A.K.A. “There’s a Shortage of Heroes Right Now, Stop Asking”
The year is... irrelevant. Some time in the future, obviously. Maybe fifty years or so? Give or take a decade.
Times have changed, and yet human nature, for all the advances made in human rights and such, has not. People still want people dead, wars still happen within those countries that aren’t rich enough to hire other countries to fight for them, and sometimes, you just can’t get rid of somebody without calling in a professional to take care of business.
That is what assassins are for. You hire them, they do the dirty work you can’t or won’t do, and they receive payment for their efforts. It’s a gory, cynical world that assassins live in, made all the more cynical by certain groups who, in their greed, have somehow legitimised the process into a sort of assassin-on-assassin competition.
Each continent has its groups, of course, but the foremost league by far is the United Assassins Association - the original guild of assassins itself, hailing from North America. Their practical monopoly over the vast majority of the continent’s fighters gives them the wherewithal to send their assassins across the globe, and naturally, the trail of carnage that leads back to them is magnetic, drawing in ever more assassins to join the UAA heedless of nationality.
Their name, then, could not be more ironic. Each assassin has a rank, which the jobs they are offered and the pay they receive from these derive from. To increase their rank, they must defeat the assassin above them. Short of a soft heart within the winner, this almost always means death for one party or the other. In theory, the procedure rapidly culls those who can’t keep up, leaving only the cream of the crop to do the actual assassination work; in practice, these ranked matches are the UAA’s primary draw, which the un-squeamish and bloodthirsty often peruse when they can’t participate themselves.
As most might expect, though, most assassins are fodder compared to the top tiers, and to this upper class of murderer come rich rewards... and not just from the job itself. Surprisingly few have done the math on these numbers, and those who have find that if every assassin from the top few ranks pooled their earnings, they’d each achieve a greater total reward than any of them alone... at least in terms of money-to-time ratios. Yet fewer still believe getting even two closely-ranked assassins working together, let alone a full team, is nigh-impossible without them ultimately killing each other off.
Let’s see if you can’t prove them wrong.
Welcome to the world of No More Heroes - albeit a world that has progressed a few decades since the time of the canonical games. Technology is more powerful, artificial intelligence somehow hasn’t taken over from human beings, and the game of assassination is as difficult as ever, moreso even as the United Assassins Association has come into ever greater prominence, though it remains hidden in the shadows of society at the end of the day (and legally doesn’t exist at all, due to a few well-placed bribes to those in positions of power who learn about it).
Its members have combat styles that each vary wildly, often superhuman or technologically-enhanced, but one of the few constants from the UAA’s earliest days is the ubiquitous beam katana: a blade of superheated plasma fired from an emitter unit, then contained by either a receiver unit or, more commonly nowadays as the technology has been perfected, a shaped magnetic field, and advances in the field have made them ever more powerful. (No, they aren’t “lightsabers”. They aren’t even made of light. Think for a second next time you want to ask a silly question.)
Into the fray step many intrepid assassins - perhaps old hands who never caught their lucky break until now, or perhaps newcomers to the art, but certainly none are new to the basics of how to kill. Formed together under the guiding hand of the agents of the Association, they will climb their way through the ranks of the UAA, their violent rampage an effort to ultimately reach its highest peaks and achieve profit like nothing they’ve ever seen before.
Basic Rules
1. Trust your Force. There are site rules in place for a reason; please try to follow them. 2. You want to be number 1. There are going to be a fair number of teams, depending on how many characters exist in each team; whilst assassins in each team will be roughly allied with one another, each team's assassins will be competing against other teams as well as NPC assassins in their efforts to reach the top spots. Thus, PvP fights will occur, perhaps even between teammates who are gunning for higher positions relative to one another; the nature of the UAA is such that the vast majority of ranked matches end in death for the loser (with a reprieve specifically allowed for in-team quarrels), so be aware that your character could die as a result. 3. There is no exit to Paradise. Players whose characters I accept will be expected to post within a reasonable timeframe. I can make allowances for unexpected life situations, but if you’re consistently a week or two behind every other poster, the assassination gig is likely to catch up with your character sooner rather than later. 4. Head for the Garden of Madness. Skill and creativity are important here; make sure you write to the Advanced section’s expected standards, get creative with describing your character’s actions and thoughts, and if you have any ideas, hit me up with them. I may be able to use them. 5. You need to wake up. At the bottom of the character sheet, in the "Other Things" section, tell me the colour of Travis' standard leather jacket. Helpful hint: it's red.
Massed Combat (and other RP scenarios)
En route to a ranked fight, or within the context of standard assassination missions, battle is quite freeform: the low-rank minions in your path, whilst potentially dangerous, ultimately do not pose a mortal threat to high-end assassins, and you may write relatively freely about what actions your character takes against them within the context of the current fighting stage. This rule also applies to out-of-combat scenarios such as buying new stuff or working labour to raise funds for your missions and equipment, and at risk of sharing the pay, you're allowed to collaborate with other assassins on your team in matters that are not a ranked fight's precursor stage, so have fun with those.
Some of these low-ranking assassins use their fists or melee weapons, others use knuckle dusters enhanced with beam technology, others still use guns in some form or another, and a rare few manage to get their hands on beam katanas of their own. You have mostly free reign over which mooks are present and what your characters do to defeat each set of minions, though I’ll inform you if any minion types are explicitly present; put up your character’s actions, collaborate on actions if you like, and beat those mooks to a pulp as you see fit.
Ranked Fights (offense and defense)
Ranked fights will feature major enemy assassins, both for team members to challenge to hit the next rank (and outside of PvP situations, discussed below, it will always be "the next rank above yours") and challenging individual members of your team. These foes will be far more dangerous, and will include both characters created by the GMs and characters created specifically for the purpose by regular players. If an assassin was originally created for the purpose of being a boss, their creator will be asked if they’d like to play out the boss fight; if they cannot for some reason, or if the GMs created the assassin, it will be a GM who controls their actions instead.
When challenging an assassin for their rank, one team member will go after them, granting the challenger the rank up upon victory, whilst the rest of the team is pulled up with them by consequence of the one who’d otherwise hold their rank being dead. Once the initial chatter is over and done with, the player will post in step with the enemy's controller, reacting to the boss’ actions whilst enacting their own. Good tactics are rewarded with quicker kills; bad tactics may require you to reload until you learn... well, it’ll take you more time to beat them. Unless you REALLY suck. Then, you’re on your own.
Speaking of which, an assassin defending their rank must also do so alone. They will be “politely asked” to wait for their opponent in a suitable arena, most likely their own, and will have a short reprieve before their opponent slaughters their minions and reaches them. The same rules apply here as to when the team challenges another assassin; other characters will have their own tasks to perform in the meantime, be it standard assassination jobs, a ranked match against an NPC, or a special mission, or perhaps a rank defense fight of their own. Feel free to ask for something to do if you don’t just want to go out and do regular missions, like a boring old assassin would.
