Personality: At a first glance Rosey is polite and good natured Rose with a love of being helpful. But she's actually a cruel and malicious creature unable to love but is fully capable of LOVE and is very dangerous to both humans and monsters. She knows infomantion very few others know, and she loves to tell everybody what she knows as she seems to take pride in knowing things very few others know, especially if its painful or shocking but she does tend to tell half truths and using around about ways of explaining things. She also has a massive ego and it's easily bruised.
Appearance: A monster with the body and head of a human woman, with wings for arms and birdlike legs that end in sharp talons. Wears a curled white wig and a fancy black suit with a tailcoat and pants with tattered and shredded legs.
Personality: Harpiano is a popular musician who attempts to "freshen" the lives of monsters with sound and wind, as life underground is stale and miserable. She despises being interrupted more than anything else, often resulting in property damage. She is brimming with confidence to the point of arrogance, but genuinely desires to make the lives of monsters better. She secretly enjoys the human music known as dubstep, of which she has found a great quantity of in the trash, despite finding it to be terrible in virtually every way.
In a Pacifist/Neutral run she is at first talkative and discusses her reasons for fighting before starting. In a Genocide run, she attempts to catch the fallen humans by surprise with a sudden onslaught, refusing to speak to them at all.
HP: Pacifist/Neutral (578), Genocide (902)
Atk: Pacifist/Neutral/Genocide (7)
Def: Pacifist/Neutral/Genocide (7)
Fighting style: Sharp blades of magical wind formed by playing on her Harpsichord Piano, which she plays with her talons by dancing on it. The strength and size of the blades depend on the note played. All of her attacks follow a rythmic pattern, be it slow and measured or rapid-fire.
In a Pacifist/Neutral run, she plays a song with more slower parts and variation. In a Genocide run, however, she plays a relentless onslaught that lulls the opponent into thinking it's over towards the middle before resuming with as much intensity as before.
ACT's: Pacifist/Neutral CHECK: A talonted muscian. Attack and Defense of 7. LISTEN: Quietly listening to her music leads to her sometimes forgetting to actually attack. APPLAUD: Interrupting her song with loud clapping leads to her starting her song over again.
There are no special ACT options for her in a Genocide Run.
Mercy: Pacifist/Neutral simply last until the end of her song without interrupting her. In Genocide, lasting until the actual end of her song results in the destruction of her harpsichord, leaving her defenseless and unable to fight.
Name: Violet Age: 6 Pronouns: She Color: Violet Appearance:
Personality: Shy and quiet, likes to stay off to the side. Not good at socializing and lacking in confidence, often stammers and mumbles. When encouraged, she can be energetic and playful. Genuinely believes her teddy bear is an imaginary friend named Bob. 'Weapon': Bear Plushie. Deals 5 damage when used as a weapon. Hugging it grants comfort and safety, reducing the damage received for a turn. 'Armor': Bunny Slippers. Provides 1 defense. Keeps the wearers feet nice and cozy in the cold. LV.: 1 Hp: 20 Atk: 5 + 5 = 10 Def: 0 + 1 = 1 Theme: https://www.youtube.com/watch?v=dDJ63ZHrGo8 Relationship: ?????????
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 fridged 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 burnt 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)
Appearance: After Mercy conditions have been met, fluffy white dog ears will poke out of the helmet. Out of his armor, he is the typical fluffy white dog, but sometimes he'll shapeshift human vocal chords to vocalise humanised barks "Arf arf". In armor, he stands about six feet tall. The armor he wears is of one of the fallen heroes of the Great War.
Personality: Pretty much a silent, imposing, ruthless protector, as Undyne seemed to be initially in the game. Over protective of his friends, and fierce to his enemies...get on his good side, and he'll love you forever. It's easy to get on his good side. Not above pawing/nuzzling at legs, knocking people over affectionately, laying/sitting on people's laps. Likes to think of himself as a good dog, but has yet to kick the habit of smoking dog treats with some of the other royal guardsmen.
Stats: HP: 90 Atk: 9/6/3 Def: 900 Fighting style: No color change, I don't think? -Blue blades with homing dogs, some orange and some bombs. -Bomb dog drop. -Blue blades which will change into a number of blue homing dogs. -Rare circle of singing dogs, barks sung alternates in either orange or blue. -Rare sleeping or jumping dog.
