Okay, so, this is my first attempt at making a custom Yomi character! They currently seem slightly OP, I think, but I hope I can get some feedback on how to make them less so!
And, yes, the pronouns that Taru prefers are they, them, and their. Please do not use he or she or whatnot when referring to Taru!
Taru is at least 500% more complicated than characters in Yomi are, and I donāt mind most of that, but Iād like it if some abilities could be reworded so that they could all actually fit on the appropriate cards. It would also be cool if Taru wasnāt seen as ridiculously OP in comparison with the main cast! So, Iād appreciate feedback on how to do that without changing too much of what Taru is trying to do! Maybe they arenāt as OP as I currently think, but in the short time I have tested them, it was apparent that some things about them were too good, so I toned down those things in an attempt to not make them so ridic. Thank ye, @Cerrus, for helping me test the early version of Taru that I shouldnāt have been testing! Ye pain was not in vain!!
Introducingā¦
My Yomi Custom Character ā¢ Taru, the Talented Transmuter!!
(Iām going to ask my brother to draw a little character portrait. Might not get it for a while, but I like his style!)
In the meantime, here is my joke image of Taruās Base Form character card!
Lore/Background
Taru is from this weird planet that weird lifeforms called humans call āEarth.ā Taru is Finnish!! Taru has deeply studied the processes that govern personal metamorphosis! Taruās teacher is a friend & confidant of Persephoneās who is mysterious and is thousands of years old! After rigorous training of the mind and body was, in their opinion, 70% complete, Taru set off to visit the realms of Fantasy Strike Land to test out their shining skill against the most dangerous targets that they currently know about! If Taru canāt adapt, then, well, thatās it!!
[details=Base Form Beta 2]
Base HP: 40
Normal Attack (2-6, 8-10) Speed: Card Rank + 0.9
Normal Attack (2-6, 8-10) Damage: Card Rank
7 Attack Speed: 3.0
7 Attack Damage: 1
Normal Throw Speed: Card Rank + 0.9
Normal Throw Damage: 6
Normal Throw CP: 2
Normal Throws KD & are Starters
Base Combo Points: 3
Max Hand Size: 12
Any Taru Innates (Base, Aggressive, or Turtle):
-You can link normal attacks in ascending or descending order.
Taru Forms + Any Other Character Extra Innates:
Can transform into any other non-EX character or other forms multiple ways:
-Transform at End of Turn or during the Draw Phase by discarding an Ace.
-Transform during after dodging by discarding two Aces.
Taruās max HP/life total changes through transformation, & once per game Taru can gain life from transforming!:
-If you transform into another Taru form, your life total becomes that formās max HP.
-If you transform into another character instead, your max HP becomes that characterās max HP. Gain life equal to Ā½ that characterās max HP, rounded up.
Card Ranks:
Attacks: 2-7*, 8-10, J*, Q+Q+Q, A+A*, & AAA*
Throws: 6, 8, 9, & K+K
Blocks: 2, 3, 5, 7, & 10
Dodges: 4, J*, Q*, & K*
Specials & Supers:
7 Attack: 1 CP, 3.0 Speed Normal Attack (That canāt be interrupted except by moves that knock down if played as a combat card. See āAll of Taru Abilitiesā for more info!). 1 damage.
J Attack: 1 CP, 2.4 Speed Ender. 6 (4) damage.
K Throw: 3 CP, 3.0 Speed Ender. 7 +K for 5 damage.
Q Attack: 3 CP, 1.0 Speed Ender. 10 (2) damage +Q +Q for 5 damage each.
A Attack: 2 CP, 2.0 Speed Ender. 12 (3) damage +Ace for 8 damage.
AAA Attack: 1.0 Speed, Canāt Combo. 40 (0) damage.
Fastest Attacks: Q+Q+Q (1.0), AAA* (1.0), A* (2.0), J* (2.4), 2 (2.9), 7* (3.0), 3 (3.9)ā¦
Fastest Throws: K (3.0), 6 (6.9), 8 (8.9), & 9 (9.9).[/details]
[details=All of Taru Abilities Beta 2]
7 Attack: Parrying Done Better-er?: (During Combat) This attack cannot be interrupted except by moves that knock down. (If itās hit by a faster attack, the opponent canāt combo. This hits afterwards and wins combat.)
