glitz Pit, but he fails to translate whatever Lord Crump just said. Something about "Magnus Von Grapple". Hmm, neat, what could that be?

Ominous but exciting, wacky music plays from the overhead speakers in the ballroom.

youtube.com/watch?v=2hhczgsrV9U

The Crowd cheers on Crump as if they already know what comes next. One Elite X-Naut left in the Crowd throws a Rock right at Grubba's fat head for 1 damage!

Ow! Heyyy!!! Can we get a little support here, Boos?!?!

2 X-Novices and 2 X-Naut PhDs wheel in a massive robotic suit and attach it to Lord Crump. He has become more than X-Naut. He is now an X-Robaut. Nah, that sounds lame, never mind.

His lackeys remain on stage to replace the fallen ones and take up the fight against you!

The impressive Magnus Von Grapple stands tall over the party in the middle of his goons. He gains +2 DEF and his current and max HP and FP have been boosted by 20 each, nearly refreshing him entirely!

Before, you weren't so sure Crump and the Novices would even provide enough SP for a level-up, but now there's no doubt!!

>Estimated SP gain: 48
X-Novices 5 x 1SP
X-Naut PhD's 2 x 4SP
Magnus Von Grapple 1 x 35SP
>Other estimated gains: Supernova Speck, rolled Badge, rolled Item

>0.9SSP...
You lick your lips. Now it's a battle!

>Take him down before he fires a Missile Volley at the party or charges up his X-Laser!! And watch out for his Hydraulic Hands! And don't let those PhD's get funny with you!
Movesets: pastebin.com/Vgpm3708
Current Items: Orange Potion, Mushroom, x2 Life Shroom
Equipped Badges: Double Dip (2FP), Double Dip P (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush, Power Rush, Improved Charge P (1FP), Charge (1FP)
Field:

Troopa Jr. (15/18HP)(9FP) DEF1, Flying, Top-Spiky
Grubba (8/22 HP)(5/11 FP)
Bowser (14/25 HP)(17/20 FP)(0.9/2 SSP) DEF2, Invis (2)
BENCH: Kammy (4/13HP)(1/16FP) Flying, Danger, Depleted*

X-Novice Z (4HP)(2FP)
X-Naut PhD Z (12HP)(12FP)
Lord Crump A.K.A. Magnus Von Grapple 1.0 (48/70HP)(30/50FP) DEF1, Poison (2)
X-Naut PhD Y (12HP)(12FP)
X-Novice Y (4HP)(2FP)

~

* = Henceforth, Partners having 0, 1 or 2 FP will have a status effect known as Depleted. This is to help remind players and QM's when characters are running low and might be unable to perform certain Actions. In your journey you may come across the Flower Rush or Flower Rush P Badges, which increases PWR for you or your partners when FP is in the Depleted range!
>>
*Magnus Von Grapple's DEF is at 3, not 1.

Hit him hard!!
>>
>>5233508
Troopa Candy beam X-naut PHD
Grubba Throw your jacket on Magnus van Grapple's dome to try and blind Crump
Bowser Shell strike
>>
>>5233508
Troopa: candy beam
Grubba: sell out. Ghost helping time!
Bowser: Tantrum Stamp. As much as I want to bite him so he suffers poison damage, i want to take out the weaker guys first.
>>
File: Electro_Pop_SPM.png (679 B, 39x39)
679 B
679 B PNG
Rolled 10 (1d10)

Candy Beam goes on Cooldown for the rest of battle! If TJ were upgraded with another Supernova Token, you assume it'll have a more reasonable Cooldown of only 2 turns on a miss or 4 turns on a success, and maybe throw in a new candy option or two.

Ah-hem.

Sweetification time!!

The PhD isn't completely incompetent, and he's at full HP. If he can roll a 10 here, he won't be candied! Pfft, as if. Let's watch him roll a 1-9. TJ is hungry for an...
>Electro Pop!

~

Just to save 2 rolls,

1-5 is an Interact (Jacket Throw)!
6-10 is a Sell Out!

What a ham, you are, Grubba, always grubbing for the spotlight in odd, self-debasing and fabulous ways! The show must go on!

Even roll = Improved Shell Strike (You can feel yourself begin to Master this move...)
Odd roll = Kingly Tantrum Stamp
Step aside and let the King deal with the common trash!! Magnus Von Grapple sustains damage, too!!
>>
Rolled 2 + 3 (1d5 + 3)

Perhaps you taunted the dice a bit too much there... Your fault!

The X-Naut PhD in front of Crump's final(?) form begins flickering back and forth between a piece of candy and his normal body underneath the intense and esoteric magicks of Jr.'s beam!

And he...

Flickers back to himself, unharmed!!! What a faaaaaabulous failure! Good job, you're out of FP and have no delicious blood-sugary snacks to eat to replenish it!! Just that artificial Orange Potion that has been giving everyone horrible flatulence issues! That's the way she goes, buds. Ya shouldn't have taunted the dice. Only bad things happen.

You wind up for a big shell toss sure to smack these X-Novices off the board, while Grubba jumps into the stands of the ballroom to Sell Out to the Crowd!! The hostile X-Nauts immediately attempt to mob Grubba, throwing empty beakers and banana peels at him! He loses 1HP! Tough Crowd, huh?

The Boos start fighting back in support of you, throwing popcorn and scaring the bajeebies out of the X-Nauts! Many are fleeing with soiled trousers! In the distance, you hear a Popcorn Machine kick into Overdrive for 200FP! Grubba is winning the Crowd over! A door bursts open from the eastern wing, and several troupes of X-Nauts come in to support their brethren, and lock horns with the ghastly spooks of the Palace.

In this midst of this, you unleash your wound up Improved Shell Strike!!!

Gangway, X-Scum!!!
>>
X-Naut PhD Z senses the danger he was just in after nearly being turned into a fucking electric lollipop! He flips your party the bird, then slaps his ass twice, and gulps down a Blue Potion. He's Dodgy now! Sonofabitch!

Speaking of appropriate occasions to "Sonofabitch" at, Magnus Von Grapple is charging up his laser! Who knows what wicked effects will be unleashed next turn!? Technically no one knows since the QM doesn't even know!! How uninformative!! What a mechanic!

The last PhD takes it straight to your team with a big fat Yellow Potion! He's got no finesse or battle etiquette! Use something fancy first or try to inflict status effects, don't just try to trounce them with straight damage!! What are they teaching at X.U. nowadays?? Typical trash. Fucking filth.

>Deal with them! There's nothing you can do to stop the laser, and the front position is Dodging attacks with a 50% precision rate! It's just the FP Depleted TJ and you! Does TJ use an Item, or Shellbonk someone, or what? King Bowser is free to act as he pleases.
(Cont'd)
>>
As Bowser is Invisible and Grubba is selling out in the stands, they both avoid the Yellow Potion! Heh heh heh. They'll be avoiding whatever the X-Laser is capable of as well! Suck it, Von Grapple! TJ... You might wanna Rest or use that Orange Potion so you can Brace next turn. Up to you, lil' guy. Who knows if it'll even matter. The sound of dice shaking from within the robot suit becomes near deafening.

>Go!
Movesets: pastebin.com/Vgpm3708
Current Items: Orange Potion, Mushroom, x2 Life Shroom
Equipped Badges: Double Dip (2FP), Double Dip P (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush, Power Rush, Improved Charge P (1FP), Charge (1FP)
Field:

Troopa Jr. (11/18HP)(0/9FP) DEF1, Flying, Top-Spiky
Grubba (7/22 HP)(2/11 FP) SELLING OUT FOR 2 TURNS.
Bowser (14/25 HP)(15/20 FP)(1.1/2 SSP) DEF2, Invis (1)
BENCH: Kammy (4/13HP)(1/16FP) Flying, Danger, Depleted*

X-Naut PhD Z (7/12HP)(9/12FP) Dodgy (3)
Lord Crump A.K.A. Magnus Von Grapple 1.0 (45/70HP)(24/50FP) DEF3, Poison (1)
X-Naut PhD Y (7/12HP)(9/12FP)
>>
>>5233866
>Bowser - Bowser Breath
>TJ - rest
>Grubba - while selling out, try and convince the Boos to use a Big Scare on Von Grapple before he uses his laser, we'll even let them do a ghost gangbang on Kammy if they do it (for a limited fee of course)
I don't like doing this to Kammy, but we aren't exactly heroes, and one routed butt is better than 4 routed butts.
>>
>>5234154
Don't lie, you've been trying to trick and treat Kammy out like it was Halloween ever since you laid eyes on her robust beak! N-not that her libido can't keep up with that, silly baka!

(Continuing in the morning, heading to bed for now, voting is still open. Sweet dreams, miscreants and cretins. If you have to wonder which one you are, you're probably the latter, or both. But I love you long time no matter what. Mwah.)
>>
>>5234154
>>5234202 +1
>>
>>5234202
+1 banging Kammy through the earth until we reach China.
>>
>>5234202
>>5234389
Pimp Bowser is the true path to victory
As long as there is lust in the Mushroom Kingdom, we will thrive
>>
Update was nearly completely ready hours ago, but I've been pulled away to do other things today, unfortunately. Should still be able to get some questing in, though. Update hopefully coming in the next hour or three.
>>
Rolled 2, 7 - 2 = 7 (2d7 - 2)

>>5234154
>>5234289
>>5234389
>>5234473
Troopa Jr... Takes a turn to rest!! He restores 0-5 FP then 0-5 HP as usual.

Meanwhile, Grubba is riling up the already-wily Boos to turn on the X-Naut interlopers in their Palace!

A Boo representative mentions that Boos like the presence of the X-Nauts in the Palace of Iridescence because it gives them a never-ending cast of dunces to prank and haze as a break from their humdrum, eternal lives. That explains the co-habitation at least. But don't they care about whatever evil plans the X-Nauts are up to? You guess not, since they were usually pretty chill and even helpful at times with your previous evil plots. They're just bad dudes all around. Fair enough, you respect that. Maybe they'll help you out if you rekt these cunts m80.

Grubba needs a distraction. But what could convince a Crowd distracted by humor to join your side? Nearly anything you offer them will be unable to match up to the power of laughter. And these Boos have no fear of busting a gut from laughing too long, they can't die! They're just plain fearless!

Think, Grubba, think!!

He looks at the field. TJ picks his nose as he rests... His King is inhaling a mighty Bowser Breath... Lord Crump looks fat even in a mechsuit... Hmmm...

It's hard to think with Kammy's disgusting panting and wheezing! It's so loud Grubba can't even think at all!!!

Wait! That's it!!
>>
Rolled 2, 6, 5, 7, 6 = 26 (5d7)

Grubba runs back on stage to the Bench, and rip-spins endangered Kammy right out of her purple robes!!! She's wearing matching granny panties and corset! Boo eyes bulge, and tongues enlarge and wag in real time as wolf whistles sound.

The incoming wave of X-Forces in the Crowd is repelled meters back as the Boos fight to get to the stage!

Popcorn and Potions fly everywhere! It's a ballroom blitz!!

Everyone on stage gets hit with something!!! (First roll = Bowser, 2nd = TJ, 3rd = PhD Z, 4th = Magnus Von Grapple, 5th = PhD Y)
1 Orange Potion!
2 Blue Potion!
3 Popcorn!
4 Garlic-Buttered Popcorn! (Lose 3FP instead of 1!)
5 Red Potion!
6 Purple Potion!
7 Chandelier Shard! (-8HP!)

The Boos take extra care not to hit the vintage vixen, earning your Party a -2 mod to your rolls! No one on your team has to worry about getting Shrunk or chunked by a chandelier now, nice!

Grubba and Kammy's striptease sparked something in the ballroom that can't be stopped now. Next turn, he'll really attempt ;) to capitalize on Selling Out!
>>
>>5235008
YEAH! Throw in a stripe pole and play some music. let it rain some bills!
>>
During his rest, TJ is unable to regain any FP, only a sturdy 5HP.

Until an Orange Potion whizzes right by him, and...

Hits Bowser! Bowser's back to full stats, minus an HP!

TJ wonders with glee what he'll get!!

A rambunctious young Boo waddles up and slams a whole bag of Garlic-Buttered Popcorn all over TJ's head!!!

"Dude!!!! I thought we were cool, man!" Aww, shucks!" TJ laments.

The Boo scoundrel shrugs his shoulders with a giant, gaping, toothy smile.

The Boos and the Crowd of X-Nauts burst into laughter together, then resume throwing things!!

One X-Naut PhD Q, clearly not in touch with the rest of the Crowd, runs up and shouts: "Fuck you, George, you fucking faggot! Stop volunteering for latrine duty, how am I supposed to advance ranks if you take all the opportunities out from under my feet! You glad-handing, shit-eating-grin-having, fucking cocksucker!! AHHHHHHHHH". He throws a Red Potion square into George's jaw, flooring him.

Quite the soliloquy. George, dusting himself off but still Burning a Burn that will take his life, the whole Crowd stop their mayhem to listen to the bloodied, blind-sided and burned X-Naut PhD who put everything on the line for his job...

"Birthdays and literal births missed, harrowing medical conditions ignored and fought through, true friendships forged, impossible logistical issues overcome, a fucking mech suit built from scratch that can carry all of Crump's weight... All so I could become the leading PhD and Crump's number one henchman, so I could later overthrow him from the inside and usurp the power from Sir Grodus and turn the organization on it's side and reform this X-Force into a respectable, caring global conglomerate that produces useful potions and tech for everyone to use. You've ruined this dream for what, the sweet uniform (which I also helped design!)? A glance at the Star Spirits whose wishes you'll help abuse but never profit from? Koopa titties?"

Lord Crump hovers in place without reaction like an NPC.

An X-Novice in the back shouts: "Sir Grodus said he'd wish for unlimited wishes, too, and then give us all big tiddy Boo gf's!"
>>
Rolled 3, 1, 3, 1 - 2 = 6 (4d3 - 2)

PhD Z on the stage (George) immediately signs on, "well, shit, what the fuck? No one told me!!! For Crump!!! Ahhhhhhh!!! I know I'm gonna die but tell Grodus to revive meeeeee-"

George starts going for a sustained note, but stops because in the Crowd, a record scratch can be heard, the needle: interbreeding.

The X-Nauts are a seemingly all male force, while the Boos are both male and female. This presents an obvious dilemma, as the Boos won't be getting any strange from the deal, au contraire, less ectopussy will be available for them if they open up the breeding pool to include X-Nauts. And don't even get them started on how ugly they think the children would look.

The Boos say fuck no, we refuse to surrender our women to these nerds, and one particularly upset Boo runs up to Lord Crump/Magnus Von Grapple and impales his robot form with a huge fucking piece of jagged chandelier glass. It pierces the glass of the cockpit and ribs Magnus for 5HP.

"Hey!!!!" Another PhD shouts in the Crowd, and tries to throw a Purple shrinking Potion at the Boo responsible, but he ends up whiffing and tossing it on his buddy in the back! PhD Y takes damage and Shrinks!!!

The ballroom explodes in Brawling again.
Super, I hope these Bros. Smash each other to bits.

Meanwhile, Kammy rakes up the 20 Coins people were throwing her for being a floozy! She's embraced it! She's using her wand suggestively!! Don't look, King Koopa! That's your nanny from when you were a baby!!
>Peek
>Don't Peek
>Ignore Secret Option. Fuck you Feet Smeller, you sick FUCK! This is a Mario character you're talking about here. Get your fucking mind out of the gutter and get a grip, this is supposed to be a blue board!

The Boos are howling now and fighting harder than ever to get a closer look.

With the X-Nauts either turning on their own or just unable to throw straight to save their lives, there's no way this Bowser Breath won't burn them to a crispy, crispy crisp. Heh, they're caught up in bickering so much, they don't even notice you act until your flames are already spewed.

Magnus is acting alone next turn...

With that biG FUCKING LASER HOLY FUCKING SHIT AHHHHHHHHHH!!!!!!
>>
File: Spoiler Image (215 KB, 640x640)
215 KB
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Rolled 37 - 8 (1d40 - 8)

The death engine known as the X-Laser mounted on Magnus Von Grapple's back is gunged with butter and garlic seasoning. The controls whirr and grind loudly. Red lights beep in emergency... He's not stopping the laser fer nothin'!!!

This thing is unblockable, has enough juice and has a good shot to take the Koopa King clear out... But it's also got an equal margin to fail!!

The X-Laser is pointed squarely at Bowser's head. It's primed and ready to blow!!

"You ain't got the guts, Crump. Shoot me, I dare you! Feelin' lucky, punk?! Are ya?!?!!!"

A blue light flashes, blinding everyone, and a massive sound unlike any you've heard before cracks everybody's ear drums, causing some of the lesser X-Novices to bleed from their masks.

It's an X-LASER!!!!!

(Buttery Crit Fail: The X-Laser explodes, dealing MAJOR internal damage to Magnus Von Grapple. A roll of 1-8 is considered a Crit Fail for this attack.)
(Buttery Crit: The butter only lubed up the X-Laser! It's like Greased Lightning now! You can't sing and dance your way outta this one! Instead of attacking only Bowser, it attacks all current party members! Meaning just TJ and Bowser since Grubba is Selling Out. Roll of Nat 40 only. This would surely destroy your entire Active team. But don't worry, that's only a 2.5% chance. Just be stronk with back like a Yoshi.)
>>
>>5235008
https://youtu.be/FmBxsPhfo7c
It's not Ballroom blitz, but it captures same elements
I honestly don't know what the options do aside from making an invisibility potion. Is there going to be a ruckus where the 3 potions mix when they break on the dance floor?
If so, refer to the song in the link
>>
Rolled 2, 1 = 3 (2d2)

>>5235124
>song
I'm vibing with it
>Is there going to be a ruckus where the 3 potions mix when they break on the dance floor?
Actually had something like that planned for Grandmamar but it got lost in the notes. We'll see, I don't wanna keep bringing back the same X-Nauts, especially since the PhD's aren't netting you much SP at this point.

Speaking of Invisibility, the Laser would be pointed at TJ's head, not the InvisiBowser.
(writing changeup)
(also while I'm at it, PhD Z/George was Dodgy. Let's see if he actually got hit with that Potion before his dramatic response to the thrower. 1 yes, 2 no. second roll is to see if the bowser breath hit him)
>>
That Dodgy sonofabitch...

~

BZZZZZZZZZZZZZZZZZZZZZZZRRRRRT!!

N-no... How can this be? Troopa Jr. has fallen to the X-Laser!! He's an ivory horn and a black soot stain on the ground, and nothing more!!

>K.O.!!

Kammy quickly stops grinding on her Witch Broom and flies back to battle!! Gotta avenge the little one.

Instead of being disappointed the show's over, the Crowd of Boos go crazy! They love women with strong personalities.

Some of the female Boos start getting jealous and casting Infatuation on the X-Nauts and hooking up with them right in front of the horny Boo boys!!

Unable to take the double standard/two way street, the Boos begin brawling the X-Nauts for real now!! No more popcorn throws or spookings, the Boo men are straight up slapping the X-Nauts silly!

The Elite X-Naut who threw the rock at you earlier panics and speaks into a device on his wrist, clearly saying "Requesting backup. Masters Luigi, Jerry and Gadd are needed at once back at the Palace of Iridescence. Over."

*KA-SHRRRRRRRK*

A snide, chipper voice you assume to belong to Jerry the Cherry Bob-omb comes back over the Elite wrist device: "Found the Star Spirit back in Shiver Snowfield, lots of competition. You're going to have to handle the situation on your own. Fuck off. Over."

*KA-SHRRRRRRRRRRRRRKKKK*

Palace walls shaking and iridescent floor crumbling, the lone Elite X-Naut seems to be the only one to notice amidst the chaos. He shakes his head pitifully and leaves the crystal ballroom to its inevitable destruction.
>>
>>5235141
>Speaking of Invisibility, the Laser would be pointed at TJ's head, not the InvisiBowser
Hmmmmmmm
>>
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(Shit, forgot to add PhD's move, but also just realized it doesn't really matter.)
George throws a vial of Red Potion on TJ before he dies, because Bowser was Invis and Grubba was Selling Out. TJ still gets fucking evaporated by the laser.

~

Meanwhile, we gotta take it to Crump/Magnus! Can't let our King get embarrassed TWICE by this drooling buffoon!

Grubba is conducting the Crowd like an orchestra. He's working really hard on... Something... A Magnus Von Opus, perhaps? Get it? Get it?!

When Grubba comes back to the stage next turn, he'll be front and center. But right now in the front position is Bowser, who just became visible again!! Watch out for those Hydraulic Hands!!

You also assume Crump isn't the type to fight on his own. Maybe Magnus is though? Either way, be prepared for reinforcements just in case!

The Crowd is fury incarnate. Reason and understanding have gone out the shimmering rainbow window. A cyclone of violence is approaching the stage...