Player Versus Player (a life and death scenario)
Sometimes, a player character may want to challenge another player character for their rank, though concessions have been made that allow teams to avoid interfering with one another. Eventually, though, if you want your character to hit the topmost ranks- and you do- they will have to challenge another PC for their rank, if yours is below them in rank, or else wind up challenged for theirs by a PC with a lower rank than them.
In this case, a PvP battle will ensue, one player character against another. In most cases, I will trust the two players to reach a reasonable accord in terms of figuring out who wins, but if such a situation is infeasible, I'll steal the system from this game: each round, both players write a length of action starring both characters, and the other players then vote on which of the two versions is better by liking their preferred post. Most votes take the round, first to three rounds wins the fight.
The end result of the fight is another matter. In-team PvP ought to be resolved non-lethally in the first place, since killing your teammate is agreed to be a suboptimal idea by both your agent and the CEO of UAA - though you won't technically be penalised for it, if for some reason you feel it appropriate. On the other hand, PvP between teams is the same as a normal ranked match, and by UAA rules, an assassin's loss means their death unless a case can be made for a very large potential improvement in their abilities. If you don't kill the other character, the cleaners who come along will probably do it for you unless you stop them somehow, either via persuasion, or excessive and rapid force, and this latter option is very unlikely to make you many friends in the upper ranks of the Association.
Character Sheet
Most players will be signing up as ranked assassins, and the character sheet below reflects this notion. However, if you are granted permission to do so, you are also allowed to sign up as an agent of the United Assassins Association instead, one of the people who organise ranked matches for the assassins in the rankings as either hire-ins or former assassins in their own right. For these characters, the "Your Turf" section is unnecessary, since they will not typically be participating in ranked matches anyway; if they have their own combat capabilities, however, the "Battle Rites" section may be included to describe what they can do, though it is optional, and likewise with the Codename header in the "Basics" section.
Put an image up here if you like. Feel free to move the Name and/or Codename field to below the image too if you want.
Basics
Name: Self-explanatory. If your character goes by any nicknames, put them here too. Codename: The name or title your character optionally uses in their work as an assassin. Put “N/A” if this field isn’t applicable. Age: How long your character has existed for, whether from the date of their natural birth or that of their artificial creation. Be reasonable about this. Appearance: What your character looks like. An image is all well and good, but you should be able to describe them too. Personality: Describe how your character acts, how they interact with others, their personality traits and quirks, and of course what fulfilment they find in violently slaughtering sentient beings, if any. If you have anything else to add on to that, please do so. History: Your character’s past and backstory. What was their childhood like? What drove them into the game of assassination? How long have they been doing assassin work for? Any major friends or foes in their past? And so on.
Battle Rites
Combat Style: The basics of how your character fights. Do they use a beam katana in a particular form of swordplay? Do they shoot at people from a distance whilst standing completely still? Do they have some ridiculous martial arts styles under their black belt? Or do they do something entirely different? Equipment: The tools and gear your character uses to murder people, if they indeed use anything beyond their own bodies. Technology in the year whatever is pretty advanced, so don’t feel shy about suggesting something; I’ll tell you when you’ve gone too far. Powers: Your character’s own powers and abilities, either enhanced in some way or developed naturally. Basically anything that isn’t derived from external equipment goes here, including technological modifications to their body if pertinent. Special Techniques: The equivalent of super moves, such as the Dark Side abilities of a certain legendary assassin, granting anything from a physical ability boost to an AoE attack strong enough to instantly slay weaker foes. They aren’t necessarily restricted by charging of any sort, but can be draining to use more than once without such, so be conservative with their use, and try not to implement more than a few.
Your Turf
Arena Description: Sometimes, assassins have to defend their rank, and their personal arena is most likely where they’ll do it. Describe the stage in which your character will fight any foes who come along to challenge their rank, including the name and aesthetic of the location, and the general layout of the arena where the ranked match itself will occur. Arena Tactics: It’s your character’s arena, after all. Is there anything fun they can do in it? Describe any special tactics your character can use to enhance their advantage in this arena if applicable, including making use of environmental hazards, deliberate installations, and other tools and equipment that they would not otherwise have access to. Minion Description: Assassins have an arena, and their arena typically contains mooks. Describe their outfits and gear - their style, their preferred weapons and tactics, and any other notable features about them. To wit, whilst your character’s minions are technically either low-ranking assassins bullied into defending you, or your character’s own standard employees in their downtime, they are nonetheless fodder compared to the foes that will come after your character for their ranked fight. Good thing they’re so cheap to hire!
Other Things
So, how’s your family doing? Have you drained the lizard? Got any broken limbs you want to set? French accents aside, this section is for anything else I might not have included up above, such as an appropriate theme song for your character or any aspects of their being that you weren’t able to fit into their personality or history.
[center][img][/img] Put an image up here if you like. Feel free to move the Name and/or Codename field to below the image too if you want.[/center]
[center][h3][u]Basics[/u][/h3][/center] [b]Name[/b]: Self-explanatory. If your character goes by any nicknames, put them here too. [b]Codename[/b]: The name or title your character optionally uses in their work as an assassin. Put “N/A” if this field isn’t applicable. [b]Age[/b]: How long your character has existed for, whether from the date of their natural birth or that of their artificial creation. Be reasonable about this. [b]Appearance[/b]: What your character looks like. An image is all well and good, but you should be able to describe them too. [b]Personality[/b]: Describe how your character acts, how they interact with others, their personality traits and quirks, and of course what fulfilment they find in violently slaughtering sentient beings, if any. If you have anything else to add on to that, please do so. [b]History[/b]: Your character’s past and backstory. What was their childhood like? What drove them into the game of assassination? How long have they been doing assassin work for? Any major friends or foes in their past? And so on.
[center][h3][u]Battle Rites[/u][/h3][/center] [b]Combat Style[/b]: The basics of how your character fights. Do they use a beam katana in a particular form of swordplay? Do they shoot at people from a distance whilst standing completely still? Do they have some ridiculous martial arts styles under their black belt? Or do they do something entirely different? [b]Equipment[/b]: The tools and gear your character uses to murder people, if they indeed use anything beyond their own bodies. Technology in the year whatever is pretty advanced, so don’t feel shy about suggesting something; I’ll tell you when you’ve gone too far. [b]Powers[/b]: Your character’s own powers and abilities, either enhanced in some way or developed naturally. Basically anything that isn’t derived from external equipment goes here, including technological modifications to their body if pertinent. [b]Special Techniques[/b]: The equivalent of super moves, such as the Dark Side abilities of a certain legendary assassin, granting anything from a physical ability boost to an AoE attack strong enough to instantly slay weaker foes. They aren’t necessarily restricted by charging of any sort, but can be draining to use more than once without such, so be conservative with their use, and try not to implement more than a few.
