Not just good--great! Go ahead and put him over in the Characters tab. You good with Gene approaching Peach's Castle just after the recently-concluded boss battle wrapped up? Someone (or a few someones) can spot him and head out to say hello, which will likely end in a fight that ends up with Gene free from the influence.
Alright, thanks! And yeah, that sounds good. I'm trying to catch up on the IC right now so I have an idea as to what's happened, so it might be a bit before I get a post up.
Alright, thanks! And yeah, that sounds good. I'm trying to catch up on the IC right now so I have an idea as to what's happened, so it might be a bit before I get a post up.
You're welcome, and no problem. Would you like a link to our Discord server?
Are the bodies of Zer0 and Gaige still around? Din might want to give them a funeral if they are.
Also, for some reason, @DracoLunaris' last post made me think that an event where everyone gets shrunken and swallowed by Bowser for a "Bowser's Inside Story" adventure might be pretty fun.
Game Origin: Super Mario Sunshine Personality: Bratty, spoiled and rude jr takes a lot after his doting father, both due to his upbring and due to his craving for respect and and acknowledgment of others, especially his father. Jr also generally dislikes been treated like a child, despite acting his age nearly all the time. He is somewhat smarter than his father, not that this requires much of an intellect, and a touch less stubborn as well, being able to swallow his pride if it is necessary. He is also somewhat lonely as a combination of his royal status, a lack of many acquaintances in his age group and, of course, his own rather abrasive attitude. The Koopalings, for example, act as more mentors or underlings than anything close to companions.
He also likes big dangerous machines and he really, really likes giant robots.
Background: Bowser jr is the only son of the Koopa King Bowser. First seen in super mario sunshine where he kidnapped peach and impersonated mario, Jr now has a long history of battling against mario, generally alongside his father but occasionally solo. Jr was also present at the failed cliffside battle against Galeem and was, along with almost everyone else, blasted Galeem almost immediately.
Specialty:Summoner, Combat Pilot, minor nuisance Level: 1
Experience: |////////// (0/10) Powers: Minion Captain: Bowser Jr can summon squads of minions to fight for him. These act more or less identical to strikers except there are more of them and each mook is individually weaker than a regular striker. Current minions are
Goomba Swarm
Koopa Corps
Additional types can be unlocked by mass soul absorption
Strengths: Leadership: Certainly not a born one, jr nonetheless has learned this skill in-order to filled the royal boots of his father some day. Unlike his father, who leads as something of a general, jr has lead his troops from the front. Or the back of the front at least, commanding squads of minions to do battle in his name while he manages their tactics and formation as a squad captain.
Pint sized powerhouse: Despite his short stature jr is actually rather strong, capable of lifting several times his weight, and has a fair bit of the dexterity that his father lacks as he can skillfully wield all manner of weapons and do a fair bit of platforming as well. Hsi shell also makes him fairly durable, tough nowhere near as much as his father.
Mechanical skill: Bowser jr has shown a fair deal of skill when it comes to the use of machines, having piloted (an possibly designed) numerous mech, ships, cars and other combat vehicles. He can aslo hack emails.
Weaknesses: Childish: reckless, impatient and impulsive, jr has a lot to learn.
Small: He might be tough, but the lad is still only waist high.
Spirits:
Inventory: Gaddbrush: also known simply as the magic paintbrush this weapon is capable of creating a harmful ink or goop like substance. This can be applied to enemies as a dot effect and to terrain to create hazard zones. Weapon wise it can either be used as a short spear or like a roller from splatoon.
Eddie Riggs: Literally just jack black leading a metal powered army.
Corupted Vor: Look at them, they come to this place when they know they are not pure. Tenno use the keys, but they are mere trespassers. Only I, Vor, know the true power of the Void. I was cut in half, destroyed, but through it's Janus Key, the Void called to me. It brought me here and here I was reborn. We cannot blame these creatures, they are being led by a false prophet, an impostor who knows not the secrets of the Void. Behold the Tenno, come to scavenge and desecrate this sacred realm. My brothers, did I not tell of this day? Did I not prophesize this moment? Now, I will stop them. Now I am changed, reborn through the energy of the Janus Key. Forever bound to the Void. Let it be known, if the Tenno want true salvation, they will lay down their arms, and wait for the baptism of my Janus key. It is time. I will teach these trespassers the redemptive power of my Janus key. They will learn it's simple truth. The Tenno are lost, and they will resist. But I, Vor, will cleanse this place of their impurity.
Personality: Bratty, spoiled and rude jr takes a lot after his doting father, both due to his upbring and due to his craving for respect and and acknowledgment of others, especially his father. Jr also generally dislikes been treated like a child, despite acting his age nearly all the time. He is somewhat smarter than his father, not that this requires much of an intellect, and a touch less stubborn as well, being able to swallow his pride if it is necessary. He is also somewhat lonely as a combination of his royal status, a lack of many acquaintances in his age group and, of course, his own rather abrasive attitude. The Koopalings, for example, act as more mentors or underlings than anything close to companions.
He also likes big dangerous machines and he really, really likes giant robots.