>Can't get distracted! Finish the fight!! Choose Bowser's move, then Kammy's!!! Remember Kammy is low on both stats. If TJ is revived with a Life Shroom, he'll still be on the Bench. Grubba is busy Selling Out.
Movesets: pastebin.com/Vgpm3708
Current Items: Orange Potion (+10HP, +10FP), Mushroom (+5HP), x2 Life Shroom (Revive K.O.'d member with +10HP)
Equipped Badges: Double Dip (2FP), Double Dip P (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush, Power Rush, Improved Charge P (1FP), Charge (1FP)
Field:

Grubba (7/22 HP)(2/11 FP) SELLING OUT FOR 1 MORE TURN.
Bowser (14/25 HP)(11/20 FP)(1.5/2 SSP) DEF2
Kammy (4/13HP)(1/16FP) Flying, Danger, Depleted*
BENCH: Troopa Jr. (0/18HP)(0/9FP) DEF1, Flying, Top-Spiky -K.O.!!!!!!!!!!!


X-Naut PhD Z (1/12HP)(6/12FP) Dodgy (2), Peril
Lord Crump A.K.A. Magnus Von Grapple 1.0 (33/70HP)(18/50FP) DEF3

He's below half HP! Don't relent! He has other tricks up his sleeve we don't wanna stick around for! Not to mention the ol' "zap your friend dead in one move" parlor trick he just charged up and demonstrated! Trounce this fucking fucker!
>>
Man, I was ready to write all that 12 hours ago but just got pulled off to task after task. It feels like I just took a huge literary shit I was holding in all day. Oh well. Hope everyone had a nice day. I missed you sexy beasts.

One more update tonight if the vote(s) roll in.
>>
>>5235146
>Bowser - Sky like drive on Crump
>Kammy - Magic Roulette
>Grubba - SELL OUT - whatever you have planned QM
>>
>>5235146
>He's working really hard on... Q >Something... A Magnus Von Opus, perhaps?
>Get it? Get it?!
Boss I don't get it. But a Koppa Orchestra shouldn't be interrupted
>>
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Actually got really tired and intertwined in other affairs. Continuing tomorrow, sorry for being a tease but I mucho grande appreciado the quick as a whip response. You whippersnapper, you.

And if Kammy rolls Invisible with her Magic Roulette again, I swear...

I can't go against the brain of the dice, though.
That'd be like Yu-Gi-Oh going against the heart of the cards.

Field:
Ludwig, a.k.a. Kooky Von Koopa, Conductor of the Koopa Orchestra (25HP)(15FP) Fiery,
Koopa Flautist (3HP)(5FP) Interrupted! (1)
Koopa Snare Drummer (3HP)(5FP) Interrupted! (1)
Koopa Bass Drummer A (3HP)(5FP) Interrupted! (1)
Koopa Bass Drummer B (3HP)(5FP) Interrupted! (1)
Koopa Cymbal Player (3HP)(5FP) Interrupted! (1)
Koopa Pianist (3HP)(5FP) Interrupted! (1)
Koopa Harpist (3HP)(5FP) Interrupted! (1)
Koopa Timpanist (3HP)(5FP) Interrupted! (1)
Goomba Saxophonist A (3HP)(5FP) Interrupted! (1)
Goomba Saxophonist B (3HP)(5FP) Interrupted! (1)
>>
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And last but not least...

Sombrero Guy Guitarist (500HP)(500FP) Deathproof, Interrupted! (1)

...

SUCH IS MY POWER!!!!!!!!

(Gee, with all this effort just to announce I couldn't do another post, I should've just calculated the combat... Sorry about that!)
>>
>>5235094
>Don't Peek
>>5235169
>>5235180
Kammy has only one FP magic roulette takes 3 according to the google doc so here are my suggestions.

>Bowser Sky Piledriver Bomb on Crump
>Kammy: Rest
>Grubba - SELL OUT - whatever you have planned QM
>>
>>5235169
>>5235386
>Sky Piledriver Bomb (7FP)
Grab hold of any Flying enemy OR the first available (closest) Grounded enemy. You then jump into the sky with them. Then you come spinning down directly on their head. Deals 1d16+4 (5-20) damage, and causes you to lose 3 HP. Cooldown: 2 turns.
You take 2 extra damage on a crit fail (roll 1).
A surviving enemy becomes Dizzy for 1 turn at rolls 2-6
Confused for 1 turn at rolls 7-11,
Paralyzed for 1 turn at rolls 12-16.
Crits (16's) also shake the ground, dislodging ceiling enemies and dealing 1 unblockable damage to all non-Flying enemies.
PhD Z would be the closest, so we wont be able to target Krump until Z is gone.

>>5235146
>peek at Kammy
>feel immense shame
Bruh she was Bowser's nanny? Feels kind of weird now. Shes more or less Bowser's step mom.

Bowser: poor the orange potion aaaaall over Kammy
Kammy: start erotically rubbing yourself with the potion, then cast Magic Roulette on Bowser. With some luck, the lewd display will help Grubba's efforts.
>>
Rolled 5, 6 = 11 (2d6)

Peek: 1 vote
Don't Peek: 1 vote
I'm a sick fuck: 1 vote

>>5235386
This anon is right about Magic Roulette
>>5235399
This anon is right about A Skylit Drive

(Good catches, thanks, I'm a bad computer)

With the totality of the circumstances, we'll follow the last post's actions, and make it rain Orange Potion on this hoochie mama!!

Yeah, shake it baby, shake it, granny! She likes it!! She's rubbing it all over!!

Bowser covers his eyes and looks away while the Boos and X-Nauts alike stop fighting to enjoy the wet t-shirt contest action.

Even Crump, Grubba and TJ are awestruck!

Suddenly, the only female X-Naut in the world to ever exist bursts through the ballroom doors. She's got an insanely powerful aura, even more so than Grodus. She announces "I got the emergency radio transmission! Luigi, Gadd and Jerry couldn't make it, but everything'll be okay, I'm here now! What do you need help wi-"

She sees what's going on for one second, and turns around immediately, leaving Crump to his strip show, probable trouncing and loss of his base in the Palace of Iridescence. Men are such pigs.

Kammy licks the tip of her wand and starts erotically summoning the Magic Roulette!

Here comes some power boosts, Bowser!!

Meanwhile, Grubba is pulling in Coins hand over fist from these randy chumps! They've never seen such a great show!

~

Captcha: MYSP8
lol
>>
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Rolled 3, 5, 4, 6, 3, 4, 1, 3, 6, 1 = 36 (10d6)

Bowser steals the show, becoming Huge and Fast!!!

His power just potentially quadrupled for the next two turns!!

Grubba capitalizes on Selling Out as he waddles back on stage to the front position. He whispers to Kammy, just having fun and enjoying herself and the attention: "Hey, uh, Kammy... You uh, up for some Action on the side? You just gotta take care of my Boo friend over there with a private dance in the Palace's VIP room before we leave..." He points to a slobbering, overweight Boo with tape on his glasses and a dorky bowtie and an unkempt neckbeard.

Kammy cringes but looks at her old daycare charge, her King, who is still looking away in disgust. She does it for you. You need the Coins for your journey. She nods to Grubba and grabs her clothes... Show's over, and the fighting starts up in the Crowd again with nothing to distract them.

Between Grubba's hustling and the Coins slipped into Kammy's panties and thrown at her, you guys collect another 75 Coins!! (Sell Out total: 95 Coins!)

Grubba also convinces the Boos in the Crowd that that fucking nazi Crumpf is trying to make strip shows illegal once he gets hands on the Star Spirits.

A big group of Boos rush Magnus Von Grapple for 10d6 damage!!! It's a Parade of Boo Bashes!!!

Because of the robot armor's DEF3, there's a half chance it'll be ineffective, and a half chance they'll do 1, 2 or 3 damage. (0-30 damage!!)

Get 'em Boos!!
>>
The angry Boos cause Magnus Von Grapple to lose 10HP!!

What a Sell Out! Grubba's vulnerable to damage once again.

PhD Z, "George", little fickle shit that he is, tried to throw a Purple Potion to fuck up your Huge status by Shrinking you! He somehow missed your massive body!! Wow, you're Pretty Lucky!!!

A Boo flying by gets hit by it and turns into a tiny little ghost. How cute, you wish you had him on your keychain, or dangling from your rearview mirror in your Koopa Klown Kopter.

Magnus Von Grapple hits Grubba with a simple set of Hydraulic Hands for 4 x 2 melee damage. It sends him night-night!

>K.O.!!

TJ would come out to replace him... If he weren't already K.O.'d himself!

You eye the pair of Life Shrooms in your Usable Items Inventory. Even if you bring the boy(s) back, they've got low FP that Life Shrooms won't help...

On the other hand, Crump's already pretty well taken care of...

Choices, choices.

>Choose! It's your turn!! Choose TWO Actions for the Fast Bowser, then one for slowpoke Kammy!
Movesets: pastebin.com/Vgpm3708
Current Items: Mushroom (+5HP), x2 Life Shroom (Revive K.O.'d member with +10HP)
Equipped Badges: Double Dip (2FP), Double Dip P (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush, Power Rush, Improved Charge P (1FP), Charge (1FP)
Field:

Bowser (14/25 HP)(11/20 FP)(1.6/2 SSP) DEF2, Huge (Roll ranges doubled)(2), Fast (Two Actions per turn)(2)
Kammy (13HP)(8/16FP) Flying
BENCH:
Troopa Jr. (0/18HP)(0/9FP) DEF1, Flying, Top-Spiky -K.O.!!
Grubba (0/22 HP)(2/11 FP) K.O.!!


X-Naut PhD Z (1/12HP)(3/12FP) Dodgy (1)
Lord Crump A.K.A. Magnus Von Grapple 1.0 (23/70HP)(16/50FP) DEF3
>>
>>5235792
Bowser: King Tantrum Stamp
Kammy :Shape beam on Crump
>>
>>5235792
Just realized Bower's two actions so King Tantrum Stamp and Poison bite on Crump
>>
>>5235827
>>5235828
+1

>>5235792
But like inform PhD Z or "George" that his boss is fucking lying to him. You can't wish for infinite wishes, only one more wish with the exact same rules as the first wish. He can verify by asking out Star buddy. Hes a smart guy, he should work for us instead, not for the fat fuck Grodus. We're cooler.
>>
>>5235792
Also uh he did just mention his plans to overthrow his boss in front of Crump, who is like his second in command, so he should either help kill Crump, or sit this fight out.
>>
Rolled 7, 2, 4, 2 = 15 (4d8)

>>5235827
>>5235828
>>5235842
You begin to explain the rules of wishing and the possibility of wishing for one more wish with an addendum that every 1 in 100 times you get a bagel that grants you another wish when you bite into it.

It doesn't make much sense as it comes out of your mouth, and he doesn't seem to be able to hear your incredibly bassy, deep voice. Whatever. Let's wreck 'em!!

It's unblockable!!! There's no way Geroge's Dodgy would block all 4 individual earth-quaking Stamps!
>>
Rolled 2, 2, 2, 1 = 7 (4d2)

Let's give George a fair shake, though. If he rolls all 2's, he survives the Stamp!

>>5235855
You just don't understand his endgame, he wasn't ready yet.
>>
Rolled 22 - 6 (1d36 - 6)

Hah, nice try, traitorous goon. Maybe that PhD Q was right to throw a Potion at you. Enjoy K.O.dom.

You follow up by seizing the robot in your massive, venomous jaws!!!

The Crowd doesn't care about Huge Bowser v. Giant Mechsuit, they just want Koopa titties!! They're chanting rhythmically! "Stank! Hag! Stank! Hag!"
>>
>>5235872
Pretty sure the robot is super kill now, what with the double damage.
>>
Rolled 2, 1, 3 + 1 = 7 (3d3 + 1)

With 2 HP left, there's no way to stop Kammy's Shape Beam (3d3+1, Pierce 1) from completely destroying the robot, toppling it over on the now screaming and fleeing audience.

You go to collect the remaining Coins on the ground from Kammy's little show, but the robot suit falling caused a chain reaction, knocking out pillars integral to the structure of the room!!

Your entire party falls through the floor and finds itself in a tiny room with a single grandiose door!!!

For now, you rest up...
...

You won!!
(writing)
>>
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>>5235872
>>
Rolled 4, 3, 6 = 13 (3d6)

>>5235950
LMAO. I think that sums up this entire thread pretty well

~
>Coin gain from Sell Out: 95
Total: 487

>SP Gain: 48
>Level up!
You are now Level 13, with 13SP!

Other Gains from this fight:
>+Supernova Speck! (Total: 2. With your new Coin Total, you've got about 69% of a Supernova Token. Groovy.)

>First Roll: It's a Badge!
1 Triple Dip Badge
2 TURBO Rest Badge
3 TURBO Rest Badge
4 Auto L Shroom Badge
5 Auto L Shroom Badge
6 Auto L Shroom Badge

>Second Roll: It's an Item!
1 Cake Mix
2 Mr. Softener
3 Honey Super (made an error before and said this heals 10HP and 10FP, it's supposed to be 10HP and 5FP.)
4 Ultra Shroom (+50HP)
5 Boo's Sheet (Makes one party member Invis for 2 turns!)
6 Power Punch (Makes one party member Huge and Charged for 3 turns!!!)

Kammy also kept a gift from one of the Boo voyeurs, a:
>Dried Bouquet! (+1FP, used in Recipes.)

Luckily, Grubba grabbed the Boo's Coins before the VIP room "transaction" went down. Let's just hope we don't run in to him before we leave!

Now... Ah, shit, where's my mic? Hello?

Hellooooooo???

...

There's another part of your level up but I, uh, misplaced my fuckin' mic, sorry. LEt'ssoop in the...

Nah, see I can't even really do it, I don't feel comfortable. eASPIN A WHEEmush...

Yeah, I really need my microphone for this. I'm not going to announce what the third roll is, don't shout it out or anything, just take whatever the third roll is as a gift that you always get during level ups from level 11-20.
1 Mushroom
2 Fright Jar
3 Earth Quake
4 Jammin' Jelly (+50FP)
5 Life Shroom
6 Supernova Speck and +25SP

Wow, neat stuff! I'll have to explain that Badge to you later.

For now...
>>
It's time!! That special time. Pick one:
>+25 --> 30 HP
>+20 --> 25 FP
>+18 --> 21 BP


(Roll results: Auto L Shroom Badge, Honey Super (+10HP, +5FP) and... another Supernova Speck (Total:3) and another +25SP (Total: Lvl. 13, 38SP!! What luck!)

...

You walk through the polished solid brass door and hear one of your party members close it behind them. The hall you are in now is a rainbowy bubbly funscape with its own built in house of mirrors. There are several Bowsers, Kammies, Grubbas and Juniors, all copying each one of you movement for movement. TJ plays with the mirror like he hasn't seen his reflection ever in his life. He runs ahead, watching himself in the iridescent mirror walls the whole time.

"The hallway comes to a dead end, Lord Bowser!" TJ huffs and puffs, perhaps using the wrong word choice in this spooky palace.

You *Gulp* and hear a...

*-SLAM!!-*

You look back, and the door that you just came in from has slammed to the ground, revealing a wall where a passage just was. What???!!!

Only one way to go now, to the dead end. You wish there were creepy portraits, flickering candles, anything; but instead, the hallway is just an iridescent mirror maze, reflecting your Party walking upon the opposite ends of the hallway.

The mirror wall finally gives out on the left side, or rather gives way to another mirror wall several feet back, making your reflection noticeably small as you walk in the far mirror's gaze. No where left to go, you make your way down this "secret" hallway and are reflected on the walls, ceilings and floors still yet.
>>
Walking to the natural end of this hallway, a little shorter than the last, you come upon two mirror doors, hidden in relief from the hall. Each door is distinct and mysterious in its own way.

A yellow-framed mirror door with an earthworm wriggling inside the keyhole of the doorknob.
And a purple-framed mirror door with a white bedsheet with eyeholes hanging down from the top half of the door.

You have a feeling that once you choose a door, there is no going back from whatever you find inside.

...Which door did you open?

You... Opened both doors at exactly the same time and then everything flashed white and you started at the beginning of the long hall again?

Hmm, weird. Guess you'll have to open exactly one door and leave the other door entirely alone.

~

Before you moved to open the door you chose, you remembered the wise words of the gypsy Merluvlee flashing in over your conscience: "You will find a new partner, very soon... Now leave so I can scrub the carpet. Wipe your feet on the mat next time, brute."

"Hmm... What could she have meant by that? Why do magicians always have to be so cryptic and indirect!" You scrub your chin with your talons.

Then... You have a strong premonition, as if you can omnisciently see the abilities of two new possible prospective partners!!

What the-? You can even "see" their names and picture what they look like, and everything!

Incredible!!
>>
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You chose...
>The Purple Door with Doopliss
>The Yellow Door with Chuck Quizmo

Doopliss (13 HP)(11 FP) DEF1
While he has the Copycat status effect, enemies he copied generally avoid attacking him and prioritize other partners. (i.e., If he uses Copycat on a Gloomba on a Field of 5 Gloombas and 5 Hammer Bros, the enemies, especially the Gloombas, will generally attack his partners until they are K.O.'d before attacking him.) Maximized effect in the front position, as some enemies with strong front-position attacks will refrain from using them.
The Doopliss Dash (0FP) Deals (3d3-1) damage to the front position. (0-6 damage. Confuses enemy for 3 turns on triple-crit. Confuses self for 1 turn on triple-critfail)
Blackfire (2FP) Deals 2d3 fire damage to an enemy. This move also saps FP for the same amount of damage done! Depletes their FP and regenerates yours! Cooldown: 2 turns. Deadly when fully upgraded.
Copycat (3FP) Assume the physical form of any selected target, friend or foe, and copy all of their status effects for the same duration, gaining both benefits and negatives. Lasts as long as you wish, or until you are "Jumped" on. You will then revert. Doopliss can cancel Copycat at any time during your turn for free and revert to his normal form without using up his Action/turn, just specify while announcing the other Action. Cooldown: 3 turns.
Mimic (4FP) MUST HAVE COPYCAT STATUS EFFECT ACTIVE. Uses a random Action (from a 1d3 set) from your Copycat victim(/partner). Typically attempts to use Actions in the smartest way, but rolls of 1 are always suboptimal options and 3's are always best-case scenarios.
>>
Chuck Quizmo (12 HP)(14 FP)
Up to a point, this is all simply a joke to this intergalactic worm. He finds it funny to withhold and reveal secret information at will, though he doesn't know everything. Sometimes he'll even directly mislead you. Bit of a fibbing, cocky dick, but certainly wise and talkative. All Actions unique to him will have an FP Cost and a 1 turn Cooldown!
Hat of the Void (1FP) Blast all enemies with 1d2 unblockable damage. Cooldown: 1 turn.
Quiz (4FP) Choose a single enemy and roll 1d10. If she passes the test (8, 9 or 10), she merely becomes Dizzy for 2 turns. If she fails the Quiz (rolls 1-7), she takes 5 unblockable damage and loses 1 positive status effect with the longest duration. Permanent status effects are not affected. Cooldown: 1 turn.
Prize (4FP) Use a random Item from an ever-changing 1d5 Item die. Includes heals, revives, buffs, damagers, anything. Not always significant, but always positive. And sometimes you get lucky. Cooldown: 1.
Hypno Smile (4FP) Attempts to stun the whole audience, interfacing with the Crowd and trying to intimidate or confuse the enemy. It has one of six effects, rolled individually per enemy (Xd6). Keep in mind some enemies may be immune to certain effects. Cooldown: 1 turn. Possible effects:
1 - Enemy becomes Invisible for 1 turn! They got stage fright!
2 - Enemy becomes Charged for 1 turn. They got mad at you!!
3 - Enemy receives 3 unblockable Crowd damage and becomes Dizzy for 2 turns!
4 - Enemy Shrinks for 2 turns! Halves in physical size and PWR!
5 - Enemy is Paralyzed AND Soft for 1 turn! It can't do anything at all, and takes extra damage!
6 - Enemy is at the butt end of a Big Crowd Interaction! Also, Chuck recovers 1FP per 6 rolled.

~
~
~
~
~

(Continuing after Stat Boost and Partner choices)
>>
>>5235997
HP boost because we severely lack in the HP department.
Doopliss. Imagine if we had TWO Kammy's that could do Magic Roulette. The madness.
>>
>>5236068
No
Wait
TWO Bowsers! Bowser has a few FP hungry moves, so the Mimic power is equal to one move, and cheaper than the sky dive.
>>
>>5236068
Doopliss
Chuck seems cool, and having items spring up on random is good, but having double Bowser or double Kammy is too useful.
>>5236071
Lol Bows and Doop double tantrum stamp will wreck the stage. All our coins will go towards repairs
>>
>>5236071
>>
>>5236131
Lol I can already tell this is gonna be great.
Think we can recruit George too if we can dig up his body and give him a life shroom?
>>
>>5235998
In theory, could we have a Doopliss copycated Kammy and regular Kammy do more stripe dances, could we get even more money if Grubba Sells out again?
>>
>>5236153
>George
>>
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>>5236235
Or have Doop copy TJ and then the enemies will simply focus on mogging them.
>Personally I was holding out on this guy joining the Kingly Loops Klan
>>
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>>5236258
>Kingly Koopa Klan
I knew there was something to this guy
>>
>>5236235
>In theory, could we have a Doopliss copycated Kammy and regular Kammy do more stripe dances, could we get even more money if Grubba Sells out again?
It seems more likely we got lucky with the Boos. Besides, Kammy getting some STIs seems like it would be some kind of stat hindrance.
>>
>>5236235
>>5236299
You'd have to open a strip club first. If you go hooking and stripping and dancing naked in the streets, you're going to get bagged by the jakes!