ACT: Check (First Check: A Dark Knight and Captain of the Royal Guard.) (Second Check: A Dog.) Whistle (Ignored till Mercy Conditions are met) Beckon (Ignored till Mercy Conditions are met) Fetch (Unlocked After Mercy Conditions are met, Dog Knight will bring you back weapons/equipment you have thrown?) PET (Unlocked After Mercy Conditions are met, the single most OP Act on a dog enemy) MERCY:Run (Leave the battle to run)
...using an item on a turn when uninjured will throw it at him. Unequipped weapons or armors will have no effect, or be deflected…food items will be eaten, for better or for worse. Feeding a minimum of two food items, one being the last in your inventory will open up two more acting options as well as making Acting effective at all.
As the Dog is heavily armored, unless the individual has high enough LV (LV12 and up) with weapon, no attacks will do more than bounce off. Throwing a Dark Chocolate Bar at them will have them eat it, and automatically bring the Dog Knight into a Mercy possible state. Two rounds of Acting and the Dog Knight will fall over and the fight with clear out, Mercy will lead to the same result. The Dog Knight will be fallen over in game, and generally unresponsive to interactions, even petting will not rouse them. The sound of a monster's soul breaking is heard once the Dog Knight is left alone and out of sight.
Relationships: Sir Frog - Never going to stop trying to eat and spitting out the fellow knight.
A successful date will lead to Dog Knight becoming an inventory item. Interact with a pocket sized dog at your leisure!
Name: Doggone Dog God
Appearance: After the original Genocide conditions have been met, instead of dying, Dog Knight sheds his armor and morphs to become a tall black wolf-like creature, no less than twelve feet tall. Doggone also seem to speak actual words instead of humanised barks.
Stats: HP: 999 Atk: 9/6 Def: 666 Fighting style: Your character becomes Orange, you much keep moving or else take passive damage. -Doggone claws, blue and orange claw marks swipe through the space, panicked looking white dogs pace back and forth along the bottom. -Three surprised looking bomb dogs are thrown into the space, bouncing around before exploding, sending a number of stars in different directions. -Jagged teeth will be lining the top and bottom of the space, a blue tongue with come from either the left or right, temporarily negating the effect of an orange heart, you must keep still for this round.
ACT: Check (First Check: Doggone is bubbling, there is a sickly sweet smell of hot chocolate in the air.) Whistle (Doggone howls in response, attacks get harder this turn. Nine straight rounds of this without healing, and Doggone will melt. The battle will end.) Beckon (Doggone growls, attacks get easier this turn) Fetch (If any of them have been spared, one of the King's Guard is brought in this turn to attack while Doggone rests. They will make a comment about Doggone.) PET (IMPOSSIBLE) MERCY: (IMPOSSIBLE)
Battle Theme:Annoying Dog Dance - it's Spider Dance remixed in the style of Dog Song
-----
Human
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)
Personality: Lina is something of the class daredevil, always throwing herself full force into an activity. She tends to be outgoing toward others, but doesn't stick around if someone rejects her friendship. To be frank, she probably would've ended up climbing Mt. Ebott on her own at some point, and ended up in the same place. She gets a lot of the hot-bloodedness from watching way too much anime in her downtime.
'Weapon': Soccer Shoes - +3 ATK, makes battles easier to FLEE. "Good for running and kicking alike."
'Armor': Junior Jersey - +1 DEF, faster movement speed. "Something easy to move in."
Relationship: (To be worked on as the RP progress)
Calibri
Pronouns: Feminine Appearance:
Personality: Calibri is the current Royal Scientist, and spends most of her time at the Laboratory in Hotland. While she is highly dedicated to her research, she makes regular trips to the other areas of the Underground so she can stay in touch with its inhabitants. While she is normally a quiet sort, she becomes exceedingly animated when something truly captures her interest. Her hobbies include electronic repair, puzzle solving, and philosophy.
At least, that was how she used to be...
For a while now, Calibri has been prone to some strange behavior, including backward speech, referencing events that never happened, and spending more and more time in the depths of her laboratory. Those close to her suspect her behavior is a side effect of her experiments regarding the ability to SAVE...
HP: 4321 Atk: 1 Def: 234 Fighting style: Calibri lectures the player about the meaning of life, and how it differs between monsters and humans. Lasers Calibri fires several blue beams criscrossing the field, then follows them up with white laser blasts. Rewind Calibri fires a short burst of random bullets, which she then calls back to her hand, possibly catching her opponent unaware. FastForward Calibri fires a random burst of slow-moving bullets, which suddenly speed up significantly. Checkpoint Early in the battle, if her opponent chooses to FIGHT, Calibri will take a turn to display the text "CHECKPOINT SAVED." If her health falls low enough, she can restore herself to this point, but only once. Her attacks become somewhat faster afterward.
