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Happy Mask Salesman

Page history last edited by Gravy 10 years, 1 month ago

 

Happy Mask Salesman (Majora's Mask)
Neutral Male Human (Pure Support)
Upkeep: 2/Week
Min Bid: 36 GP

 

Team: No Lynch Kru (Tombolo)

Formerly: Keikaku (Alany)

 

Mask Seller (Pre-Battle) - Every other week, The Mask Salesman's owner can use one of his masks in battle by giving a random mask to his linked Mercenary. Two masks are rolled from the list below, with his mercenary choosing one to take:

1-10: Goron Mask - The mercenary will become more Goron-like, gaining durability, strength, and the ability to roll like a Goron.
11-20: Deku Mask - The mercenary can hover around and shoot bubbles at their opponents.
21-30: Zora Mask - The is much more agile in the water and gains fins that can be used as a ranged attack. They can also put up a protective shield around their body.
31-40: Bunny Hood - The mercenary may look a little ridiculous with this on their head, but they can move much faster and jump much higher with this hood on.
41-50: Stone Mask - The mercenary becomes invisible to the opposing team.
51-60: Opposing Mercenary Mask - The mercenary is given a mask that looks just like one of the Mercenaries on the opposing team (chosen at random and rolled after roster selection). This mask makes them look just like said Mercenary, and the opposing team will have a hard time telling which is which.
61-70: Blast Mask: The mercenary can explode, creating an effect similar to that of Link’s bombs. However, this hurts your mercenary every time they explode.
71-80: Giant’s Mask: The mercenary grows to three times their original size.
81-85: Bremen Mask: The mercenary is followed by chickens for the duration of this battle.
86-90: Great Fairy’s Mask: This mask attracts a fairy to the wearer, which can be used to heal life and magic (although not necessarily to their maximum).
91-95: The Happy Mask Salesman packs up shop and leaves for the next three weeks (none of his abilities will be usable at this time, though he will not charge upkeep either), because THE MOON IS FALLING! The Moon from Majora's Mask is about to fall on whatever terrain has been chosen.
96-97: Mask of Scents: The mercenary gains the ability to smell extraordinarily well.
98-99: Don Gero Mask: The mercenary attracts a choir of frogs, which sing throughout the battle.
100: Fierce Deity Mask: The mercenary gains all the powers and abilities of the Fierce Deity in battle that week (even if Link happens to be on the opposing team).

However, if 91-95 is rolled for any of the mask selections, the effect will occur regardless of whether that mask is 'chosen.'

UPGRADES:

(Ability Upgrade; 10 EXP)

One more mask is rolled to choose from. This upgrade may be taken multiple times for an additional 5 EXP per time taken (so 10, 15, 20... etc), gaining one additional random mask each time.

(Ability Upgrade; 10 EXP)

Becomes weekly, and the following options are added to the mask list, overwriting whatever options were originally in the range.

6-13: Mask of Truth: The Merc will be able to read the minds of all non-psychic, psychic-resistant or robotic Mercs in battle.
14-15: Mask of Scents: The mercenary gains the ability to smell extraordinarily well.

21-23: Gibdo Mask: Any undead Mercs will dance uncontrollably for 15 seconds when they first see the bearer of this mask.
24-25: Don Gero Mask: The mercenary attracts a choir of frogs, which sing throughout the battle.

96-98: Fierce Deity Mask: The mercenary gains all the powers and abilities of the Fierce Deity in battle that week (even if Link happens to be on the opposing team).
99-100: Majora's Mask - Wait, what? Somehow, the Merc was able to steal Majora's Mask from the salesman and put it on, giving them terrible power at the cost of their sanity. Upon selecting Majora's Mask, the Merc will immediately KO a randomly selected merc from either team. While wearing it in battle, they will fight with twice their power and speed, though they will be berserked and unable to fight rationally (though they won't attack their team). However, that Merc will be injured for one week.

(New Peacetime; 10 EXP)

Mask Seller (Peacetime) - Once every 4 weeks, the Happy Mask Salesman may sell a pre-selected mercenary a random mask for 5 GP, which must be agreed upon by both leaders (if your mercenary buys the mask, you simply pay 5 GP). The mask received is rolled immediately, and the mercenary may use the mask at any time as a Pre-Battle action at their discretion while in possession of the mask, but if the mercenary is targeted by any abilities that 'steal' anything (defined by taking something from the target or the leader which they lose, not simply copying or gaining something from the merc) on the merc, the mask too will be stolen immediately, before the ability resolves and even if the mask was used this wartime (its effects will be cancelled in this case). The Moon cannot be rolled with this roll, but all other upgrades apply to the roll, with the leader who receives the mask making any choices. A team may only be in possession of one Peacetime mask at a time.

 

 

Admin Rulings: 

Ruling (Date, Mercs Day)

 

 

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