>>5236250
T H I C C

>>5236153
You don't wanna waste a Life Shroom on a no-good piece of garbage like George, that scrub.


Updating soon...

>+New Party Member: Doopliss, the duplicating spirit! Er, you think he's a spirit, you're not actually sure what's under the sheets. He could be a Goomba or a Koopa for all you know, but out of respect, you won't ask what's under the sheet just yet.
>+5HP to Bowser!
>+Improvement to Shell Strike! (Explained next post) (Auto L Shroom will be explained next post as well.)

We gotta get out of the Palace of Iridescence and backtrack to Shiver Snowfield, stat! Hopefully not too many baddies or tourists have flocked to the scene of the Star Spirit yet.
>>
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You creak open the Purple Door and you see an empty, dark room. Just another mirror image of the party. Light flickers and you see that they aren't reflections, but Shadow versions of all of you...

The door slams shut on its own with a magical, icy wind.

You open it back up immediately, and this time, it's just a single goon, in between TJ and Grubba's height, draped in a white sheet, wearing a party hat and shined shoes.

He doesn't talk much, but he has obvious talent, as seen in your vision. He transforms into you and begins talking!!

"Gwa ha ha!!! Thanks for unlocking that door. I've been lost in here for ages. Can you help me out here? My cat in Twilight Town hasn't been fed in... Aw, fuck, nevermind the cat. Can I join you guys?" He flashes back to his original ghostly form to hear your response.

You tell him you'd be glad to have him along as long as he dedicates his soul to you and your conquest over the Star Spirits.

He says "Uhhm. Sure, whatever. I just gotta get outta this castle. We'll get to trounce people, right?"

You assure him he's in good company. You think he'll fit right in, in no time at all. Time to make our exit outta here!!!

~

But first, here's a recap/roundup of where we're at with the level up and end of battle:

Current Items: Mushroom (+5HP), x2 Life Shroom (Revive K.O.'d member with +10HP), Dried Bouquet (+1FP/Recipe ingredient), Honey Super (+10HP, +5FP)

Here's your newly mastered move, you grumble audibly about the higher FP cost but are pleased overall. YOU ARE PLEASED OVERALL. BE PLEASED:

Previously:
>>>Improved Shell Strike (2FP) Strike all grounded enemies for 1d5+3. This move has no Cooldown, but you will become Dizzy for 2 Turns if used back-to-back. (4-8 dmg)

You learn to strike fast, twice, for only 1 more FP, making this move more powerful when you're boosted!

You also learn to make the most of your movements, improving both the Crits and Crit Fails with this move.

Now:
>>>Shell Sweep (3FP) Strike all grounded enemies back and forth for 2d4+3. This move has no Cooldown, but you will become Dizzy for 2 Turns if used back-to-back. Crit Fails (Double 1's) return your 3 FP to you and still deals damage!! Crits (Double 4's) make all struck enemies Dizzy for 2 turns!! (5-11 dmg)
>>
And Here's your handy-dandy new Badge:

>Auto L Shroom Badge (Equip: 3BP)
Whenever a party member falls, if you have a Life Shroom in your Inventory, it is automatically used to revive that member at the start of your turn, rather than an available party member popping out.

Don't forget about your other unequipped Badges in your Badge Case!

Spike Shield! (**Equip: 3 -----> 2 BP)
For Bowser only. Attacks -Spiky type enemies normally without penalty, negating their counterattack.

Quick Change Badge! (Equip: 7BP)(Activate: 0 BP)
Affects all party members. The Swap Ability becomes the Quick Change Ability! Whenever an Active Party Member Quick Changes to a Reserve/Benched Member, the new Active Member may act immediately! Simply announce both commands. I.E.:
-Dr. Mario uses 1FP to quick change/swap out for Wario, who uses Fart Gas for 6FP!
-Birdo casts Shoot Egg on Sonic The Hedgehog!
-Toad, Swap(Quick Change) with Daisy and have her use Mushroom on Birdo!

Check the pastebin (pastebin.com/Vgpm3708) for BP costs and descriptions of currently Equipped Badges. For sell price on currently Equipped Badges, just inquire.

Here are the sell prices for your Unequipped Badges once you get back to Rowf in Toad Town or another Badge outlet, if you're interested in selling them. Don't be afraid to hang on to them if you like their effects, though.
Quick Change - 120 Coins
Spike Shield - 35 Coins
Auto L Shroom - 90 Coins
(Can't sell 'em just yet, but feel free to discuss or plan.)

Anddd uhhhhh.....

Now that you've got multiple party members on the Bench, you need to choose who is in "First Position" on the Bench! In fact, re-structure your whole Formation right now!! That's an order, soldier!
>First Position:
(Bowser, Kammy, Troopa Jr., Grubba, Doopliss)
>Middle Position:
(Bowser, Kammy, Troopa Jr., Grubba, Doopliss)
>Back Position:
(Bowser, Kammy, Troopa Jr., Grubba, Doopliss)
>First Bench:
(Bowser, Kammy, Troopa Jr., Grubba, Doopliss)
>Second Bench:
(Bowser, Kammy, Troopa Jr., Grubba, Doopliss)
>>
Rolled 1, 2, 4, 6 = 13 (4d6)

Now, let's navigate our way outta this place!!

We gotta hit the Star Spirit heist before anyone else does!!

Minor spoilers(?) ahead.

1st roll: Leaving the Mansion
2nd roll: Shiver Mountain Encounter
3rd roll: Shiver Snowfield Encounter... Hey... These are the same as the last roll!
4th roll: Battle for Skolar!! You need that 3rd Star Spirit Point and Power!

~

One (1) Leaving the Mansion Encounter!!
1/2 - A group of Boos led by a neckbeard Boo attack you for skipping out of Kammy's VIP room appearance!!
3/4 - A strange snowman named Mizzter Blizzard approaches you with a flock of Frigid Swipulas and a few Gulpits. They come out of the woodworks to attack you as you leave!!
5/6 - A glitch occurs in the iridescent mirrors. The Shadow versions of your party reappear... And attack!! Doopliss isn't doing this!!

Two (2) Shivery Encounters!! (If the two rolls in the middle are the same, they cycle forward one spot. A 5 becomes a 6, and a 6 becomes a 1. Only if third roll is same as second!)
1 You take a shortcut through a frozen cavern and get Back Attacked by Frigid Swipulas!!
2 Five Gulpits surround and Ambush you with a volley of Small Stones. They protect 2 Ice Puffs and 2 Ice Piranhas behind them.
3 You gotta thrash a group of Toad tourists skiing on the mountain, it's irresistible... They just look so dorky!! Not to mention, you can hear their Coins jingle-jangling from up the mountain. You can Ambush them all with a single 3FP Shell Sweep, but they'll counter-ambush you and take Actions as soon as you do that!! You can take these nerds, though.
4 You come upon a very large Crowd of punk-ass Dry Bone, Hammer Bro., and Koopatrol youth who mock you as you pass. You can't let this go. You're supposed to be their King. You must humble them!!! You don't need the power of 7 Star Spirits to do that.
5 You come upon a hot spring in an icy alcove, fully recovering all HP, FP and SSP! Ahhhhh... How relaxing.
6 A Boo from the Palace tracked you down to give you a tip for Kammy's performance: A Usable Item, the Raccoon Tail! (Grants permanent Flying status to one party member for ONE entire battle. Cannot be removed by enemies, Jumps or anything.)

One (1) Encounter while Reskuing Skolar!!
1/2/3 E. Gadd invented a machine to assist in the excavation of the ice-encased Skolar. It's a ridiculously huge, fire-spewing, ice-drilling mech! Aw, shucks! He's surrounded by what are surely the last X-Naut PhD's you'll ever see!!
4/5/6 You face the legendary ice manipulator, the Crystal King, who is fighting to return Skolar to his Palace of Iridescence!
>>
Rolled 2 (1d4)

Hmm, seems like that neckbeard Boo is actually rather reasonable. He's willing to negotiate:
>Have Kammy fuck him!
>Return his 50 Coins to him!
>Naw, fuck that, trounce him!

~

And...
>>5236503
>Don't forget to set up your Formation for battle, including your new 1st/2nd Bench positions!!
>>5236503

~

And... I just decided I don't want to do another Gulpit/Ice Puff/Frost Piranha battle. I figure some of you may feel the same way, so I'm going to reroll that one. Sorry not sorry.

Comes after the Boo Encounter and before the Koopa Krowd:
1 You take a shortcut through a frozen cavern and get Back Attacked by Frigid Swipulas!!
2 You gotta thrash a group of Toad tourists skiing on the mountain, it's irresistible... They just look so dorky!! Not to mention, you can hear their Coins jingle-jangling from up the mountain. You can Ambush them all with a single 3FP Shell Sweep, but they'll counter-ambush you and take Actions as soon as you do that!! You can take these nerds, though.
3 You come upon a hot spring in an icy alcove, fully recovering all HP, FP and SSP! Ahhhhh... How relaxing.
4 A Boo from the Palace tracked you down to give you a tip for Kammy's performance: A Usable Item, the Raccoon Tail! (Grants permanent Flying status to one party member for ONE entire battle. Cannot be removed by enemies, Jumps or anything.)

(Continuing in the morning, get your Formations and Boo Encounter votes in.)
>>
>>5236511
To extrapolate, choosing to trounce the Boos means another fight. Takes one battle longer to get to the Star Spirit, but rewards you the spoils of war if you win. They can't be stronger than Crump, right?

And 50 Coins is 50 Coins, even if they aren't rightfully yours. You don't really wanna part with them, but you could, to avoid a fight or...

Having Kammy sell her body... You decide for yourself what those repercussions and implications are.

(1st quest of mine to pass 1000 posts in one thread, woohoo! Thanks, everyone!)
>>
>>5236503
First Position Dooplis
Second position Bowser
Third Position Kammy
First Becn Junior
Second Bench Grubba

>>5236511
Naw, fuck that, trounce him!
>>
>>5236550
+1

>>5236511
Go fuck yourself you basement neet! You're not fucking my sorta mom!
Fuck now I feel weird about being horny for Kammy now that I know she raised Bowser.
>>
>>5236516
First: Grubba
Second: Bowser
Last: Kammy
We need Grubba to be somewhere in there so we can at least earn coins. He needs to be in the fight for just 1 turn.
>>
>>5236563
>>5236550
>>5236516
>Artistic description of the fat boo
>>
>>5236563
Tbh anon Bowser had to be born somehow. Honestly who laid the egg that became Bowser?
>>
>>5236622
Momma Koopa
>>5236570
Quick Change Badge may be worth trying to equip, you could have Grubba lead the party and tank hits from an Ambush, then Quick Change him to anyone on the Bench for a same-turn Action from the other party member. Costs 7BP, though. And don't worry, you're pretty good on Coins now, and rewards will go up as the battles continue. And the coming enemies are no pushovers, you may have no choice but to throw Grubba in the Active Party!!

~

Exiting the Purple Door you entered, you find yourself inside the Crystal Shed you fought those 8 PhD's in. You knew there was a secret passage in here! Dangit! Oh well, let's just get outta here and on the path to rescue/capture Skolar.

The party gingerly walks around the pit that lead to the Frost Piranha Patch and starts heading down the hill.

"Going somewhere, fellers?"

You look back to the shimmering Palace doors to see who's speaking.

You've never seen him, but Grubba and Kammy both blush, rub their necks and look away.

Returning his question, "Uh, yeah. We're leaving. Peace out, dawg."

"Not before I give the Stank Hag a "Pearl Necklace" (Hint: this is not a Key or Usable Item) or get my money back from Fatso or whatever his name is!!"
>>
>>5236854

You double take back and forth between Kammy and Grubba. You don't understand what he's talking about. You look at the Stank Hag.

"Well? He wants to give you a Pearl Necklace, Kammy! That sounds great! I hope it's a really big one! Har har! Go over and take it from him, then come back and give it to me! I'll keep it safe in my pocket."

The Crowd of Boos coming to confront you are laughing their asses off at this point.

"Hey, SHUT UP!" The fat Boo issues a command to his cronies and you, then asks your party as he points to your new Partner, "and what are you doing with that pervert? We caught him Copycatting a Lady Boo and trying to make out with the dudes!! We locked him up for a reason, you know!"

You look at Doopliss and he (she? it?) just shrugs.

"Y'know what? I don't even want your jewels anymore, just leave us alone, we're busy!" You tell them.

Your party turns around to head down the Mountain, but the Boos phase out and phase back, right in front of you! They're not leaving, and you're not leaving! Not without a fight!

Watch out for these guys, once they know they're in Danger on their turn, they will automatically turn Invisible for 1 turn, and still use an Action like normal! They're also permanently Dodgy!!!

We're freshly healed, but we've got a long way to Skolar. Let's conserve our stats as best as possible, while still handily defeating our foes!!

>Why don't we show 'em who's boss!
>>>Movesets + EQUIPPED BADGES + More: pastebin.com/Vgpm3708 (Includes Doopliss)
Current Items: Mushroom (+5HP), x2 Life Shroom (Revive K.O.'d member with +10HP), Dried Bouquet (+1FP/Recipe ingredient), Honey Super (+10HP, +5FP)

Field:

Doopliss (13 HP)(11 FP) DEF1
Bowser (30 HP)(20 FP)(1.9/2 SSP) DEF2
Kammy (13HP)(16FP) Flying
1st Bench: Troopa Jr. (18HP)(9FP) DEF1, Flying, Top-Spiky
2nd Bench: Grubba (22 HP)(11 FP)

Boo W (13HP)(6FP) Dodgy
Boo X (13HP)(6FP) Dodgy
Boobeard the Scoundrel (23HP)(17FP) DEF2, Dodgy
Boo Y (13HP)(6FP) Dodgy
Boo Z (13HP)(6FP) Dodgy

>Estimated SP gain: 23
Boo - 4 x 3SP
BooBeard - 1 x 11SP
>Estimated Coin gain: 14 (21 with Grubba's passive Promoter skill.) (They're rather low on funds because you already robbed these suckers blind with your wet strip show! Drats!)
>Estimated other gains: Rolled low-to-mid quality Item

>>5236617
Where is the "unsee" button?
>>
Oh yeah, to clarify, Doopliss first, Bowser second, Kammy third. I'll delineate the bench better next time.
>>
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>>5236854
KOOMAMA
>Key Item: Venereal Disease (Cannot be thrown away)
>>5236895
>Bowser - shell sweep
These guys are slippery. We spin back and forth right?
>Doopliss - dash
>Kammy -magic roulette
>>
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Rolled 1, 3, 1 - 1 = 4 (3d3 - 1)

Doopliss looks to prove his worth with a big ol' Doopliss Dash on the enemy's Front Position!!

Will he be rewarded for a Crit?
Will she be punished for a Crit Fail?
Will it even hit the Boo at all?!?!

Dodge roll coming next!
>>
Rolled 2 (1d2)

Only 2 damage? C'mon, Doopliss!

Wait, did you even hit the guy?!?!

1 - No
2 - Yes
>>
Rolled 4, 1 + 3 = 8 (2d4 + 3)

Solid hit, Doopliss! He's crying now!

And now for your newly mastered technique, the Shell Sweep! This also has nifty rules for Crits and Crit Fails!

Since it's a back and forth move, there will be 2 Dodge rolls performed.

But first... The almighty damage!!! Yeah!!!! You're bound to smack somebody!!

As long as an enemy is hit even once, it is affected by the +3 damage mod.

S H E L L . . . S W E E P!!!
>>
Rolled 2, 1, 2, 1, 1, 2, 2, 1, 2, 1 = 15 (10d2)

Dodge rolls!!

1's are misses, 2's are hits.

Odd (first, third, etc) rolls are the 4 damage
Even (second, fourth, etc) rolls are the 1 damage

first pair - W
second pair - X
third pair - BooBeard
fourth pair - Y
fourth pair - Z
>>
Rolled 5, 5 = 10 (2d6)

Every common Boo gets smacked for a gnarly 7 damage!!

Boobeard the Scoundrel sneaks off with only 4 damage!!

Hmm... How about a Magic Roulette to guard the King before the Boos do what they do?

Let's go for it!!
>>
Rolled 2, 1 = 3 (2d6)

You're Huge for 3 turns!! That's probably the rest of the battle! The extra damage is nice, but hopefully you can hit these Dodgy bastards with it!!

Unfortunately, you done goofed, kiddo, and Boo W becomes Invisible for a turn, because he's in Danger with only 4 HP left! Luckily you left the other Boos hovering just above Danger at 6HP. You... Meant to do that, of course!!

The Invisible Boo W has free reign for a turn to wreak havoc!! He goes for a Boo Bash on Doopliss!! Good thing Doopliss has DEF1!!

What's that? Boo X does the same exact move? Cool!

Doopliss takes both shots like a champ!

Boobeard steps up...
>>
Rolled 4, 3 + 4 = 11 (2d6 + 4)

He yells at his goons for being so impotent!! Only 1 damage on Doopliss? Punish that sick freak!!

It's a Neckbeard Nagging!

All of his Boo minions become Improved Charge for 1 turn!!

Y and Z use theirs right away!!

Let's see if Doopliss can handle this pair of Improved Charge Boo Bashes...
>>
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The pair deals 13 damage exactly!! Doopliss can't handle the pressure, and faints!

>K.O.!

Darn! Can't copycat Huge Bowser or Dodgy Boobeard when you're passed out!!

Don't worry, Doopliss, you can prove yourself next time. We'll Life Shroom you back. Probably... Eh... Next level up isn't too far away... We'll see, pal.

TJ, get out here and help us handle these pervy jerks, it's our turn now!!

The normal Boos didn't even use any FP when they trounced Doopliss...

Boo W is Invisible, but you can still assault the Front Position, which is, in effect, Boo X for this turn!

>Choose an Action for TJ, then Huge Bowser, then Kammy!!
Movesets + EQUIPPED BADGES + More: pastebin.com/Vgpm3708 (Includes Doopliss)
Current Items: Mushroom (+5HP), x2 Life Shroom (Revive K.O.'d member with +10HP), Dried Bouquet (+1FP/Recipe ingredient), Honey Super (+10HP, +5FP)

Field:
Troopa Jr. (18HP)(9FP) DEF1, Flying, Top-Spiky
Bowser (30 HP)(17/20 FP)(2 SSP) DEF2, Huge (3)
Kammy (13HP)(13/16FP) Flying
1st Bench: Grubba (22 HP)(11 FP)
2nd Bench: Doopliss (0 HP)(11 FP) DEF1 - K.O.'d!!!

Boo W (4/13HP)(6FP) Dodgy, Invis (1)
Boo X (6/13HP)(6FP) Dodgy
Boobeard the Scoundrel (19/23HP)(13/17FP) DEF2, Dodgy
Boo Y (6/13HP)(6FP) Dodgy
Boo Z (6/13HP)(6FP) Dodgy

Bonus: Route the enemy team in just 2 more turns to upgrade the Item roll from low-to-mid, to mid-to-high quality!
TURBO Bonus: Finish in just 1 more turn for a sweet Badge!! Don't even try it! There's no way you can do it with all this Dodging!! Sorry for even mentioning it! But if you can pull it off, I'll lay down a killer reward, promise!!
>>
(Forgot to tack on the Improved Charges to Boos W and X. Beware their next strikes!)
>>
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Boobeard
Boob-eared
>>
>>5236965
Junior: Lightning Blast
Bowser: Bowser breath
Kammy: Broom Bash Boo Beard
>>
Rolled 5, 3, 4, 5, 3 - 2 = 18 (5d6 - 2)

(I'm a dummy. Since Boo W is Invisible it's basically impossible to win this turn. I'll push the Bonuses back one more turn each to amend that. Have at it! It'll be difficult or impossible to get the TURBO bonus if any Boo goes Invisible, beware!)

TJ claps his hands then snaps his fingers. It's a Lightning Blast! Let's see them dodge this! (Please don't dodge this!)
>>
Rolled 2, 2, 1, 2 = 7 (4d2)

Electricity crackles in the air. It's a big storm! Does it land? (Accidentally rolled for the InvisiBoo. We'll take out the first roll from the last set.)

Boo W is safe. How about his buddies? 1's miss, 2's hit.

Let's paralyze someone!!
>>
Rolled 2, 1, 2, 2 - 2 = 5 (4d3 - 2)

Boo X is Paralyzed and hit for 1 damage!

Boobeard loses 2HP!

Boo Y Dodges!

Boo Z loses 1HP!

We really need this Bowser Breath to go over well, or we can kiss that TURBO Bonus Badge goodbye!

Let's just squash these guys and continue down the mountain already!!