HP: 4321 Atk: 4 Def: 321 Lasers Calibri fires several orange beams criscrossing the field, then follows them up with white laser blasts. Rewind Calibri fires three short bursts of random bullets, which she then calls back to her hand, possibly catching her opponent unaware. FastForward Calibri fires a random burst of slow-moving bullets, which suddenly home in on the opponent and speed up significantly. Inversion During some of her attacks, Calibri's eyes will flash, and she will invert both the color of her opponent's SOUL (Red becomes green, blue becomes orange, etc.) and its movements. (Up becomes down, left becomes right, etc.)
ACT's: Check: Seems like the academic type. ATK 1 DEF 234 Question: You ask a question about science. Calibri can't resist answering. Her attacks weaken. Debate: You attempt to justify your philosophical outlook. Calibri's attacks speed up as she counters your argument. Take Notes: You listen intently to Calibri's words. She's impressed by your willingness to listen.
Mercy: For Pacifists: Just ACT a few times. Calibri will offer MERCY and thank you for providing her with data on humans. For Neutral: Either Debate several turns in a row (and survive the high-speed attacks) or Take Notes several turns in a row and then Question her. For Genociders: Sparing will always work. Calibri will see your MERCY as a philosophical victory.
A quiet person who keeps a cool head and a cold look on his face everywhere he goes. The boy seemingly has no doubt about his action, often acting aloof and confident about his standpoint. Along with this, he gives off a lone wolf vibe to exemplify his tranquility, displaying how he appears to be unaffected, not at all intimidated. To top it off, he seems to also sport a nice amount of intelligence in a certain situation, often attempting to dissuade fact from fiction when in his serene state of mind. Of course, he can also be a little bit snarky when things take a toll for ridiculousness with specific antics and will end up possibly ignoring it or play along for a bit before telling the said person to end the charade.
Of course, he is lacking in certain things, namely his own determination and belief in himself. He is emotionally sensitive to say the least and easily breaks down (mentally) if confronted with a situation that warrants him to be alone. This is ironic since he only pretended to be a lone wolf to appear mysterious and attract people to him... people he could trust and call allies. While being alone, he can be prone to sudden bursts of anxiety or break down completely, frightened at what possibilities may await him in the lingering darkness. Of course, while panicking he may not be able to properly think which may lead him to relentlessly pursue a goal... which might set him on the right path after the error transpires.
'Weapon': Flashlight - +1 Atk (It shines warmly in the darkness, allowing everyone to find their way. [Can make enemies attacks less hectic once per battle])
'Armor': Jet Jacket - +3 Def (Great for hiding things from other people, including yourself! [Has a very, very low chance of negating all damage done when hit])
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.)
Personality: Walther is a rather overbearing and dominant person. He feels best when others turn to him for guidance and advice, and often interjects with his thoughts even when not asked to do so.
'Weapon': The leader scepter, +2 attack. “You can get these things in a toy store...”
'Armor': The boss hat, +1 defence. “It's a a crown made out of folded cardboard...”
LV.: 1 Hp: 30 Atk: +5 Def: 0
Theme: N/A
Relationship: (To be worked on as the RP progress)
Name: Shark shredder
Pronouns: He. him
Appearance:
Personality: Shark shredder is the frontman and leading personality within his band. He is an extraverted and outspoken individual who does not mind being the center of attention at all. In fact, he revels in it. To him, all of life should be lived to the fullest, even if it means being slightly irresponsible sometimes. He is a very caring and concerned person despite his tough appearance and stage persona, caring deeply for his colleagues and friends.
HP: 2000 Atk: 8 Def: 0 Fighting style: The shark is there to please the crowd just as much as he's there to bring you under. He only really focuses on one person at a time. But the pyrotechnics on his stage deal more than enough collateral damage to everyone else. One can easily tell if his focus is on them. The stagelights follow his gaze, and whatever crowd there might be will clear out a line of fire. Even if you didn't ask for his attention, he'll challange your guitar skills, punctuated by a wave crashing over the one of inferior skill. Of course, unlike any of you, he can breathe underwater.
Oh, you've really done it now. And he'll make you know it. Before becoming the premier heavy metal sensation of the underground, the shredder was part of a niche ensemble of musicians whose music was said to rouse even the dead to dance. Evidently, it was true, as his band's instruments have gained a life all of their own. He's not playing fair anymore, outright blocking your approach towards him with raging torrential waves and siccing the crowd of shadows his new song awakened on you.