[center][h3][u]Your Turf[/u][/h3][/center] [b]Arena Description[/b]: Sometimes, assassins have to defend their rank, and their personal arena is most likely where they’ll do it. Describe the stage in which your character will fight any foes who come along to challenge their rank, including the name and aesthetic of the location, and the general layout of the arena where the ranked match itself will occur. [b]Arena Tactics[/b]: It’s your character’s arena, after all. Is there anything fun they can do in it? Describe any special tactics your character can use to enhance their advantage in this arena if applicable, including making use of environmental hazards, deliberate installations, and other tools and equipment that they would not otherwise have access to. [b]Minion Description[/b]: Assassins have an arena, and their arena typically contains mooks. Describe their outfits and gear - their style, their preferred weapons and tactics, and any other notable features about them. To wit, whilst your character’s minions are technically either low-ranking assassins bullied into defending you, or your character’s own standard employees in their downtime, they are nonetheless fodder compared to the foes that will come after your character for their ranked fight. Good thing they’re so cheap to hire!
[center][h3][u]Other Things[/u][/h3][/center] So, how’s your family doing? Have you drained the lizard? Got any broken limbs you want to set? French accents aside, this section is for anything else I might not have included up above, such as an appropriate theme song for your character or any aspects of their being that you weren’t able to fit into their personality or history.
NPCs may also be submitted freely, either as boss characters, assassins, or other GM-controlled roles. This has a separate sheet to submit, as seen below.
image here
name here
One or two paragraphs describing the NPC go here. For assassins, that can include any relevant backstory and their abilities; for agents, that can include skills and why the UAA accepted them; and for shopkeepers, it can include what they sell and why.
[center][img][/img]image here [h3][b]name here[/b][/h3][/center] One or two paragraphs describing the NPC concisely go here. For assassins, that can include any relevant backstory and their abilities; for agents, that can include skills and why the UAA accepted them; and for shopkeepers, it can include what they sell and why.
And finally, before you begin, just keep in mind this final quote from a special someone:
“Fighting to be the best is human nature. It’s evolution!”
Name: Able Blackthorn Codename: Whiteout Age: 29 Appearance: Clocking in at a respectable 5'11, and with a build that fits the 'athletic' type easily, Able, whilst certainly conventionally attractive, is hardly extraordinary. He looks to have Mediterranean or Latino blood in him, and to spend a decent chunk of his time in the sun, but neither of which are true. In fact, really the only distinctive thing is his hair- which is a sharp shock of platinum blonde. Old photos show him with black hair, and it's clear that this was the only visual side effect of his 'awakening.' Personality: It's hard to really pin down Able's personality. This is more to do with the fact that he's strung out almost all the damn time. Unusually for a cocaine junkie, he doesn't seem overly excited- instead very, very laid back, but this calm belies the fact that he has almost superhuman reflexes, and speed to match. The things that can be pinned down is that the man has a very, very short temper, is almost comically playful despite this anger, and absolutely loves being as over the top as he can be. Not tacky though- he despises people who are tacky. History: Really, the story of how Able became the man he is today, starts as he locks himself in a bathroom, aged twenty, and with more than a kilo of coke under his jacket. Some $12,000 in debt to a drug cartel, it's not difficult to see how the most logical recourse for him was to attempt suicide. Of course, being $12,000 in debt to a drug cartel, this meant that the natural way to do so was to overdose on cocaine, therefore wasting even more of their product. One kilo later, and wondering how he wasn't dead, Able passed out.
Now, most people would die if they tried to take a kilo of cocaine in one go. Able was not most people. When the door to the bathroom was busted open, he found himself facing down two men with handguns, very much alive. The fact that he had a nosebleed so large that he had a stain reaching from collar to belt didn't really bother him that much, if he was perfectly honest.
If the cartel members had pulled the trigger then and there, the story would have been over. Instead, they slammed his head into the sink, which was still covered in powder. Although only a tiny does, Able finally got the high he had been chasing since his first ever usage of the drug... And he began seeing in perfect clarity. Half a minute later, he was left with two dead goons, a pennknife in his hand, and no clue what had happened to him.
From here, things only went up. His powers were discovered, and thoroughly explored. Able went from junkie with debts to a member of the gang he had been indebted too, and through increasingly bizarre power grabs, made it all the way to the top. Once there, he secured his position through some impressively ruthless politiking. With his position secured, he realised his unique skills, and... interesting outlook on things made him a positively fantastic assassin. Plus, it was an excellent advertisement to his own business.
Battle Rites
Combat Style: Able is a man of distance. Specifically, ever so slightly further than a beam katana. His spear has further reach, and his reflexes mean that he's often pinpoint accurate with his revolvers. Of course, this is reliant on him getting everyone's favourite party drug in his system, which is... Usually not an issue.
Equipment: As much cocaine as he can physically fit into his pockets, along with various amounts of drug-related paraphernalia. He also carries his trusty beam-spear (unusual in that it is essentially custom made, albeit based off of two older model of beam katanas. This essentially makes it 'double ended,') as well as two .66 custom revolvers, nicknamed the 'White Devils.'
Powers: Able has a... Unique relationship with Benzoylmethylecgonine, or as pretty much everyone who isn't a scientist knows it as: Cocaine. Able has ingested so much of the drug that he has become totally inured to the normal effects of it. He no longer can overdose, and his body is hyperefficient at purging it from his system. His highs pass much more quickly than that of a casual user, and every single dose gives the same gratification as the first one ever. What's more, when under the effects of cocaine, Able becomes more powerful in almost every sense of the word. His reactions speed up, and his body can move blurring quickly. Furthermore, his pain threshold is increased immensely, and his metabolism slows dramatically. Whilst high, Able can move fast enough to dodge bullets and, quite literally, shoot the wings off of a fly.
Special Techniques: Able can give people contact highs. This doesn't sound particularly bad at first glance, until you realise what this actually means in practise. As long as Able has skin-to-skin contact, he can pretty much cause anyone to overdose. Of course, this is limited by the aforementioned fact that he has to be able to touch skin, and people who are already cocaine users often have enough resistance to not overdose.
Your Turf
Arena Description: Whilst Able has a lot of places he likes to lounge in, the place he fights in is his major distrusting plant. It's a large, unassuming warehouse, full of cocaine. Stuffed to the gills. He can get soldiers there fast, and lock it down even faster.
Arena Tactics: Able's warehouse is full of cocaine. Just, all of the cocaine. In fact, there's so much cocaine that he gets more and more powerful simply by breathing in, and every time one of the packets or bundles takes a hit, he just gets higher and higher. The more damage his surroundings take, the more powerful Able gets. Finishing fights quickly is the only way to beat him.