You attempt to roast ghosts!
>>
Rolled 5, 2 - 1 = 6 (2d9 - 1)

Aww, shucks, you were so close!! You roasted X and Z, but Y is left in Peril and will turn Invis next turn! Darn! We can still win the bonus Item though!

Boo W loses his Invis as Kammy goes in to Broom Bash the bloated Boobeard!

Thanks for reminding me to update
>>5220344

It's a Broom Bash! Don't roll a 1!
>>
Rolled 1 (1d2)

Unfortunately, Kammy's second pass has no chance of inflicting damage against Boobeard's DEF2. Did he dodge the first hit for 3HP?
1 Yes, dodge
2 No, it hit!
>>
Rolled 1, 2, 11 = 14 (3d12)

Kammy flies pointlessly through the air for 1FP.


Weeeeeeeeeee! At least it was fun.

Boo Z turns Invisible in his Peril!

Dirty Cunt Boo W can't get enough of being Invisible himself, and Goes Ghost for a turn!! Drats! You'll collect his head along with Boo Z next turn, hopefully along with that bonus Item.

BooBeard unleashes an Ectoplasm Storm! That's... Not what you think it is, right? Right?? Ruuuunn!!!!

He shoots the whole active party! Luckily, odds are misses! If it Crits, you'll become Confused for 2 turns!! Watch out, it's unblockable!!!

First roll is first position, and so on.

You can't blame the guy, he did pay to do this, and we accepted!
>>
Rolled 2 (1d6)

>>5237164
You all narrowly avoid his goo, except for Bowser who takes it to the face for 2 damage!

You're livid!

The InvisiBoo Z follows up with a Boo Bash on TJ in the front row!

Back to your turn!

>(Calculating...)
>>
>>5237164
>>5237168
>I guess he got the pearl necklace after all
>>
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>>5237225
kek
~

Sigh... Of course I immediately forget Bowser is Huge.

Fixes (wtf there are so many):
I accidentally called Boo Y, Boo "Z" last post... I know this is a little confusing.
Instead of rerolling, I'll just double the Breath dice roll, so 10.
Boos Y + Z are dead, so never went Invis...
Boo W changes his strategy, and assumes Boo Y's Boo Bash on TJ rather than Going Ghost.
I got the Bowser Breath roll mixed up with the Dodge rolls for it... Kill meeeeeeee... Not gonna roll the Dodges. They Dodge too much. Kill me nowwwwww....

~

Your party stands battered but unswayed. You're not giving this guy his money back!!

And now that he's spurted his ectoplasmic goo in your face... It would've been one thing if the goo were endoplasmic or ectothermic, but exoplasm is a step too far. Squash 'em! Dodge THIS!! (Please don't!)

>Choose an Action for TJ, then Huge Bowser, then Kammy!! Finish 'em now to earn the premium Item roll!
Movesets + EQUIPPED BADGES + More: pastebin.com/Vgpm3708 (Includes Doopliss)
Current Items: Mushroom (+5HP), x2 Life Shroom (Revive K.O.'d member with +10HP), Dried Bouquet (+1FP/Recipe ingredient), Honey Super (+10HP, +5FP)

Field:
Troopa Jr. (17/18HP)(4/9FP) DEF1, Flying, Top-Spiky
Bowser (28/30 HP)(13/20 FP)(2 SSP) DEF2, Huge (2)
Kammy (13HP)(12/16FP) Flying
-1ST BENCH: Grubba (22 HP)(11 FP)
-2ND BENCH: Doopliss (0/13 HP)(11 FP) DEF1 - K.O.'d!!!**

Boo W (4/13HP)(6FP) Dodgy
Boobeard the Scoundrel (9/23HP)(7/17FP) DEF2, Dodgy

~
For the sake of keeping this train a-rollin'... These are the stats we're going with; unless there is something "major" to address.

(**Another thing I may or may not have fudged previously in the thread: K.O.'d Party Members are supposed to return to 1HP after every battle. So don't worry about having to use a Life Shroom on Doopliss now, but you may consider the Honey Super or standard Mushroom once you're in the next battle - you won't have a chance to stop and rest/use Items before the next encounter, but you will be able to use Items after the next one; before you go fight for Skolar.)
(King of the run-on sentence, years running)
>>
>>5237236
>Bowser - jump
>Kammy - shape beam
>TJ - shell bonk
I'd try to be more creative, but we just need these guys out of the way.
I was thinking of doing a Tantrum stamp avalanche, and using Kammy mount broom + TJ Airlift+Rest-minus his health Regen
Something sneaky to fuck them up. Even if they dodge they're under a lot of snow. Serves them right to try and skeet on a poor old lady
>>
Rolled 2 + 1 (1d7 + 1)

Let's tear 'em down one by one!

Bowser Jumps with his looted Mushroom Force Ones!!!

Eat shoe, Boo Double-U!
>>
>>5237398
We've only seen this move 3> times so far
>>
Rolled 1 + 2 (1d4 + 2)

Shit. Disregard last post. TJ goes first. Let's see if his Shellbonk took out the Boo first.
>>
Rolled 2, 1, 2 = 5 (3d2)

Troopa^, ^U,^ Kam-kam's hit attempts on these dodgy devils

~

What a couple of dunderheads!

Did you even hit 'em?

Kammy's Shape Beam Roll/targeting next
>>
Rolled 2, 2, 3 + 1 = 8 (3d3 + 1)

You miss...

The Boo minion is still alive, but in Peril!

Kammy sees that the battle must go on for one more turn minimum, so she decides to go for the big enchilada! She smacks Boobeard!!

With the move's Pierce 1 and the enemy's DEF2, 1 damage gets blocked. kammy needs to roll triple 3's to dispatch him here...
>>
Rolled 6 (1d18)

Darn, not quite!!

The remaining Boo minion comes up and slams TJ's head with another tub of Garlic-Buttered Popcorn!! No FP for you, lil guy!! -3FP again!

Hahahahaha!! They think it's hilarious! I do, too!! Good thing no Crowd was around to see that!!

Boobeard the Scoundrel is apparently so fat he can't even go Invisible anymore. You didn't even have that problem in the Glitz Pit when you were twice your normal size! You feel pretty good about your weight, until Boobeard jumps over TJ and Smothers you!! Will your DEF2 hold up???
>>
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He smacks you for -4HP...

With the Boo at 1HP and Boobeard at 2HP, it's over. Just finish it.

Instead of combat, choose an option:
>Use simple moves like Jump, Shellbonk and Wand Smack.
>Use flashy moves like Shell Sweep and Conjure Obstacle.
>Stop fighting. Extend a hand of friendship, if Boobeard will accept.
>Extend your mercy. Just leave them crippled in front of the Palace of Iridescence.
>Write in - ???
>>
>>5237460
Let Kammy show Boobeard the goods, just for a good bye.
Bowser and TJ execute the other Boo Taliban style
>>
Rolled 4 (1d6)

Bowser and TJ stalk the last minor Boo and you put your mighty foot to his skull while Boobeard watches.

Kammy shakes her ta-tas behind the boys so no one but Boobeard can see.

"Remember what you saw here today." You tell him, before snuffing out the ghost.

His face is frozen in a mix of emotion as he phases through the ground and away from your party. There's a feeling that this isn't the last you've seen of him... Or maybe that's just the Orange Potion's toxins and carcinogens accumulating in your bloodstream.

Either way, you head down the Mountain, chasing down the Star Spirits!

...

>SP gain: 23 (Currently 61SP)
>Coin gain: 14 (Currently: 501 Coins. With your 3 Supernova Specks, you're at 80% of a Token! Keep saving up!)
>Rolled Item: 1d6
1 Dry Shroom
2 Mushroom
3 Honey Syrup (+5FP)
4 Maple Syrup (+10FP)
5 Super Shroom
6 Courage Shell (Halves damage on one character for 3 turns.)

No time to use any of this crap or rest, though, we're speeding down the hill!!!

Until...
>>
Rolled 1, 2 + 3 = 6 (2d4 + 3)

You hear the sound of Coin-on-Coin action!!!

You see a giddy group of dork-ass Toads enjoying Shiver Mountain's natural ski slopes. What a bunch of turd polishers!!

Hey, they're actually kinda swift... You think you can take these morons, no problem, though.

Getting closer, you skid down the hill, picking up speed with a Shell Sweep! You're shredding the gnar, Bowser!!

As you get closer, they actually take notice of you and your trailing team. Notably Doopliss, who is back alive, but in Peril.

You get the first hit in as a Shell Sweep, but they Ambush you right after!

They must be really good!! Upon inspection, you see they're the Women's Toadlympics Ski Squad!

There are four of them total, and they're all totally posh.

You slam into 'em with your newly mastered move!! Shell Sweep!

The whole cast of snooty Toad women are astounded!!

There's baby-blue capped Captain Toadski, the aging, gray-haired leader of the Squad who is out of touch and travels around on her snowmobile instead of skis.
Toadina is a cute little thing with ponytails and pink marks on her Toad cap. Known to distract her male opponents in Open meets.
Toadarella is the star of the team and the fastest on downhill mountain jams. Her green Toad cap matches her mysterious green eyes.
Toadhilda, in purple Toad cap, has drool stains, rippling muscles and a 5 o'clock shadow, how did this roided out freak make the Women's team?? "She" is seething with roid rage, and she takes the First Position as they Ambush you!
>>
Rolled 6 + 6 (1d6 + 6)

They are able to brace themselves from your pre-emptive strike pretty well!!

Your Formation remains the same from last fight while you hurry to and fro.

The Toad women shriek and come back with a formidable defense:

The powerhouse of the group, Toadhilda, is a real brute. Already out of her skis, Toadhilda comes in to Hyper Uppercut Troopa Jr. right in the chin!!! Ouch!! That's gotta freakin' hurt!!!

Adding insult to injury is Toadarella skirts up on her skis and covers TJ in Fresh Powder!!!
>>
Rolled 3 (1d8)

Fresh Powder does no damage, but costs the pro Toadarella 0FP.

If the move Crit Fails, this move does nothing. Otherwise, it Freezes the front position for 1 turn!

...Thanks to your Badge use, TJ is immune to being Frozen!!

Toadarella is disappointed, but learns a lesson from her mistake she won't repeat.
>>
File: bowski.png (1.59 MB, 1280x720)
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Rolled 5, 4 = 9 (2d10)

TJ got cleaved in half by that behemoth of a Toad "woman"... He's hanging in there, though.

Cpt. Toadski and Toad pelt the Middle and Back positions with Blue Snowball Throws! These projectiles are more ice than water or air!

They deal 1d10 ice damage each and Freeze for 1 turn on Crits! Of course, only Bowser needs to worry about getting Frozen!

First targets Bowser!
Second targets Kammy!
>>
Cpt. Toadski has an oddly familiar aura like the ones you found on E. Gadd and Sir Grodus... Could this Deathproof status effect be the byproduct of expensive new tech or Items that Gadd and the X-Force were working on? Must be, because it's all new to you...

They're all wearing Toadlympic Medals, too. Those would look nice in your Key Items Inventory.

You've drawn a mixed Crowd of Toads, Lakitus, Goombas, a few Bob-ombs and Shy Guys, and even a purple Yoshi kid. They stop skiing to watch the fight. They all seem in the mood for spectating combat, except the obviously nervous Toads in the Crowd.

>Nevermind that. Let's rob some Toadlympic Skiers!!! Trounce 'em first so it's easier to loot the medals from their cold, unconscious bodies!
Movesets + Equipped Badges + More: pastebin.com/Vgpm3708 (Includes Doopliss)
Current Items: Mushroom (+5HP), x2 Life Shroom (Revive K.O.'d member with +10HP), Dried Bouquet (+1FP/Recipe ingredient), Honey Super (+10HP, +5FP), Maple Syrup (+10FP)

Field:
Troopa Jr. (6/18HP)(1/9FP) DEF1, Flying, Top-Spiky, Depleted
Bowser (21/30 HP)(10/20 FP)(2 SSP) DEF2
Kammy (9/13HP)(12/16FP) Flying
-1ST BENCH: Grubba (22 HP)(11 FP)
-2ND BENCH: Doopliss (1/13 HP)(11 FP) DEF1, Peril

Toadhilda (25/30HP)(0/0FP) DEF1, Hyper Charged
Toadarella (18/24HP)(20FP)
Toadina (13/19HP)(15/17FP)
Cpt. Toadski (11/17HP)(22/24FP) Deathproof

Friendly word of advice: As a general (not absolute) rule, "named" opponents like these typically reject the Love Arrow's mind-controlling effects and instead take 7 damage from it. So if you plan to use the Love Arrow, know it *likely* won't mind-control any of these 4 enemies, but can still damage them.

>Estimated Gains: 25-40SP, 50 Coins minimum, and a mixed Item/Coin/Badge roll.

You've got another battle ahead of you without a break in between. Better make sure you're ready for the next battle at the end of this one!! No sleep till Skolar.
>>
>>5237701
JR: Rest
Bowser: Try and melt the snow near the skiers with Bowser Breath
Kammy: Shape Beam Toadarella
>>
Aww man, TJ is getting harassed by and pelted in snow! He takes a turn to Rest it off!

You know the drill, FP first, then HP!
>>
Rolled 6, 6 - 2 = 10 (2d7 - 2)

Wtf m8? I think I capitalized the D in the dice box. Woopsies.
>>
Rolled 3, 2, 3, 1 - 2 = 7 (4d3 - 2)

Hah! Who needs Items when you've spent years of your life perfecting laziness and shirking responsibility! TJ's an expert! +4HP/+4FP

Bowser attempts to send these ladies under a lake of their own discontent.

Even though it's hard to maintain the heat in this winterscape, your breath is so hot, all Toads will have to roll a 2 or 3 next turn or fall into the slush lake and lose 5FP!
>>
Rolled 3, 1, 3, 1 = 8 (4d3)

Slush roll!

First is Toadhilda last is Cpt. Toadski.
>>
Rolled 2, 2, 1 + 1 = 6 (3d3 + 1)

Ditzy Toadina miraculously avoids falling in the slush, and Toadhilda never had a chance. "She's" built like a brick shithouse reinforced with metal bars.

The supposed brains of the operation, Cpt. Toadski and her star pupil, Toadarella, both fall into the pit of ice water! They're soaked and pissed off!

Just as Toadarella, the ace of the Women's Toadlympic Ski Squad, raises herself out of the ice cold pond, Kammy dabs on her with a Shape Beam!!

If it Crits, it'll send Toadarella back into the slush for another -5FP!!
>>
Rolled 4 + 6 (1d6 + 6)

No dice!

The Shape Beam still packs a wallop on the Toadlympic athlete.

It their turn again!!

Oh no, what a nightmare!! Toadhilda is coming in to give TJ another knuckle sandwich!!

Hyper Uppercut! "She's" not smart enough to do anything else, but it's an all-star smash of a move!

Brace yourself TJ!!
>>
Rolled 9 - 4 (1d16 - 4)

The hulking Toad behemoth of a "woman" just charged up and punched your buddy so hard in the stomach he coughed up an actual lung! Good thing his Magic Shell was there to protect him.

TJ is beat within an inch of his life, he's in Peril!!

Toadarella starts skiing in figure 8's and barrel rolls. She's going to perform a Tactical Precision Ski Strike on Bowser!! She's carving up fresh, powdery gnar-gnar and heading straight at you, with her spiky ski poles aimed right at you!!

Like, watch out, dude!!! Even though she's small, it looks like she knows how to use those poles!
>>
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Rolled 9 (1d10)

She wallops like a trained fencer with her ski stick. You lose 5HP!

Toadina is still obsessed with having a dirty snowball fight! She sends a Blue Snowball Throw right at the tough TJ!

C'mon, crit fail so that our buddy may live!!!

She launches it square at his chest...

It's gaining speed...

It's gaining heat...

It's gaining steam...

It's caught fire!!

youtube.com/watch?v=CI8j3YMBq-4
>>
TJ lies defeated by the snowball.

Grubba quickly steps in to fill the gap.

Cpt. Toadski is up to something in the back row. She's performing a Rev Up on her snowmobile!! Oh, that bitch better not try to run you over with it... Don't forget she's Deathproof and will come back with 1HP immediately after you K.O. her the first time. (She'll then lose the Deathproof status)

Reminder: Bowser Breath is on Cooldown for 2 turns!! Once we get out of this shivery hellhole, we won't need to worry about that anymore!

>Your turn!! They're weak! Well, not Toadhilda... Grubba first! Then Bowser! Lastly, Kammy!
Movesets + Equipped Badges + More: pastebin.com/Vgpm3708
Current Items: Mushroom (+5HP), x2 Life Shroom (Revive K.O.'d member with +10HP), Dried Bouquet (+1FP/Recipe ingredient), Honey Super (+10HP, +5FP), Maple Syrup (+10FP)

Field:
Grubba (22 HP)(11 FP)
Bowser (16/30 HP)(6/20 FP)(2 SSP) DEF2
Kammy (9/13HP)(6/16FP) Flying
-1ST BENCH: Doopliss (1/13 HP)(11 FP) DEF1, Peril
-2ND BENCH: Troopa Jr. (0/18HP)(5/9FP) DEF1, Flying, Top-Spiky, K.O.'d!!

Toadhilda (18/30HP)(0/0FP) DEF1, Hyper Charged
Toadarella (5/24HP)(9/20FP)
Toadina (6/19HP)(15/17FP)
Cpt. Toadski (4/17HP)(17/24FP) Deathproof

>Est. Coin gain with Grubba in the fight: 66+
Note: Forgot to subtract 3FP from the last Shape Beam. Kammy has 6FP.
>>
>>5237952
>Bowser - tantrum stamp
>Kammy - defense block
>Grubba - club
What's the stage audience look like?
>>
Rolled 6 + 1 (1d8 + 1)

>>5238001
The Crowd all along the snowy hill... They're cheering! Even some of the Toads look happy that they can go back to skiing now, without these four hogging the mountain. Some of them are actually leaving so they can shred the gnar while there's still gnar to shred. The Yoshi kid looks like he's up to something, though...

Grubba goes up for a Super Club on the brute Toadhilda! She barely flinches!!

That's when you start stamping/stomping up a snowstorm... If you manage to roll 4 twice or more, you'll send them all into the slush lake!!
>>
Rolled 1, 4, 1, 3 = 9 (4d4)

You can't believe Toadhilda just shook off one of Grubba's best hits yet!

Let's show them what we've got, though!

Meanwhile, Kammy conjures a Yellow Block to prevent the Deathproof Cpt. Toadski from demolishing everyone with her snowmobile!!
>>
>>5238048
>Toadhilda
>>
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Rolled 3 + 6 (1d12 + 6)

>>5238059
thank you for sharing, but this is a blue board you can't post pictures of topless females

~

(Updated my quest while in line at the DMV like a boss)

~

You can put up a Blocking Block, but there's no stopping Cpt. Toadski's Abominable Snowmobile!! It'll at least mitigate the damage.

Toadski's 2-turn move activated at the beginning of the turn, superseding Toadhilda's attack. However, Cpt. Toadski will be unable to act on their turn as they recharge and reset.

The snowmobile crashes through the Conjured Obstacle and hits the whole active party!!!

Deals 1d12+6 damage to the front position (Bye-bye Yellow Block), then it loses 3 PWR each party member it hits. So it effectively deals 1d12+3 to Grubba, 1d12+0 to Bowser, and 1d12-3 to Kammy.

Toadhilda comes in and gives another Hyper Uppercut...
>>
Rolled 5 + 6 (1d6 + 6)

Right on Grubba's jaw!!!!

He eats it and comes back with some payback!

But before he does... Purple Yoshi kid in the Crowd throws a snowball at Toadhilda for a 1 weak damage, but it doesn't do anything because of her DEF1!!
>>
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Toadhilda just hulks and breathes in place like the NPC he/she is. She nearly liquefied Grubba's brains with that last strike...

...What is this monster??

>Just put it down already!! These Toads weren't the easy marks you thought they were!!
Movesets + Equipped Badges + More: pastebin.com/Vgpm3708
Current Items: Mushroom (+5HP), x2 Life Shroom (Revive K.O.'d member with +10HP), Dried Bouquet (+1FP/Recipe ingredient), Honey Super (+10HP, +5FP), Maple Syrup (+10FP)

Field:
Grubba (5/22 HP)(11 FP) Danger
Bowser (15/30 HP)(6/20 FP)(2 SSP) DEF2
Kammy (9/13HP)(6/16FP) Flying
-1ST BENCH: Doopliss (1/13 HP)(11 FP) DEF1, Peril
-2ND BENCH: Troopa Jr. (0/18HP)(5/9FP) DEF1, Flying, Top-Spiky, K.O.'d!!

