Koopario Kruise

That him.

> "*Kup*"
> ― Everyone to Koop, including Koop, at least once in their lives
>
>

*A Koopa from a far-off world,* **Koopario** is a wayward soul seeking answers. Bearing an eldritch being known as Marin, capable of manipulating the wills of its targets, Koop began traveling the multiverse attempting to find a way to either destroy him or separate him from him. Armed with the special innate ability to Tattle anyone he had to get information on and pick up magic due to a coincidental affinity on Marin's part, he's been to quite a few worlds, with Peregrine being his latest and most lucrative stop so far.

## Statistics

**Skills:** Deception, Insight, Intimidation, Perception, Performance

## Appearance

Koopario doesn't look very different from a normal Koopa, but since Koopas don't exist in Peregrine's universe, people tend to compare him more to a smaller, more upright posture subrace of Tortles. He can't exactly deny the similarities, though with his distinctly yellow scales and near-gold-colored shell, it pains him to rely on Occam's Razor and deny his secret pride as a Koopa. His irises are a distinct color of green--almost strikingly so if you haven't seen him from before he "obtained" Marin, but they take a far more otherworldly shade whenever the being takes control of the reptilian body.

### Attire

Much like most Pokemon in this world, Koop doesn't wear much in the way of clothes. He never really has to, but out of necessity and fashion he wears a pair of brown boots made of some kind of leather, and a belt with which he carries his coins, items, and magical rod. Sometimes he hangs keychains from them, a couple seemingly carved from wood, others professionally made.

## Personality

Wow, I thought taking over the editor would make me avoid this. How in the world do I describe myself? I mean that's kind of an impossible question...how much do I need to enter--WH--*NINE LINES?!* And that's on the Google Doc! Screw that! I dunno how to fill up nine lines of personality! You're on your own for that one! Good luck...

### Traits

 **Vices:** | Laziness, Social Insensitivity

### Drives and Obstacles

**Goal(s):** Separate and/or reconcile with Marin.

* Find the man known as "Ryker" and...do what he will.
	+ Find information on the "Swords of Justice" for Gaspar.
* Learn and master the use of Marin's powers.

**Motivations:** You'd probably react the same way to being forced to host an eldritch being.

**Obstacles:** Keeping a low profile, in addition to the usual obstacles that come with a multi-universal manhunt.

## Connections

### Affiliations

* **The Cult of Dimensions(?):** Associated mostly through his deal with Gaspar rather than any kind of actual affiliation. Though it seems like an okayish cult for now. Hasn't attacked him or started worshipping him on sight, so.

### Family

* Not in this world. ...morbid to know he can't really keep in touch.

### Friends and Foes

**Friends:**

* **Asphoxia Titaneron:** After a stray Tattle went off on them, Koop became something of a friend to Asphoxia. He knows their true name but still mostly refers to them as "Lulu" as a matter of course.
* **Xeno the Mew:** One of the first people Koop met upon entering Peregrine. Sees him as just a *little* obsessive, but he's still a rather nice guy all things considered, and fun enough to be around.
	+ Kup.
* **Adam:** He's also nice.
* **Kane:** Curse buddies! Though he hasn't seen him in forever. Wonder where he is?
* **Lumi Satomi****:** He knows her, she's nice, she went to an arcade with him and everyone else, and was also part of that big sleepover he thinks? He should talk to her more. Though maybe she'll get her nose buried in his new leads, and he's debating on how much he wants that level of nosiness...
* **Marcus Netallic:** Funnily enough, Koop didn't get to talk with him for long, but he still sees Marcus as a potential friend after he was initially discovered by him, Murphy, and Xeno thanks to Tara. Speaking of...
* **Murphy Enzares** and **Gaspar:** Both of whom he met in Xeno's Rift. Murphy and Gaspar are a bit of an ideal to him--what he wishes his relationship between him and Marin could be. They were a crucial anchor during that trying time, but that aside they both seem like pretty alright people. Gaspar is especially nice for another elder god eldritch whatever.
* **Tikai:** Met her on a chance encounter. She's more friendly and competent than that Luxing person, anyway.

**Allies:**

* Some friends are also technically this.

