Splatoon Custom Ttrpg:SplatRPG:Version 0.1:Inkling and Octoling Emergence:At Version 0.2 Will Improve Combat And the Like, as well as Add Various Stage Mechanics.(If This is On an Rp Blog This is an Ooc Post)(Salmonids and Jellyfish, and Even Jelletons Given Real form(Read:Robots),Non Octoling Octarians and Bears Will be In 0.1 Soon)
The Basics:
Damage Types(Weapons Deal Ink Damage or Additional Bludgeoning,Piercing, Or Slashing For Splatanas and Similar Weapons But there is also Water,Fire,Radiation,Acid,Natural,Electrical,Cold,and Psychic Damage.
(Advantage/Disadvantage: Roll Double The Dice for Each Instance of Advantage/Disadvantage and Pick the Highest/Lowest of Original Number.(Highest Of Advantage and Disadvantage is Used But When Balanced Picks Half Number Of Highest and Half Number Of Lowest.)
(For Clothing Types:This Game Uses 6 Stars Instead of 3 Or 5,With 1-3 Stars Being Additional Slots from Main, 4 Being Additional Style Only,5 Being Double Clothing XP Gang, and 6 Being Removal Of Disfavored Brands.)
Chooses a Species,Headgear(With Only Main Ability and 1 Star),Torso Gear (With Only Main Ability and 1 Star),Shoes(With Only Main Ability and 1 Star), Main Weapon, Sub Weapon, and Special Weapon, as Well as 1 Species Trait(As In A Trait Besides Base Traits) and All Traits for Variants You Picked, 1 Ink Style, and 1 Feat. You Start With 5 Upgrade Points as Well. Whenever You Level Up You Gain 10 Upgrade Points. You Can Also Choose A Backstory Background.
Upgrade Point Use:
Feats:Unlocks a Feat for 2 Upgrade Points. Can Also Exchange A Feat for 1 Upgrade Point.
Ink Styles:Unlocks an Ink Style for 2 Upgrade Points. Can Also Exchange an Ink Style for 1 Upgrade Point.
Species Traits:Unlocks a Species Trait(Either Adding Another Trait Or Upgrading a Trait Path) for 3 Upgrade Points. Can Exchange a Species Trait for 2 Upgrade Points.
Stat Points:X Per X(1 Point +1,2 +3,3 +6,4 +10,etc to a Max Of 9 Points for 1 Upgrade Point.). Can Exchange 10 Stat Points for 1 Upgrade Point.
Style:Weapon Freshness+Total Stars Of All Clothing+Upgrades Point Spent On Freshness=Style Score
Speed:Species Speed:+1 Tile Per Upgrade Point.
Armor:Species Hit Point Maximum:+25Hp Per Upgrade Point
Ink:Species Ink Maximum and Ink Speed:+10 Ink Limit or +1 Ink/Round Speed Per Upgrade Point.
Protection:Species Base AC:+1 Ac Per Upgrade Point
Cash:5 Super Sea Snails,5000 Coins, 5 Food Tickets, or 5 Drink Tickets(So 1000 Coins or 1 Of Any Of these to a total value of 5 Is 1 Effect.)
Stats And Skills:25 Points at Level 1:Rolls Die+Skill Modifier+Stat Modifier.(Must Do At Least a D4 for the Skill and For the Stat and a +1 Modifier for The Skill and +1 for the Stat, as a Bare Minimum for 2d4+2 To Roll, for -4Points Cost(So +4 Points).). (But if just Does 0 Points Rolls 4d4+6)
D4/1:-2 Points For Stat/-1 Point For A Skill
D6/2:-1 Point For Stat/-0.5 Points for a Skill
2D4/3:0 Points For Stat/0 Points For A Skill
D8/4:1 Point For Stat/0.5 Points For a Skill
D10/5:2 Points For Stat/1 Point For A Skill
3D4/6:3 Points For Stat/1.5 Points for a Skill
2D6/7:4 Points For Stat/2 Points for a Skill
D12/8:5 Points For Stat/2.5 Points for a Skill
2D10/9:6 Points For Stat/3 Points for a Skill.
D20/10:7 Points For Stat/3.5 Points for a Skill
5d20/11:8 Points For Stat./4 Points for a Skill.