Toadhilda (3/30HP)(0/0FP) DEF1, Hyper Charged
Cpt. Toadski (1/17HP)(10/24FP)


Luckily Bowser nearly stopped the snowmobile entirely, only getting pushed back a few feet and taking 1 damage and protecting Kammy entirely. Kammy blushes as Bowser backs his dump truck into her low-flying face. Strange dynamics have been developing in this relationship ever since the Star Spirits have gotten involve... Stranger than usual...
>>
>>5238079
Grubba: rest
Bowser: Bite the captain, the poison should kill her after deathproof kicks in
Kammy: Broom Bash Toadshehulk
>>
>>5238086
Wait replace Grubba's rest with Super Snooze
>>
>>5238086
>>5238087
+1 but replace it with shell strike
>>
>>5238087
>>5238086
Seconding
>>
>>5238103
Actually change that. Have Grubba sell out. They're on their last legs so we might as well earn some additional coins from their expense.
Actually no not even that.

>>5238079
Grubba: sell out
Bowser: grab Cpt. Toadski off her snowmobile to use as a meat shield against Toadhilda
Kammy: steal the snow mobile.
>>
Rolled 3, 3 + 2 = 8 (2d7 + 2)

>>5238086
>>5238087
No worries, Bowser's 9 damage Tantrum Stamp already took Cpt. Toadski's Deathproof away since she only had 4 HP when she got hit with it. She's at 1HP and nothing can save her now!!

~

Grubba takes his revenge... served cold...

>Super Snooze!

He's out like a light! Man, it seems like this guy is always squirreling away from a fight! Surely I did not intend to rhyme, ignore this flowery language, it was also a mistake this time.

Grubba will be well prepared to Club whatever is waiting for you in the basin of Shiver Snowfield.
>>
Rolled 6 - 6 (1d18 - 6)

>>5238121
(just saw this lol sorry. and trust me, no one in your party has the is smart enough to operate a snowmobile, womp womp)

Grubba reaches nirvana in his sleep and continues snoozing away, with a +5HP/+5FP boost.

33% of Bowser's brain would really like to use a Shell Sweep, since it's such a BAMF move. Actually, fuck that, let's commit international war crimes and take non-combatant hostages!
But then the other 2/3 of Bowser's brain considers there are juicy brains to go along with the Toads' mushroom tips, may as well slurp 'em while they're alive, what a delicacy!!

You run up on the captain of the squad...
>>
Rolled 9 - 1 (1d9 - 1)

And instead sink your fangs in nothing!!

Toadhilda clotheslines you in the gut and you snap at the air!!

She blocked your path to Cpt. Toadski!!

Not to mention, she blocked your entire attack!

Kammy's kleptomaniac tendencies stir in her mind, but she instead decides to deal the big bad bully in front of the group!! Eat this!!!!

>Broom Bash!
>>
Rolled 5 - 1 (1d9 - 1)

>>5238132
Lol can we just steal or sell the snowmobile to someone? I dont know if no one wants it, give it to the yoshi kid since he had the balls to try and help out. BUT ONLY IF HE KNOWS HOW TO USE IT! Wait scratch that he probably doesnt. Sell it then?

>>5238136
You forgot a 1d9.
>>
Walked away from computer mid-update, thought I finished for some reason. Sorry.

>>5238152
Ah, thank you.

~

Crit!
Crit Bonus: Crowds are now more familiar with you and more likely to cheer for you at the onset of battles. You may meet fans (or anti-fans!) outside of battle as well.

Kammy slams into Toadhilda so hard, her(?) wig flies off, revealing a stubbly head and knocking a set of dentures out of her(?) mouth!

It's futile, but Cpt. Toadski throws a final snowball at Kammy before you trounce her.

>(Calculating...)

captcha: m8id0 (mate I do)
>>
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Rolled 5, 6 = 11 (2d6)

>>5238152

Trouncing these nerds earned you...
>+68 Coins! (Current: 569 Coins, 3 Supernova Specks)
>+30SP (Current: Lvl. 13, 91SP)
>One Mixed Roll!!
1 Fire Flower!
2 10 Coins!
3 Honey Super!
4 50 Coins!
5 Charge P Badge!
6 Charge Badge!

You consider taking the snowmobile down the hill, so you have all 5 of you guys pile on it! Stealing is fun! Ahaha!

Naturally, you break it and cause an avalanche!! You're compacted inside of a giant snowball hurling downhill until it knocks into a hole in the wall of a secret cave!!!

Inside you find an additional Mixed Roll!! (1d6 --> 2d6!)

Unfortunately, everyone on the mountainside saw you bail and eat shit!! Ha ha ha!!! Instant karma for a thief!

You shake off the laughter and ridicule.

There are all sorts of people and species enjoying the mountain and the nearby Frostbite Boutique. You head to the quaint store so you can stock up and maybe heal, since your party is so beat up from all the run ins with all the adversaries in this region...

That's when you drop everything. While you're shopping, a group of Koopa youth start discussing super loud who they think should be King Koopa.

The group pretends not to have noticed you after looking right at you.
Hammer Brother C starts: "So who do you think should be the new leader of the Koopa race? I hope we get Bowsette! I jack off to her every night."
One of the Koopatrols pipes up "Bro, even Kammy would make a better leader than that wet fart of a man!!"
A VERY familiar Dry Bones then says "I jack off to Kammy every night."
The group goes quiet...
The Dry Bones tries to save himself and still seem cool: "Heh, anyone but Bowser! What a goof that guy is!! I used to work for him, cuz, y'know, not many places in Toad Town accepting a Dry Bones mechanic... But yeah, I used to steal from him and use his toilet all the time and not flush!!"

The Crowd around them bursts in laughter and points at you. A naughty Bob-omb throws an Ice Cream that splatters all over your shell for -2FP.

That's the guy who stole your incredibly valuable TURBO Rest Badge!!! He's still wearing it on his Dry Shell! Ooooooh!!! Your blood is boiling!! Let's confront him!! You're going to humble these punk ass kids and take your badge back!!

There's a big Crowd all around you, drinking Hot Cocoa and Koopa Tea and cheering on both sides.
>>
Gee, what luck! Before your next fight, you'll get to decide if you want to equip those Charge Badges. You're finally able to unlock Hyper Charge for your Partners, and Improved Charge for yourself!! They've got small BP and FP costs, so it's up to you whether you want to implement that into your strategy or not.

Not now though!!

But we've got tinier, lamer, small-pricked fish to fry right now.

Your own former employees who stole from you and badmouth you all the time!!

Let's prove to the Crowd you're a cool, hip employer connected with demands of today's youth AND today's market! The Koopa Kingdom will rise again!!

"Yeet," you eke out to the Crowd. They just look at you very confused. Not a great start. You're teeter tottering!!!

>Humble these snotnose jerks!!
Movesets + Equipped Badges + More: pastebin.com/Vgpm3708
Current Items: Mushroom (+5HP), x2 Life Shroom (Revive K.O.'d member with +10HP), Dried Bouquet (+1FP/Recipe ingredient), Honey Super (+10HP, +5FP), Maple Syrup (+10FP)

Field:
>(Calculating...)
>>
Rolled 7 (1d10)

Here's the snowball that hit Kammy before you dusted off Toadski
>>
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Ouch. 60% of your party is in Peril or Danger and/or low on FP. You're lucky this isn't an Ambush.

If you lose to these underappreciative underlings, you won't be able to get your rare Badge back from them... You might consider healing first before getting into a major brawl here, there's quite a few of them and you don't know what they're capable of.

A note on your Dry Bones/Red Bones enemies: if you defeat them but the battle wages on, they'll reanimate themselves at full HP and FP after 2 turns. They're also known to Build Partners right in the middle of battle!! Koopatrols can also more Koopatrols. You've been warned!! Make sure to take care of them (or the rest of the enemies) at the right time. Sheesh. At least there won't be more than 3 Hammer Bros.

>Fight! Watch out for Full-Spiky on those Koopatrols!

Field:
Grubba (10/22 HP)(11 FP)
Bowser (15/30 HP)(5/20 FP)(2 SSP) DEF2
Kammy (2/13HP)(6/16FP) Flying, Danger
-1ST BENCH: Doopliss (1/13 HP)(11 FP) DEF1, Peril
-2ND BENCH: Troopa Jr. (1/18HP)(5/9FP) DEF1, Flying, Top-Spiky, Peril

Koopatrol A (18HP)(12FP) DEF2, Full-Spiky
Koopatrol B (18HP)(12FP) DEF2, Full-Spiky
Dry Bones Dickhead (8HP)(5FP)
Red Bones A (10HP)(8FP) DEF1
Red Bones B (10HP)(8FP) DEF1
Hammer Bro A (14HP)(14FP) DEF2
Hammer Bro B (14HP)(14FP) DEF2
Hammer Bro C (14HP)(14FP) DEF2
>>
>>5238229
Definitely equip the charge badge after battle
>>5238224
>"So who do you think should be the new leader of the Koopa race?
Us naturally
>Heh, anyone but Bowser! What a goof that guy is!! I used to work for him, cuz, y'know, not many places in Toad Town accepting a Dry Bones mechanic... But yeah, I used to steal from him and use his toilet all the time and not flush!!
Fucking talking about us like we're Luigi. Let's stomp these pricks and turn the Dry Bones' skull into a bedpan at the Old L
Koops Home.
>>
>>5238261
>Bowser - beef up
>Kammy - magic roulette
>Grubba - feed Kammy honey super
Sorry if there's a recipe you guys want to make
>>
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Rolled 4, 6 = 10 (2d6)

Grubba porks a Honey Super down Kammy's throat! She gains +10HP/+5FP!!

Bowser doesn't want these scrubs on his team, he wants them back in their place. He uses his SSP to Beef Up the whole squad! Come try the King, little ones!

Kammy fishes for her wand and casts Magic Roulette!

Your enemies aren't so full of talk and bravado now! They're beginning to chicken out!

The Crowd begins to vegetarian option.

Koopatrol A gives himself a Hyper Charge!! Aw shit, his next move has a +6! Don't mess around with this guy!!

Don't look at the picture. Don't. Just don't. I'm sorry. If I had to suffer scrolling through it on google images, then all of you must suffer as well.
>>
Rolled 6 + 2 (1d6 + 2)

Koopatrol B says "If no one's gonna make the first move, then here I come!!

He goes for a Sentry Spin! He targets the front row with a bonus to precision!! 1d6+2!!

Grubba eats this hit, but wobbles.

Dry Bones Dickhead goes for a Bone Throw right at your head! He's pretty weak. But the move is accurate and has a fixed PWR of 3 and Pierce 1, only hitting you for 2. But you're Invisible (and also Fast), so it goes right through you for 0. This guy hates you with a passion. He must be jealous or really mad at you to go after you right away even if he can't see you anymore.

The Crowd is wooing and cheering slightly in your favor as the enemy team fumbles about.

Red Bones A hits a Red Bone Throw on Kammy in the back, knocking her off her Witch Broom and preventing her from Flying until she Mounts! Not to mention the fixed 5 PWR, Pierce 1!!

Red Bones B is a jerk and thinks 8 on 5 isn't enough of an advantage, so he empties his FP to Build A Friend!

Red Bones C is assembled bone by bone by shell in the Front Position.

All that's left are the Hammer Bros.

Gee, I wonder which nuanced strategy they'll employ in this dynamic brush-up of egos.
>>
Rolled 3, 3, 1, 2, 2, 2, 1, 2, 2 = 18 (9d3)

Hmm, would you look at that, they all chose the same move, Hammer Hurricane. Normally it's a 3d3 move. With all of them doing it, it's a 9d3 move.

For this move, they throw 3 tiny hammer each (9 total), which are unblockable and DEAL 2 DAMAGE EACH.

The numbers rolled are the Positions in your Formation. No one can escape these! Unless they're I N V I S I B L E!

1's - Front/Grubba
2's - Mid/Bowser
3's - Back/Kammy

Get ready for a counterattack!
>>
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Kammy and Grubba eat 4 damage each, and 5 mini hammers fly into the snow where you stand.

Two lumps raise on Grubba's head as he tips over. He's K.O.'d!!

Even in Peril, Doopliss jumps in from the Bench to prove his worth!

>Fight!! Doopliss first, then Bowser, then Bowser AGAIN, then Kammy! Mind your stats, both HP and FP!!! All that's left on the Bench is a 1HP Troopa Jr.!
Movesets + Equipped Badges + More: pastebin.com/Vgpm3708
Current Items: Mushroom (+5HP), x2 Life Shroom (Revive K.O.'d member with +10HP), Dried Bouquet (+1FP/Recipe ingredient), Honey Super (+10HP, +5FP), Maple Syrup (+10FP)

Field:
Doopliss (1/13 HP)(11 FP) DEF1, Peril
Bowser (16/30 HP)(7/20 FP)(1.1/2 SSP) DEF2, Beef Up!! (+1PWR/+1DEF)(2) Invis(2), Fast(2), Regen +2/+2 (1)
Kammy (3/13HP)(8/16FP) Beef Up!! (+1PWR/+1DEF)(1) Danger!
-1ST BENCH: Troopa Jr. (1/18HP)(5/9FP) DEF1, Flying, Top-Spiky, Peril
-2ND BENCH: Grubba (0/22 HP)(11 FP) K.O.!

Red Bones C (10HP)(8FP) DEF1
Koopatrol A (18HP)(9/12FP) DEF2, Full-Spiky, Hyper Charged (1)
Koopatrol B (18HP)(12FP) DEF2, Full-Spiky
Dry Bones Dickhead (8HP)(3/5FP)
Red Bones A (10HP)(6/8FP) DEF1
Red Bones B (10HP)(0/8FP) DEF1
Hammer Bro A (14HP)(10/14FP) DEF2
Hammer Bro B (14HP)(10/14FP) DEF2
Hammer Bro C (14HP)(10/14FP) DEF2
*Dry Bones Dickhead would have only done 1 damage, not 2, as Bowser is Beefed. But... Invisible, so yeah. 0.
>>
>>5238509
Dooplis: Copycat Bowser
Bowser: Double dip mushrooms for both partners
Kammy: Magic Roulette on Doopliss
>>
>>5238753
Gonna go to bed right now, having Doopliss Copycat Bowser is an act of genius. However; you only have one Mushroom, if you want to use Dried Bouquet or Maple Syrup instead/in addition, designate who gets what or I will choose based on who I think needs what most. And last but not least, Magic Roulette is for Bowser only! If you can make the whole team Invisible (which is somehow seriously like a 90% chance with Magic Roulette), then I'd be out of a job! If no response until the morning/next post, we'll just keep buffing up Bowser. Otherwise, feel free to change.

(I fudged up and forgot to remove Honey Super from the Items list. Pretend it's not there.)
>>
>>5238753
That's a waste of life shrooms since we'll level up after this battle.

>>5238509
Dooplis: feed bowsee the honey
Bowser: double super tantrum stamp. That's like (4d6+1) x2 damage. That ahit ain't no joke.
Kammy: if they're all not dead yet then magic roulette
>>
>>5238763
>>5238509
>Doopliss - copy Bowser
>Bowser - Tantrum Stamp
Do the Dry Bones have weakness to fire? If so, then Bowser Breath, if not, then 2nd Stamp
>Kammy - mount broom
>>
>>5238753
Just use a mushroom on Doopliss then, don't want him fainting before he and Bowser can double stamp next turn
>>
>>5238943
So you want Dooplis to self medicate, then what will Bowser do?
>>
>>5238955
I meant for Dooplis to copy Bowser so that next turn they can tantrum stamp at the same time and for bowser to use a mushroom on Dooplis but it would be smarter if Kammy uses the mushroom since magic roulette doesn't work on the fake Bowser and for Bowser to attack so here is my current vote instead of >>5238763
Doopliss Copy Bowser
Bowser: Tantrum Stamp
Kammy mushroom on Doopliss
>>
>>5238994
>>5238955
>>5238943
If Doopliss copies, he turns invisible as well
Basically gets by on the same stuff as Boswer, if I'm not mistaken
So we have a little time.
>>
Rolled 4, 4, 4, 2 + 1 = 15 (4d4 + 1)

Doopliss, the sneaky little rattlesnake, uses Copycat!

He's a spitting image of... Nothing!! He's Invisible now, just like Bowser!

Doopliss' DEF1 turns into DEF2!

He gains the following effects: Beef Up!! (+1PWR/+1DEF)(2) Invis(2), Fast(2), Regen +2/+2 (1)

(Next turn when he's able to act, he'll still have one turn on all of these effects.)

Bowser takes the lead and shows Doopliss how to get it done while he's in this awesome body!!

Kingly Tantrum Stamp!! Can they even handle this kingly unblockable damage?! Hrah hah!! Probably not!!
>>
Rolled 2 (1d2)

Hrah hah hah, it's as you expected!!

-15 to all enemies!!! The shit-talkers fold like a house of cards!!

It's a slaughter!!! The Bone enemies shake and rattle as if they weren't prepared to be K.O.'d. They may try to come back if we don't finish this quickly!!

The Crowd gasps and falls silent...

Bowser is Fast and has enough juice for another Action, but his FP is too low to hit another Stamp! He can't even hit his Bowser Breath or Shell Sweep, he's only got 2FP!! Can't Bite or Jump on these Full-Spiky fuckers...

Let's use this opportunity to showboat after that magnificent display of power!!

>Appeal!!

The purple Yoshi kid is cheering for you and tosses you a Snowman Doll, before his pink dad and purple mom scoop him up and run away!!

>Snowman Doll (Usable Item. Deals 4 ice damage to all enemies.)

The entire Crowd is running in terror!!!!

Hey guys, what the issue? You thought you looked pretty cool back there!!

You hear an impossibly deep and familiar rumble. Oh no. It's another avalanche!!!!! It's coming down the hill!! Maybe you stamped too hard!!!

Looks like Kammy's got her mind all tied up... What will she do?
1 Mount Broom
2 Magic Roulette
X Mushroom Doopliss (excluding this option because the battle is close to over and Doopliss is Invisible right now.
>>
Rolled 4, 5 = 9 (2d6)

Kammy still can't really talk to you directly, much less look you in the eyes after her recent debauchery, but she still makes a point to protect her King.
>>
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Rolled 1 + 4 (1d6 + 4)

Bowser gains Huge and more Invis!!

Bowser and Doopliss both Regen +2HP/+2FP.

Koopatrol A is Hyper Charged and ready to go!! He runs through the squad with an inaccurate but deadly Squad Sweep!! Normally a Xd6-2 move that targets all enemies individually, all that's left to target is Kammy! If she Mounted her Broom, Koopatrol A would've had a hard time utilizing his Hyper Charge!

Kammy is hit! She's down!!

>K.O.!!!

TJ quickly fills her place, even though he's about to be K.O.'d himself.

Koopatrol B notices the palpable Danger he's in, and Whistles for Reinforcements!!

Koopatrol C falls in at the back of the line, full stats. He looks ready to fight!!

The Red Bones and Dry Bones begin to stir, but can't quite reassemble themselves yet...

>Your turn! You're low on FP, but not low on strategy!
>Doopliss, your Copycat, is juiced on enough FP to hit two Mimics. Unfortunately Doopliss doesn't have access to Bowser's Action menu, and can't just use two Tantrum Stamps outright, but they'll definitely both be on the d3's if you choose to Mimic. There's a chance you'll do it for less FP too since Mimic is 4FP and Stamp is 5FP.
>It's worth a try!
>Choose for Doopliss twice, then Bowser twice, then TJ once. Trounce 'em now for a Bonus!!
Movesets + Equipped Badges + More: pastebin.com/Vgpm3708
Current Items: Mushroom (+5HP), x2 Life Shroom (Revive K.O.'d member with +10HP), Dried Bouquet (+1FP/Recipe ingredient), Honey Super (+10HP, +5FP), Maple Syrup (+10FP), Snowman Doll (4 ice dmg to all enemies)

Field:
Doopliss (3/13 HP)(10/11 FP) Copycat - Bowser, Peril, DEF2, Beef Up!! (+1PWR/+1DEF)(1) Invis(1), Fast(1)
Bowser (18/30 HP)(3/20 FP)(1.1/2 SSP) DEF2, Beef Up!! (+1PWR/+1DEF)(1) Invis(1), Fast(1)
Troopa Jr. (1/18HP)(5/9FP) DEF1, Flying, Top-Spiky, Peril
-1ST BENCH: Kammy (0/13HP)(5/16FP) K.O.'d!
-2ND BENCH: Grubba (0/22 HP)(11 FP) K.O.!

Koopatrol A (3/18HP)(6/12FP) DEF2, Full-Spiky, Hyper Charged (1)
Koopatrol B (3/18HP)(3/12FP) DEF2, Full-Spiky
Koopatrol C (18HP)(12FP) DEF2, Full-Spiky

>Estimated gains: 29SP, 57+ Coins, TURBO Rest Badge

Bonus: Kill them all this turn and gain an extra +25 Coins! You've got 5 Actions and a sticky situation. Can you do it!!? Watch the Full-Spiky!
>>
*updates to Bowser's effects: Invis (3), Huge (2)
>>
>>5239244
Dooplis: mimic
Bowser: shell sweep
>Shell Sweep (3FP) Strike all grounded enemies back and forth for 2d4+3. This move has no Cooldown, but you will become Dizzy for 2 Turns if used back-to-back. Crit Fails (Double 1's) return your 3 FP to you and still deals damage!! Crits (Double 4's) make all struck enemies Dizzy for 2 turns!! (5-11 dmg)
TJ: shellbonk koopatrol C
>>
>>5239244
>>5239282 +1
>>
Rolled 3, 2 = 5 (2d3)

Doopliss unleashes two King size moves! Mimic x2! Normally I'd make these two separate rolls, but desperate times call for desperate measures. Doopliss is choosing only from the creme de la creme of Bowser's Actions for his first Mimics.
1 Shell Sweep
2 Bowser Breath
3 Kingly Tantrum Stamp
Go prove yourself, Doopliss! Luckily he has enough FP for two Mimics!
>>
Rolled 4, 3, 2, 4 + 1 = 14 (4d4 + 1)

Good job Doopliss, take it to 'em!!