Minion Description: Able's soldiers are all toughened men. Drug dealers and gang members, mostly, they are distinct in the fact that they all wear gas masks to cover their mouth and nose, and are armed pretty damn heavily. Assault rifles are the name of the game, with many of his soldiers wearing heavy kevlar vests to boot. Style wise, they're all classy ladies and gents, with trim hair (or hair done up in a ponytail,) and suits. Tattoos covering their body optional.
Name: Blitzen Krieger Codename: Kraken Age: 24 Appearance: Seeing Blitzen in civilian clothing would probably make you think she's a thirteen year old girl who lost her eye in some tragic accident. She stands at a measly four foot five tall, and is pretty damn waifish in appearance. Of course, when you're dressed in full SS regalia, with six tentacles the length of yourself strangling some poor sod whilst laughing maniacally, this appearance is sort of ruined. Personality: Take your bog standard psychopath, add in a mix of god delusion, narcissism, extreme sexual degeneracy, utter disregard for any kind of human life, facist tendancies and just a hint of daddy issues, and you've distilled Blitzen. She is exactly as crazy as the tentacles and nazi uniform would suggest. History: German born and raised, her family were closet nazis long before her birth. When she was fourteen however, a small march, encouraged by her sister, Donner, got her into a spot of trouble. And by a spot of trouble, it actually forced the entire family to have to migrate to the US, where they were a lot less closeted in their frothing brand of extremism. She was indoctrinated early, but unlike some of her family, most of her hatred was focused on Russians. Specifically communists. Don't mention anything to do with the reds unless you think being eviscerated by tentacles is a perfectly fine thing to be doing on a Sunday afternoon.
When in America, she met her now best friend Heidi, and the series of investigations into the occult that would lead to her having a demon grafted to her. To cut out a lot of unnecessary detail, Heidi, whilst not being a nazi herself, is a serious gearhead, and a major fan of old machinery, and maintains much of Blitzen's gear, as well as acting as a 'commissar' (not that anyone would call her that in earshot of Blitzen,) to keep Blitzen's small army in line.
The demon is a longer story. After having dabbled in the occult for several years, Blitzen found herself with the ability to summon an ancient, quite eldritch being. The method involved the sacrifice of a virgin. Whilst Blitzen started with a virgin, she didn't end with one, and so the displeased being grafted a small part of it onto the German- essentially a 'demon.' Unfortunately for the small part, it had been grafted on to Blitzen Kriegen, and as such, was countered with a mind more bizarre than its own. Blitzen summarily crushed all resistance, and the tentacles are now firmly under her control.
Oh, and the reason she works as an assassin? She finds killing people bloody hilarious.
Battle Rites
Combat Style: Very simple. If Blitzen isn't razing city blocks to the ground, she simply hasn't had the opportunity to do so. Seeing the lamentations of everyone is her fourth-most favourite thing to do, right after getting into flame wars, murdering commies, acting indecent with tanks,modifying her tanks, and communing with eldritch deities. Equipment: Die Ficklasen. It's a transforming laser cannon that securely fastens to her uniform. The fact that it secures to her crotch, and is strangely phallic, is entirely coincidental. The fact that it can turn into a melee weapon almost the size of herself is most certainly not. It also uplinks into her armour when attached- using the weapon gives her an extremely pleasurable rush, which really doesn't help her overall battle lust. Powers: She's not called 'Kraken' for nothing. Six tentacles, each roughly as long as she is tall, and all of them incredibly strong. They can pick up people and fling them around, smash people in half, impale people, and generally do a lot of things that you wouldn't want done to you, however they don't really have any finesse behind them. Special Techniques: Two. Imperial Summoning, and Fracking Time. Imperial Summoning utilises an old prototype drone that her sister, Donner, made a few years ago, as Blitzen sends out an electronic 'whistle,' for it. As soon as it can arrive, a giant metal eagle, roughly two feet tall and armed with laser talons and armed with a chaingun, enters the fight. Her other ability, Fracking Time, is a little simpler. Her tentacles temporarily elongate and drill through the ground, before smashing up again. This knocks people aside, and the blunt force can often outright kill.
Your Turf
Arena Description: The Eagle's Perch. A huge disused aircraft hangar filled with Nazi paraphernalia. Literally filled to the brim. It also has a variety of extremley fun little 'toys' for the girl herself, detailed below. Arena Tactics: There are a number of advantages that Blitzen gets when she fights on home turf. Not only are there myriad old German weapons stashed around, including MG42s, MP40s, STG44s, lugers and much, much, much more, but, being a fan of old war machines, she has a retrofitted and perfectly functional Panzerkampfwagen Tiger Ausf. B. Or, as normal people know it, the KING TIGER! Unfortunately, she's misplaced it somewhere around the hangar, and has to find it. (How she misplaced a 60 ton war machine isn't really known, and is a sore point for her.) The Reich Eagle is stationed at the hangar, and its magnetic firing mechanism too. Because of this, the eagle arrives in seconds, with the speed of a cannonball, and can remain in the area for much longer without having to return. Finally, there are also a number of anchor points in the hangar. Using these anchor points, not only is Die Ficklasen buffed immensely, but she is also stabilised, meaning she can really let loose, without worrying about kickback. Minion Description: Hilariously, Blitzen kidnaps internet neo-nazis, and uses them as cannon fodder. They're poorly trained and not exactly brilliantly equipped, but she finds it amusing watching 'those neckbeard faggots' dying.
Other Things
Theme song: Red jacket y'all. Travis and dat redjacket.
@Irredeemable@AngelofOctober@Lady Selune Good to see you all here. The character drafts look fairly good so far, with some modifications to be discussed; I look forward to seeing the full versions of them all.
Also, this isn't done. Obviously, I think. But it's a good indicator of what I'm working at.
Basics
Name: Allison Attano Codename: The Heretic Age: 34 Appearance: Allison is conventionally attractive. Slightly pale skin, high cheek bones, long raven black hair, and stunning green eyes. Considered average in height, at about 5'10", her lean figure doesn't really stand out in a crowd.
What does stand out, however, is her professional attire. A long blue-black coat trimmed with gold and coated red on the inside covers regal, form fitting clothes. Her leather boots are flexible, tied from the base to the top via a rope-like string. Fingerless gloves reach from the knuckles to halfway up her forearms, laced along the inner sides in that same rope-like string. Her coat comes complete with a hood that covers her face in shadows, hiding the mask that covers her face ever so slightly. Like a twisted skull leering from the shadows, telescopic lens glint as the light reflects off of the metal of the mask, it is a symbol of the fear that comes with death.