10D10/12:10 Points For Stat/5 Points for a Skill.
25d4/13:12 Points For Stat/6 Points for a Skill
1D100/14:15 Points For Stat/7.5 Points for a Skill
Automatic Success/15:20 Points For Stat/10 Points For A Skill
Stat:Expertise:
Skill 1:Species Checks.
Skill 2:Style Checks.
Skill 3:Initiative(Who Goes First In Combat.)
Stat:Ranged Weapon Accuracy
Skill 1:Main
Skill 2:Sub
Skill 3:Special
Stat:Melee Weapon Accuracy
Skill 1:Main
Skill 2:Sub
Skill 3:Special
Stat:Lore
Skill 1:Species(Own)
Skill 2:Species(Other)
Skill 3:Continent(Own)
Skill 4:Continent(Other)
Skill 5:Recent History
Skill 6:Recent Pop Culture
Skill 7:Ancient History(Pre-Human)
Skill 8:Ancient History(Post-Human)
Skill 9:Retro Pop Culture
Skill 10:Ancient Pop Culture
Skill 11:Invention(So Copying An Old Invention)
Skill 12:Innovation(Custom Inventions, Including Recreating Them)
Stat:Influence
Skill 1:Stage Performance
Skill 2:Persuasion
Skill 3:Music
Skill 4:Deception
Skill 5:Intimidation
Skill 6:Beauty
Stat:Exertion
Skill 1:Acrobatics
Skill 2:Athletics
Skill 3:Vehicles
Skill 4:Concentration
Species List and Stats:Choosing 1 of 1/2/3 As Beginning.1 is The Starting Of Species,2 Is Upgrade, and 3 is Final Upgrade.
Species Name:Inkling
Species Base Speed:5 Tiles
Species Base Ink Maximum:100IP Max
Species Base Ac:10AC
Species Base Hit Point Maximum:150Hp
Species Base Trait 1:Inky Effort:You Can Strain Yourself To Double Main Weapon Damage Or Speed This Turn. Once You’ve Strained You Can’t Do the Action You’ve Strained The Next Turn, then you lose all Strain(So If you Double Main Weapon Damage You Can’t Use Your Main Weapon Or Double Speed You Can’t Move.).
Species Base Trait 2:Cephalapod Nature:You Can Use Inventions Made for Both Inklings and Octolings.
Species Base Trait 3:Resilient:When You Roll the Lowest Result on A Die You May Reroll It. This May Happen Multiple Times Per Die.
Species Negative Trait:Water Weakness:When you enter Water And It Is Not Of Swimming Depth Or Pressure You Take 50 Damage Each Round You Stay Within Water.
Species Trait 1-1:Aquatic Ancestry:1/2 Damage Taken In Water.(So 25 Damage Per Round)
Species Trait 2-1:Inky Mobility:Movement in Enemy Ink is 2/3 Instead of 1/2.
Species Trait 3-1:Human Emulation:You Gain 50% More Style(So *1.5)
Species Trait 1-2:Aquatic Guardian:1/2 Time Taken In Water.(So 25 Damage Per 2 Rounds)
Species Trait 2-2: Inky Hyper Mobility:Movement in Enemy Ink is 3/4 Instead of 1/3.
Species Trait 3-2:Alternan Ancestry: You Gain 1/3 More Style(So *2)
Species Trait 1-3:Aquatic Assimilation:1/2 Time and Damage Taken In Water, Rounded Down(So 12 Damage Per 4 Rounds.)
Species Trait 2-3:Soldiering Ink:Movement in Enemy Ink is 4/5 Instead of 3/4.
Species Trait 3-3:Alternan Ascension:You Gain Double the Style(So*4)
Species Name:Octoling
Species Base Speed:5 Tiles
Species Base Ink Maximum:100IP Max
Species Base Ac:10AC
Species Base Hit Point Maximum:150Hp
Species Base Trait 1:Octarian Effort:You Can Strain Yourself Double Your Main Weapon Fire Rate(Up to Even Reaching Above 4 Hits Per Turn, Like 3 Becomes 6) or Speed This Turn. (So If you Double Main Weapon Fire Rate You Can’t Use Your Main Weapon Or Double Speed You Can’t Move.)
Species Base Trait 2:Cephalapod Nature:You Can Use Inventions Made for Both Inklings and Octolings.