Background: Bowser jr is the only son of the Koopa King Bowser. First seen in super mario sunshine where he kidnapped peach and impersonated mario, Jr now has a long history of battling against mario, generally alongside his father but occasionally solo. Jr was also present at the failed cliffside battle against Galeem and was, along with almost everyone else, blasted Galeem almost immediately.
Specialty:Summoner, Combat Pilot, minor nuisance Level: 1
Experience: |////////// (0/10) Powers: Minion Captain: Bowser Jr can summon squads of minions to fight for him. These act more or less identical to strikers except there are more of them and each mook is individually weaker than a regular striker. Current minions are
Goomba Swarm
Koopa Corps
Additional types can be unlocked by mass soul absorption
Strengths: Leadership: Certainly not a born one, jr nonetheless has learned this skill in-order to filled the royal boots of his father some day. Unlike his father, who leads as something of a general, jr has lead his troops from the front. Or the back of the front at least, commanding squads of minions to do battle in his name while he manages their tactics and formation as a squad captain.
Pint sized powerhouse: Despite his short stature jr is actually rather strong, capable of lifting several times his weight, and has a fair bit of the dexterity that his father lacks as he can skillfully wield all manner of weapons and do a fair bit of platforming as well. Hsi shell also makes him fairly durable, tough nowhere near as much as his father.
Mechanical skill: Bowser jr has shown a fair deal of skill when it comes to the use of machines, having piloted (an possibly designed) numerous mech, ships, cars and other combat vehicles. He can aslo hack emails.
Weaknesses: Childish: reckless, impatient and impulsive, jr has a lot to learn.
Small: He might be tough, but the lad is still only waist high.
Spirits:
Inventory: Gaddbrush: also known simply as the magic paintbrush this weapon is capable of creating a harmful ink or goop like substance. This can be applied to enemies as a dot effect and to terrain to create hazard zones. Weapon wise it can either be used as a short spear or like a roller from splatoon.
Eddie Riggs: Literally just jack black leading a metal powered army.
Corupted Vor: Look at them, they come to this place when they know they are not pure. Tenno use the keys, but they are mere trespassers. Only I, Vor, know the true power of the Void. I was cut in half, destroyed, but through it's Janus Key, the Void called to me. It brought me here and here I was reborn. We cannot blame these creatures, they are being led by a false prophet, an impostor who knows not the secrets of the Void. Behold the Tenno, come to scavenge and desecrate this sacred realm. My brothers, did I not tell of this day? Did I not prophesize this moment? Now, I will stop them. Now I am changed, reborn through the energy of the Janus Key. Forever bound to the Void. Let it be known, if the Tenno want true salvation, they will lay down their arms, and wait for the baptism of my Janus key. It is time. I will teach these trespassers the redemptive power of my Janus key. They will learn it's simple truth. The Tenno are lost, and they will resist. But I, Vor, will cleanse this place of their impurity.
We need some pokeballs. If we bring back some pokeballs so each toad could catch even one of the pokemon wandering around that would quintuple their effectiveness as guards.
We need some pokeballs. If we bring back some pokeballs so each toad could catch even one of the pokemon wandering around that would quintuple their effectiveness as guards.
True. Plus if Blazermate could put down more than 1 sentry, that'd also help. Those things are brutal.
Hey @Lugubrious, I just wanted to check with you, what exactly are the limitations on "Blank Slate" characters? I was thinking of going with the protagonist of Armored Core 3, but that game makes your character a blank slate. Every aspect of your mecha can be customized, and every feature of your character is up to the player's imagination, since the game doesn't actually give you anything to work with.
Thus, the protagonist of any Armored Core game to my knowledge is going to blur the line between canon character and OC, since I intend to play mine as something other than a silent protagonist who never gets out of their mecha. It's almost like bringing in Commander Shepard: Yes, the major story beats of any individual Shepard's backstory is going to be the same, but the details--and their personality--will differ, often heavily. But this is even more extreme. Even more extreme than the Good Hunter in the characters list, since at least he's actually seen on-screen.
Hey @Lugubrious, I just wanted to check with you, what exactly are the limitations on "Blank Slate" characters? I was thinking of going with the protagonist of Armored Core 3, but that game makes your character a blank slate. Every aspect of your mecha can be customized, and every feature of your character is up to the player's imagination, since the game doesn't actually give you anything to work with.
Thus, the protagonist of any Armored Core game to my knowledge is going to blur the line between canon character and OC, since I intend to play mine as something other than a silent protagonist who never gets out of their mecha. It's almost like bringing in Commander Shepard: Yes, the major story beats of any individual Shepard's backstory is going to be the same, but the details--and their personality--will differ, often heavily. But this is even more extreme. Even more extreme than the Good Hunter in the characters list, since at least he's actually seen on-screen.
Well, I would prefer (and I think it's a better idea) to have far more defined characters. I've found that blank slates are often uninteresting to play as, even if traits are assigned, and that many who head in that direction lose motivation. The Courier, played by ProPro, is a mysterious figure whose past, appearance and personality are pretty much up to the player, is an exception, but ProPro has demonstrated a strong vision for what those are for Courier 6. If you want to go down this route I can't say no, but I would advise against it.