On her waist sits a customized miniature crossbow, which folds down into a compact size for easy transportation. In moments it can be spun from the holster, automatically taking form with a soft click.
On her other hip sits her beam katana, with a customized collapsible short sword hooked to the small of her back.
Moving back up her body, one might notice the glint of silver around her neck. Beneath her shirt lies an odd Charm. Rumor has it that those who see this Charm are nearly guaranteed to die shortly after.
On the back of each of her forearms, facing outward, one might also notice two strange...things...that appear to be made of bone and glow in the dim light with a sinister aura.
Underneath her right hand's glove lies the Mark of the Outsider, a supernatural brand that it's the source (or cause perhaps?) of her supernatural abilities. This brand glows blue when her abilities are active.
Her mask has silver lenses covering the eyes, made of a special material to prevent shattering. Blacks and purples blend together, with startling white teeth seeming to grin maniacally at you. Inside the lenses are zooming mechanisms, able to accurately enhance up to 100 meters with relative ease. The mask itself is made of a durable metal.
Courtesy of Garde
Personality: Allison is subdued, generally speaking, preferring to use logic and reason to deal with everything. While this can give people the impression that she just doesn't care, or is an emotionless robot, she can surprise people with her reactions. Witty retorts are a common staple, as is sarcastic responses to 'dumb' questions / comments.
On the inside, behind that hard exterior, Allison is a very emotional woman. While she recognizes that her emotions cannot be allowed to control her, she can't simply turn these emotions off.
If you can manage to earn her trust and even her friendship, one will discover this hidden side of Allison where she actually cares openly, shares openly.
History: Allison was born into a family stepped with a troubled history. Dating back to Corvo Attano and his daughter Emily Kaldwin and their struggle over an ancient throne of Dunwall, against mystical forces, supernatural assassins, and Witches.
Those Witches had long lost their power, the assassin's long since disbanded, and the Throne irrelevant centuries ago.
But while the Witches lost the bulk of their power, their abilities never fully left and they had long memories with deeper grudges. Eventually they decided to strike, and unfortunately this meant ill for an incredible young Allison.
The strike was bloody, and the entire family line was eradicated in moments. Allison was spared by a few key instances. Her family immediately sent her to a secret room behind a false wall in a hall closet, while buying time. Inside was a... Well, the best way Allison can describe it is that it was a Shrine. Unlike anything she had ever seen before, it seemed to emanate a strong, strange, alluring power. Reaching out, Allison touched the base as if in a trance, and then everything was gone.
Before her was the Void, and a strange black eyed man. He spoke of old flames, revenge, of Witches and power, of times long past. Many things he spoke of, and with them came a choice.
To die with the rest of her family as the assassins broke into the hidden chamber. Or to accept his Mark, and to impress him in the years to come, because for the first time in centuries had a member of her family caught his attention.
She accepted the Mark, feeling the power of the Void flow through her.
The next thing she knew, she was back in the closet as the wall opened. In a flash she was behind the mysterious attackers, using this new ability to pass through the house and as far away as she could manage before collapsing.
There, practically dead in a dark alley she was found by a shrouded man, a Beam Katana in his hands. Allison remembers little of what happened next, or for several weeks after. But this man, only known to her as "El Gato", had saved her life and cared for her as her mental anguish nearly broke her.
He was an Assassin himself, though of what rank he never would divulge. But something about this mystery girl and her crazy Mark tugged at him.
Eventually she shared her story with him, seeking someone to latch onto to fill the gap in her soul that the loss of her family had created. And then the anger started when the rivers of tears ran dry.
She would fill those rivers, that void, with the blood of those assassins, and whoever hired them. These Witches that the Outsider had spoken of, organs?
El Gato pushed her forward, training and testing her.
Years passed with these tests, the training increasing, her goal for revenge becoming an obsession. But the fire was replaced with a cold indifference, a calculating gauge to increase her power. No longer was she rushing forward blindly. Now she was walking slowly.
Because in the end, no matter how much her views changed, she was going to get her revenge.
Eventually she was confident in her skills and abilities. Digging through information, closed door meetings, and rumors she was able to discover the identity of one of the assassins. As luck would have it this Doom Shaker was the easiest to find and reach. In the dead of night she assaulted his grounds. Dozens of lackeys died in her wake, a trail of gore marking her path, as they stood no chance in the face of her skill and wrath.
Inside a bunker, deep beneath a small building, she found him. On his turf, waiting for her, stood the bastard. And he had the audacity to not remember her.
Well, she reminded him before she cut out his beating heart.
Looting his trophy room gained her a mask, one she had seen long ago in her father's possession. She took it, spitting on the corpse as she left.
Months passed before she could locate another, a certain Mountain. Much the same passed in this encounter on a small island off of the coast, but he remembered. He begged in his final moments, spilling information on this who hired him. Witches, occult worshippers with a grudge against her family. They knew she lived, had even withheld some payment when Allison escaped, and they were there real ones who she was after.
Unfortunately he had no solid information on their locations, nor the identity of the final assassin, and died whimpering.
It was shortly after the death of the Mountain that Allison was contacted by the UAA. She had murdered two of their members, and they had taken notice. She had little reason to decline, this organization could aid her struggle in the long term. Through then she could perhaps discover that final elusive assassin, and finally avenge her family with the death of all involved.
For years she worked. Gaining notice, funds, underlings. It was during this time she was able to gain the Amethyst Carmelia Mk XII beam katana and make improvements to her own gear. To take the name of the Heretic for her unorthodox praying. To find her ancestor's home and make it her own arena and safe place.
While the years have been long, hard times... Her memory has not faltered.
For the Witches must die.
Battle Rites
Combat Style: Allison is a skilled swordsman, able to adapt her approach on the fly as the situation and variables change. Beyond that she's fairly skilled with her personal crossbow, and is adept in brawling with her hands.
Her general style is to break the key points in her targets and opponents. Elbows, knees, wrists. This applies further into how she approached situations, preferring to use the element of surprise and her advantages to their full potential. If you can come at a problem from an abstract, unexpected angle, well, that's obviously a general good bet to get the drop on someone.
Equipment: The Mask: Allison's mask is a must during any form of work. Not only does it protect her direct identity, it comes with handy features. A zoom, upwards of 32x maximum, that has a built in audio connection so that she can hear sounds coming from what she focuses on. Beyond that the mask provides mild protection with it's solid outer layer and soft inner cushioning. Plus, the fear factor.
Beam Katana: Dark as the shadows Allison uses to evade notice lies the hilt and scabbard. Upon removal from the scanners, the beam katana instantly activates. A deep purple beam, roughly 3 feet in length at full mast, this weapon is the culmination of years of work and divergence from the original base Camellia and D.O.S. lines.