**Frenemies:**

* Marin, I guess?

**Enemies:**

* **"Ryker":** According to Marin, he's the one who put the eldritch into this situation where he hops between vessels. Koop isn't ashamed to admit he shares the murderous sentiment.
* **The Swords of Justice:** If only for his cursory affiliation with The Cult of Dimensions and the fact that he's a known threat to them, if they tick him off. Though at the same time, Koop has a bit of a distaste for blind crusaders himself, so this is some level of self-satisfaction for him too.

## Skills and Abilities

### Acquired/Learned Abilities

* **Woodcarver:** Koop is actually a pretty decent woodcarver. He specializes in keychains (and is actually proficient with Woodcarver's Tools).

* **Vessel Sight:** Having Marin linked to him has permanently altered Koop's ability to see. Koop has Darkvision up to 120ft, and cannot be blinded by magical darkness. Functions the same as the Warlock's Eldritch Invocation "Devil's Sight".

* **Shell Slide DX:** After moving at least 10ft total, Koop can enter his shell as a bonus action and slide forward an additional 10ft. If he collides with anyone, they must roll a DEX Save DC 14 or else fall prone and take 2d4 blunt damage. The DC increases by 1 for every 10 feet traveled after the first 10 feet, as well as the damage. If he hits a wall, he bounces off of it and continues sliding, losing 1 DC/Damage in the process. He enters Shell Retreat state by doing this, however, and must use his action to exit it.
	+ Koop can also do this as a reaction once per battle. After taking blunt, slashing, or piercing damage from a melee-range attack, he can retreat into his shell and slide 10 feet away, in a direction of his choosing away from his attacker. For every 10 damage dealt to him in this manner, before resistances are taken into account, he slides an extra 5 feet. This can be done for free once Koop is already in his shell, but he can't control it in that circumstance.

### Skills

* **Tattle:** Koop describes this as his trademark ability, despite it being common to other beings in his world. It naturally gathers information about anything in his direct line of sight--perhaps a bit too much information. His mind can't handle large intakes of information all at once, so particularly informative subjects--such as the Prism Wheel Espers, for example--are dangerous for him to use this ability on, however he consciously keeps a leash on it that prevents it from gathering most if any information so long as he can maintain his concentration.
	+ Koop is always aware of how much HP creatures and objects have if they can be seen by him and are within 60ft, and automatically knows the vulnerabilities and resistances of those creatures/objects within the same distance.
	+ Koop has 18 (L6 \* 3 Prof) points of concentration dedicated to Tattle. He can spend 1d8 of these points to use Identify on a creature or object within 120ft with a cast time of 1 Action, or use Legend Lore on the target with the same time and casting range for 2d12. When using Legend Lore in this manner, the lore given is given as if he rolled a critical success on a History check on the subject, rather than a small snippet of lore, and it works on any target, legendary or not.
	+ When Koop has 0 concentration points or lower, he cannot use Tattle and becomes Poisoned for 1 minute, after which he regains half his concentration points. He regains 1d6 points every hour, which doubles if that hour is taken by a short rest, and they're completely restored after a long rest.

* **Shell Retreat:** Using an action, Koop can retreat into his shell to gain resistance to nonmagical blunt, slashing, and piercing damage and increase his AC by 2. In this state, his speed is 0 and he has disadvantage on STR and DEX saves unless his speed is increased by other means. A second action is required to exit his shell.

### Anima Arts

Elemental abilities practiced by Koop. Since they're taught and used in part by Marin's affinity for magic, they use Charisma as a casting stat, but Koop's practiced enough using his own reserves of magic to give himself actual casting stamina rather than having to rely on a Warlock's normal reserves.

**Maximum MP:** 32/LR

**Highest Spell:** 3rd (2-3-5)

* **Fire Mastery:** Fire Skills.
	+ **Fire Bolt (0A):** Vanilla Cantrip. 120ft, Spell Attack. 2d10 Fire Damage by default. +1 damage dice per overcast.
		- *Sharpcast:* Can target a number of creatures equal to Koop's CHA (3).
	+ **Burning Hands (1A):** Vanilla Spell. 15ft Cone, DC14 DEX Save to take ½ damage. 3d6 Fire Damage by default. +1 damage dice per overcast.
		- *Sharpcast:* Inflicts a constant burn effect on selected targets that fail the save that deals ½ the damage of the original hit for 3 rounds, or until they succeed on a CON save made at the end of their turn.