Well, I would prefer (and I think it's a better idea) to have far more defined characters. I've found that blank slates are often uninteresting to play as, even if traits are assigned, and that many who head in that direction lose motivation. The Courier, played by ProPro, is a mysterious figure whose past, appearance and personality are pretty much up to the player, is an exception, but ProPro has demonstrated a strong vision for what those are for Courier 6. If you want to go down this route I can't say no, but I would advise against it.
My problem is actually the exact opposite. I exclusively play characters with traits I can define, because I don't feel confident in my ability to play pre-defined canon characters. It's a matter of not being able to really do them justice.
My problem is actually the exact opposite. I exclusively play characters with traits I can define, because I don't feel confident in my ability to play pre-defined canon characters. It's a matter of not being able to really do them justice.
Odd. I'd always imagined that the chief appeal of an RP like this would be to take control of a character one is passionate about. However, feel free to give it a whirl. I'd be interested in seeing what you come up with.
Okay, so I decided that my Armored Core PC wasn't going to work. Have my Warcraft PC instead! Note that it's like 5AM and I may have missed some things.
Name: Donovan "Donnie" Lee, Grand Master of the Order of the Broken Temple
Personality: Donnie is a man of two extremes, the wild spirit of his early adventuring days tempered by years of experience, the harsh conditions of battle, and the patience instilled by the teachings of Xuen, the White Tiger. He may be, on the surface, fighting for truth, justice, and the Azerothian way, at the end of the day he cares about two things: Beating the crap out of whatever monster is going on a genocidal murder spree this week, and having a great time doing it. Despite being an Alliance monk, he's also a diehard Huojin, meaning he values action over words. This is not to say he can't come up with a perfectly workable strategy, or even use diplomacy when the situation calls for it, but just don't expect him to sit idly by when innocents are in danger. He ardently believes that you must be the change you wish to see in the world, and, judging by his long list of accomplishments, he practices what he preaches. In any event, he's kinda seen it all by this point. Considering the amount of apocalyptic crises he's had to stop, it takes a lot to faze him. Galeem is only scary to him, really, because he's big and powerful. In most other ways, he's just like Sargeras or the Old Gods.
Well, where do I start? I was born in Stormwind, like pretty much every human these days, and the son of a sailor. My father was an accomplished trader, with his very own merchant vessel, regularly making trips between Kalimdor and the Eastern Kingdoms. When I was twelve, my father took me onboard for a routine trip, only for the ship to get caught in a devastating storm at the halfway mark and wind up sunk. I grabbed on to a piece of driftwood, holding on for dear life. It must have been days. Eventually, I washed up on what I thought was an island, after what felt like a trip straight to the Twisting Nether.
Even half-delirious with hunger, thirst, and exposure as I was, I could still tell I was horribly wrong. Islands didn't have scales. Or beaks. Or flippers. The "island" was a gigantic sea turtle. It didn't notice such a tiny object hitting its massive shell, but I was nonetheless utterly terrified. Now, as a former adventurer I can tell you firsthand that Azeroth is full of bizarre and interesting creatures, but for a traumatized kid from Stormwind, who had just lost his father, was far from home, whose only hope of survival against overwhelming odds for the last several days had been a piece of flimsy wood, and whose only prior experience with the outside world was taking the occasional trade route to Theramore with his dad? It was too much. I fainted on the spot.
When I woke up, in a rather comfy bed, I saw a plump bear-like creature standing over me. That was the first pandaren I ever met, a good fellow named Zhao Longdrink. He came from a family of prominent brewers on the island, hence the name, and he had been delivering a cart of choice kegs to a local tavern when he saw me, faintly, from the mountains near the edge of the living island. After I recovered from my ordeal, and once I managed to learn enough of their language to become fluent, I learned where I was. Apparently, this turtle had a name: Shen-zin Su. And it could talk. Known as the Wandering Isle, Shin-zin Su had made voyage after voyage from a continent known as Pandaria to the rest of the world at the behest of his closest friend, the legendary Pandaren explorer Liu Lang, but after Lang's death from old age, he had fallen into a deep depression and no longer bothered to travel to land. Enough time had passed since they had last been to the Eastern Kingdoms that the Pandaren on the island had completely forgotten even my species, despite surely having discovered humans in their distant past.
After coming to terms with the fact that Shin-zin Su was never going to take me home, I decided to make the best of the situation and integrate myself into pandaren society as best I could. Over the next several years, I learned the ways of the pandaren monks, how to harness my chi to heal or hurt. How to take on armored foes with my bare fists. How to meditate and achieve inner peace. How to read and write their character-based language. How to write a damn good poem in the traditional Pandaren style. And of course, how to hold my damn liquor: The Pandaren are quite fond of drink, what with inventing an entire fighting style based around getting sloshed (looking at you,Brewmasters), and being capable of imbibing enough damn alcohol to put ten humans under the table in as many minutes. I would try going to a tavern and find myself shitfaced after one cup of their ridiculous sake. I...don't know how I did it, but after so many embarrassments involving booze, I can keep pace with a Pandaren lightweight now. Somehow.