Improvements have definitely been made, creating the Amethyst Chrysanthemum Mk. XII. Upgraded to include A.I. capable of turning the beam off as it is being sheathed, a faster charge while sheathed, and a stronger blade.
Collapsible Sword: This sword, when retracted, is just a hilt. When extended, it has two lengths, one for Dagger length and the other for a short sword length. The metal is incredibly durable, the edge surprisingly sharp, and the weapon has been passed down through her family for generations, with minor improvements as time progressed.
Collapsible Crossbow: A small crossbow capable of firing bolts of various utility. Sleep, explosive, regular bolt, and flame are possible, with penetration on regular bolts able to pierce standard "mook" armor. Higher end armor cannot be pierced. This is another relic, but has received more tinkering through the years.
Bone Charms: Made from whale bones and occult rituals, these Charms grant very specific, but minor, enchantments to the wearer.
Powers: Blink: Allison can disappear and reappear at a distance location in the blink of an eye, her form seeming to become shadows and to collapse into itself in the blink of an eye before along the reverse at her designated location.
Requires eyesight to the landing end, and she keeps momentum upon exiting Blink. Range limited to 50 meters per Blink.
Dark Vision: Allison gains the ability to see in the dark. This also has the added benefit of seeing people though solid objects, highlighted in an unnatural aura, as well as a faint outline of their natural field of vision. Faint visible vibrations visible only to Allison of her own footsteps noise.
Limited to 30 seconds before her eyesight returns to normal. Cooldown of 5 minutes for her eyes to be able to handle the strain again.
Doppleganger: Allison can summon a Shade of herself, which has the exact same appearance as her at the time of casting. It cannot attack, speak, nor move, and is best used as a distraction. The Shade takes position based upon Allison's wishes.
The Shade last for 5 minutes, but physical contact with a living being will dispel it. Requires eyesight to Target destination to create.
Shadow Walk: Allison is shrouded in shadows, becoming much now difficult to detect and hit. Can be used for stealth attacks.
This form only lasts for 30 seconds. Anyone who can see her upon activation will still be able to see her while the form is active.
Special Techniques: In order to activate her special techniques, Allison must first pray over one of her Charms. This takes some time, and concentration, leaving her unable to attack or properly defend for about 20 seconds. She can still move and use Blink, upon activating a technique, the Charm shatters and needs to be replaced before she has full access to all her special techniques again. Each Charm has one technique associated with it. Whirlwind: Throwing out her arm, Allison sends a flurry of air at high speed like a tornado from her hand. Very chaotic, great for disarming, and very capable of killing someone thrown into solid walls with it.
Rat Swarm: Allison summons a swarm of rats, approximately thirty in total, which attack all nearby hostiles.
Shadow Kill: Allison strikes the target with a lethal weapon, disintegrating their body and leaving behind nothing but ash.
Your Turf
Arena Description: To get to Allison's arena, one must first Wade through the ruins of Dunwall. Abandoned for centuries, the place is full of potential death by unstable structures. Close quarters, long open spaces, plenty of places to hide, and secret passages... Her Mooks take advantage of the layout to further place enemies at a distance. Power is sparse, mostly working for the defensive structures and traps Allison has installed. These can range from walls of electricity to guard towers, and are meant to force incoming threats to more vulnerable areas.
Reaching the Tower starts the battle with Allison, in an arena she knows like the back of her hand. The Tower is full of clutter and secrets, and further traps such as Arc Pylons that can zap unprepared intruders with near lethal amounts of electricity. With many floors, and several areas collapsed, it's practically a maze where Allison could be anywhere, at any time.
There are also built in Killswitches that can cut power and plunge the majority of the building into darkness.
Arena Tactics: Allison takes advantage of the 'clutter' in her area to allow her event to lose sight of her easily and take advantage of their confusion.
Beyond that, she has a Killswitch on the lights in the area installed she can activate if things get too dire.
Minion Description: Allison's mooks wear similar outfits to herself, and similar mask concepts.
A select few (read: 3) have Beam Katanas of their own, while the rest focus on firearms or regular bladed weaponry.
These minions employ a strategic measure in their defense. Outrange, swarm, confuse... Anything they can use to gain an advantage, they will.
Other Things
The Travis has a the jacket that is the red and is the leather.
@Old Amsterdam@AngelofOctober Both of these look great so far. What I will say to Old Amsterdam specifically, and everyone else generally, is that there's no "standard" beam katana, because there are plenty of different models of beam katana and other beam weaponry, not to mention many possible custom weapons of the sort. If it's not custom, you'll want to specify a brand (fake brand mind you) and model, as well as what said model looks like, including modifications that the character specifically has produced.
@A Lowly Wretch Glad to have you here. And thanks for the team name, I was trying to think of something for that.
To those who might be eyeing the thread over cautiously, or writing stuff up on their lonesome, I'm always open to hear your ideas for characters. That said, I was thinking of creating a Discord channel to chat in once the five players had been decided upon, but I might also want to create it beforehand. Any thoughts, folks?
@BCTheEntity I think Discord servers are usually quite handy mediums of instant communication.
Also, The character I'm currently making up is a young mutant from Nevada who's come into possession of dangerous experimental nanotechnology and is after revenge on the corporation that killed her family in pursuit of their property. Your thoughts on the premise?
Well, that would settle that. The Discord link is up in the 0th post, folks. As for your ideas, both of those sound great so far, and I'm keen to see what you wind up with.
@BCTheEntity I think Discord servers are usually quite handy mediums of instant communication.
Also, The character I'm currently making up is a young mutant from Nevada who's come into possession of dangerous experimental nanotechnology and is after revenge on the corporation that killed her family in pursuit of their property. Your thoughts on the premise?
You were a super athlete that was in an accident and nearly died until your dad fused Alien technology with your body and it healed you, but made you more machine than human. You could go by.... Cyborg.
Name: Oscar Betteridge. Codename: The Savile Fist! Age: 42 Appearance: A sculpture of muscular power! The only thing more manly than his deadly physique is his thick and luxurious mustache! When at his leisure being a man about town Oscar can usually be seen wearing suites of various design, be it the latest tweed or something finely cut by his personal tailor. This is probably what takes up most of Oscar's monthly bills as whenever a fight or assassination is to take place (Which one must remember is a part of his gentlemanly calling) then Mr Betteridge feels compelled to flex his muscualr form and burst out of his clothing to reveal the gi trousers and tattoos below.
Besides making sure that his mustache and scalp are perfectly waxed, as befits a proper gentleman, Oscar will always make sure to carry himself with proper posture! Such things were always taught to be important to him in his youth and only became more so once he learned the ways of martial arts where one's stance makes the very foundations of the fight to follow.
His expression is one that is hard to read at times, as anyone he is talking to will have to focus on his eyes to glean something from it. Since his mustache is so large and proud enough to cover his mouth even when speaking. The thing has a habit of shaking up and down when he laughs and bristling like and angry cat when he channels his chi.