Species Base Trait 3:High Achiever:When You Roll the Highest Result on a Die, You May Roll an additional Die. This may happen multiple times.
Species Negative Trait:Water Weakness:When you enter Water And It Is Not Of Swimming Depth Or Pressure You Take 50 Damage Each Round You Stay Within Water.
Species Trait 1-1:Aquatic Ancestry:1/2 Damage Taken In Water.(So 25 Damage Per Round)
Species Trait 2-1:Ink-Seeking Eyes:Halves Opponent ac Bonus for Cover.(Partial:2-1,Significant:4-2,Full:8-4)
Species Trait 3-1:Surge Expert:Can Squid Surge Double the Distance.(So Can Forgo Attacking, Spend Double Firing IP, and Then Move 4 Times Speed)
Species Trait 1-2:Aquatic Guardian:1/2 Time Taken In Water.(So 25 Damage Per 2 Rounds)
Species Trait 2-2:Ink-Seeking Eyes:Further Halves Opponent Ac Bonus for Cover. (Partial:1-0,Significant:2-1,Full:4-2)
Species Trait 3-2:Surge Efficiency:Can Squid Surge For Half The IP.(So Can Forgo Attacking, Spend Firing IP, and Then Move 4 Times Speed)
Species Trait 1-3:Aquatic Assimilation:1/2 Time and Damage Taken In Water, Rounded Down(So 12 Damage Per 4 Rounds.)
Species Trait 2-3: Ink-Seeking Eyes:Re-Halves Opponent AC Bonus for Cover. (Partial:0-0,Significant:1-0,Full:2-1)
Species Trait 3-3:Surge Combat:Can Squid Surge Half the Attacks Forgone (So Can Forgo Half Attacking, Spend Firing IP, and Then Move 4 Times Speed)
Variants/Templates:1 is The Starting Of Variant and Chooses 1 of 3 and 2 Is The Upgrade.Can Choose Further Though as if a Species Trait Via Upgrade Points or Choosing Instead Of Species Trait. Just Like Species Needs 1 For 2 and 2 For 3.
Variant Name:Sanitized
Bonus 1-1:Invention and Ancient History Advantage and Innovation and Recent History Disadvantage.
Bonus 2-1:Concentration and Vehicles Advantage and Stage Performance and Music Disadvantages.
Bonus 3-1:Intimidation and Deception advantage and Persuasion and Beauty Disadvantage.
Bonus 1-2:Inventions Gain 1 More Benefit.
Bonus 2-2:Inventions Gains 1 Less Malfunction.
Bonus 3-2:Inventions Have 1 More Potency.(Uses)
Variant Name:Fuzzy
Bonus 1-1:+5 Damage Threshold(So If Takes Less than Damage Threshold Takes Nothing)
Bonus 2-1:+5 Damage Resistance(So Takes 5 Less Damage, Combined with Damage Resistance is Minimum 10 Damage.)
Bonus 3-1:+2 Damage Threshold and 2 Damage Resistance.
Bonus 1-2:+10 Damage Resistance.
Bonus 2-2:+10 Damage Threshold.
Bonus 3-2:+4 Damage Threshold and +4 Damage Resistance.
Variant Name Digital/Robotic
Bonus 1-1:+10 Psychic Damage Taken But +5 Physical Damage Resistance And Threshold.
Bonus 2-1:+ 1 AC
Bonus 3-1:Takes Double Damage From Water But Half From Electrical Attacks(Rounded Down For Half and Up For Double.).
Bonus 1-2:+20 Psychic Damage Taken But +10 Physical Damage Resistance and Threshold.
Bonus 2-2:+ 2 Ac
Bonus 3-2:Half Of Weapon Damage Is Electrical Instead Of Ink.(So 50%, with another it’s 1/4 Electrical,1/4 That, and 1/2 Ink since ink is the rest, and 1/6 at 3 Types,Etc.)
Ink Styles(Uses Style Checks Skill of Expertise Stats.):Can Affect Ink Damage and Failures Range From Downside To Just The Basic Effect.
Style Name:Low-Tide Ink(Separate Degrees of Effect so that you can move if you succeed)
Effect(Failure):You Cannot Move this Turn.
Effect(Success by 1-4):Opponent Speed Halved Their Next.