You do not take damage from an opponentās faster attack right away. Make a note of the damage you would have taken. Starting next turn, reduce that total by 5 after the power-up phase until it reaches zero or you get hit. If you get hit before that total reaches zero you take the remaining damage immediately.
If you win combat with a 7, reveal a card from your hand. Next turn both sides of that card are 2.0 speed faster, to a minimum of 0.0. If you combat-reveal that card next turn your opponentās attacks and throws are also 2.0 speed slower.
If you play the card you revealed last turn, and you win combat, search your deck or discard for an Ace (Shuffle your deck if you searched it this way.). If you play the card you revealed, and you lose combat, draw a card.
J Attack: Chip Chop: (During Combat) This attack crushes blocks of a different color and deals double damage. If the opponent attempts to block a red J with a black block they take damage from that J as if it was unblocked, dealt twice as much damage, they do not draw a card from blocking and their block is discarded. If the opponent blocks a black J with a black block they did a jolly good job & they just take the chip damage & draw a card as normal!
J Dodge: Portent: (During Combat) If you dodge a Joker with this you may search your deck for any card & put it into your hand (In addition to following up with one move.). If you dodge an attack with this look at the top three cards of the opponentās deck. If able, you may choose one attack or throw from among them to follow up this dodge. (You can pump it, but you must spend the cards to do so from your own hand.) Put the rest back on the top or bottom of their deck in any order.
Q Dodge: All the Yomises (Currently Assembled): (During Combat) If you dodge a Joker with this you may search your deck for any card & put it into your hand (In addition to following up with one move.). If you dodge an attack with this your opponent reveals their hand. You may choose any attack or throw from there that they could play to follow up this dodge. (You can pump it, but you must spend the cards to do so from your own hand.)
K Dodge: Dash of Polyjuice: (During Combat) If you dodge a Joker with this, you may search your deck for any card & put it into your hand (In addition to following up with one move.). If you dodge an attack with this, you may transform the opponent into any of the 20 non-EX characters in Yomi (In addition to following up with one move.) -> Potential Change to Dash of Polyjuice ability: After dodging an attack, you may follow up with one Attack or Throw from your opponentās discard. (You can pump it, but you must spend the cards to do so from your own hand.)
A Attack: The Answers: If you deal damage or block damage with either side of this Ace, until the end of the next turn you may discard a card of the same rank to counter abilities played by the opponent. (This can even be used to counter Ace abilities, but not innates.)[/details]
[details=Turtle Form Beta 2] HP: 60
Normal Attack (2-6, 8-10) Speed: Card Rank + 1.9
Normal Attack (2-6, 8-10) Damage: Card Rank + 5 Any + 5 Any
7 Attack Speed: 3.0
7 Attack Damage: 7 + 7 (Forā¦ discarding another 7! )
Normal Throw speed: Card Rank + 1.9
Normal Throw damage: 5 + 3 Any + 3 Any
Normal Throw CP: 1
Normal Throws donāt KD & Canāt Combo
Turtle Combo Points: 1
Max Hand Size: DI
Turtle Form Innates:
-Can have any number of cards in hand at end of turn. Even over 12! AKA no max hand size!
-Does not take chip damage from blocking specials/supers/& such!
-The opponent discards a card when you block an attack or Joker in this form. If the opponent revealed a normal attack this discard happens before they would draw a card or recur their normal attack.
-Turtle Form Taru cannot dodge. Your combat-revealed dodges do nothing and are discarded.
Turtle Form Card Abilities:
10 Block (Mielikkiās Guidance): When you successfully block an attack or Joker with this, choose one of the following, then discard this card:
"Challenge your opponent to a best of three game of Rock-Paper-Scissors. If you win, search their deck for any card and put it into your hand. If you lose, you take 3 damage and are KD.
āDraw a card. (In addition to the card youād normally draw for blocking.)ā
"Gain 10 life. (If you would go over your max HP, instead your max HP increases to accommodate that. This increase in max HP persists across transformations.)
Card Ranks:
Attacks: 2-7*, 8-10, J*, Q+Q+Q+Q, A*, & AAAA*
Throws: 6, 8, 9, & K.