It's a Tantrum Stamp!

Koopatrol C remains unfazed, ready to attack.
>>
Rolled 1, 2, 2, 2 - 2 = 5 (4d3 - 2)

4HP left.

Doopliss conjures up Bowser Breath from inside his mimicked kinglike body! Then unleashes another one of Bowser's moves all over the disrespectful Koopa minions!! You're even crisping the already-K.O.'d bodies!! Er, Doopliss is!

The avalanche continues approaching as Doopliss spits his Bowser Breath at the remaining Koopatrol C! He only needs 4 damage to wipe him out!! Shucks, why'd the Crowd have to leave right when we start kicking butt???

The real king Bowser, also invisible, prepares his moves just in case...
>>
It's unnecessary! DoopliBowser is a stud!! You hear a familiar "Gwar har ha!" as Doopliss reverts to his normal form, then you let out a familiar "Gwar har ha!"

Battle won!
>+31 SP
>+84 Coins
and of course, you take back what is rightfully yours, the...
>TURBO Rest Badge (Equip: 2BP)(Activate: 0FP)
Replaces and improves the Rest Action for the party, changing the roll from (2d7-2) to (2d7+1). (0-5 each --> 2-8 each) This makes Grubba's Super Snooze less viable, but that'll be getting upgraded with another Supernova Token if you decide to do so.

(Writing)
>>
The mountainside is mostly empty now, but you see a Crowd of people moving further down the Snowfield, closer to where the pipe back home is. Har har, losers must be leaving now that the king of the mountain is here!!

Dusting off the fight with those ne'er-do-wells leaves you feeling bigger and badder than ever. Everyone is fully healed!!

Choose your Level-Up boost:
>30 --> 35 Heart Power
>20 --> 25 Flower Power
>18 --> 21 Badge Power

And since I still can't find my mic I'll just use the one inside of Frostbite Boutique.
LAAAAADIIIIEEESS AND GEEEEENTLEMEEEEEEN!!!
let's...
...SPIN!.......
......THAT!...
.........WHEEL!
>>5217815 (1d6)

The kindly Toad woman running the Frostbite Boutique told me to ask you if you wanted to buy anything to help make up for all the business you scared off, and the snow-in you caused around her shop. Here are her wares, she's got x3 of everything, but only x1 Life Shroom.

>BUY
7 - Fire Flower
7 - Koopa Tea (+7FP)
18 - Hot Cocoa (+10HP, Cure Poison)
18 - Ice Cream (+8HP, +4FP, Cure Burn)
18 - Snowman Doll (4 ice dmg to all enemies)
50 - Life Shroom (1 only)

>SELL
3 - Mushroom (+5HP),
35 - x2 Life Shroom (Revive K.O.'d member with +10HP),
1 - Dried Bouquet (+1FP/Recipe ingredient)
7 - Maple Syrup (+10FP),
7 - Snowman Doll

Coins:
Supernova Specks: 3 (worth 300 Gold)

You can't find a Badge outlet, but you're sure Rowf will be glad to serve you back in Toad Town, probably ready with that custom-made Badge you commissioned.

You'll also be able to find someone to exchange your Coins into Supernova Specks for, and then you can assemble a Supernova Token with 10 Specks!

Let's hurry up and rescue Skolar!!

But first, should we try cooking any Recipes with our current Items?
>Attempt cooking a single Item (what?)
>Attempt mixing two Items (which?
>Skip. No attempts made to cook.

(Writing now will post next part, after we make our level-up stat boost choice and sell/buy what we need to sell/buy and if you want to try cooking anything. Remember you've only got 10 spots to hold Items, and 6 are filled already. If you're not selling anything, you can't buy more Items. You may win another Item or two in the upcoming, big battle for Skolar, but after that, we're going back to Toad Town. Shop efficiently!!)
>>
Rolled 1 (1d6)

(Super Mushroom Mystery Wheel spin)
>>
(The worst possible spin. Yay! You now have x2 Mushrooms and 3 available inventory slots)
>>
Oh yeah,

Current Lvl. 14, 20SP
Current Coins: 656 + 3 Specks.

Almost there!! 44 Coins away from a Supernova Token.
>>
Reminder you need to find someone to exchange Coins for Specks, so you'll likely have to wait until we're back in Toad Town until you get that Token! And keep your eyes peeled for more while you adventure, there's no telling where all the Tokens and Specks have wound up over time.

Guess I better start writing all those upgrades...
>>
>>5239550
Sell all mushrooms. Buy 2 cake mix and 2 fire flowers. Make 2 fire pops.
Buy a thunderbolt and combine it with the Dried Bouquet to make a voltshroom.
Buy a novelty snowglobe and mug for that nice old lady that taught us recipes
>>
(Writing - shopping and recipe time is closed. Continue voting on level up stat boost and...)
>>
Awwwwwww fuck I gotta go. Be back to update in a few hours. Sorry fellas.
>>
>>5239643
>FP boost
If anyone has better calculations for badge points, I'm ears
>>
>>5239643
>18 --> 21 Badge Power
NEED MORE POINTS!

>>5239652
We can unequal the double dip badge and the charge badge, then see if we can equip the 7bp party swapping badge.
more FP is the last thing we need right now. BP and HP are arguably more useful.
>>
>>5239665
Following. BP seems best. Charge badge will be sweet. I already like our Roulette/Bowser build, but charge for TJ and Grubba will be nice. They can finally start doing real damage.
>>
>>5239652
>better calculations for badge points
Caught it thanks to your guys' help.
Missing Badge was the Double Dip P Badge, and it was equipped.

I've worked on a solution I think fits all demands, let me know in the prompt regarding Badges if you'd like it changed. Coming soon
>>
(pastebin needs a teensie weensie bit of updating but is still mostly/somewhat/kinda/barely reliable at the moment)

You enter the Frostbite Boutique to exchange your Mushrooms for Fire Flowers in this icy land. Anything to heat up. Besides, they're about to dry out and turn into near-useless Dry Shrooms.

Looking corner to corner, there's a Novelty Snowglobe from Fahr Outpost that catches your eye. It's like... Really, really nice! Like, Key Items nice!

Ahem ahem... err... uhh... For someone of a less noble and terrifying stature as yours, that is. Such trinkets are for those weak of will. This is for chicks and little kids, har har.

(You turn around and take a deep whiff of the Pink Brush and turn around again.)

You stare inside the glass ball mesmerized. It would be nice to take home... The dust in the Snowglobe is twirled like a snowy Fire Pop. . . !

Your mouth waters for some candy and remembers Tayce T. back in Toadtown.

How much for the Snowglobe? You say. You give it a shake and the snow inside twirls and spins.

"150 Coins."

"What the-!" You're taken aback first by the price, then the calm announcement of that price, and then upon seeing the Supernova Speck inside the globe floating around with the rest of the cheap specks!! You could definitely unscrew the bottom and squeeze that Speck out, and still have a nice gift for Tayce T.

The commemorative mug is an additional 20 Coins... She can go without, you figure, the globe is more special.

Contemplating Tayce T's culinary expertise, you blurt:

"Give me Cake Mix!"

The Toad woman, while inspecting your Mushroom head for infections, looks up, unimpressed, and says "Let's just stick to the things we see on the menu, sir- Wait... Hold on... We were supposed to celebrate Gloomington's birthday and make him cupcakes, but no one's seen him in days... I wonder what happened to him? Hopefully he didn't get trounced... We're surrounded by a sunken society of slobbering brutes, you know. Anyway, we have exactly 2 Cake Mixes. Here, just have 'em." She goes back to ringing up your purchases and calculating the costs on her abacus. She really oughta get a calculator and stop pontificating about man's nagging follies, she's taking forever.

Score!! You're pretty sure you remember how to make Fire Pops... You keep shopping but don't see much that you fancy...

You lean on the counter, cocky and confident, and give her the ol' Eyebrow Wiggle (you barely have enough FP to do it!!!!!).

"While I'm here, let me get a Lightning Bolt, too."

The Toad woman puts everything down and speaks reservedly. "Let's just stick to what's on the menu, bub, I don't have a Pocket Dimension in the back, y'know."

You grumble and consider burning her alive, but you've been enough of a burden on her already.
>>
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Before leaving, you show the shopleep your pilfered Toadlympic medals. She doesn't believe they're real, but she still gives you 30 Coins for all 3. You try getting her to buy the Volcano Fortress Key but she tells you to shove it.

You exit the shop and craft 2 Fire Pops using the Fire Flowers and Cake Mixes.

By the time you think of another thing you want to buy, the Frostbite Boutique is closed and locked up good, and the Toad shopkeep is already snowmobiling far away.

"MMF! MMMMMF!!" someone says, as your shell vibrates and jiggles.

Muskular shoots out of your Shell drenched in sweat, and this time he's not complaining, but smiling...

"Keep heading north, guys!! I can finally sense Skolar now!! Someone must have pulled him out of the ice he was stuck in!! Let's go!!!" He eagerly stuffs himself back inside your sweaty shell. Must be warm in there...

Your party is alone at the base of the mountain. You hurriedly make your way towards the home-pipe and that rat fuck Luigi.

The weather's beginning to catch up with you, you feel as though you may Freeze at any minute... Gotta continue! Go, Bowser, go!!

(In other circumstances, it may cost FP to create certain Recipes, but since you're levelling up and have some time to recover a little bit on your way to Skolar, you'll be at full capacity for the fight for the Star Spirit.)

~

Getting closer, you rub your hands together not from the cold, but from the expected profit you'll get from your boys who've been patrolling the sewers for you. Tayce T. will probably also cook you something great once you give her this awesome gift! You can't wait for a proper hot meal.
>>
(Roll is for # of boss's minions)

You reach the blue Home Pipe that leads to Sick Sick Sewers, that in turn leads to Toad Town. There is perhaps the biggest Crowd you've seen, other than maybe the afterparty at Peach's and that X-Naut meeting you got trounced at... But this Crowd isn't full of combatants or competitors; it's full of skier Toads, Cocoa-fanatic Bob-Ombs, snow-Koopangel-maker Koopas, snowboarder Goombas, still SnowGuy-building Shy Guys, tobogganer Yoshis, photo-taking Lakitus, and even someone's Chomp Chomp taking a piss in the corner. You feel like you can get them on your side if you can give them what they want.

They all want to go home but they can't... They're crowded around the Pipe and in the center, you hear X-Nauts slapping themselves, or maybe someone else.

Then you hear Sir Grodus' staff Teleport again. Darn, that creep just left before you could give him his receipts for the last run-in.

Your party muscles their way through the Crowd in to the center near the Home Pipe, fully-prepared to whoop the ass of whoever happens to be on the other side.

While pushing through everyone, a PhD and an Elite fly over your head!! Woah!! Whoever's over there, they're trouncing the X-Force in style!!

You continue crushing through the Crowd... Before you jump into the fight, you are able to organize your Badges and Formation.
>>
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Rolled 7 - 1 (1d10 - 1)

(...Roll is for # of boss's minions)

You get to the front and see piercing yellow eyes, along with a frozen crystal crown and a regal coat. It's your old college roommate, the Crystal King! He never got over you eating over half a jar of his peanut butter. Fucking pussy.

~

I believe this to be an amicable solution to our question of fashion.

Proposed Action:
Unequip Charge, Double Dip and Double Dip P Badges. It's time to go on a diet, fatties. You're all fatties. Except for Kammy, who is both a pudgy fatty and a shriveled prune at the same time. Grubba, don't get me started. Doopliss, you're such a fat sack o- huh? Where was I? Oh yeah. Level up BP, then equip the Quick Change Badge AND third Charge P Badge.
Result:
No more double dipping Items for anyone, and no charging for bowser, but your whole party can now Quick Change, and all Partners can Hyper Charge!
>Bravo! This is genius! Just what I was thinking! No - it's more!!
>I'm fine with this. Really, I think it's a good plan. Seriously.
>I'm just okay with this. That's all.
>It could be better... but, fuck it. Oh, and fuck you.
>I think you should die of AIDS. I know you smell.
>How about this plan instead, compadre? (Write-in)
[Warning: I'm thinking of stacking the FP cost along with the BP cost for Charge/Charge P, so that Charge costs 1FP, Improved Charge costs 2FP and Hyper Charge costs 3FP. Perhaps even with the Option to choose which level of Charge you want if you have multiple Badges equipped instead of having one set Charge type. I think it's a fair compromise if Hyper gets out of control, but for now, it's staying at 1FP. Get hype!]

My apologies for the kerfuffle with the Badges, accept a Repel Cape (Dodgy for 3 turns to one party member) as a token of my apology.

Usable Items: x2 Fire Pop (-1HP, +20FP), x2 Life Shroom, Dried Bouquet, Maple Syrup (+10FP), Snowman Doll, Repel Cape
Key Items: Badge Case, 522 Coins, x4 Supernova Token, Pink Brush (You think you know who this belongs to!), Shy Guy Mask (1/2 of Kammy's Shy Guy Disguise), Purple Scarf (???), Snowglobe (thoughtful gift for an old lady who cooks you nice meals, d'awwwww...)

What Formation is your party in when you confront... Whatever it is you're confronting?
>First:
>Middle:
>Last:
>1ST BENCH:
>2ND BENCH:
(Choices: Bowser, Kammy, Troopa Jr., Grubba, Doopliss)

(Writing... Go ahead and agree upon Badge/Party Formation and then start the Battle when I post it!)
>>
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"Step aside, folks, your One True King is here! ..."

They cheer!

"...King Bowser!!!!"

They boo!! Some flee or freeze in terror!

"Hey, shut up! Get back here! I'm gonna save you all and clear the pipe back to Toad Town!! Don't forget to pay the toll to the kind Goombas down there to maintain the roads!!"

A faceless Crowd member in the back has none of it: "Fuck off, you scheming hack! I bet you're in on it with these X-guys!!"

Just as he says that, Skolar shoots up from the depths of the ice right next to the Home Pipe, causing the pipe to burst and flower out! The pipe is completely unusable now!! How will everybody pay the tolls n-? I mean... Get back home now?

Luigi is the last of the X-Force not defeated by the Crystal King yet. He leaves the fight and begins chasing Skolar down, trying to trap him in a jar... The Crystal King shoots an Icicle at Luigi, K.O.'ing him and ending the X-threat.

You step in and declare your intentions, and tell the Crystal King to relent. He will not. He explains you still owe him half a jar of peanut butter, and besides, Skolar has been helping him with projects around the Palace.

Skolar seems bummed. He flies high into the sky and shouts "ENOUGH!!"

He continues, "No more pointless fighting. We're making a wasteland of this beautiful area. Settle this through battle now if you must, and I will follow whoever is strongest. I may be a Star Spirit, but I'm only so powerful on my own. I won't be involved in fights or let innocent people be involved in unnecessary fights. For now, I'll follow the toughest. Leave the Crowd out of this and solve your issues, and I will help you."
>>
The Crystal King tries to bargain: "Give me Skolar and you can forget about the PB, Bowser."

>You would've considered it, but he didn't address you as King. Shred this fucker and his ice cube buddies. And is that... THREE Crystal Kings...?! Must be one of his illusions he's known for. Only one is real, but you can't tell which... You begin to hit a Bowser Breath, but nothing comes out!!! You'll be unable to use it at all during this brawl! Damn this cold... It's finally catching up to you... Let's hope we're aiming for anf hitting the real Crystal King...
Moves/Badges/More at pastebin.com/Vgpm3708
Usable Items: x2 Fire Pop (-1HP, +20FP), x2 Life Shroom, Dried Bouquet, Maple Syrup (+10FP), Snowman Doll, Repel Cape

Field:
(Active Member - Front)
(Active Member - Middle)
(Active Member - Back)
(Reserve Member - 1st Bench)
(Reserve Member - 2nd Bench)

Crystal King (90 HP)(45 FP)
Crystal Cube A (10 HP)(10 FP) DEF1, Flying
Crystal Sphere A (8 HP)(12 FP) DEF1, Flying
Crystal Diamond A (12 HP)(8 FP) DEF1, Flying
Crystal King (90 HP)(45 FP)
Crystal Cube B (10 HP)(10 FP) DEF1, Flying
Crystal Sphere B (8 HP)(12 FP) DEF1, Flying
Crystal Diamond B (12 HP)(8 FP) DEF1, Flying
Crystal King (90 HP)(45 FP)

This is the fight for Skolar, the 3rd of 7 Star Spirits!! Don't hold anything back!!! You've got a lot to gain and a lot to lose, because you're pretty sure this ruthless Crowd will pick your pockets bone-dry if you make an embarrassment of yourself here!!

Estimated gains:
>1SP per minion, 32SP for Crystal King
>~80 Coins.
>3 Mixed Rolls of a special d10 loaded with Coins, Items, Badges and Supernova Specks. and of course,
>Skolar! He'll provice +1 max Star Spirit Point (SSP) and +1 unique Star Spirit Power!
>>
>>5239823
>I'm fine with this. Really, I think it's a good plan. Seriously.

First Grubba
Second Bowser
Last Kammie
First Bench Junior
Second bench Dooplis

Grubba: Sell out
Bowser :Poison bite
Kammy: Magic Roulette
>>
>>5239849
First Grubba
Second Bowser
Last Kammie
First Bench Junior
Second bench Dooplis
>Grubba - sell out
>Bowser - shell sweep
>Kammy - magic roulette
>>
>>5239849
QM Bowser can't use breath, but could Doopliss possibly use it?
>>
>>5239955
>>5239955
He'd have to Copycat first, then "perhaps" get a chance at rolling a 3 on the 1d3 for Mimic, it's certainly possible. Bowser Breath would come super in handy against these ice foes, as fire deals them double damage.

Don't forget about Doopliss' fire-type Blackfire ability either. He can use that handy dandy FP-replenishing move anytime, Copycatted or not, but it only targets a single target, and until you upgrade Doopliss, it'll be relatively low powered. (Next batch of Supernova Token upgrades is ready/written!)

~

Just woke up to take a deuce, going back to bed for a few hours, continuing soon.
>>
>>5239945
Changing
>Grubba
>Hyper charge
>>
Rolled 2, 1 = 3 (2d2)

Grubba
1 Sell Out
2 Hyper Charge
Bowser
1 Poison Bite
2 Shell's weep
>>
Rolled 3 (1d3)

Grubba starts off the Battle in the Front Position.

He uses Hyper Charge!! During his next turn, he'll have a +6 applied to any attack he makes!!

Bowser is unsure which Crystal King is real. He used to do this all the time when you shared a dorm together; he'd be using the bathroom, microwave AND washing machine all at the same time. The amount of times you peed yourself or depleted FP to make frozen burritos were astronomical. He'll get his payback.

So long as he's the real one!!
1 Wrong! This illusion disappears.
2 Wrong! This illusion disappears.
3 Correct! The illusions disappear. Let's roll for damage...
>>
Rolled 9 - 6 (1d18 - 6)

The Crystal King underestimated you. Of course no one wants to be in the Front Position, it's most likely to be targeted. That's exactly why the real Crystal King chose it!

How cunning! But not cunning enough!

You chomp into him fiercely and attempt to poison him...
>>
Rolled 2, 2 = 4 (2d6)

That's 3 immediate damage and 3 turns of Poison! Suck on that, douche!

Kammy blesses her King once more with the Invisible Huge! Er, I mean the Magic Roulette!!
>>
Rolled 1, 2, 1, 2, 3, 1 = 10 (6d3)

The Koopa King becomes...

Electrified for 3 turns!!

The Crystal King is too cowardly to lead from the Front Position now that his Illusions are gone, so he summons even more Crystal Bits! Isn't 6 enough already, dude?!?

1-4 - One Bit.
5-10 - Three Bits.
11-12 - Five Bits. (Field full, only 3 available.)

The new Bit(s) take the stage in front of the Crystal King.

The Crowd boos his act of wimply cowardice!

They're upset, and getting ready to act!

Crystal Cubes deal 2 damage with Pierce 2.
Crystal Spheres deal 3 damage.
Crystal Diamonds deal 4 damage with Pierce 1, but have the least FP for attacks.

And guess what? They all pick random targets!!

They zoom in like kamikaze pilots...

1 Cube A
2 Cube B
3 Sphere A
4 Sphere B
5 Diamond A
6 Diamond B

1 Grubba
2 Bowser
3 Kammy
>>
Rolled 8 (1d12)

(Crystal King's "forgotten" summoning roll)

~

Their favorite target was Grubba, by a mile! Kammy ducked and weaved most of them on her Witch Broom, and two got suckered into attacking Bowser like flies to a zapper.