Effect(1 Degree(5-9 Above):Opponent Cannot Move Their Next Turn.
Effect(2 Degrees(10-14 Above):Opponent Cannot Move and Makes Half Attacks Their Next Turn.
Effect(3 Degrees(15-19 Above):Opponent Cannot Move Or Attack Their Next Turn.
Effect(4 Degrees(20+ Above):Same As 3 Degrees But Can Last Past Next Turn as Long as They Fail a Resistance Check against success check Dc at the end of each turn Using Style Checks Skill of the Expertise Stat.
Success Check Dc:Dc 10
Style Name:Splatoween Ink(Stacks Based On Degrees)
Effect(Failure):1/2 Weapon Damage is Mental Instead of Ink. (So 50%, with another it’s 1/4 Electrical,1/4 That, and 1/2 Ink since ink is the rest, and 1/6 at 3 Types,Etc.)
Effect(Success by 1-4):A Critical Hit Is Lowest Or Highest Result for Weapons.
Effect(1 Degree(5-9 Above):Roll an Additional Attack Die for Critical Hits and Instead Add that to your damage. That Additional Die is The Same As Your Weapon Damage Types.
Effect(2 Degrees(10-14 Above):That Additional Die Is Instead that Much of Each Of the Involved Damage Types.
Effect(3 Degrees(15-19 Above):Reroll The First Non Critical Hit Roll On Each Of Your Attack Dice.
Effect(4 Degrees(20+ Above):Critical Hits Past The First Deal Double Damage for Each One, Including Your Additional Damage Die, though it doesn’t Crit For Itself.
Success Check Dc:10
Style Name:Springfest Ink (Stacks Based On Degrees)
Effect(Failure):1/2 Weapon Damage is Natural Instead of Ink.
Effect(Success by 1-4):A Critical Hit Is Lowest Or Highest Result for Weapons.
Effect(1 Degree(5-9 Above): Roll an Additional Attack Die for Critical Hits and Instead Add that to your damage. That Additional Die is The Same As Your Weapon Damage Types.
Effect(2 Degrees(10-14 Above): That Additional Die Is Instead that Much of Each Of the Involved Damage Types.
Effect(3 Degrees(15-19 Above): Reroll The First Non Critical Hit Roll On Each Of Your Attack Dice.
Effect(4 Degrees(20+ Above): Critical Hits Past The First Deal Double Damage for Each One, Including Your Additional Damage Die, though it doesn’t Crit For Itself.
Success Check Dc:10
Style Name:Frostyfest Ink (Stacks Based On Degrees)
Effect(Failure):1/2 Weapon Damage Is Cold. (So 50%, with another it’s 1/4 Electrical,1/4 That, and 1/2 Ink since ink is the rest, and 1/6 at 3 Types,Etc.)
Effect(Success by 1-4):A Critical Hit Is Lowest Or Highest Result for Weapons.
Effect(1 Degree(5-9 Above): Roll an Additional Attack Die for Critical Hits and Instead Add that to your damage. That Additional Die is The Same As Your Weapon Damage Types.
Effect(2 Degrees(10-14 Above): That Additional Die Is Instead that Much of Each Of the Involved Damage Types.
Effect(3 Degrees(15-19 Above): Reroll The First Non Critical Hit Roll On Each Of Your Attack Dice.
Effect(4 Degrees(20+ Above): Critical Hits Past The First Deal Double Damage for Each One, Including Your Additional Damage Die, though it doesn’t Crit For Itself.
Success Check Dc:10
Style Name:Summerfest Ink (Stacks Based On Degrees)
Effect(Failure):1/2 Weapon Damage is Fire. (So 50%, with another it’s 1/4 Electrical,1/4 That, and 1/2 Ink since ink is the rest, and 1/6 at 3 Types,Etc.)
Effect(Success by 1-4):A Critical Hit Is Lowest Or Highest Result for Weapons.
Effect(1 Degree(5-9 Above): Roll an Additional Attack Die for Critical Hits and Instead Add that to your damage. That Additional Die is The Same As Your Weapon Damage Types.
Effect(2 Degrees(10-14 Above): That Additional Die Is Instead that Much of Each Of the Involved Damage Types.
Effect(3 Degrees(15-19 Above): Reroll The First Non Critical Hit Roll On Each Of Your Attack Dice.