* **Ice Mastery:** Ice Skills.
	+ **Ray of Frost (0A):** Vanilla Cantrip. 60ft, Spell Attack. 2d8 Cold Damage by default. +1 damage dice per overcast. Reduces speed by 10 on hit.
		- *Sharpcast:* Removes all flying speed and sets all other speeds to 10, if reducing their speed by 10 would not already push it lower.
	+ **Ice Knife (1A):** Vanilla Spell. Roll a Spell Attack against a target within 60ft. If it hits, it deals 1d10 Piercing Damage. Regardless of whether or not it hits, all enemies within 5ft of the initial target must roll a DC14 DEX Save or take 2d6 Cold Damage. +1 Cold Damage dice per overcast.
		- *Sharpcast:* Increases the radius of the Cold Damage explosion to 15ft.

* **Lightning Mastery:** Lightning Skills.
	+ **Shock (0A):** Eldritch Blast, except Lightning. 2 Spell Attacks against enemies within 120ft. Deals 1d10 Lightning Damage per hit. +1 Attack per overcast.
		- *Sharpcast:* All targets that are hit must roll a DC14 CON Save or be Stunned for their next turn.

* **Wind Mastery:** Wind Skills.
	+ **Guarding Gale (1A):** Curries a gale of wind around the user that protects them. Grants 2d4 Temporary HP with resistance against blunt, slashing, and piercing damage. +1d4 Temp HP per overcast.
		- *Sharpcast:* Grants the effect to all selected targets within 60ft.

* **Water Mastery:** Water Skills.
	+ **Azuaqua (0A):** Spell Attack against an enemy within 30ft. Deals 2d6 blunt damage using a lash of water. +1 damage dice per overcast.
		- *Sharpcast:* Restores HP equal to damage dealt.
	+ **Azucure (1A):** Heals a target within 60ft for 1d6. +1 heal dice per overcast.
		- *Sharpcast:* Heals all selected targets within 60ft, including the user.
	+ **Torrent (2A):** Summons a wave of water that travels 60ft in a 5ft line. Anyone in the line of effect must roll a DC14 STR Save or be pushed back 10ft. They take 4d6 Blunt damage, or half as much on save. +1 damage dice per overcast.
		- *Sharpcast:* Doubles the knockback and adds +2d6.

* **Earth Mastery:** Earth Skills.
	+ **Earth Tremor (1A):** Vanilla Spell. Everyone in a 10ft radius from the user rolls a DC14 DEX Save to avoid taking 1d6 Blunt damage and falling Prone. Misses flying creatures. Turns loose earth or stone to difficult terrain in that range. +1d6 damage per overcast.
		- *Sharpcast:* Enemies now take ½ damage on save, the radius increases to 20ft, and the die size becomes d8.
	+ **Gaia Chain (2A):** Functions similarly to Earthen Grasp. One target within 30ft must succeed on a DC14 STR Save or be restrained by earthen chains and suffer 2d6 Blunt damage. Requires concentration to maintain, and ends on a target when they use an action to reroll the save and succeed. On your turn, you may also use an action to deal 2d6 Blunt damage to afflicted targets. Can affect one more target in the same range per overcast.
		- *Sharpcast:* Maintaining the effect still requires concentration, but reapplying damage no longer takes an action and instead is reapplied for free at the start of your turn.

### Unwavering Heart

Abilities directly related to Koop's connection with Marin, rather than awoken or enhanced by it. Neither of them asked to be stuck with each other, but Koop admits some of these are some pretty neat benefits…

* **Will Power:** Koop has 2 *Will Points* he can use on Unwavering Heart Commands. They increase to 3 Points at L11 and 4 at L17. He regains them all after a short rest.

* **Sharpcast:** Using 1 Will Point, Koop can *Sharpcast* a spell, giving it additional effects listed with the spell.