Blocks: 2, 3, 5, 7, & 10*
Dodges:
Specials & Supers:
7 Attack: 3.0 Speed Ender (That canāt be interrupted except by moves that knock down. See āAll of Taru Abilitiesā for more info!). 7 damage + 7 (By discarding a 7.)
J Attack: 4.7 Speed, Canāt Combo. 8 (6) damage.
Q Attack: 2.0 Speed Ender. 8 (3) +Q +Q +Q for 4 damage each.
K Throw: 6.0 Speed, Canāt Combo. 15 damage & KD.
A Attack: 10.1 Speed, Canāt Combo. 10 (10) Damage. Knocks down.
AAAA Attack: 66.6 Speed, Canāt Combo. 66 (6) Damage. Cannot be played as a dodge follow-up.
Fastest Attacks: Q+Q+Q+Q (2.0), 7* (3.0), 2 (3.9), J* (4.7), 3 (4.9), 4 (5.9), 5 (6.9)ā¦
Fastest Throws: K (6.0), 6 (7.9), 8 (9.9), & 9 (10.9).[/details]
[details=Aggressive Form Beta 2]
HP: 30
Normal Attack (2-6, 8-10) Speed: Card Rank - 0.4
Normal Attack (2-6, 8-10) Damage: Card Rank
7 Attack Speed: 3.0
7 Attack Damage: Itās Complicated. (See Specials & Supers below for more info!)
Normal throw speed: Card Rank + 0.6
Normal Throw damage: 7
Normal Throw CP: 2
Normal Throws KD & are Starters
Aggressive Combo Points: 7
Max Hand Size: 7
Aggressive Form Innates:
-Can Power Up for any card from their deck via straights & during the Power-Up phase.
-Does not draw a card during the draw phase, but draws three cards upon landing a normal attack. (Even on block.)
-Max Hand Size reduced by five; from 12 to 7.
Aggressive Form card abilities:
10 Block (LemminkƤinenās Relent): When you successfully block an attack with this 10 take no chip damage & reflect double that attackās damage, rounded up, to your opponent. Discard this card & do not draw a card from blocking.
Card Ranks:
Attacks: 2-7*, 8-10, J+J*, Q+Any+Any, A+A*, & AAA*
Throws: 6, 8, 9, & K+Any+Any
Blocks: 2, 3, 5, 7, & 10*
Dodges: 4, J*, Q*, & K*
Specials & Supers:
7 Attack (When played as combat card): 3.0 Speed, Canāt Combo Normal Attack (That canāt be interrupted except by moves that knock down. See āAll of Taru Abilitiesā for more info!). 1 damage.
7 Attack (When used in a combo): 1 CP Normal Attack, 7 damage.
J Attack: 2 CP, 1.4 Speed Linker. 7 (5) damage +J for 5 damage.
K Throw: 3 CP, 1.0 Speed Ender. 8 damage +Any +Any for 5 damage each.
Q Attack: 3 CP, 0.0 Speed Ender. 10 (2) damage +Any +Any for 5 damage each.
A Attack: 1.0 Speed, 2 CP Ender. 15 (3) damage +Ace for 9 damage.
AAA Attack: 4 CP, 0.2 Speed Ender. 35 (4) damage. -> Might change to AAA Attack: 0.2 Speed, Canāt Combo. 35 (4) Damage.
Fastest Attacks: Q+Any+Any (0.0), AAA* (0.2), A+A* (1.0), J+J* (1.4), 2 (1.6), 3 (2.6), 7* (3.0), 4 (3.6)ā¦
Fastest Throws: K+Any+Any (1.0), 6 (6.6), 7 (7.6), 8 (8.6), & 9 (9.6).[/details]
Also, has anyone else made a custom Yomi character who changes forms like this? How were that character/those characters similar to & different than Taru?
And, yes, I am trying to set the record for total edits!
Recent changes:
- Offered different K Dodge ability after dodging an attack: After dodging an attack, you may follow up with one Attack or Throw from your opponentās discard. (You can pump it, but you must spend the cards to do so from your own hand.)
- Added, āExcept for attacks that knock downā to 7 ability.
- Thinking about changing Aggressive Form three Ace Super from an Ender to a Canāt Combo attack.