Appearance: Only one of Rem's eyes are open at any time. Depending on the LOVE of the group, REM will either have a halo or horns. When not fighting, the halo or horns will disappear. After being defeated the first time, REM will break apart into three smaller sheep in a shower of wool! They are named Eugene, Rambo, and Mouton.
Personality: Rem is easily distracted, but when all three minds think the same thought, it must be carried out. Rem talks to himself a lot and is very curious. He changes his mind a lot, and can go from emotional to logical to apathetic. Eugene, Rambo, and Mouton don't like to be separated, but when they do, they act differently than Rem. Rambo is Rem's emotions, Eugene is his thick skin, and Mouton is his logic.
HP: 3,000 Atk: 3 Def: 333 Fighting style: Purple Heart/Trap Mode- Rem may attack in the dream world. When he attacks, he traps the players in a dreamcatcher, limiting them to move only on the lines. Rem will charge at the humans, summoning wads of wool to fly at the targets as well. Rem will shoot beams of purple energy from his top eye. He will blast stars from his left eye. His right eye will pop out and expand, rolling after the humans like a boulder. His ultimate attack is to hurl chunks of wool in the air and have them fly down at a flaming speed, like a falling star. ACT's: [ASK] Used to each of the eyes will cause Rem to split apart, and then each of the sheep can be dealt with. Mercy: [ASK] ie. You ask Rem's left eye why it's crying. After Rem splits apart, [CONSOLE], [SCOLD], and [HUG] will appear. Using the correct one on the correct sheep will calm it down and allow them to reform Rem.
Battle Theme:
Relationships: (To be worked on as RP the progress)
Personality: Conner is a smart fellow, enjoying challenges that require the use of the mind instead of the body. He can solve many puzzles with ease. However, he is also a tad introverted. He spends more time listening to conversations than he does joining them. Still, he is slowly coming out of that shell of his and beginning to take part in more conversations.
'Weapon': Broken Gameboy (+1 ATK, Flavor Text: The screen is cracked.)
'Armor': Broken Sunglasses (+1 DEF, Flavor Text: One of the lenses is missing.)
Guess I should put down what I have for my human...
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Name: Jean
Age: 14
Pronouns: Female Pronouns
Color: Yellow
Appearance:
Personality: Being one of the oldest in the group, Jean has personally taken it upon herself to be the protector of the youngest kids, trying at being the responsible one despite being a bit of a haughty tomboy. Of course she’s heard the heroes' terrifying accounts of horrible monsters, causing the great war, eating good people…but they wouldn’t scare her much (they actually scare the girl a whole lot)! She was going to be the hero!
Weapon: Worn Glove (+1 Attack, makes her hands sweaty)
Armour: Sturdy Boots (+3 Defence, Increases Chance of Escape and Agility Out of Battle)
Stats: LV.: 1 Hp: 25 Atk: 6 Def: 3
Theme: (Optional, but it would be cool to have one!)
Relationship: (To be worked on as the RP progress)
The feathery fluff of their coat rolls down as their warm amber glow shifts to a cold blue. The feathered fur grows ridged like spiny scales when threatened. Jack sits at 6'2ft (not counting antlers)
Monsters hold observation checkpoints, though the one located deepest in the forest is otherwise abandoned. Jericho considers this his 'workshop' where he carves fallen growth in isolation. Most of the carvings are of small, meek bunnies (About 4 inches tall) which are spaced from each other and never looking at each other as to depict his loneliness. They cloud his land to make it more than clear where trespassers are, although so much care is put into each and every one, that they are sought after as decorations by other monsters. However, the forlorn nature of the idols tends to make those possessing the stolen carvings feel BLUE. The larger versions are usually of bear-like insects and lizards in attacking stances which display his rage and unaligned hostility to intruders. These are found mostly on the outskirts of his territory, though they are spaced so far apart that its easy to accidentally stumble into his section of the woods, especially if uninformed.
