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Welcome to Andalite Bandits (Animorphs)

21:05, 2nd June 2024 (GMT+0)

Marco

Marco (Last Name Here)
HP: 25

Morph time         6 seconds morph     6 seconds demorph
Blend              -2 morphed          +1 demorphed

       morphed: [dice=3d6-2 text="What you're rolling to do"]
       demorphed: [dice=3d6+1 text="What you're rolling to do"]
       Marco gets +4 to all Blend rolls against Peter, and does not face a penalty for length of time spent away.

Flight             -1 to all winged creatures

       Moving quickly: [dice=3d6+0 text="What you're rolling to do"]
       Continuing to move for more than 20 minutes: [dice=3d6+2 text="What you're rolling to do"]
       Catching thrown objects: [dice=3d6-6 text="What you're rolling to do"]

Self-Control       -1 morphed          -1 demorphed

       morphed: [dice=3d6-1 text="What you're rolling to do"]
       demorphed: [dice=3d6-1 text="What you're rolling to do"]
       Gain control of a new morph: [dice=3d6+0 text="What you're rolling to do"]
       Gain control of a familiar morph: [dice=3d6+0 text="What you're rolling to do"]

Vigilance          +0

       Determine current vigilance level: [dice=3d6+0 text="What you're rolling to do"]
       Understand a situation better: [dice=3d6+0 text="What you're rolling to do"]

Bullshit Artist
Following a failed Blend or Self-Control roll while not in morph, roll 3d6 to see if you can talk your way out of the situation. For a successful roll (10+), you fast-talk one person in the vicinity into believing that they didn’t just see what they thought they saw. You must roll again for each additional person you wish to bullshit. This effect will not work against hork-bajir, taxxons, andalites other than Ax, or yeerks who saw you morph.

Single Clear Line
At a moderate Vigilance Level, roll Vigilance Assessment at a +5 once per day. On a successful Vigilance Assessment roll, gain the ability to ask the Ellimist three questions about the environment or political situation in order to gain knowledge about how to approach a battle. You cannot use this feat during combat time, or against your own teammates. If the Ellimist chooses to answer (under no obligation to do so), then the Ellimist must also roll 1d100 to see how Crayak gets revenge.

Class Clown
Once per day, if one of your teammates fails a Self-Control roll while outside of combat time, roll Vigilance (Level + Assessment) to notice and respond. On a successful Vigilance roll, come up with some silly observation or bleakly existentialist wisecrack about the situation. The Ellimist’s judgment of how funny you are will determine the success of your attempt to get a teammate to regain Self-Control.

Baby Driver
Whenever encountering a human ground vehicle (car, golf cart, tank, etc.), you can roll 3d6-3 to get the vehicle running, and 3d6-4 to operate it while in any human or vaguely humanoid shape. Failed rolls will not mean that the car stops (unless they’re critical failures of 3 or lower), but will mean that the car takes various forms of damage. While driving, you make all Blend checks at -6 to pass as a licensed driver.

Marco’s Achilles Heel
For every round that Marco is in combat with any yeerk using Eva as a host, Marco must make a Self-Control roll +2 to continue fighting. Following a failed roll, Marco must roll 1d6 and remain unable to attack (with Dodge, defense, and bonus actions)

Saving Throws (don't forget your morph modifiers!)
Blend: [dice=1d6+0 target=3]
Dodge: [dice=3d6+0]

Morphs Acquired
MorphStat ModifiersSpecial Abilities
Human (base form)Speed: moderate-slow (-1 to all Dodge rolls; enemies are at +2 Dodge)
Hit dice: does 1d6 -2 bludgeoning damage if unarmed
Endurance: 4 rounds, after which you must disengage for 1 round
Environments: woods, flat land, sub/urban environments; can survive desert and tundra indefinitely if properly equipped; can survive deep water for up to 30 minutes if unequipped
GorillaSpeed: moderate (+1 to all Dodge rolls)
Hit dice: does 1d6-2 biting damage
Endurance: 15 rounds, after which it must disengage for 3 rounds
Health points: 25
Environments: woods, sub/urban areas; can survive for up to 1 hour in desert or arctic, and up to 10 minutes in water
Extra mechanics: get +3 to all Blend rolls; use Self-Control rolls +3 to ask human civilians for help when necessary; roll Flight +5 to track scents
Self-Control rolls: if in the presence of smells the Ellimist determines are interesting, roll at +3 to avoid investigating; if in the presence of humans or other canines, roll at +1 to avoid attempting to engage them in play
Northern HarrierSpeed: moderate-fast (+2 to all Dodge rolls)
Hit dice: does 1d6 -1 slashing damage
Endurance: 5 rounds, after which it must disengage for 1 round
Health points: 8
Environments: air, trees, high surfaces; can survive in water for up to 30 minutes
Extra mechanics: get +3 to all Vigilance Assessment rolls while using
WolfSpeed: moderate-fast (+2 to all Dodge rolls)
Hit dice: does 1d6 biting damage
Endurance: indefinite
Health points: 100
Environments: woods, sub/urban areas; can survive for up to 1 hour in desert or arctic, and up to 10 minutes in water
Self-Control rolls: if using a male morph, roll at -1 every 5 minutes to avoid peeing on something
Extra mechanics: when in human environments, roll Blend at -2 to pass as a dog, and on a successful roll, gain +3 to all future Blend rolls in this shape; roll Flight +5 to track scents
TroutSpeed: moderate-slow (-1 to all Dodge rolls; enemies are at +2 Dodge)
Hit dice: does 1d6 damage halved to smaller or proportionate opponents; cannot damage opponents more than 3x larger than itself
Endurance: 5 rounds, after which it must disengage for 1 round
Health points: 8
Environments: fresh water; can survive salt water for up to 30 minutes
DolphinSpeed: moderate-fast (+2 to all Dodge rolls)
Hit dice: does 1d6 bludgeoning damage
Endurance: 10 rounds, after which it must disengage for 2 rounds
Health points: 75
Environments: salt water; can survive for up 1 hour in fresh water or for 10 minutes on land
Self-Control rolls: roll at -3 if in fresh water, and -5 if on dry land
AntSpeed: moderate-slow (-1 to all Dodge rolls; enemies are at +2 Dodge)
Hit dice: does 1d6 damage to smaller or proportionate opponents; cannot damage opponents more than 3x larger than itself
Endurance: indefinite
Health points: 3
Environments: air and dry surfaces; cannot float in water and will take damage from rain
Self-Control rolls: must make every 5 minutes at a -6 to retain one’s sense of self, and become lost to the will of the queen for 5 minutes after every failed roll