Board Thread:Roleplaying/@comment-32964302-20161203202559/@comment-27853587-20161219034748

Fire86743 wrote: Hello there. Seems that you're interested in the title and want to join. If you're disappointed, go to another thread. If not, well, read ALL of this before roleplaying down in the replies.

The beginning of the RPG is set during an average battle between the plants and the zombies. After the boss is defeated, the one who delivered the final blow will get to choose what the next world will be like except after they defeat the 7th boss. Oh, and btw, everybody will start at level 1, even if you're supposed to be a really strong plant. Read below to see what you will get at a certain level. Sun is the energy that a plant needs in order to perform most attacks. Exp is what you need in order to level up. Health is how much damage you can take before getting KO'd. Everybody starts with 25 sun, 100 health, and 150 exp that increase every time you level up. You can change your character after every world, but can not change it to a powerful plant until World 8 has been reached.

MOVES

Basic Attack (Your plant's basic attack. Costs no sun.) = Level 1

Charged Attack (A variation of the basic attack. It's stronger, but takes 1 turn to use. Costs 5 sun.) = Level 2

Solar Heal (Sacrifices sun to heal an ally. Only for sunflowers. Costs 50% of the current sun.) = Level 5

Solar Beam (Sacrifices sun to fire a beam of solar energy. Only for sunflowers. Costs 75% of the current sun.) = Level 9

Pea Rain (The plant shoots a giant pea in the air, splitting into millions of peas in seconds. Only for peashooters. Costs 12 sun.) = Level 10

Meteor Strike (The plant shoots a fireball in the air, splitting into millions of blazing rocks in seconds. Only for plants with fire powers such as Torchwood and Jalapeno. Costs 15 sun) = Level 10

False Awakening (The plant charges up and almost awakens it's true power, adding 25% attack power. Costs no sun, and unlike the actual awakening, it can be used any time.) = Level 12

Leaf Block (Makes the plant invulnerable for 1 turn. Costs 10 sun.) = Level 15

Flight (Makes the plant fly in the air for one turn, making them invulnerable, and then come down and deal damage to 2 zombies the next turn. Only for flying plants. Costs 50 sun.) = Level 20

Little Fusion (Basically the plant fusion, except the weaker plant gains control.) = Level 22

Awakening (The plant charges up and awakens it's true power, adding 50% attack power. Costs no sun, but is only available when the user is below 75% health.) = Level 25

Super Charged Attack (A stronger variation of the charged attack. This time, it takes 2 turns to charge. Costs 10 sun.) = Level 35

Plant Fusion (A special technique that merges 2 plants together into one, powerful being. This being is actually the stronger plant that can also use the weaker plant's moves, as well as adding their sun and health. Costs no sun, but can only be used if both fusees are at least Level 45 and agree to fuse. Also note that the 2 plants will unfuse when their fusion gets KO'd or when the battle ends.) = Level 45

Super Awakening (The plant charges up further and awakens it's truer power, doubling the attack power. Costs no sun, but is only available when the user is below 50% health.) = Level 50

Mimic (Basically turns the plant into a random zombie in the battle except for bosses. Only for imitaters. Costs 55 sun.) = Level 50

Solar Shield (Makes the plant invulnerable for 2 turns. Costs 20 sun.) = Level 65

Permafuse (An upgraded version of the plant fusion that lets both fusees control, has doubled health and sun added, the fusees can be any level (but they can only fuse if one of the fusees is at least level 75), and the 2 plants won't unfuse after a battle. But, like the original plant fusion, the plants can only fuse if they both agree to fuse and they will still unfuse after getting KO'd.) = Level 75

True Awakening (The plant charges up further and awakens it's truest power, tripling the attack power. Only available when the user is below 25% health.) = Level 75

Full Upgrade (Permanetly doubles the attack power. Also halves the turns it takes to use certain attacks, but doubles how much sun they cost. Use wisely.) = Level 85

Negative Heal (Gives 50% of everybody's health to you. Only for vampire sunflowers and doom-shrooms.) = Level 90

Negative Beam (Sacrifices your teammates for a dark blast that does damage equal to the total health that they had before you KO'd them. Are you sad that your team is gone? Don't worry! Crazy Dave will heal them up after the battle, at least if you survive it. Only for vampire sunflowers and doom-shrooms.) = Level 95

Godly Ascension (If you have used the full upgrade at least once, you can use this form that multiplies your attack power by 5, giving you power equal to that of a god. This, however, can only be used if you are at max health, max sun, and if everybody agrees for you to power up.) = Level 99

Ultimate Attack (As the title suggests, this is your ultimate attack. It can only be used in base form or full upgrade when under 25% health. It has a base power of 10000, but it increases when your teammates donate their sun to help. It can only be used once. Costs all of your sun.) = Level 100

Super Ultimate Attack (The stronger variation of the Ultimate Attack that's used during a permafusion. Works exactly like the ultimate attack, except that it has a base power of 80000. However, using the move will cause the 2 plants to finally unfuse forever.) = Level 100 with Permafuse

WORLDS AND GOALS

World 1: The Lawn (Protect the town and defeat the zombies!)

World 2: ??? (To be announced)

World 3: ??? (To be announced)

World 4: ??? (To be announced)

World 5: ??? (To be announced)

World 6: ??? (To be announced)

World 7: ??? (To be announced)

World 8: The Finale (Defeat the zombies once and for all!!)

AND FINALLY: THE CHARACTERS

Fire the Torchwood (Level 1)

Pea the Fire Peashooter (Level 1) Hello! Can you begin!?