Duty compels Jericho to seek his lonely posting. His aspiration to appease the royal guard drive his actions, although since humans have never entered his territory, hes sunk mostly into mania and is in a state that some monsters look down upon and others pity...feralism. A danger to those around him, even other monsters, many choose not to enter the forest, altogether.
Jericho's lamentations can be heard throughout the forest which translate to a cold howl of wind which echoes through the trees from no discernible direction. Within the woods are two 4-'ft idols of humans (or the closest rendition that imagination can inspire) who are kneeling in clearings. * An alien depiction of a human figure resting, the eyes are passionately carved with intensity. * The emotional rendition of determination fills the humans with DETERMINATION!
Personality: Curious and easy to excite but is otherwise fairly void of emotions, though they love to act like they have them. This leads to a very strange sense of humor since the concept of 'comedy' is fairly abstract to them. Jericho is very territorial but isn't overtly hostile unless they feel threatened. Mostly, they observe trespassers and only interdict on actions that harm their friends or disturbs their various sculptures they leave throughout their territory to denote that it is theirs. Each sculpture is carved with the idea of an emotion, so many of the carvings can come off as anything from heart wrenching to threatening. Jericho enjoys singing and has inexplicable motherly instincts.
HP: 1500 Atk: 6 Def: 200
Fighting style: Manipulation over emotions causes attackers to feel BLUE for fighting Jericho. -A lash of their viciously sharp antlers sends slashes through the air. One orange and one blue with the orange being slightly faster. -Arching their neck allows Jericho to strike quickly in close quarters from differing angles. (!!! notification- short bottom, long top and then long bottom) -Whipping their tail sends a wave of charged fairy dust which burns on contact (2-burst 2-layer projectile wall) -Bark only works against targets who are blued. The grip on their heart allows Jack to throw blued targets back, subjecting them to a followup pelting of fairy dust. This attack is used infrequently and when Jack feels crowded by attackers. Aforementioned Blued targets fall and must dodge a few trees to remain unharmed. This is followed by a cyan wave attack to encourage the victims to stay down.
ACT's:
Confusing yet comforting, conditions need to be met for Jack to be approachable. (Halves atk and def) Successfully hugging Jack subjects the target to one of two instances. Normal- Snowflakes flutter to and fro while sinking down across the area from the pressing cold of Jack's coat, relatively easy to dodge. Only, a surprise bolt of short '!!!' ice spikes prevents a total evasion method. Blued- presses of '!!!' instances take up short bottom, long top, medium bottom medium top then medium bottom and long top. Ice spikes. Meanwhile, a flutter of snowflake projectiles prevent the target from staying in a single place for very long. Surviving opens up the 'Apologize' option for those who are Blued. This halves attack but not defense. If the next turn results in an attack from the target, Jack's attack increases by 50% and intervention may be required to prevent Jack from killing the target, or being killed by the target. Debuffs from compassion acts are reset and their attack becomes 9 and defense remains 200. Slaying the human target(s) resets Jack's aggression and they refuse to fight for the next 4 turns in shame of their involvement in a human's death.
Sing- Harmonizing with Jack gains his curiosity, making him approachable. (BLUE'D characters are subject to a salvo of antler swipes on approach since distrust runs deep) Bark- Attempting to harmonize with Jack through their barks, depending on the subject's actions could either confuse Jack, lowering their attack by 2 or taunt Jack (if blued) which increases their defense by 100 but decreases the speed of their attacks. Cry- Jack cries too...truely, nobody is happy about this. (Human atk down (halved as they give in to the BLUE). Jack's atk down (halved) for one turn. Humans who cry are BLUEd for their next turn, although his attacks avoid newly blued targets.) Return- An idol that had been taken can be returned to Jack as a combat action. This action has a greater chance to succeed in being MERCY'd by Jack if they are already subject to hug or empathy conditions. Blued targets returning an idol are no longer blued as jack 'forgives' them. However, combat may continue, although Jack's atk is reduced by 2 for the remainder of the fight and their attacks are slowed due to indecision. By this method, the rounds to endure are reduced by 2 as Jack loses DETERMINATION.