Effect(4 Degrees(20+ Above): Critical Hits Past The First Deal Double Damage for Each One, Including Your Additional Damage Die, though it doesn’t Crit For Itself.
Success Check Dc:10
Feats(Varies):
Feat Name:Stage Expert
Prerequisite:Invention or Innovation of D20 or Higher In Either Original Stat or The Actual Skill.
Effect:Can Create Inventions/Innovations Routinely Related to Stage Mechanics and The Like.(So The Max Point Value is Equal to 2 Per D4,3 Per D6,4 Per D8,5 Per D10,6 Per D12,and 10 Per D20, as Well as 50 Per D100, and 80 Per Automatic Success(Since One of Each Die At Max is 160 and Divided By 2 is 80).
Feat Name:Weapon Modder
Prerequisite: Invention or Innovation of D20 or Higher In Either Original Stat or The Actual Skill.
Effect:Color Chips are Half The Invention Point Value for A Weapon, as Well as Bases Being 3/4 Value.
Feat Name:Squid Excellence
Prerequisite:Inkling
Effect:Choose Two Species Traits, at Least One Must Be an Upgrade for a Previous Species Traits.
Feat Name:Octarian Excellence
Prerequisite:Octoling
Effect:Choose Two Species Traits, Only One Can Be an Upgrade.
Feat Name:Persistence
Prerequisite:Exertion Stat of D20 Or Higher.
Effect:Doesn’t Die Until At Negative Hp of Half Of your Max Hp, and While At Negative Hp Takes 1/10Th Hp Each Round But is At Half Speed and Firing Limits.
Backstory Backgrounds:
+3 Bonus to 1 Stat and 1 Skill, +2 Bonus to 1 Stat and 1 Skill,+1 Bonus to 1 Stat and 1 Skill, and Your Choice Of -2 Penalty To 1 Stat and 1 Skill or -1 Penalty to 2 Stats and 2 Skills.
Starting Clothing Options(Currently 1 Headgear,2 Clothing, and 1 Shoes):
Cephalo Pods:1 Star(So Main And 1 Slot):Ink Recovery Up Main:Forge Brand(Special Power Up and Duration Up Favored and Ink Saver(Sub) Disfavored):Free If Chosen:1980(Normal Availability) and 4950(Custom Order) To Purchase.:Headgear
Tri-Shred Tee:1 Star(So Main And 1 Slot):Quick Respawn Main:Squidforce Brand(Damage Up and Ink Resistance Up Favored and Ink Saver(Main) Disfavored):Free If Chosen:530(Normal Availability) and 1325(Custom Order) To Purchase.:Clothes
Force Re-Boots:1 Star(So Main And 1 Slot):Special Saver Main:Takoroka Brand(Special Charge Resistance Up Favored and Special Power Up and Special Duration Up Disfavored):Free If Chosen:899(Normal Availability) and 2247(Custom Order) To Purchase.:Shoes
Basic Tee:1 Star(So Main And 1 Slot):Quick Respawn Main:Squidforce Brand(Damage Up and Ink Resistance Up Favored and Ink Saver(Main) Disfavored):Free If Chosen:300(Normal Availability) and 750(Custom Order) To Purchase.:Clothes
Starting Weaponry(Currently Just With The Original Starting Weapon Of Splattershot Jr and will do other weapon classes.):
Splattershot Jr:
IP To Fire:5IP
IP Recovered Per Round:0.5IP
Category:Main
Short Range:5 Tiles
Average Range:8 Tiles
Long Range:10 Tiles
Sub Weapon Options:Splat Bomb
Special Weapon Options:Bubbler,Ink Armor, or Big Bubbler.
Special Point Threshold:180P
Special Depletion:60%
Points Per Fire:2 Points Per Non-Targeted Fire.
Weapon Weight/Speed:Light/Fast
Damage:22 Hp for 3Rd Fire,25 Hp For 2Nd Fire, and 22Hp For 1st Fire.
Fire Rate:Can Fire 3 Times Out of 4 Per Turn.
Main And Sub Gear Abilities(Not Dependent On Style Value Though Contributes To IT(Effects Don’t Stack They Have Their Effects At the time)(Currently Just Doing Mains and Subs of Starter Gear Mains.)):
Ability Doubler:
Style Ratio:The Multiplier is 1+((0.1*Style)*Mains) for The Effects.