Bzzzt!
>>
An ill-mannered Bob-omb kid in the Crowd throws a snowball at Crystal Cube B, one of Bowser's zap victims, but in an unfortunate scene of events, it only served to heal the Cube back to full HP and FP by giving it two of each!

Bummer! What did he think would happen?!

>Your turn!! Have Grubba let 'er rip, he's only got one turn with his Hyper Charge!
Moves/Badges/More at pastebin.com/Vgpm3708
Usable Items: x2 Fire Pop (-1HP, +20FP), x2 Life Shroom, Dried Bouquet, Maple Syrup (+10FP), Snowman Doll, Repel Cape

Field:
Grubba (15/22 HP)(10/11 FP) Hyper Charge (1)
Bowser (30 HP)(19/20 FP)(1.3/2 SSP) DEF2, Electrified (2)
Kammy (9/13HP)(13/16FP) Flying
-1ST BENCH: Troopa Jr. (18HP)(9FP) DEF1, Flying, Top-Spiky
-2ND BENCH: Doopliss (13 HP)(11 FP) DEF1

Crystal Cube C (10 HP)(10 FP) DEF1, Flying
Crystal Sphere C (8 HP)(12 FP) DEF1, Flying
Crystal Diamond C (12 HP)(8 FP) DEF1, Flying
Crystal King (86/90 HP)(40/45 FP) Poison (2)
Crystal Cube A (10 HP)(8/10 FP) DEF1, Flying
Crystal Sphere A (8 HP)(10/12 FP) DEF1, Flying
Crystal Diamond A (12 HP)(6/8 FP) DEF1, Flying
Crystal Cube B (10 HP)(10 FP) DEF1, Flying
Crystal Sphere B (7/8 HP)(10/12 FP) DEF1, Flying
Crystal Diamond B (12 HP)(6/8 FP) DEF1, Flying

Bonus: Find a way to dispatch at least three enemies next turn, and get another Mixed Roll (3 --> 4) on the special d10! I believe in you!!
>>
>>5240827
>Grubba - club crystal king
>Bowser - sky pile drive
>Kammy
How many enemies does attacking block actually hit?
>>
>>5240862
Attacking Block hits approximately about exactly more or less than one (1) enemy, before shattering into pieces on their noggin.

Yellow Blocks are cool and all, but what about METAL BLOC- oh wait I'm getting ahead of myself.
>>
>>5240920
Yeah this is a waste of time.
Later QM have a good one
>>
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Rolled 3 + 7 (1d8 + 7)

Grubba is Macho Grubba, if only for a turn! He wishes to bonk the Crystal King into oblivion, but the new Crystal Bits are in his way!!! Hmm... He could attack the first or second position... To maximize opportunity and try to satisfy the Bonus requirements, Grubba goes for the closest Crystal Bit in the front position!

Hyper Club!!!
>>
Rolled 5 + 4 (1d16 + 4)

>>5240980
See ya

~

Bowser hits the next Bit for a Sky Pile-driver Bomb!!! Get smashed, Sphere C!!
>>
Rolled 4, 4, 2 - 1 = 9 (3d4 - 1)

2 for 2! If Kammy can smash the weakened Crystal Sphere B with her Yellow Block, she'll fulfill the Bonus criterion! Let's get it! She's got a decent shot!!
>>
Nice! Bonus secured, and 3 less minions to face. The Crystal King looks pooped. No way he summons more Bits anytime soon.

A hurried philanthropist in the Crowd hurls a Fire Flower at you! He really wants to get back to Toad Town!

It'll weaken all of the Bits, but can't take em out on it's own.

(Calculating...)
>>
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Rolled 1, 1, 2, 3, 2, 2 = 11 (6d3)

There's the remaining Diamond C and the entire A Squad of Crystal Bits coming at you in another co-ordinated Kamikaze Krash!!
1 Diamond C
2 Cube A
3 Sphere A
4 Diamond A

In the midst of this, Crystal King shoots a Freeze Ray at the Back Position! Luckily your partners can't be Frozen, but be prepared for him to turn that move on you!

The remaining B Squad in the back sacrifice themselves and go for a totally different, not-at-all related maneuver, Snowicide Dives! (Doubles their PWR but they die after acting)
5 Cube B
6 Diamond B

They both target the party with powerful, life-ending barrel rolls...

1 Front/Grubba
2 Middle/Bowser
3 Back/Kammy

Can you endure the crystal assault?
>>
(Freeze Ray roll - deals Ice damage, Freezes on even rolls.)
>>
Rolled 12 (1d14)

>>
Bowser soaks up half the damage with his Electrified Shell! Squad B is no more.

Grubba has one foot in the grave.

But Kammy... She didn't survive.

TJ fields her position to help you fight for your ultimate dreams.

Skolar watches patiently over the winter landscape, listening to the roar and crackle of the battle and the pop of the Crowd.

>Don't let the Crystal King have the Star Spirit!
Moves/Badges/More at pastebin.com/Vgpm3708
Usable Items: x2 Fire Pop (-1HP, +20FP), x2 Life Shroom, Dried Bouquet, Maple Syrup (+10FP), Snowman Doll (4 ice damage to all enemies), Repel Cape (Dodgy for 3 turns), Fire Flower (3 fire damage to all enemies)

Field:
Grubba (9/22 HP)(9/11 FP)
Bowser (30 HP)(12/20 FP)(1.3/2 SSP) DEF2, Electrified (1)
Troopa Jr. (18HP)(9FP) DEF1, Flying, Top-Spiky
-1ST BENCH: Doopliss (13 HP)(11 FP) DEF1
-2ND BENCH: Kammy (0/13HP)(8/16FP) Flying, K.O.'d!

Crystal Diamond C (12 HP)(4/8 FP) DEF1, Flying
Crystal King (85/90 HP)(32/45 FP) Poison (1)
Crystal Cube A (10 HP)(6/10 FP) DEF1, Flying
Crystal Sphere A (7/8 HP)(8/12 FP) DEF1, Flying
Crystal Diamond A (12 HP)(4/8 FP) DEF1, Flying

Bonus: Decommission two more Crystal Bits this turn and earn another Mixed Roll (4 --> 5) on the special d10! Keep racking up the points!
TURBO Bonus: Make it 3 again and the Crowd will lose their minds! A double hat trick? That deserves a really nice... Ultra Shroom! (+50HP)
>>
>>5241036
Grubba: Fire Flower
Bowser Improved Jump on Crystal Sphere A
JR: Lightning Blast
>>
Rolled 4, 2, 6, 5 - 2 = 15 (4d6 - 2)

Grubba, no longer Macho (Hyper), catches the philanthropist's gift mid-air and sprays it over the enemies!!

>Fire Flower! (3 fire damage to all enemies, DOUBLED since they are all Ice type!)

Bowser Jumps on Crystal Sphere A, who is in Peril! The Sphere gets turned to dusted snow and floats away in the chilly wind!

Now comes TJ's practiced Lightning Blast! He's been training it real hard, and soon, there'll be no chance of a 0 damage roll! But for now, he fights the odds...
1 Diamond C
2 King
3 Cube A
4 Diamond A

The King and his Diamonds are too resistant to go down now, but Cube A's low HP is susceptible to a Crit... Can TJ zap him away and earn a Bonus? It'll be a tight squeeze!! (needs a 6 in the 3rd slot) And let's Paralyze one of these guys!!
>>
File: bowsette-eyebrow-raise.gif (257 KB, 498x387)
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Rolled 2 (1d3)

Bonus: Achieved!!!

What a Lightning Blast!! Crystal Cube A is toasted ice!

Diamond C is shocked and Paralyzed, and can't act this turn!!

The Crystal King is back to his cowardly, old tricks! He summons Illusions Of The King!! Two more Crystal King Illusions with equal stats to the real Crystal King take the field. It'll be hard to tell which one's real now, but you're pretty sure this fink will abandon the front position's dangers.

Diamond A sticks with his master and pilots himself into one of the active party members!! 4 damage!! Unless he hits Electro-Bowser again!
1front
2mid
3back
>>
It's been quite the lucky battle so far. Let's keep taking it to the Crystal King!! He's down to 2 Crystal Bits and 2 Illusions. He can't keep hiding from you forever. You expect he'll use another damage-based move next round, because you can tell he's exhausted from relentlessly summoning Bits and Illusions. Soon he'll have nothing left to fight you with but his own enfeebled body.

You are no longer Electrified!
The Crystal King is no longer Poisoned!

The Crowd is going ballistic! They can't believe how easily you're handling the Crystal King and his tricks and minions!

>Make them aware of your awesomeness! Trounce away!
Moves/Badges/More at pastebin.com/Vgpm3708
Usable Items: x2 Fire Pop (-1HP, +20FP), x2 Life Shroom, Dried Bouquet, Maple Syrup (+10FP), Snowman Doll (4 ice damage to all enemies), Repel Cape (Dodgy for 3 turns)

Field:
Grubba (9/22 HP)(9/11 FP)
Bowser (30 HP)(12/20 FP)(1.3/2 SSP) DEF2
Troopa Jr. (18HP)(4/9FP) DEF1, Flying, Top-Spiky
-1ST BENCH: Doopliss (13 HP)(11 FP) DEF1
-2ND BENCH: Kammy (0/13HP)(8/16FP) Flying, K.O.'d!

Crystal King (84/90 HP)(20/45 FP)
Crystal Diamond C (6/12 HP)(4/8 FP) DEF1, Flying
Crystal King (84/90 HP)(20/45 FP)
Crystal Diamond A (6/12 HP)(4/8 FP) DEF1, Flying
Crystal King (84/90 HP)(20/45 FP)

The Crystal King is already below half FP. He's used his strongest tricks already, and soon he'll be reduced to using weaker moves!

The Crowd keeps changing between moments of intensely-focused silence, and rabid cheering. The Home Pipe to Toad Town may be wrecked, but slaying the Crystal King and rescuing Skolar is sure to spread the good news about the benevolent King Bowser!
>>
>>5241584
Grubba Sell out
Bowser: Improved Jump second crystal king
JR Flame Blast Flame Blast
>>
Rolled 2 (1d2)

(Also, we're at Page 8 and only have maybe a week or two left on this thread, tops. As mentioned previously, we'll rescue Skolar and maybe do a little more, then wrap up the first thread. Then I'll take a few days off to work on updating the pastebin and a juicy hook-prompt to start the next thread with. Thread two is likely going to be Star Spirits 4-6, culminating in a third thread for the last Star Spirit, the final Battles and the conclusion. In the unlikely event we're still going strong by then, I've got ideas to extend the campaign in-between or after completing the 'main story'. Thanks everyone for playing. Let's keep trouncing.)

~

Grubba looks to his left and sees a dozen families, all ready to spend their Cash on a ski trip. He looks to his right and sees a dozen more. There's gotta be over a hundred people entranced by the battle, completely forgetting about the slopes and snowmen (except the Shy Guys, who build away). He moves to Sell Out! He grabs dozens of Snowball off the ground, turns around so no one sees, then pukes a vile hot-pink liquid all over them. It stains them into looking like strawberry-flavored shaved ice! It's one of Grubba's oldest hustles in the book. "Shaved Ice, come 'n' get your Shaved Ice!! 5 Coins a piece!! Enjoy this blistering powderkeg of a fight with Shaved Ice! Made fresh, today!!"

A line immediately forms, and Grubba serves 4 people right away. The line is stretching, forming angles and sparking squabbles about who was there first! It's already getting rowdy...
>+20 Coins!

Bowser sees a glitch in the Illusion in front of him. He goes instead for the Crystal King in the middle!!
1 Wrong! This illusion disappears.
2 Correct! The illusions disappear. Let's roll for damage...
>>
Rolled 2 + 1 (1d7 + 1)

You've found the correct Crystal King again!! ...Lazy fuck didn't even move, just summoned Illusions around him. Just how dumb does he think you are?!?! Gwa-ha! Wait... Hey... Just how dumb does he think you are...?

You take your anger out on his face!!

>>5241590
Would you like to specify the enemy targeted by Flame Blast? (Diamond A, Diamond C or Crystal King) All enemies are weak to fire and will take 8 damage. You can take the King down a peg and Burn him for a turn, or kill either Diamond and gain 5FP for doing so with Flame Blast.

Continuing in ~1hr. with a random target roll if needed.
>>
>>5241605
Let's go with Diamond A
>>
Rolled 2 (1d2)

The battlefield is down to the Crystal King versus your whole party, minus Kammy. The Crystal King conserves his FP this turn and flings a Crystal Shard at you for 4 unblockable damage! Be prepared for Illusions, Bits, or a Freeze Ray next turn!

Then the Crystal King gives his last Bit alive, Crystal Diamond C, the final order. Snowicide Dive!! Who's it gonna hit?!!! Since Grubba's gone Selling Out, it'll only hit one of your two studs, Bowser (1) or TJ (2) They can take a hit like that!

>Return fire!! Choose for Bowser then TJ!! Don't forget you can Hyper Charge partners and Quick Change anyone in the party now!
(Truncated phonepost version, pls refer to last posts for stats. Notably, TJ has 6FP and Crystal King is by himself.)
>>
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>>5241596
(Actually gonna go for a longer break so I can focus on one quest at a time and put more effort in. After this thread ends, expect a 4-6 week gap so I can properly run my quest about keeping abused women in your basement. That'll also give me plenty of time to work out some of the kinks I perceive with the quest/pastebin, and think of other improvements. Feel free to submit your ideas/complaints any time, everything will be considered.)

(>>5240980 it seems like you were unhappy with the length or otherwise of combat and/or the limited scope of the abilities or perhaps other parts of the story in between combat. "Waste of time" describes not only /qst/, but 4chan and most leisure activities as a whole, so if you could articulate so that I could understand your gripe in a more whole light and maybe improve/increase enjoyment derived from my quest, my ears are open.)
>>
>>5241873
This might not be the best quest but it is entertaining enough if you ask me and that is coming from someone whose only experience with Paper Mario is watching Chuggaconroy's LP's on the games
>>
>>5242504
Lol, thanks. I definitely envisioned myself writing and polishing more, and using more relevant + consistent visuals - maybe even making my own art assets for it - but here we are. I was even going to print/scan battlefields/items etc. for every post. I feel like if it had that, as well as some minor(major?) tweaks to the combat, and made more creative use of the "paper" aspect, this quest would be better. I'm open to critique.


~

It's your turn, here are the updated stats from last night:

~
Grubba is conducting his Shaved Ice stand like a conveyor belt, his line stretching in twists and curves...

>Memories flood your head, of the Crystal King snoring so loud he would keep you awake at night. He's so inconvenient! Get him! You, then TJ!!
Moves/Badges/More at pastebin.com/Vgpm3708
Usable Items: x2 Fire Pop (-1HP, +20FP), x2 Life Shroom, Dried Bouquet, Maple Syrup (+10FP), Snowman Doll (4 ice damage to all enemies), Repel Cape (Dodgy for 3 turns)

Field:
Grubba (9/22 HP)(9/11 FP) UNAVAILABLE - SELLING OUT (2)
Bowser (26/30 HP)(12/20 FP)(1.8/2 SSP) DEF2
Troopa Jr. (10/18HP)(6/9FP) DEF1, Flying, Top-Spiky

-1ST BENCH: Doopliss (13 HP)(11 FP) DEF1
-2ND BENCH: Kammy (0/13HP)(8/16FP) Flying, K.O.'d!

_____________________________________________

Crystal King (81/90 HP)(20/45 FP)
Bonus: Dispatch the Crystal King and start the next thread with 3 Star Spirits and a new Ice Stomp Badge! (Otherwise next thread, we'll start at a similar but different place, let's call it "Phase 2" of this battle in the fight for Skolar. If we go to Phase 2, it will be rather different than the current battle, mayhaps with altered enemies and mechanics.)
TURBO Bonus: Destroy the Crystal King in 4 turns or less to upgrade Kammy's Wand Smack and Broom Bash!

Hmm, I wonder what Paper Peach has been up to this entire time...
>>
>>5242873
>Bowser: King Tantrum Stamp
>TJ: Flame Blast
>>
Rolled 4, 3, 4, 1 = 12 (4d4)

King Bowser hits a Tantrum Stamp!!

TJ Backs you up with a Flame Blast on the Crystal King! Double damage!!! Crystal King staggers. He loses HP!

Grubba cranks out the snowcones and shaved ices, slamming through another 12 customers in a single turn. He's a money making machine! 11 customers pay in Coins, and one gives you a nigh useless 4th Charge P Badge!! You can sell that for some decent Coinage back at Rowf's Badge Emporium!!

The line stretches in zigs and zags, but Grubba is unable to keep up with the demand!! The coupling of no way home, an explosive avalanche-inducing fight and no food is a disaster... A storm brewing. The customers begin shouting at Grubba... He's getting nervous and running out of ideas. What will he do next to turn this Crowd's mood around??

Before you can think too hard, the Crystal King shoots you with a Freeze Ray!! Definitely lucky that he didn't summon more Bits or Illusions this turn, but did Bowser get frozen? (even roll - 1 turn, odd roll - no.)
>>
Rolled 9 (1d14)

The Crystal King is rocked and shocked to 2/3rds of his original HP. He comes back with his signature move to freeze you in your tracks.

He then notices Grubba's side-hustle, and throws a Crystal Shard through his stand, blowing his paper cups all over the place!!

He really shouldn't have done that... The Crowd is crankier than ever... They're equally upset with Grubba and the Crystal King... Oh no... They're picking up rocks and snowballs to throw!! Don't they know throwing snowballs at the Crystal King will only heal him??
>>
Bowser eats 7 damage to the Shell, but negates the Freeze!

TJ's got enough FP juice for one more strong Flame Blast...

Grubba's losing control, some of the Crowd are falling ill to the Shaved Ice due to the source of the coloring -Grubba's toxic bile. They begin to ask what's in that crap, anyway?!!? With Grubba's nasty stand run down, and the Home Pipe burst by the Crystal King, the Crowd is having a hard time deciding who they want to trounce more.

Good thing they don't have torches and pitchforks yet... Oh shit, you see torches and pitchforks in the distant, distant distance! They're quite far away, though.

>OPTIONAL: Help influence Grubba's hold over the sold out Crowd before they turn rogue!!
>Then choose a move for Bowser, then TJ!!! (Or a Doopliss Quick Change?!?)
Moves/Badges/More at pastebin.com/Vgpm3708
Usable Items: x2 Fire Pop (-1HP, +20FP), x2 Life Shroom, Dried Bouquet, Maple Syrup (+10FP), Snowman Doll (4 ice damage to all enemies), Repel Cape (Dodgy for 3 turns)

Field:

Grubba (9/22 HP)(9/11 FP) UNAVAILABLE - SELLING OUT (1)
Bowser (19/30 HP)(7/20 FP)(1.8/2 SSP) DEF2
Troopa Jr. (10/18HP)(3/9FP) DEF1, Flying, Top-Spiky

-1ST BENCH: Doopliss (13 HP)(11 FP) DEF1
-2ND BENCH: Kammy (0/13HP)(8/16FP) Flying, K.O.'d!

_____________________________________________

Crystal King (61/90 HP)(12/45 FP)
_____________________________________________

He's running out of FP! Soon all he'll be able to do is shoot Crystal Shards!!

Unless... Oh no, the Crowd!! They've all wound up their pitching arms, they're ready to pelt the field indiscriminately with projectiles!!!! They may inadvertently help the evil Crystal King instead of the evil Bowser!!
(Upcoming roll next turn: 25d8)
1 - Rock! -2HP to Grubba
2 - Snowball! -1HP and -FP to Grubba
3 - Rock! -2HP to Bowser
4 - Snowball! -1HP and -FP to Bowser
5 - Rock! -2HP to TJ
6 - Snowball! -1HP and -FP to TJ
7 - Rock! -3HP to Crystal King
8 - Snowball! +1HP and +1FP to Crystal King!
>>
>>5243977
Bowser and TJ: appeal to help Grubba. Maybe we can direct the crowd fury to the ice dude.
It was one god damn contain of peanut butter! I'll buy you a new one, jeez!
>>
>>5244222
And by fury I mean throwing only rocks and not snowballs. We're a cooler dude, we're the real OG bad guy. We build kick ass fortresses, hire a ton of people to man them, and part of the Smash community.
>>
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Rolled 1, 1, 2, 4, 3, 2, 4, 2, 4, 2, 3, 3, 3, 2, 1, 5, 1, 2, 2, 5, 1, 1, 2, 5, 2 = 63 (25d5)

Grubba starts working on Shaved Ice again as fast as he can, beseeching the Crowd not to throw rocks at you guys. They seem to listen, but he's still struggling to keep up with demand... He's giving the Shaved Ice out for free now. People are still complaining because it isn't pink flavor like all the rest... They lower the Rocks aimed at you, but not their Snowballs... Grubba is sweating it out in Shiver Snowfield!

It's been a long time since the height of your popularity, back when you won the 32-man Melee tournament in the garage at Jamie's B-Day party.