Personality: A True man's man! A Gentleman's man! A posh snob, born to money and mentally stuck in a world long gone. Lucky for Oscar his personal wealth means he doesn't really need to listen to what others may spout as reality.
Beyond his ingrained classism is a boisterous and guffawing chap. Always making sure to speak to others with what he considers good manners and who views a proper smackdown as one of the jolliest forms of entertainment. He doesn't care for cowardly or dishonourable tactics, though what qualifies as dishonourable to him seems to change upon whatever suits his needs at the time. So long as he can have a jolly good time and people aren't course around him then Oscar is up for a good time and can be hard to get a rise out of given his snobbish sense of zen.
What he cannot abide however are contracts that force him to go to places him deems aesthetically ghastly! Or those that indulge in crude theatrics. Honestly, an assassin must have a sense of style after all. Those can perhaps be forgiven if they may back up their vulgar ways with a suitable display of power... they only thing Oscar cannot forgive is the unseemly crime of poverty and grime. Ugh most deplorable.
History: Born the only heir to an old family of the waning aristocracy of Britain. Oscar's father served as the ambassador to China and turned their little embassy into a recreation of the richest parts of England all mashed together. Oscar grew up knowing of his own cultural superiority to others, not as a patriotic servant of the queen but as a member of the richest class, because money is the real global truth!
Unlucky for this pampered lad his family also frittered their fortune away on slow horses, oriental teas and other such fripperies. The only thing Oscar could think to do was to earn a living with his fists as he vented his frustrations on the street rats who gloated on his lowering of status. It was this life of rabid violence that brought him to the attention of a group of mysterious monks, one of whom saw potential in the young Brit and invited him to perfect his violent art in their mountain monastery. It was in that lost and forgotten place that Oscar discovered the philosophy that said inner peace and true happiness came from letting go of material desires and the ambitions of this life. What utter nonsense! His happiness clearly came from owning a lot of expensive things, and his greatest thrill from testing himself against proper opponents... or the sadistic pleasure of taking apart someone far inferior to yourself.
Still he played along with them, too intrigued by this talk of mystical chi channels and forbidden death strikes. Over the years Oscar dedicated himself to the martial arts until he was inducted into the inner circle. There he learned the dark arts of the forbidden touch that rends apart the body of your foe.
In the end there was only trial left for Oscar to prove himself. A fight to the death against his own master! It didn't matter that his master never agreed to those terms, only that Oscar walked away with his head held high and as the master of his fate... and a mound of murdered monks in his wake.
There was no question as to how he could win his way back to fortune now, through good honest murder. Being the type to do all things properly Oscar did his research to make sure he earned his money in a way both murderous and prestigious. The UAA sprang to the top of that list and Oscar set about punching his way through some insignificant's skull and into the ranks of assassins.
As for why he would want to join the ranks this alliance of five well it's obvious. It isn't fitting for a gentleman to spend his days worrying about money and with this scheme Oscar can spend as happily as he pleases while focusing on targets that could test and amuse him. As well as the challenge of slaughtering his way up the ranks!
Battle Rites
Combat Style: To fight with fist and foot is the true way of the warrior! Oscar has trained his body to its physical peak, honing himself to move with inhuman speed and strength thanks to his training and the proper channelling of his chi. Punching through brick and metal is a common thing to him now as Oscar has set about combining his techniques to create his signature style. Queensbury Fu! And all it took was the rampant appropriation of other cultures and disregard for the well being of others.
While forming a strong centre of gravity Oscar can pummel his foes with a steady stream of strikes while leaving himself in the proper form to deflect and counter the physical attacks of others.
Equipment: Oscar shuns ranged combat as an honourable gentleman, though he keeps a delightful pair of beam nunchucks on hand, letting the weapon fly in a deadly flurry around his body. This can be used to either pummel someone in a stream of blows too fast to properly follow but their primary use is defensive, being used as a way to deflect or bash aside weapons and bullets he wouldn't be able to handle bare fisted.
Powers: Chi is the name of the game! Formed into a vibrant inner fire by years of training, meditation, and liberal application of the teas of a hundred nations. Channeling his chi and muscle power can boost Oscar's natural abilities to new extremes and can add a mystical edge to his special attacks. When he really gets into the groove of battle the air around Oscar ripples with energy and pale orange flames.
Special Techniques: The forbidden touch - Oscar's signature killing strike, the darkest art that his master tried to stop him learning. It doesn't kill instantly but instead by channeling his dark chi in such a way Oscar can use a "Dark Strike" that should it land will disrupt the chi flow of the victim, causing their bones to shatter slowly over time. It is quite a thing to see the look in a man's eyes as he feels his spine slowly splinter apart.
Muscle power! - Flex your muscles like a man! With just a hint of chi and a lot of willpower (and ab power) Oscar can steel his muscles to a horrendous degree allowing him to briefly tank attacks that would prove fatal otherwise. A quick and often desperate flare but it has come in handy enough times in the past for Oscar to put time into perfecting the technique. It can cause horrible stomach cramps and gas afterwards though...
Dragon pound! - An oldy but a goody in Oscar's books. Putting his chi fire into his fists and slamming said fist into the ground can bring about an explosive shock wave. Always handy when handling swarms of lesser foes you'd rather sweep aside.
Your Turf
Arena Description: Mr Betteridge's tea room and dojo is a place that screams flagrant class. The front rooms is a tea room and cafe that serves the best leafy brews in the city, along with exquisite cakes and side dishes. as well as offering fine leather armchairs by the fire for those that like a good old fashioned smoke with their high tea. Go through the gambit of kitchens and staff rooms to reach the back and you find Oscar's personal dojo where he awaits all challengers.
The dojo is done in the style of classical Japanese architecture (Because even though he grew up and was trained in China Oscar can never tell the Asian nations apart). Mat floors and paper walls in pale cream with various characters that suggest battle, muscle and power adorn the walls.
Arena Tactics: Being the quasi-honourable type that he claims to be and seeking to test himself against plucky challengers Oscar prefers to keep things simple. The main room of his dojo is a simple room for doing honest battle in. Though if Oscar does feel like spicing things up then he can slam his foot down on an activation switch that causes a variety of armed training dummies to spring up from the floor. Then they set to spinning! Turning the dojo room into a forest of swinging blades, clubs and all sorts of melee weapons that will demand dodging as they keep an invader on their toes.
Minion Description: If someone wants to become a disciple in the Betteridge dojo they must also be willing to work as a waiter and maid in his tea room. They also have to be buff enough to meet Oscar's exacting standards! When a new assassin enters the building they will be met with a force of prim and proper staff who then set about flexing their way out of their Victorian themed clothes and into their Victorian themed gi. Unlike their master they may fight with spears, glaives and other ninjaesque weaponry to make sure an invader is worthy of facing their master.