ACT's: AIR GUITAR: draws his specific attention towards you, better hope you have a plan. CROWD SURF: Flee the shredding shark. Just don't lose your balance. The water is deep. MOSH PIT: Safety regulations make it so this place is legally obligated to be beyond pyrotechnics range... just don't get trampled. Mercy: Pacifist and neutral with complete band: Live up to his challange to a guitar battle to the death. After all, someone that can shred the axe better than him can't be a bad person. Y'all get free merch too. A special edition band shirt complete with signature (+4 defense)
Neutral, one or more band members 'disappeared: He ain't starting a concert without the full gang. Not even to take out the humans whose souls will save the underground.
Genocide: You're on the highway to hell. and only one side is getting off of this crazy train alive.
Personality: Echoloca lives alone in a small house deep in Ruins, kept company only by a group of smaller, ordinary moths. Other monsters believe her to be 'shy' or 'timid' due to her tendency to avoid others, but in truth, she just likes her own company.
When speaking with others, she tries to use as few words as possible and has no patience for small talk. She's not unkind, and will help others who ask for it, just don't expect her to be very warm or talkative while doing so. After all, she's firm believer that actions speak louder than words.
Speaking of loud, another reason why she avoid others is that she can't stand loud noises, and when in crowded or loud areas, she known to switch from calm and silent to violent and enraged, attacking the source of noise until it becomes silent. The best way to calm her down is to either distract her with something, be quiet or soothe her with calming music. Otherwise, expect to have trouble with her and her moths, who are fiercely loyal to her. She will also become infuriated if she senses hostile intent of others around her, and hates to see others being harmed.
As said previously, she's not a cruel monster. She just wants to be left in peace to enjoy her life alone in the Ruins.
Combat Related HP: 550
Atk: 6
Def: 4
Fighting style: - Her main attack is where she circles around an opponent, the same way a moth would circle around a light, with the circle becoming smaller and smaller. - She has a second attack where she sends several small moths after her opponent. They're slow moving, but more and more appear over time, making them difficult to avoid.
ACT's: - CHECK: Definitely not one for conversation. ATK 6, DEF 4.
- SHUSH: putting your finger over your lips to symbolise you'll be quieter causes her bullet patterns to become less hectic.
- SHOUT: Shouting causes her bullet patterns to become more chaotic.
- LIGHT: Giving her a light source or something shiny will pacify her, causing her to become calm once more.
Mercy: - Calming her by being quiet for a long amount of time, or playing soothing music. OR - Giving her a light-producing or shiny object.
Battle Theme:
Relationships: (To be worked on as RP the progress)
Name: 'Palette' (Unknown if this is her real name or a nickname)
Age: 13
Pronouns: She/her (female)
Color: Pink.
Appearance:
(Picture made in Dreamselfy.)
Personality: For lack of a better word, Palette is 'eccentric'. She prefers to keep to herself and focus on her art rather than waste time with others, though she's far from shy. She's boldly and honestly state her opinion on matters she's at least a little interested in, particularly art, and sometimes can come off as rude and/or insensitive to others because she will neither sugar coat nor keep her mouth shut if she's not happy with something. She's not a bad kid, she's just not very good at reading social cues, such as voice loudness, personal space, and when people want her to leave them alone.
As far as morals go, she hates fighting or needless cruelty, and believes that all debates should be solved through intellectual superiority, and would rather people express their anger and violent tendencies through the medium of art rather than acting on them. While she can't claim that she doesn't get emotional (she's prone to temper tantrums when she doesn't get her way), she's usually all bark and no bite when she's upset, resulting to childish insults and the "I'm not talking to you" treatment. Of course, her emotions are like the splashes of paint on her apron: contrasting, clashing and without transition. She can go from happy, to sad, to angry, to happy again at the smallest things, and sometimes will forget what she's saying in mid-sentence. She's just that sudden.
Either way, she's unpredictable, but not in a dangerous way, but more in a childish way, and while she is not the best at expressing softer emotions, when she cares about someone, she'll stick up for them no matter what and will be loyal to the end.
Combat Related: 'Weapon': Mighty Paintbrush (+1 Atk, Flavour Text: The pen is mightier than the sword, the paint brush even mightier than that.)
'Armor': Artist's Apron (+2 Def Flavour Text: Splattered with paint. Increased defense against colored attacks.)
LV.: 1 Hp: 25 Atk: 6 Def: 2
Theme:
Relationship: (To be worked on as the RP progress)
Personality: Confident, hot-headed and courageous to a fault, Iroas is the kind of person who rushes fists-first through all obstacles. While he has it, his defining trait is not determination, but is instead an unshakable bravery that manifests itself as an indomitable will. Iroas is one to focus on the destination, rather than the journey. In this case, the destination would be leaving the Underground, something which he intends to do as quickly as possible. He sees monsters in the same way as many Monsters see Humans. He sees them as wicked creatures. As for the other fallen humans - he sees them as inconsequential; their pacifist methods are "too slow" for him and "probably won't work on everyone."