1 Main:Double The Effects Of all Other Mains and Subs.
2 Mains:Triple The Effects Of all other Mains and Subs.
3 Mains:Quintuple the Effects Of All Other Mains and Subs.
Quick Respawn:Normally Respawns In 1 Round With No Actions Until Round After Respawns:Mains and Subs Are Separate.
Style Ratio:Cannot Use Style Points for Quick Respawn.
1 Sub:Can Move At 1 Tile
2 Sub: Can Move At 2 Tiles
3 Sub: Can Move At 3 Tiles
4 Sub: Can Move At 4 Tiles
5 Sub: Can Move At Full Tiles
6 Sub: Can Move At Full Tiles and Attack Once
7 Sub: Can Move At Full Tiles and Attack Twice
8 Sub: Can Move At Full Tiles and Attack Thrice
9 Sub: Can Move At Full Tiles and Attack Fully
1 Main:Respawns In 3 Turns If Faster Instead of Next Round.
2 Main: Respawns In 2 Turns If Faster Instead of Next Round.
3 Main:Respawns Next Turn Instead Of Next Round.
Special Saver:Normally Respawns With 100-Special Depletion Percent Of Total(So if 180P and 60% Special Depletion Has 40%, or 72P to Use):(With Splattershot Jr Lowest But Still An Amount Is 59% Special Depletion and Highest Amount is 33% Special Depletion(SD))
Style Ratio:Can Turn SD on Sub Into 0.02*Style Points Per Sub and Main Into 0.2*Style Points Per Main.
1 Sub:-1% Special Depletion
2 Sub:-2% SD
3 Sub:-3% SD
4 Sub:-4% SD
5 Sub:-5% SD
6 Sub:-6% SD
7 Sub:-7% SD
8 Sub:-8% SD
9 Sub:-9% SD
1 Main:-6% SD
1 Main,1 Sub:-7% SD
1 Main,2 Sub:-8% SD
1 Main,3 Sub:-9% SD
1 Main,4 Sub:-10% SD
1 Main,5 Sub:-11% SD
1 Main,6 Sub:-12% SD
1 Main,7 Sub:-13% SD
1 Main,8 Sub:-14% SD
1 Main,9 Sub:-15% SD
2 Main:-12% SD
2 Main,1 Sub:-13% SD
2 Main,2 Sub:-14% SD
2 Main,3 Sub:-15% SD
2 Main,4 Sub:-16% SD
2 Main,5 Sub:-17% SD
2 Main,6 Sub:-18% SD
2 Main,7 Sub:-19% SD
2 Main,8 Sub:-20% SD
2 Main,9 Sub:-21% SD
3 Main:-18% SD
3 Main,1 Sub:-19% SD
3 Main,2 Sub:-20% SD
3 Main,3 Sub:-21% SD
3 Main,4 Sub:-22% SD
3 Main,5 Sub:-23% SD
3 Main,6 Sub:-24% SD
3 Main,7 Sub:-25% SD
3 Main,8 Sub:-26% SD
3 Main,9 Sub:-27% SD
Ink Recovery Up:
Style Ratio:Can Turn IP Recovered on Sub as 0.03*Style Points Per Sub and IP Recovered on Main as 0.3*Style Points Per Main.