Mercy: Hug conditions- Refusing to fight (Or meeting the compassion requirements) gains Jack's interest which overrules their aggression. This opens dialogue. 6* Rounds- Demands to know the humans' business. (Depending on the explanation, the fight may resume, depending on the actions that earned Jack's ire) 33% Health- Begs for the human(s) to rescind their ways and cease their attack for the good of the forest. (If mercied, will likely run off to warn others of the human incursion)
After being mercied The fur of the beast rolls up along their body, azure and amber flecks of light flicking from their fur as it returns to its plumed amber glow. They lift their neck to its full length as to look over the group while pacing pensively before lowing themselves a head's height above their tallest. They cautiously stay just out of reach, though allow those unblued to hug them as they might have, MERCYing everyone in the same motion as long as aggression ends.
Those without aggression are welcome to hug them as well. The warmth of Jericho's coat while calm not only shields them from the cold of the forest, but heals slowly over time.
Jack buckles under the onslaught of hugs and tickles from humans, confused what they should expect from their mortal enemies. It may have been one sculpture...or maybe it was nothing, the point was that it was hard to feel threatened while dog-piled by the cooing human beasts. As uncomfortable as the crowding was, it's clear that Jack isn't threatened by the humans and chooses to MERCY them.
Jack leads the humans back to his makeshift fort-house crafted from a dilapidated guard post and a few split trees in a lean-to fashion with a closed back and rudimentary door big enough for Jack. The dwelling is just big enough for him to lay down and reach his work shop. various stumps allow a few members to sit, although its clear he never accounted for having so many visitors. Its not much, but its out of the frigged wind. Here is where Jack entrusts his recent work to the humans; The Mantles of Amber.
The Amber Mantles are woven with the silky softness of Jericho's previously cast-off winter coat. The jackets are carefully tanned like black leather with tree resin to resemble leather with a cozy-toasty fluffy fur interior and hood...One of them is capable of fitting ages 13-16 and the other fits 6-10(the lower ends have their atk reduced by 1-2 from the size since the sleeves are a tad long). It grants +4 def from its thickness and an extra +2 against cold. Flavor text:"A cozy coat that still glows with a warm amber hue. It reeks of hope. (Pine needles and maple sap, to be specific)" However, they are ill fitting against heat and inflict a -4 to attack and -2 to defense (making its bonus +2) in hot climates due to heat exhaustion.
Jericho also offers a potato/carrot/broccoli and spice soup with plenty to take as leftovers if the kids so choose. Its not particularity palatable for the kids due to being vegan to the letter, but its a warm meal with a hearty broth that warms the heart and soothes stuffed sinuses. Good for colds but fairly spicy. +10hp (Enough for everyone and 5 takes of leftovers if they want it (Contained in a single thermos with a detachable cup-top to keep it warm)) As they (hopefully) stay to plan their next move and have a meal, Jack serenades on his violin-fiddle bastard instrument made from shed antler and oiled-to-wire mane. (Literally a piece of Jack).
His home can be looted for the coats. The violin gives +4 atk and can slow attacks of sound-based monsters in the place of the attack bonus. This also interrupts monsters' music due to the inelegance the kids play it with, subjecting them to rules regarding such actions.
Battle Theme: Blued
Or nonBlued
Relationships: (To be worked on as RP the progress)
Jericho isn't intended as a genocide-mode boss. Rather, they're not supposed to be the first one either. The more people who indulge in killing monsters, the harder the fight becomes.
I kinda intended Jericho to incidentally be Yellow's friend, since the last thing he wants to do is hurt the kids. However, he'll viscously defend himself and his friends if need be. Yellow might be blued on principle, although it depends on how it goes.