* **Fleshcraft:** Using 1 Will Point, Marin can exert direct influence over the shape of Koop's body, functioning as a cast of *Polymorph*. Once per long rest. Functions similarly to the *Sculptor of Flesh* Eldritch Invocation.

* **Overcaster:** Koop can cast Cantrips using MP to grant them extra effects listed with the Cantrip. Spells that cannot normally be cast at higher levels can also be cast at higher levels to listed effects.

### Weaknesses

* **Haphazard Tattling:** Koop's Tattle has a tendency to go off unexpectedly. It can be anything from a wavering focus to a lapse in attention, but when Koop is not in combat, every active player in the scene can force Koop to roll a DC15 CON Save or be forced to use one of Tattle's functions on something he's looking at. This only happens once per scene, but it's still *really annoying*

* **Blindness:** Special darkvision be damned, if he can't see he can't aim. Everything he has relies on sight, even his Tattle. He can throw out attacks all he wants, nothing's guaranteed to strike true.

* **Shell Shock:** As nice as resistance to nonmagical physical attacks is, Koop finds it hard to disagree with the sentiment that having to dedicate an action to retreating into his shell and coming out is just unfair to his niche. So he ironically ends up being vulnerable in that state.

* **Caster Woes:** With every magician comes the obvious weakness of managing MP, especially since Koop's physical options are few, far between, and rather obsolete. Koop's MP isn't exactly *low* for his level, but it still only regenerates after a long rest instead of after a short rest like most Warlocks. Regaining Will Points isn't much consolation.

## Equipment

### Key Items

* **Dimensional Passport:** A fake passport suitable for Vespuccia that allows access to the Cult of Dimension's pocket dimension. Just walk into a shadow while holding it and you're in.

* **Marin's Locket:** A locket that possesses an eldritch color--as a result it changes color almost constantly to the unaltered eye, its true nature only visible by Warlocks or those with truesight. A memento from Xeno's Rift. The picture inside is of Koop and some incomprehensible being--Marin, of course. That said the picture is doctored.

### Weapons

* **Chroma Rod:** A specialized magic wand that Koop "borrowed" off of a Magikoopa that was unfortunate enough to be one of the first victims of Marin's initial misbehavior. The orb on top changes color depending on what element is being used and it has a yellow-and-green spiral motif on the handle.
	+ Can be used as a nonmagical blunt 1d4 improvised weapon. Of course, Koop has proficiency with such a thing, but if he's doing that, something's gone horribly wrong.

### Other Equipment

* **Crossroads Communicator Mk 2^80:** A smartphone that connects to the Extranet--basically the Internet, but for all your multiverse needs. Never loses signal, never loses charge, and has godlike virus protection. And hacking protection. And basically never try and look at the code or else you'll [REDACTED]

* **Koopa Klimber Boots:** A pair of yellow boots that are excellent at keeping you on your feet even when the world conspires to topple you. Slippery terrain doesn't affect the wearer's mobility at all and spiky surfaces and creatures stand no chance.

### Inventory

* **Hammerspace Utility Belt:** A belt that has literally infinite space inside. By some conceptual voodoo whatever, Bags of Holding do not affect it at all and should two such items interact in such a way inside, the effect will be isolated enough to keep Koop's precious items safe.

* **Flashlight:** A good old-fashioned flashlight. Everyone needs one.

* **Giant Gold Coins:** Self-explanatory. Koop seems to never run out of these.

* **Keychains:** Keychains of all sorts that hang from Koop's belt, depicting many things. The woodcarved ones tend to display designs and moments from Koop's travels--don't dare ask about the one that looks like a chicken.

### Points of Interest

**Former Homes:** Rogueport, Mushroom Kingdom (Offworld)

**Former Jobs:** He was too young before this.

## Gallery

Full range of Kupmotion. Sprited by KueiVolonte.The Kup on most occasions. Not pictured: Popcorn.The Kup on most *other* occasions.Important fact of life. Drawn by Dimitri.Artist’s rendition of Koopario wearing armor. Artist (recolorist) Xeno....Okay, how did this get here? ‘Art’ created by Xeno.Gun.