Well, eventually, I finished my studies, but that was only the beginning of my adventure. One day, some of the monks started noticing that Shin-zin Su appeared to be in pain. I and two good friends of mine, Aysa Cloudsinger and Ji Firepaw, took a glider around the isle to see what was wrong. Appparently, the problem was that both a Horde and an Alliance warship had each ended up wrecked on Su's shell in the same spot! Naturally, they tried to fight each other, but we monks managed to intervene in time to mediate the conflict. My knowledge of Common was vital here: Combined with a particular orc on the Horde side who knew both Orcish and Common, I was able to help pierce the language barrier and stave off possible disaster.
I had lived on the Wandering Isle for years at this point, but I hadn't forgotten my home. I hadn't forgotten my mother, or my siblings, or the neighborhood I grew up in. But at the same time, living away from the war and the constant fear of the Horde all us Alliance citizens lived in for a good chunk of my life showed me just how stupid the whole thing was. When I had first told my master, Shang Xi, of the Alliance-Horde conflict, he honestly didn't believe me, that so many species could be engaged in a literal race war for so many years. And, well, ever since that conversation I had found myself questioning if the Horde really were the monsters that they were made out to be. Bigotry was a powerful force, though, and I had felt I needed definitive proof. When those two warships arrived, that was the real trigger.
It would take a few weeks for the soldiers to get their ships repaired with the supplies we had on the island, and in that time, I took the opportunity to talk to some of the Horde, relying on that same orc from earlier to translate for me (since Orcish was the lingua franca of the Horde, much like Common was for the Alliance). Their cultures were alien, and perhaps somewhat harsh, but those conversations cemented more than anything else that they were just...people. They weren't the monsters that we were told of. They could be good or evil, just like us.
I learned a lot about what had happened since I washed up on the isle from those soldiers. Lady Katrana Prestor, the black dragon Onyxia in disguise, who was later killed by a bunch of adventurers. The Alliance and Horde joining forces to charge through the Dark Portal in the Blasted Lands and invade Outland, seemingly killing the corrupt Demon Hunter Illidan and dealing a serious blow to the Burning Legion. The conflict with the Lich King starting up again, which lead to that bastard dying too. Bolvar Fordragon, one of the best paladins in the world, becoming the new Lich King and singlehandedly confining the Scourge to Northrend so they can't hurt anyone else. The Dragon Aspect of Earth, Neltharion, going insane due to Old God corruption and becoming Deathwing, singlehandedly wrecking the world in a global Cataclysm and throwing the elements themselves out of balance. He ended up dead too (sensing a pattern here?). To be honest, part of me wanted to stay on the island, and get away from this idiotic war. But I needed to know if what was left of my family were alright. I wanted to see what had become of the world I left behind for so long in my absence. And, with my newfound powers, to do something about all of these crises. I wouldn't get another chance thanks to Su's endless moping. I needed to go with them.
But, the pandaren heart is also perhaps filled with a small amount of wanderlust too. Several monks on the island wanted to join one of these two factions. Now, there are also two dominant schools of Wandering Isle thought: The Tushui (who valued meditation, rigorous discipline, inner peace, etc), and the Huojin (who, rather than try to attain inner peace, valued action over words and thought that allowing something terrible to happen by inaction was just as bad as doing it yourself). I gravitated towards the Huojin...but that was before it turned out that the Tushui were going largely to the Alliance and the Huojin were going to the Horde! And since what I call the Great Race War was still on, going with the Huojin would be suicide! So, I went to the Alliance ship in a very un-Tushui-like rage, and three weeks later found myself back in Stormwind, not only out of place among my fellow monks, but out of place among my fellow humans as well.
The first thing i did after landfall, though, was go confirm if my mother was still alive. Turned out she, and all my siblings, had been killed when the Lich King released the Plague of Undeath on Stormwind, leaving me with no-one to turn to. So, with nothing tying me to Stormwind or even the Alliance anymore beyond my species, I decided I would make good on my promise to do something about all of the apocalyptic bullshit that happened over the last few years, and make sure it could never happen again. I went out into the world as a freelance adventurer, walking the earth and making Azeroth a better place for it, one piece of loot at a time.
I beat the shit out of countless monsters and menaces in the course of my adventuring, and eventually, through my actions in the Pandaria Crisis, and the time-bending Draenor bullshit, became the Grand Master of every monk on Azeroth. And then I helped destroy the Burning Legion and free the literal creators of my planet in an epic battle with the soul of a dying world given form. Not bad for the son of a simple merchant, I guess.
Specialty: Melee Combat, Support Level: 1 Experience: 0/10 (The amount of EXP required to level up will increase by 10 each level, but rewards get bigger, too) Powers: --> Chi Burst: A Hadoken-like technique that travels in a straight line, hurting enemies and healing allies.