Panicking, King Bowser shows off just how cool and evil he is by pelting the lifeless Stank Hag with a Snowball of his own!

The crowd recoils and groans, maybe that move was in bad taste. You at least let them know "if you throw a Snowball at the Crystal King, he'll just gain more power! ...Throw Rocks at him! Save your Snowballs for Kammy! Remember why burst the pipe, it was because of him and the X-Dorx!"

They seem to listen to Bowser's Appeal, and the Snowball throwers in the Crowd point away from your foe... And all point at you!!

Except for TJ, who they deem too cute to assault at all anymore. His Appeal did bring in more 5 people to the Crowd of Rock/Snowball throwers, though...

The Crowd is (kinda) on your side now!! You've changed the dice roll significantly!! But you can't stop the onslaught of snow!!! And the Crystal King can't stop the onslaught of rock!! (30d5!!!)
1 - Snowball! Kammy is soiled and shamed!!
2 - Snowball! -1HP and -1FP to Grubba
3 - Snowball! -1HP and -1FP to Bowser
4 - Rock! -3HP to Crystal King
5 - Rock! -3HP to Crystal King

"Hurray!!!!" TJ cheers the Crowd on, safe from their frenzied, frozen snowball fight.

Bowser and Grubba get pelted...

Crystal King sustains heavy damage...
>>
(brb)
>>
Rolled 1, 5, 5, 4, 3 = 18 (5d5)

Also idk why I only rolled 25, I think that's the dice limit? Here's the rest of the rolls
>>
>>5244224
Kammy Shields the party from 7 Snowballs! You've out-thunk the Crystal King every step of the way!

Until the Crowd begins tossing Snowballs at Grubba, who just finished Selling Out!! They pelt him to death with exactly 9 Snowballs! The disrespect is mounting on the hillside of Shiver Mountain! Grubba, K.O.'d, pukes up pink gack, and the Crowd finds out what they were eating... They begin vomiting all over the snow!!

Doopliss quickly jumps out to take Grubba's place...
Two party members down and a full active party left...

Bowser escapes with only 5 HP and FP lost! It seems like people are starting to like you again!! Kinda!!

As for the fate of the Crystal King...

It's an attempted burial by rock! A stoning of biblical proportions!!


Crystal King is down another third on his HP!!

If you defeat him within 2 more turns, you'll secure a marvelous upgrade to Kammy's direct physical attacks! (Broom Bash and Wand Smack)

The pressure's on...

The spooky Doopliss prepares to strike...
Followed up by his evil King, Bowser...
Topped off with an energetic action from the spazz, Troopa Jr.

>(Calculating soon...) or go ahead and choose a round of actions - just remember TJ has like 2FP.
>>
>>5243977

The Crystal King slams Doopliss with a Crystal Shard!! -4HP to Doopliss!

>Save Skolar and let's find a new way home!! Finish off the Crystal King first, do it in 2 turns for your Bonus!! Choose for Doopliss, then Bowser, then TJ! Bowser and TJ only have 2FP each!!
Moves/Badges/More at pastebin.com/Vgpm3708
Usable Items: x2 Fire Pop (-1HP, +20FP), x2 Life Shroom, Dried Bouquet, Maple Syrup (+10FP), Snowman Doll (4 ice damage to all enemies), Repel Cape (Dodgy for 3 turns)

Field:
Doopliss (9/13 HP)(11 FP) DEF1
Bowser (14/30 HP)(2/20 FP)(2 SSP) DEF2 - Depleted!!
Troopa Jr. (10/18HP)(2/9FP) DEF1, Flying, Top-Spiky - Depleted!!
-1ST BENCH: Kammy (0/13HP)(1/16FP) Flying, K.O.'d!
-2ND BENCH: Grubba (0/22 HP)(0/11 FP) K.O.'d!!


Crystal King (34/90 HP)(12/45 FP)
>>
>>5244605
I got an idea on how to make Bowser Jr canon
>Have Bowser primed and ready
>have Dooplis mimic Bowser
>have dooplis where the R63 crown and becum Bowsette
>snu snu
>wait 11 months for B Jr. to be born
>>
>>5244666
>666
Can't fight Satan's trips, it's a thing now.
>>
>>5244605
Dooplis: Copycat the crystal king
Bowser: Double dip fire pops and yourself and TJ
TJ: Flame Blast
>>
>>5244605
Dooplis: double dope fire pop for Bowser and TJ
Bowser: flame breath. If you're still on cool down, then use Sky Piledriver Bomb
Tj: use flame blast.

>>5245087
Thaaat's not ideal. If Dooplis copycats the ice dude and uses the minic power, theres a chance he might make an ice attack and heal him. If he were to instead give Bowser more FP, we can do some more dirty damage right off the bat.
>>
Rolled 15 + 4 (1d16 + 4)

I really, really, really need to get better at updating the pastebin consistently. Well, since we didn't use the Quick Change Badge in this fight, let's just say we kept the Double Dip Badges on. I'll sort this out next thread, we'll re-select Badges and everything at the start.

I've also got all upcoming partner upgrades written, we've got nearly enough Coins to exchange for a Supernova Token, but something tells me we're about to go shopping soon and may come across some rare goods worth the Coinage. Not to mention, SN Tokens can be hiding around any corner, and there may even be one right under your noses, right now...

~

(Sorry for not linking posts throughout the thread)
CWRB Anon has a point about Copycatting the Crystal King, as tempting as it is, it could backfire. So we'll have Doopliss Double Dip some Fire Pops to the boys, and have Bowser go for a mighty...

>Dry Skilebriver Pomb! Oh fuck, I think I'm having a stroke!!

What marvelous effects come with this devastating, FP-heavy move?? We'll see!

TJ follows up with a double-strength...

>Flame Blast!!! -8HP to the Crystal King!!

The Crystal King huffs and puffs, nearly defeated, barely a sixth of his original, full health...

He fishes for something inside his pockets... Looks like he has one final trick up the sleeves of his empty robe!!
>>
Rolled 11 (1d14)

Bowser deposited the Crystal King on his head so hard with that Sly Miledriver Song, er...

Cry Bilecipher Bong? No, no, that's not it...

The Bombski Facemelter Bob-omb?

Something like that. Anyways, you suplex his brains into the snow and ice so hard, you're genuinely surprised he's not completely Paralyzed.

The Crystal King warns: "I am yam that darkens in frost of near days both pineapple and forbidden... When have I told you different from the truth of which mine company ends? En garde!!! Have at thee, Pikachu! Gorgonzola!!!!!!!"

He may not be Paralyzed thanks to his immunity, he is speaking gibberish, though.

Before he can hit the reset button on his brain, the Crystal King impotently shoots a Freeze Ray on Doopliss!!! It can't Freeze him, but can it kill him??
>>
Indeed it can!! Doopliss is down and out for the count!!!

>K.O.!!!

Wow!!

TJ and Bowser are all that remain to stop the Crystal King and save Skolar from his clutches! The Star Spirit should be in OUR clutches!!!

Luckily, the Crystal King is all but dispatched, with a measly 7 HP left.

Skolar floats in closer from his safe position in the sky, now that the battle is drawing to a close.

The Crowd murmurs vague cheers and sentiments of "time to find another way back to Toad Town, this burst pipe isn't getting fixed anytime soon, not without Mario..."

Grr... Just hearing that name makes you sick, and makes your snipped balls ache. You'll avenge your vas deferens soon. That'll definitely be one of your wishes once you obtain all 7 Star Spirits...

For now, finish this.
>Hit the Love Arrow (7 damage exactly) on the Crystal King
>Help the Crowd finish stoning him to death
>Let TJ Flame Blast him to ashes
>Shell Sweep and Shellbonk him silly(er)
>Resurrect Kammy with a Life Shroom so she can Yellow Block this scrub into oblivion
>Write in - ???

Each option has a small but different benefit that will be revealed after you choose. (Items/Coins/Badge?)

Battle over. SP gain/spoils of battle coming next, as well as some wrap-up stuff.

Thanks for playing everybody!

Stick around, we'll be making a few more cool choices that carry on towards thread 2 (coming in a month or so from now.)
>>
Rolled 2, 2, 3, 5, 3 = 15 (5d10)

...In battle, you earned 5 spins of the Crystal King's wheel! What will you win?!!?
1 5 Coins!
2 Mr. Softener
3 15 Coins!
4 Dizzy Dial
5 Flower Rush Badge!
6 Flower Rush P Badge!
7 40 Coins!
8 Life Shroom!!
9 Wow-wee, a third Charge Badge! Hyper Bowser is now a possibility!
10 Supernova Speck!! Rock on!!!

Unfortunately, you've got tons of Items, but only so many Inventory slots!! If you win too many Items from these spins, you'll have to discard some until you only have 10!
>>
>>5245344
>Let TJ Flame Blast him to ashes
Let the lad feel important. Are we TJ's uncle or something?
>>
>>5245344
>Let TJ Flame Blast him to ashes
I take it we didnt fight fast enough for the Kammy upgrade?
What happened to Luigi, E-gad, and the X-nauts? They still around?
>>
>>5245512
>>5245523
Fucking hell so updoot for me, I though I deleted my post on accident
>>
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>>5245512
>Let the lad feel important. Are we TJ's uncle or something?
Kinda. I'm not actually sure what the lore on Koopas is... I guess they spawn from eggs. I did some looking and it looks like Bowser has parents, so the ancient Koopas must have been a prolific race.
>Kam Upgrade
You nabbed it by the skin of your teeth!
>X-Force?
They retreated silently, shortly after Sir Grodus's Teleportation. They must have gotten orders we didn't hear.

~

Bowser takes his turn to make a heart-felt Appeal to his old college roommate. "Crystal King... Crys, if I can still call you that... I'm sorry I ate your peanut butter. It's just that... Chunky is kinda my thing, you know? You should have hid it from me better, you KNOW who I AM..."

In tears, Crystal King apologizes and runs to you to give you a hug, crystal tears in his glowing yellow eyes.

"He's coming right for you, King Bowser!! Watch out!!"

Troopa Jr., tone-deaf as ever, Flame Blasts the Crystal King into a smoldering heap of smithereens!!

You cry a crystal tear of your own...

The Crowd cheers!! Bob-ombs explode eagerly in celebration, Toads make snow angels, and Yoshis frolic with glee.

A large blue Pianta, the only of his race you can see in Shiver Snowfield, approaches you and thanks you for helping handle all the ruckus out here. He gives you a gift for your trouble:

>25 Pianta Parlor Tokens!! Stashed away in Key Items.

"Name's Frankie Pianta. Use those back in Toad Town to gamble at Don Pianta's Pianta Parlor, you won't regret it, we treat all our guests very nice. Exchange Tokens or Coins for fabulous prizes like Badges, Items, Upgraded Moves, and even Supernova Tokens. We're Toad Town's biggest Supernova Token exchanger! We'll see ya soon. Good day, fellas." He tips his no-hat to you and bows, then does the same to Kammy: "Hag. I take your leave."

Alright!!

(writing)
>>
>>5245631
>we won the battle
>but at the cost of a friend
Hit me right in the feels fuck I hadn't considered winning the fight by making the enemy forfeit. I didnt that that was a thing.
Uh, uuuh! Life shroom?
>>
>>5245669
Heh heh, nah, Crystal King had to die. I'm just yankin' yer heartstrings.

He should have just hid the dang Chunky and left a Creamy decoy jar out... You never woulda touched the stuff.
>>
If Bowser is gonna fuck Bowsette, who is gonna be the girl? Bowser or Doopliss?

If Bowser and Dooplis both turn into Bowsette, how much money can we earn if Grubba used Sell Out?
>>
Rewards:

SP gain: 41
Crystal Bits 9 x 1SP
Crystal King, 32SP.
>New Total: Lvl. 14, 61SP! '

Coin gain: 192
87 from Fight
75 from Grubba's Sell Out
30 from Crystal King's wheel spins
>New Total: 714 Coins, x4 Supernova Specks

Badges gained:
>Flower Rush Badge from Crystal King Spins
>Charge P Badge from Grubba's Sell Out (4th one will have no effect, you can sell this later)
>Ice Stomp Badge from Early Completion Bonus (Badge will be explained in depth later)

Items gained:
>x2 Mr. Softeners from the Crystal Wheel!
They replace the x2 Fire Pops eaten in battle. Your Usable Items Inventory is snug, but there's still room. Nothing needs to be tossed.
Usable: x2 Life Shroom, Dried Bouquet, Maple Syrup (+10FP), Snowman Doll (4 ice damage to all enemies), Repel Cape (Dodgy for 3 turns), x2 Mr. Softener -- (8/10 spots full)
Key: Badge Case, Currency Purse, Pink Brush, Shy Guy Mask (1/2 of Kammy's Shy Guy Disguise), Purple Scarf (X???), Snowglobe (thoughtful gift for an old lady who cooks you nice meals, d'awwwww...)

...

You sink to your knees in the snow and sob over your friend...

Grubba and two TJ's all celebrate and play tug of war with the winnings from the spins of the Crystal Wheel.

Kammy snatches a shard off of the smoldering Crystal Crown, and upgrades two of her moves!!

>Wand Smack becomes Rod Smack!! Now she can inflict tailored status effects for any occasion, and has a bit more power in her swing on average! What an improvement! It gets even better if you give her a second Supernova Token.

-Rod Smack (0FP) Deals 1d4+1 elemental damage to a single enemy. Can strike enemies in the air or on the ceiling provided she is mounted on her Witch Broom. Announce element before attacking - Ice/Lightning/Flame/Steel (Steel also comes with a +1 mod to dice). Crits inflict Frozen/Burn/Paralyzed/Confused for 1 turn. (2-5 dmg)(3-6 for Steel)

and

>Broom Bash becomes Broom Bonanza!! It costs 1FP more (now 2FP), but the -1 mod is gone! In addition, Kammy can't fall off her Broom while performing Broom Bonanza anymore, and can't become Dizzy from using the move consecutively. It still has no Cooldown. More reliable and even a little bit stronger, but now twice as expensive to use... Oh well!

-Broom Bonanza (2FP) While Mounted only. Make two speedy passes at any single enemy. Deals 2d9 damage. A roll of 7, 8 or 9 also spins the foe around, causing them to become Dizzy for 2 turns. Cannot occur twice in one Broom Bash. (2-18 dmg)
>>
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Kammy zips around the cold air in joy.

...

"Ahem!"

It's Skolar! He's crossing his stellar arms and tapping his celestial foot, mid-air. "Forget about me, fellas?"

Muskular shoots out of your Shell to greet his comrade. He's dripping with a mix of his and your sweat.

"Brother!! It's so good to see you!!" He goes in for a hug, leaving Skolar drenched and soaking.

Skolar ignores the smell and moisture, and asks "What are you doing travelling with King Koopa?!"

He gets clued in on "your mission" by the dunderhead Muskular.

"Oh... He's... Helping us now? ...Okay, if you say so..." Skolar lingers...

You don't like his tone. You may have to turn him into dust and eat that dust to earn his compliance and power, like what happened with Grandmamar.

Muskular continues, "So, what were you doing stuck in the ice, Skolar??? We missed you in Starborn Valley!"

"Actually, I was researching the disappearance of Eldar... We all know he went Supernova... But we haven't been able to collect a few of his remaining scattered Supernova Tokens, and the Specks... We'll probably never get all of those back..."

Even Muskular understands. "You're telling me that under the ice, frozen next to that pipe..."

"That's right!! Check it out, I've got one right here!"

Skolar presents a shiny Supernova Token to the Party.

"Bowser, if it's true you're helping out all of us in Star Haven, then I want you and your partners to have this."

>+1 Supernova Token!!! Score! Go ahead and use it right now!!

(Picrel has all available paths. Upgrades are hi-lited for easy viewing. You can also compare their old/current stats on pastebin.com/Vgpm3708 - Note that all first-time upgrade recipients get 3 new moves and 3 upgrades, while second-time recipients get 2 new moves and 4 upgrades. Please let me know if you have trouble reading the image)

(You have enough Coins and Specks to afford another Token in town, but like I mentioned, there will also very likely be nice items, rare Badges and interesting opportunities to use your money, which you may be interested, and which may not be offered again. You'll also be able to sell unwanted Badges/Items/Partners(jk) to generate some Coins. So I'll run through all of those options, and then if you wind up still having enough Coins/Specks to exchange for a Token, I'll ask you if you want to buy one, it's also likely you'll find other places to exchange for Tokens outside of Toad Town, like in Twilight Town, Shy Guy's Toy Box, or Pharma Land - Dr. Mario's domain. That all comes... Next thread! Just pick one partner to upgrade for now. You're also going to be receiving 3-4 more partners total, probably all next thread, but maybe spread across the next two, depending how things go.)
>>
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"Thanks, chump- I mean chum. I'll cherish it. Now, uhh... don't you also have some super awesome Star Spirit Power to grant me? And a third Star Spirit Point (SSP)?"

"That's right! Choose wisely!!!" Skolar begins spinning around you insanely fast... You feel a new power being bestowed upon you!! It's the incredible power of...
>Star Storm! (3SSP) Showers the field in shooting stars! All enemies take 8 unblockable damage!! Any enemy killed this way regenerates 0.2SSP, to a max of 2SSP.
>Auto-Pilot Star-Wreck! (2SSP) Deals potentially massive physical damage to a single enemy, and leaves it Dizzy for 1 turn! 2d30!! (2-60 dmg!)
>Mystery Tome! (1SSP) Mystery calls! Skolar has been studying and documenting your group, and Skolar(QM) will choose a handy Action from one of the party members to use to assist in the fight, free of FP! He'll never use something useless like giving himself Grubba's Macho or setting up Doopliss' Mimic, only to be gone next turn. He will instead always use something with immediate effect, like Kammy's Magic Roulette, Bowser's Shell Sweep, or TJ's Candy Beam.

Bowser makes his decision and sets up camp to heal a bit before heading back to Toad Town. You've got a long journey you'll probably face a couple encounters before making it back...

All K.O.'d allies come back with 1HP. From there, you were able to sit and heal around the campfire that is the Crystal King for a few hours, restoring everyone's HP and FP by 10. You guys are still kinda beat up...

The sun comes up over Shiver Snowfield. No one really slept. At least you won't have one foot in the grave while marching through the sun and snow.

It's time to move. Who knows what terrors lurk for you...

>>5245838 incredibly important questions which can be discussed here, but only truly answered...

>In thread 2!!

~

>Thread 1 over!!

Get your votes in now, and the Party will return in... probably 6-10 weeks!!

Thank you everybody for playing!! Stay TURBO!!
>>
>>5245915
Stay f r o s t y
voting Kammy for ultra gilf
>>
>>5246196
TURBO f r o s t y
I see you're part of the "first partner best partner" (fpbp) club. A gentleman and a Skolar of extraordinary and unsurpassable class, and... And you probably just want to motorboat big ol' juicy Hag Gazongas, don't you?

...Any preference on the Star Spirit Power?

Votes will be locked in once this thread archives.
>>
>>5246226
SHIT I thought I voted for the star power.
>Auto-Pilot Star-Wreck! (2SSP) Deals potentially massive physical damage to a single enemy, and leaves it Dizzy for 1 turn! 2d30!! (2-60 dmg!)
It's potential is massive.

In regards to Hag titties, it's a yes and no. On the bright side, GILF titties give me a reason to live. On the down side, Kammy is eventually Bowser's mother figure while his parents were dead or fucked off. The pro's and con's.....exist.
Maybe motor boat them at least once.
>>
>>5245911
Kammy is out most used partner I think so let's just improve her
>Auto-Pilot Star-Wreck! (2SSP) Deals potentially massive physical damage to a single enemy, and leaves it Dizzy for 1 turn! 2d30!! (2-60 dmg!)
>>
Voting still open, but we've got maybe 2-5 days left on the board. Looks like we're solidly in the territory of finishing Kammy's upgrades, and choosing the single-target Star Spirit Power.

Continuing in 6-10 weeks...
>>
>>5249006
I want to cum inside Dooplis
>>
>>5245915
Hey QM can we feed PgpCr0m to a piranha plant or something?
>>
>>5250245
>>5250394
Biranha Blant Bussy

Don't pretend he's not just saying out loud what you're already thinking to yourself
>>
>>5250588
That is exactly why, I don't want any competition
>>
>>5250708
>>5250245
Alright, fine.

Pgpcrom, you can stay in this thread but you can no longer vote. You are hereby an Illegal Participant in the Paper Mushroom Kingdom - basically, a Mexican.

ENJOY THE CURSE!!!
BWAHAHA, FOOOOOLS!!!!

*AHEM* ...Until next TURBO time, suckers!!! Adios!!
>>
>>5250718
Noooooo! Ghost bussy!
>>
>>5250718
Cum
Inside
The ghost
>>
Rolled 1, 2 = 3 (2d3)

>>5250755 first roll
>>5251766 second roll
Play rock paper scissors to see who claims the ghosthole

1 Rock
2 Paper
3 Scissors
>>
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>>5251841
>Doopliss starts next thread with the permanent "Cornholed" status effect!



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