Of all the fallen children, Iroas is probably one of the most dangerous, and probably one of the most likely to leave destruction in his wake, as his bravery also manifests itself as an indomitable fighting spirit; in other words, Iroas will never ACT. Instead, he will FIGHT until the opponent in question dies, or puts on a yellow name (or pink name if they threw their yellow one away) and surrenders, in which case he ceases his onslaught and shows mercy. Monsters who don't surrender despite having low health, and monsters that don't give up will often clash with Iroas, although he has the advantage of SOFT RESETS, something which Monsters seem to lack.
Overall, Iroas is an wave of change which intends to bore through the underground, and only Monsters who yield will truly survive it.
Weapon: Tough Glove "A worn pink leather glove. For five fingered folk." + 5 Attack
Armor: Manly Bandanna "It has seen some wear. It has abs drawn on it." + 7 Defense
Personality: A jovial and gallant knight striving to be seen as a beacon of justice and fair play, who wanders Mt Ebott. This is somewhat undermined by a naive and straightforward personality that is easily deceived. Once he discovers the deception he will grow quite angry. Frog currently seeks out a squire upon whom he can entrust with his legacy. He will battle those he meets to test to see if they are worthy to be his squire and inherit his code of Honor. The source of his pride and strength. He has sworn to protect the innocent and punish the guilty.
HP: 2000 Atk: 1 Def: 100 Fighting style: A Knight’s Blade: Arcing swords come covering a single quarter of the screen at a time for a total of 5 swings (the very center is a dead spot) Flurry: Similar to Knight’s Blade, but is a single his the covers three quarters of the screen at once. Shield Bash: A quickly falling shield attempts to squash the soul. Avoiding all attacks in one round will have Frog give you a shield, turning the soul GREEN where he will send sword thrusts at you
ACT's: - Yield: Give up - Announce: Call out your name in answer to Frog’s challenge. Lowers Frog’s Def due to meeting an honorable opponent - Mock: Tease Frog about being a monster dreaming of being a real knight - Trick: Point behind Frog to be able to get a cheap shot in. Deals 5 damage. Raises Frog's Atk by 4 for one round due to his fury - Repeat: During ‘training mode’ repeat after Frog as he speaks about Honor - Recite: Recite Frog’s Code
Mercy: - Yield: The simplest method, yield after one of Frog’s attacks and he will leave
- Make Frog Yield: Frog will yield upon having 100 HP or less
- Become Squire: Get to the GREEN training stage by successfully dodging one round of Frog’s attacks. He will compliment your agility, but inform you that a Knight must be able to endure upon which he will give you a shield. Successfully defend and “Repeat after Frog” until he stops speaking, then “Recite”. Upon reciting Frog’s Code of Honor he will accept you as his squire and promises to assist you when called upon.
Reward: Once 'defeating' Sir Frog, if you entered the GREEN training stage you will keep Frog's shield that grants +5 Armour. Some Monsters may recognize it's iconic "Gallant Frog" heraldry
Battle Theme:
Relationships: Dog Knight- for some reason wants to eat Sir Frog all the time.
Soul trait: justice: fires blasts and summons knives he can control with his mind.
Weapon: wooden dagger on a string, ( actually quite skilled, and can be a menace with it. ) energy knives ( can make with justice soul )
Armor: grey porkpie hat
Looks: green/blue eyes, red hair, brown vest, brown pants, yellow long sleeve t-shirt
Personality: Charismatic and chill at times, but can change to dizzying chaoticness in seconds. best represented by this image. uploads.scratch.mit.edu/get_image/pro… Anyway, besides what i already mentioned, he is a humorous joker, a lightspeed reader, and a giant star-wars fan. Despite his carefree exterior, he can go to unrelenting, apathetic, emotionless hate to any threat to his friends, himself, or anyone else that makes him give into his rage. tends to cuss a tad bit. not often tho.
normal/chat theme: "hallobby by lsplash" and "mochii by gryscl"
Battle themes (not all need to be used!!! There's a TON, so it's really up to you.): megalo clamour [by panpan] (phase 1) Battle against the world [by skardy] (phase 2) night of nights [by falkkone] (phase 3) Dangersense [by fishcracks] (phase 4) Black apple from underverse [by xtha] (phase hate soul, if that ends up happening) final chance-remix [by Juora] (dying phase / last phase) lemme know if you need more! it's fun searching for these, so it's no bother.