Strengths: --> Windwalker Monk: Donnie is a monk, one who sees the flow of chi, or life energy, in the world around him and can bend it to his will, enhancing his body and mind and enabling him to, with help, go toe-to-toe with some of the most dangerous beings in Azeroth. He is an agility-based fighter, prioritizing not getting hit over being able to take strong blows, but nevertheless the equipment he wears, looted from the bloodied corpses and glittering treasure vaults of beings far beyond mortal reckoning, is capable of withstanding much more damage than it has any right to, being enchanted and all. As a Windwalker, a melee fighter whose fists and feet are more deadly weapons than any blade, hammer, or gun, he can channel his chi into a variety of deadly (and not-so-deadly) abilities, including some healing stuff. In general, his brute strength is not to be underestimated either, considering all the times he's punched in the faces of ogres or demons four times his size wearing full plate mail with his bare hands. He is also capable of acrobatics in combat and can run at superhuman speeds using the power of the wind. --> Adventuring Experience: Donnie has dealt with these kinds of threats before. The man has faced down all manner of apocalypse scenarios, and thus has some knowledge on fighting monsters like Galeem. --> Enchanting: Donnie has some talent with the arcane, and can enhance weapons and armor with various enchantments to improve their performance. He has the necessary reagents on him to do so, though they can run out. Keep in mind that his enchantments will be restricted by his level, and will only reveal their full power as the person wearing the item levels up. The enchantment cannot be removed without destroying the item, though it can be changed. (Not sure if I should keep this, since it doesn't really fit the criteria for a strength. It's more of an out-of-combat utility thing than a passive bonus, and I'm not sure if I'll be able to get more enchanting supplies in this game.)
Weaknesses: (Faults, flaws, inabilities, and so forth. Nobody's perfect) --> The Bigger they Are, the Harder they Fall: Donnie is used to being able to punch out things twenty times his size, heal the sick, and revive the dead (at least within limits). None of these are available now, and that last part is going to hurt. Without his old powers, and without the promise of being able to be revived should he fall, a lot of his previous battle experience will be moot. He hasn't been this weak for a long, long time, and seriously has to adjust to this. --> The Good Life is a Hell of a Drug: Donnie is a bit of a hedonist, honestly. The Pandaren way of life, while based on real-life Buddhist principles of reducing suffering in the world, was chiefly designed to prevent the sha from returning. The sha, the murderous incarnations of negative emotions, would wreak havoc if widespread negativity was allowed to exist on the continent of Pandaria. This resulted in the locals living life to the fullest and doing whatever they could to keep themselves and each other happy. This spread to the Wandering Isle, and has left Donnie both gluttonous and fond of drink.
Spirits: None yet, except for maybe his own chi.
Kindred Spirits: --> Anduin Wrynn: The boy king of Stormwind has Donnie's respect as a man of peace. He has worked with (and protected) Anduin on numerous occasions and is proud to serve him even though doing so drags him into the Alliance-Horde conflict. --> Thrall: Donnie respects the former Warchief of the Horde for much the same reason as he respects his king: Thrall was one of the few people willing to attempt to forge peace between the Alliance and the Horde, the conflict that has defined Azeroth's recent history. --> <Available spot. Possible candidates include Xuen, the White Tiger (though a literal god is probably too powerful), and Chen Stormstout, but I was thinking of putting a character from outside the franchise here instead. Possible ideas?> Inventory: --> Fists of the Heavens: A legendary artifact of unspeakable power, these handblades were forged by the tol'vir (basically, cat-people) smith Irmaat, who sought to create the most powerful weapon imaginable. In his hubris, he sought to charge the handblades with power by using a ritual to siphon Elemental Air from Al'Akir, the then-most powerful air elemental in Azeroth, and ruler of the Elemental Plane of Air. However, Al'Akir foresaw this possibility and, knowing that Irmaat was attempting to steal that which he could not control, sabotaged Irmaat's masterpiece; Al'Akir purposely poured far more power into the handblades than they could handle, making the energy within so chaotic and volatile that anyone who wielded the newly-made Fists of the Heavens would be torn apart in the ludicrously-powerful storm that would ensue. When Irmaat, not knowing this and believing that he had done the impossible, foolishly tried to wield the Fists, the explosion of pure elemental power obliterated both him and the entire city he lived in.
Later, after Al'Akir's death during the Cataclysm, the resulting power vacuum in the Plane of Air instigated a civil war among several powerful air elementals. One of them, Typhinus, tracked down the dormant Fists of the Heavens, and being an air elemental himself, was able to control them well enough to win the war with the power they gave him. But controlling such chaotic energies for so long gradually eroded away his sanity, eventually leaving the djinn both completely insane and with the power to obliterate anyone who stood up to him.
Grandmaster Lee and a close ally, Li Li Stormstout, desiring a weapon powerful enough to stand up against the heavyweights of the Burning Legion following Sargeras' latest invasion of Azeroth, travelled to the Elemental Plane of Air, tracked Typhinus down, and killed him, taking the handblades. Because monks must achieve inner balance and harmony of spirit in the course of their training, Donnie could truly control the Fists of the Heavens, succeeding where both Irmaat and Typhinus failed.
The Fists of the Heavens amplify Donnie's abilities dramatically. As the Fists act as a massive reservoir of raw elemental air, it is much easier for him to dodge while using them, increasing his agility even further levels. Techniques such as Touch of Death are dramatically amplified to have a much higher chance to kill, Touch of Karma now heals Donnie proportionally to how much damage it redirects, Fists of Fury briefly generates eight wind-based clones of Donnie that each have equal amounts of power to the genuine article, and in general, Donnie has far more energy while using them and can thus use his more powerful techniques more often and with less physical cost.
