Part of
The_Listof_Alts. Don't like her, check there. I might have made someone better.
Panla here is a battle medic. Running through bullets and knives and swords and whatever other killing doohickeys people come up with these days, she helps those that fall prey to those killing devices. Not many are brave enough for her job, but she keeps pressing on.
But as people keep inventing killing things, she always finds the best healing ones too. Sometimes through stealing. And sometimes by finding a Starcraft 2 Medivac and feeding its current pilot to... well, herself. She was hungry. And now she has a fancy ship! That's what doctors call a win-win.
On her first assignment out, she encountered
Queenie_Spawn… what happened there was odd. And kinda fun. Queenie is her only real friend in nexus right now. Ironic... a Terran medivac allied with a zerg queen.
Also vorebattle
Passives:
A dog: She takes a -2 to scent based attacks. Strong nose and all. Also, if she ever has a -5 or higher debuff from scent she faints, stunned for 3 turns.
I'm a medic: Every two turns, Panla heals 1 HP. This can't go over her max of 10.
Tons of instructional videos: Panla gets a +2 against any starcraft based battler.
Actives:
Sedatives: Panla uses a strong sedative to try and put her opponent to sleep. If she wins then the effect depends on the roll.
1: She gave them adrenaline on accident. Woops. They get a +5 for 3 turns. (This occurs if she rolls a 1 even if she loses.
2-5: Not enough. Nothing happens.
6-15: Tranqued. Take a -2 for 3 turns.
16-19: Horse tranqued. A -4 for 3 turns.
20: Elephant tranqued. Stunned for 2 turns, then -5 for one turn.
Solvent: If in the digestive phase, Panla can roll against her opponent. If she wins, that type of vore's digestion damage drops to 1. If she loses, her needle is melted and she can't use the move for the rest of the battle.
Bad medicine: Panla uses some old medicine in used needles to cause damage. All is fair in love and war! If she beats her opponent her roll decides the outcome.
1: So it turns out that stuff still works. The enemy gets +5 HP (can go over maximum HP. Even if panla loses roll, if she rolls a 1 this still happens.
2-5: Eh, kinda achey. -1 for 2 turns.
6-10: Oogh.... don't feel so hot.... 1 damage, -2 for 2 turns.
11-15: paiiin. 3 damage, -2 for 3 turns.
16-19: lots of paiiiin. 5 damage, -3 for 3 turns.
20: Fatal. If her enemies rolled below a 10 they lose. If not, 16-19 applies.