1 Sub:+0.25 IP Recovered Per Round
2 Sub:+0.5 IP Recovered Per Round
3 Sub:+0.75 IP Recovered Per Round
4 Sub:+1 IP Recovered Per Round
5 Sub:+1.25 IP Recovered Per Round
6 Sub:+1.5IP IP Recovered Per Round
7 Sub:+1.75 IP Recovered Per Round
8 Sub:+2 IP Recovered Per Round
9 Sub:+2.25 IP Recovered Per Round
1 Main:+1 IP Recovered Per Round
1 Main,1 Sub:+1.25 IP Recovered Per Round
1 Main,2 Sub:+1.5 IP Recovered Per Round
1 Main,3 Sub:+1.75 IP Recovered Per Round
1 Main,4 Sub:+2 IP Recovered Per Round
1 Main,5 Sub:+2.25 IP Recovered Per Round
1 Main,6 Sub:+2.5 IP Recovered Per Round
1 Main,7 Sub:+2.75 IP Recovered Per Round
1 Main,8 Sub:+3 IP Recovered Per Round
1 Main,9 Sub:+3.25 IP Recovered Per Round
2 Main:+2 IP Recovered Per Round
2 Main,1 Sub:+2.25 IP Recovered Per Round
2 Main,2 Sub:+2.5 IP Recovered Per Round
2 Main,3 Sub:+2.75 IP Recovered Per Round
2 Main,4 Sub:+3 IP Recovered Per Round
2 Main,5 Sub:+3.25 IP Recovered Per Round
2 Main,6 Sub:+3.5 IP Recovered Per Round
2 Main,7 Sub:+3.75 IP Recovered Per Round
2 Main,8 Sub:+4 IP Recovered Per Round
2 Main,9 Sub:+4.25 IP Recovered Per Round
3 Main:+3 IP Recovered Per Round
3 Main,1 Sub:+3.25 IP Recovered Per Round
3 Main,2 Sub:+3.5 IP Recovered Per Round
3 Main,3 Sub:+3.75 IP Recovered Per Round
3 Main,4 Sub:+4 IP Recovered Per Round
3 Main,5 Sub:+4.25 IP Recovered Per Round
3 Main,6 Sub:+4.5 IP Recovered Per Round
3 Main,7 Sub:+4.75 IP Recovered Per Round
3 Main,8 Sub:+5 IP Recovered Per Round
3 Main,9 Sub:+5.25 IP Recovered Per Round
Made For the Following
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Salmonid and Jellyfish Species(Currently Only Salmonids)
Species Name:Salmonid(Cohock/Chum/Smallfry)
Base Speed:1/2/3 Tiles
Swimming Speed:4/8/12 Tiles
Species Base AC:8/10/12
Species Base Ink Maximum:100IP Max
Species Base Hit Point Maximum:250/150/75HP
Species Base Trait 1:Swimmer:Can Swim, Hence Why Swimming Speed Is Specified.
Species Base Trait 2:Salmonid Strain:Can Gain a -X Penalty for X Turns for a 2X Bonus for 2X Turns for a Skill Or Stat(Must Use a Skill for a Skill but can Use A Stat for 1 Stat or 2 Skills.)
Species Base Trait 3:Weapon Reuse:Can Add 1/2 Of Total Dealt Weapon Damage as Bludgeoning, Piercing, or Slashing.(So If Dealt 22 Damage Gets 11 Extra Damage for Bludgeoning.Piercing, Or Slashing to be split along.)
Trait 1-1:Cohock Specialization:+1 Ac,Swimming Speed, and Walking Speed.
Trait 2-1:Chum Specialization:+1 Ac,Swimming Speed, and Walking Speed.
Trait 3-1:Smallfry Specialization:+1 Ac,Swimming Speed, and Walking Speed.
Trait 1-2:Accurate Maneuvers:Add Half Your Ac To Accuracy Rolls.(Rounded Up)
Trait 2-2:Balanced Maneuvers:Add 1/4 Your Ac to Accuracy Rolls and Give Your Opponent 1/4 Your Ac as a Penalty to Their Attack Rolls Against You.(Rounded Down)
Trait 3-2:Evasive Maneuvers:Gives Half Ac Penalty to Opponent’s Attack Rolls Against You.(Rounded Up)
Trait 1-3:Hardy Hide:+50 HP and +10 Max IP
Trait 2-3:Balanced Hide:+30 HP and +30 Max IP
Trait 3-3:Inky Hide:+10 HP and +50 Max IP
Negative Trait:The Lure Of The Flies:You Must Spend Your Movement Following Towards Glowflies and Attacking All Non-Allies when they are Active. In addition You Get +2 To All Skill Checks and Damage You Do During Glowflies. You Resist Via a Dc 5*Current Turn Of Glowflies Species Check.
This Blog is The New Home Of SplatRPG. In character I’m using Aaron the Octoling, a Human and Salmonid Tech Obsessed Weapon Modder who is recovering from sanitization. Age 23(Because that’s the Minimum Age Needed to Have Been From Octo Expansion to Splatoon 3 at Proper Age.). He/They, Male Identifying.


