So, to summarize: The Fists of the Heavens act as a stamina-booster, a "tank" of Elemental Air that can thus augment Windwalker techniques in various ways, and, through infusing its wearer with Elemental Air, make Donnie much harder to hit.
Unfortunately, the above information is completely useless. Galeem's mass Isekai event sharply limited the Fists' power. While they still do enhance Donnie's abilities, the boost is less "endgame raid level," and more "Baby's First Magical Weapon" level. This also means that anyone can wield them right now, since their power is restrained enough that it won't wipe out a city or drive the wielder insane. As Donnie levels up, they will slowly start to gain their original power back, and it'd be advised not to steal them when that process finishes.
--> Xuen's Battlegear: A full set of leather(?) armor obviously crafted along Pandaren lines, infused with the power of the Pandaren Wild God Xuen, the White Tiger. As such, it is monstrously powerful, granting Donnie dramatically-enhanced agility (including reflexes), the ability to strike and use chi techniques much more quickly than a human should be able to, dramatically increases Donnie's strength to superhuman levels, hugely improves his intellect, and greatly enhances Donnie's ability to see and exploit an enemy weakpoint or repair someone's chi faster than normal. Of course, it's also an absurdly-powerful set of magical armor from a high-fantasy world and probably made out of pure Bullshittium, so it's sufficient to protect against most sources of damage at least partly, be it falling from the sky, getting shot in the chest, getting caught in an explosion (magical or otherwise), being set on fire, being hit with a blast of pure Void magic, getting caught in a particularly-nasty Frostbolt, or getting stepped on by a Fel Reaver.
Like with the Fists of the Heavens, this information is also somewhat worthless. The armor's magic is sealed, rendering it closer to a more conventional suit of magical armor than something outright legendary. As Donnie levels up, its full power will gradually be released.
--> Madman's Luggage: A bizarre, possibly-magical, possibly-eldritch carry-on, wheeled backpack (in Azeroth's traditional medieval/Victorian/steampunk aesthetic) sold to Donnie by a raving lunatic smack-dab in the center of Dalaran for the low, low price of 500,000 gold pieces, necessitating that Donnie make multiple trips to the bank just to carry the gold needed to pay for it. Defying all logic, it is vastly bigger on the inside than on the outside. In a pinch, if you can fit through the opening, you and five friends can use the handy vents Donnie had added to spend all day inside in the event of inclement weather, as it's as big inside as a studio apartment. It's stored...a lot of stuff. Everything from entire sets of magical armor, to several absurdly-dangerous or even legendary weapons, a ludicrous amount of food, water, ingredients, and enchanting supplies, multiple severed heads, animal trophies, demon parts, Old God parts, elemental parts, Voidlord parts, dragon bones, enough gold coins to fill three banks...it has always been very well-stocked. He has also enchanted it further to be dismissable and summonable with a thought, appearing out of thin air whenever he wants it.
Currently filled with: --> Several hundred pounds of food, water, cooking ingredients/supplies, enchanting supplies, engineering supplies, survival equipment, general adventuring supplies (including potions), etc. --> A month's worth of clothes --> Toiletries --> Camping equipment --> A tremendous quantity of gold, silver, and copper coins. --> Every mount Donnie owns, including the reins of an armored war gryphon (which summons the real deal on command), a Gnomish "World Spinner" rocket, a Dwarven flying machine, the head of the Titan-forged Mechagnome Mimiron (converted into a small aircraft with a convertible roof), the list goes on. However, he is most likely to use the Disc of the Red Cloud, an engraved, magical frisbee-like device that Donnie can ride like Goku's flying Nimbus. He can summon all of these mounts through enchantments (or however the hell WoW adventurers make fifteen-foot-tall dragons appear out of thin air). He also owns the Champion's Treadblade, an Alliance-themed motorcycle and perhaps one of the only times he's ever shown Stormwind Pride. Oh, and he's got the reins to an armored war-tiger, but he'd rather go with the bike any day. --> Hearthstone: Hearthstones are rare, magically-augmented stones capable of warping the user back to wherever the user sets as their "home" once an hour, which in Donnie's case is whatever inn he stayed at last. This particular hearthstone is set to the Gilded Rose Inn, Trade District, Stormwind City. It also...probably won't work properly when trying to cross universes, so it's best not to use it until Donnie can set its location to a place in this universe.
I put together a wee sheet for Kamek for when I'm using him.
Kamek
Game Origin: Super Mario World 2: Yoshi's Island Personality: Kamek is rather polite and intelligent, in sharp contrast to royalty he’s mentored. Kamek is rather wise and exhibits a great deal of forethought and planning expertise, as well as general intelligence and knowledge-ability. He is tactful and patient if not entirely above a bit of sarcasm when it comes to dealing with his bosses. He is also one of the few people that Bowser treats with respect and the king will generally listen to the old Koopa’s advice or guidance. He also acts as Bowser Jr’s mentor and caretaker.