Assassins should also beware of scolding hot tea and distractions in the form of delicious cake.
Name: Abigail Jingoston Codename: Maiden of Bones Age: 24 Appearance: Abigail is a young woman, sporting a lithe frame with a head of shoulder-length navy hair. Her eyes are a shade of green and a large scar runs down the side of her face, indication of something happening in the past that left her scarred for life (of course, it was a physical wound). Her armor is olive green, overlaying a purple dress and with a chainmail midriff to allow for maximum flexibility in a fight and maximum protection with that flexibility. Her mask (shown far below) is a crude skull complete with a victorian design along the left side, possibly indicative of the scar on her face instead of being just a design. Personality: Dedicated, callous, and planning, Abigail is a force to be reckoned with on the battlefield. She devoutly follows her morals of what is good without any question, and will never slack off on a job if it still needs doing. Even though she's often opposed to instigating combat, she will not hesitate to bring down the hammer if need be. That being said, she will always try for diplomacy when she fights, be it alliance or surrender. History: Born the daughter of a mayor, Abigail had wanted to strive for something different since she could toddle around on her own feet. She was unhappy being treated like dad's little princess and was eager to leave her home to find a real purpose. She got through school decently enough, advancing right up to the upper quarter of her class in high school, but even despite being set up for success, Abigail desperately wanted change.
Fortunately, her life changed within one faithful day. The day she met him.
Abigail had heard rumors of assassins and what-not all throughout the world, but she never thought she'd get the chance to meet one. One day, while she was walking home from her school, she literally ran into Brock Sinclair, an assassin known for his swordsmanship and abilities. Of course, she didn't recognize that the man she just spilt coffee on was that assassin, so she apologized sincerely as she offered him lunch as a way to say she was sorry. He didn't accept the lunch.
Later that night, Abigail awoke to a sword point in her face. Reacting quickly, she threw the assassin off her and rushed for her phone, preparing to call the authorities. Brock begged her to not do it, to the point where he offered her protection from other assassins, and she accepted his offer. Little did she know, that made her a potential target for many other assassins, to the point where she had quite the hefty bounty. Of course, she didn't know that until she guessed it from Brock wanting to teach her under his guidance about swordplay. She graduated highschool and began her education about swordplay on the same day. Every day after, Brock came to her residency and helped her learn about the sword in hopes of mastering it. Soon, the two became a pair that invested romantically into eachother, and eventually, they became engaged. Things were going great for Abigail, and this was the change she had hoped for.
That was, until the day that Brock didn't come. The situation was peculiar for Abigail, but she figured that he just couldn't make it that day.
Then the next day he didn't come, either. Abigail decided to take matters into her own hands as she went to Brock's own house, only to find his skeleton impaled by his own sword, the meat of his body completely stripped off of his bones. Abigail broke down crying as she read the note his corpse was left with.
"Old friends die hard. To whoever finds this skeleton freak dead where he perished, just know he died painfully. His debt has been repaid, however, so know that we will not strike again. This was our final act as the Rhine Rioters, and with Sinclair dead, our leader has no purpose. We are disbanded."
Lifting the sword of the old assassin Bonesword, Abigail placed his remains in a bag as she took up her own assassin title of the Maiden of Bones, a homage to her fiance, and she longs to bring him back to life with a free will so she may be reunited with him. Since the day of his death, Abigail has felt more... intact with her abilities, and has learned a kind of supernatural spell as a result. She believes it as the ghost of Brock himself fighting alongside her, but it may be untapped potential that was finally activated.
Battle Rites
Combat Style: A quasi-master swordsman, Abigail knows the ins and outs of swordplay and uses her knowledge of such in order to play on the defensive in a fight, only going in when she sees a golden opportunity. One handed weapons are her bread and butter, allowing her to fire off dreambolts while swordfighting against someone. She's able to hold her own on the offensive, using a reliance on slashes and jabs in order to get in damage before trying to disarm the opponent in an effort to make their end come quicker. Equipment: Her personal weapon of choice is the Shroomblade, the signature sword of Brock Sinclair. The sword exists as a rapier that, when wielded, is charged with plasma that allows the sword to act as a beam rapier. It fundamentally works similar, and it's quite convenient for the rare situation when the plasma fails to work. The blade is also able to tie into one of Abigail's special techniques. Powers: Abigail possesses the innate ability to draw upon the power of dreams and channel that into spectral energy, which she can fire off for damage. Typically, these bolts don't do a ton of damage, however, their power is amplified at night and/or in the proximity of many people. Special Techniques: Nightmare - Usable only at night, Abigail can completely terrorize a mind of a target with her powers and, in the right circumstances, reduce them to complete insanity or into a state of temporary cranial inactivity, incapacitating the target completely for a while. The use of this move will cause her nose to bleed at best or all of her facial orifices to bleed at it's worst. Vengeance Slash - Abigail can fuse her powers with her blade, allowing for a single strike to completely devastate a target in a surge of energy that emblazons them with feelings of vengeance and redemption. This strike must land on the opponent for the full effect of the power to be activated, as it will not target the ground or an empty barrel.
Your Turf - The Necro Lab
Arena Description: An old abandoned research facility, taken over and rebuilt from the ground up in pursuits of education on the idea of necromancy, specifically the resurrection of deceased and decrepid organisms in pursuit of a way to bring Brock Sinclair back from the dead. Additionally, funds for the research facility come from other various methods acquisition, all perfectly legal. Taxidermy, cremation, funeral services, eulogies, floral arrangements, the facility does all of that and then some if it gets funds for the research they are conducting. Arena Tactics: Around the grounds, research into chloromancy has been completed, one of Brock Sinclair's signature abilities. As such, the facility is swarming with sentient plant life that will act against an invader and attempt to assault the invader. Rumor has it that a large basil-isk and a tiger lily roam the facility, looking for their deceased master relentlessly. They're neutral towards the researchers, but they'll be killer towards anyone impeding their research. Oh, and you need to bring a plant to enter. Any plant will do, preferrably a green rose. Minion Description: Researchers, armed with various beam weapons, prowl the grounds of the Necro Lab. Their outfits are mainly labcoats and gasmasks, and they each carry around their respective ID Cards allowing them access to the certain levels of the doors in the facilities. You can try to swipe one of the max-level keycards, but watch out! Those are reserved for the highest level researchers and for the monsters that dwell within.
Other Things
- Travis has a red jacket, I think. It's so you can't see him bleed.
Please judge with the fact I know nothing about NMH, Beecee and others.
I'm woefully unfamiliar with the game outside of the Zero Punctuation reviews, but the concept looks kinda fun, do you mind if I make something for this? :D