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[NMA] Swampy assistance
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Built-in backup breaths

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by lolboy4
[RP LOG] A wedding, a rescue, and a defeat
Last in pool
Caught, but not giving up
Last in pool
Show 2 More Pools...
A forced trip to the Isle
Last in pool
Coral snake
+2
Last in pool
"It's up to 7 heroes to stop the Shadelands from leaking through to Earth and putting out the sun! Master battling both above and below water to take down the umbrakin forces and purify those tainted with umbral energy, and save the light!" - Back of the box

This is a late part of the early game, where the group (Which is complete at this point, but only 4 characters can be used at once) dives deep in the ocean to recover an artifact for an aquatic kingdom to get their assistance. Along the way though, they find that even aquatic creatures are being taken over by umbral energy, and this whale has become a particularly strong pseudo-umbrakin! As the first underwater boss, this fight might be a bit of a tough one.

For this fight, the player's chosen Blubby, Sni-tii, Nasir, and Conduit, the latter being a particularly good choice since he's the only character that doesn't need air. While no character can generate air through magic, it can be stolen from (and by) enemies, Blubby can share his and the player's got plenty of air-restoring items, so they should be all set for this fight. There's a clear alternate win condition here though, where the boss itself can eventually drown too... But that'll take too long to be viable without a lot of air stealing moves.


A bit more info on what this game would be like: That "bubble" status is how many more turns a character can hold their breath. If it runs out, they begin to drown and the effect of the attacks and healing magic they use are halved (Or reduced by 25% for Cirrus). 3 turns (6 for Cirrus) after they run out of breath, they pass out, entering a drowned state where they can be revived in normal ways as well as with air-restoring items and magic.

Blubby: High max health and defense, but a low max MP and fairly weak magic. More of a tank than anything else, but can also be support when underwater.
Examples of magic: "Bubble share": Uses some breath to make a bubble that restores an equal amount of another character's breath. Doesn't use MP.
"Gale breath": Does moderate Wind damage to all enemies. Can't be used underwater.
Super examples: "Draconic Fury": Fully heals Blubby, applies a variety of powerful buffs, prevents health from going below 1, and gives immunity to drowning debuffs (Including passing out) for a few turns.
"Crushing Hold": Blubby grabs the target and squeezes as hard as he can, doing heavy Physical damage. If the target is holding their breath, causes them to lose a substantial amount of it.

Sni-tii: Average health, low MP but strong magic. Best at support, but can do a fair bit of damage as well.
Examples of magic: "Potassium bomb": Turns a fruit to potassium, tosses it at an enemy, and detonates it with a water gun (Look up "potassium in water" if this sounds like nonsense). Heavy Explosive damage, but causes recoil damage underwater.
"Steelskin": Transmutes a target to steel, drastically increasing most resistances. Electric resistance is substantially reduced instead. This can be used on enemies.
Super examples: "Living Bomb": Turns an enemy to potassium and detonates them with a water gun. Non-boss targets are instantly destroyed, while bosses take extreme Explosive damage. All other enemies take heavy Explosive damage. Causes heavy recoil damage underwater.
"Unbreakable": Turns all allies to diamond, negating the next 3 hits they each take.

Nasir: Lowest health, but the highest MP and strongest magic. Potential for extremely high damage.
Examples of magic: "Steal breath": Pulls air from the target's lungs and forms it into a breathable bubble that can be given to an ally. Can only be used underwater, and only on enemies that breathe air.
"Water darts": Fires droplets of water at the target, doing weak Water damage several times.
Super examples: "Hydro Storm": Conjures rain that does moderate Water damage to all enemies several times, and puts out fires on allies without damaging them.
"Flashfreeze": Blasts the target with extremely cold water, doing heavy Ice damage and being guaranteed to freeze them if they're not immune.

Conduit: Average health, high MP. Most of his attacks are Electric, which he's resistant to. On land he wears his breathing gear and most of his Electric damage is reduced 10% as he holds back to keep from shorting it out. Using a Super or taking at least 25% of his max health in Electric damage at once shorts out his gear, requiring him to spend a turn repairing it to breathe (Though the damage debuff is gone until it's working again).
Examples of magic: "Shock therapy": Briefly gives a lightly electrical massage to an ally, healing a little and removing most debuffs.
"Lightning": Fires a bolt of lightning, doing high Electric damage to a single target. Very high MP cost.
Super examples: "Overcharge": Conduit's only Super. He builds charge by rubbing his hands together, vastly empowering the next electricity-based magic used and removing its cost. This doesn't end the turn.
"Defibrillation": Overcharged Shock therapy. Fully heals an ally and removes all debuffs.
"Lightning blast": Overcharged Lightning. Fires a large beam of electricity, doing extreme Electric damage to a single target.

Keywords
male 1,272,790, female 1,158,525, anthro 247,910, dragon 159,021, feral 103,733, bird 40,660, snake 19,888, ambiguous gender 9,830, fish 9,200, underwater 8,934, fight 6,079, rpg 2,525, whale 1,693, toucan 929, eel 571, gameplay mechanics 281, umbrakin 21
Details
Type: Picture/Pinup
Published: 4 weeks ago
Rating: General

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