When it comes to his enemies however he has a tendency to be condescending. He is also unabashedly evil, willing to go to great lengths to aid his lord’s schemes and ensure his happiness. He nonetheless shares, or is perhaps the source of, Bowser’s care for his minions, though Kamek is considerably less obtuse in his concern for their safety and well-being.
Background: The adoptive father of King Bowser. When Galeem’s beams hit Kamek was in his study, having been left to hold down the fort while his adoptive son and grandson invaded the mushroom kingdom.
Specialty: Mage
Level: 1 Experience: |////////// (0/10)
Powers: Hugify: Kamek can increase the size of one person or object. Either he can make one far larger my focusing all his power on them, and thus making himself unable to fight, or he can apply a passive super mushroom effect to one person.
Strengths:
Magic: Kamek is master of the arcane arts. This includes both spell casting and the creation of magic-tech devices.
Academic: Kamek is well read and acts as something of the brains of the Koopa Troop.
Koopa physiology: Though not nearly as strong or tough as the royals, Kamek is nonetheless a tough cookie thanks to his scaly skin and robe hidden shell.
Weaknesses: Small: Kamek is the same size as a regular koopas, namly pretty short.
Old: Kamek was old in appearance when Bowser, Mario and Peach where babies. Even if he does not look like he has aged a day since he is still quite the old geezer.
Poor athleticism: Kamek is old, short and a wizard. None of these are characteristics that grant a great deal of physical aptitude.
Glasses: A lifetime of staring at old spell books will do a number on the eyes.
Spirits:
Inventory:
Magic-Koopa Wand: a generally useful magical too for conjuring varios spells. on its own it allows Kamek to fire magical blasts. These take the form of a cluster of glowing shapes, namely a yellow circle, a blue square and a red triangle, that damage whatever they hit.
Broomstick: his trusty transport, Kamek can ride this broomstick like a witch would, soaring through the skies with some grace and speed.
Okay, so I decided that my Armored Core PC wasn't going to work. Have my Warcraft PC instead! Note that it's like 5AM and I may have missed some things.
Name: Donovan "Donnie" Lee, Grand Master of the Order of the Broken Temple
Personality: Donnie is a man of two extremes, the wild spirit of his early adventuring days tempered by years of experience, the harsh conditions of battle, and the patience instilled by the teachings of Xuen, the White Tiger. He may be, on the surface, fighting for truth, justice, and the Azerothian way, at the end of the day he cares about two things: Beating the crap out of whatever monster is going on a genocidal murder spree this week, and having a great time doing it. Despite being an Alliance monk, he's also a diehard Huojin, meaning he values action over words. This is not to say he can't come up with a perfectly workable strategy, or even use diplomacy when the situation calls for it, but just don't expect him to sit idly by when innocents are in danger. He ardently believes that you must be the change you wish to see in the world, and, judging by his long list of accomplishments, he practices what he preaches. In any event, he's kinda seen it all by this point. Considering the amount of apocalyptic crises he's had to stop, it takes a lot to faze him. Galeem is only scary to him, really, because he's big and powerful. In most other ways, he's just like Sargeras or the Old Gods.
Well, where do I start? I was born in Stormwind, like pretty much every human these days, and the son of a sailor. My father was an accomplished trader, with his very own merchant vessel, regularly making trips between Kalimdor and the Eastern Kingdoms. When I was twelve, my father took me onboard for a routine trip, only for the ship to get caught in a devastating storm at the halfway mark and wind up sunk. I grabbed on to a piece of driftwood, holding on for dear life. It must have been days. Eventually, I washed up on what I thought was an island, after what felt like a trip straight to the Twisting Nether.
Even half-delirious with hunger, thirst, and exposure as I was, I could still tell I was horribly wrong. Islands didn't have scales. Or beaks. Or flippers. The "island" was a gigantic sea turtle. It didn't notice such a tiny object hitting its massive shell, but I was nonetheless utterly terrified. Now, as a former adventurer I can tell you firsthand that Azeroth is full of bizarre and interesting creatures, but for a traumatized kid from Stormwind, who had just lost his father, was far from home, whose only hope of survival against overwhelming odds for the last several days had been a piece of flimsy wood, and whose only prior experience with the outside world was taking the occasional trade route to Theramore with his dad? It was too much. I fainted on the spot.
When I woke up, in a rather comfy bed, I saw a plump bear-like creature standing over me. That was the first pandaren I ever met, a good fellow named Zhao Longdrink. He came from a family of prominent brewers on the island, hence the name, and he had been delivering a cart of choice kegs to a local tavern when he saw me, faintly, from the mountains near the edge of the living island. After I recovered from my ordeal, and once I managed to learn enough of their language to become fluent, I learned where I was. Apparently, this turtle had a name: Shen-zin Su. And it could talk. Known as the Wandering Isle, Shin-zin Su had made voyage after voyage from a continent known as Pandaria to the rest of the world at the behest of his closest friend, the legendary Pandaren explorer Liu Lang, but after Lang's death from old age, he had fallen into a deep depression and no longer bothered to travel to land. Enough time had passed since they had last been to the Eastern Kingdoms that the Pandaren on the island had completely forgotten even my species, despite surely having discovered humans in their distant past.
After coming to terms with the fact that Shin-zin Su was never going to take me home, I decided to make the best of the situation and integrate myself into pandaren society as best I could. Over the next several years, I learned the ways of the pandaren monks, how to harness my chi to heal or hurt. How to take on armored foes with my bare fists. How to meditate and achieve inner peace. How to read and write their character-based language. How to write a damn good poem in the traditional Pandaren style. And of course, how to hold my damn liquor: The Pandaren are quite fond of drink, what with inventing an entire fighting style based around getting sloshed (looking at you,Brewmasters), and being capable of imbibing enough damn alcohol to put ten humans under the table in as many minutes. I would try going to a tavern and find myself shitfaced after one cup of their ridiculous sake. I...don't know how I did it, but after so many embarrassments involving booze, I can keep pace with a Pandaren lightweight now. Somehow.
Well, eventually, I finished my studies, but that was only the beginning of my adventure. One day, some of the monks started noticing that Shin-zin Su appeared to be in pain. I and two good friends of mine, Aysa Cloudsinger and Ji Firepaw, took a glider around the isle to see what was wrong. Appparently, the problem was that both a Horde and an Alliance warship had each ended up wrecked on Su's shell in the same spot! Naturally, they tried to fight each other, but we monks managed to intervene in time to mediate the conflict. My knowledge of Common was vital here: Combined with a particular orc on the Horde side who knew both Orcish and Common, I was able to help pierce the language barrier and stave off possible disaster.
I had lived on the Wandering Isle for years at this point, but I hadn't forgotten my home. I hadn't forgotten my mother, or my siblings, or the neighborhood I grew up in. But at the same time, living away from the war and the constant fear of the Horde all us Alliance citizens lived in for a good chunk of my life showed me just how stupid the whole thing was. When I had first told my master, Shang Xi, of the Alliance-Horde conflict, he honestly didn't believe me, that so many species could be engaged in a literal race war for so many years. And, well, ever since that conversation I had found myself questioning if the Horde really were the monsters that they were made out to be. Bigotry was a powerful force, though, and I had felt I needed definitive proof. When those two warships arrived, that was the real trigger.
It would take a few weeks for the soldiers to get their ships repaired with the supplies we had on the island, and in that time, I took the opportunity to talk to some of the Horde, relying on that same orc from earlier to translate for me (since Orcish was the lingua franca of the Horde, much like Common was for the Alliance). Their cultures were alien, and perhaps somewhat harsh, but those conversations cemented more than anything else that they were just...people. They weren't the monsters that we were told of. They could be good or evil, just like us.
I learned a lot about what had happened since I washed up on the isle from those soldiers. Lady Katrana Prestor, the black dragon Onyxia in disguise, who was later killed by a bunch of adventurers. The Alliance and Horde joining forces to charge through the Dark Portal in the Blasted Lands and invade Outland, seemingly killing the corrupt Demon Hunter Illidan and dealing a serious blow to the Burning Legion. The conflict with the Lich King starting up again, which lead to that bastard dying too. Bolvar Fordragon, one of the best paladins in the world, becoming the new Lich King and singlehandedly confining the Scourge to Northrend so they can't hurt anyone else. The Dragon Aspect of Earth, Neltharion, going insane due to Old God corruption and becoming Deathwing, singlehandedly wrecking the world in a global Cataclysm and throwing the elements themselves out of balance. He ended up dead too (sensing a pattern here?). To be honest, part of me wanted to stay on the island, and get away from this idiotic war. But I needed to know if what was left of my family were alright. I wanted to see what had become of the world I left behind for so long in my absence. And, with my newfound powers, to do something about all of these crises. I wouldn't get another chance thanks to Su's endless moping. I needed to go with them.
But, the pandaren heart is also perhaps filled with a small amount of wanderlust too. Several monks on the island wanted to join one of these two factions. Now, there are also two dominant schools of Wandering Isle thought: The Tushui (who valued meditation, rigorous discipline, inner peace, etc), and the Huojin (who, rather than try to attain inner peace, valued action over words and thought that allowing something terrible to happen by inaction was just as bad as doing it yourself). I gravitated towards the Huojin...but that was before it turned out that the Tushui were going largely to the Alliance and the Huojin were going to the Horde! And since what I call the Great Race War was still on, going with the Huojin would be suicide! So, I went to the Alliance ship in a very un-Tushui-like rage, and three weeks later found myself back in Stormwind, not only out of place among my fellow monks, but out of place among my fellow humans as well.
The first thing i did after landfall, though, was go confirm if my mother was still alive. Turned out she, and all my siblings, had been killed when the Lich King released the Plague of Undeath on Stormwind, leaving me with no-one to turn to. So, with nothing tying me to Stormwind or even the Alliance anymore beyond my species, I decided I would make good on my promise to do something about all of the apocalyptic bullshit that happened over the last few years, and make sure it could never happen again. I went out into the world as a freelance adventurer, walking the earth and making Azeroth a better place for it, one piece of loot at a time.
I beat the shit out of countless monsters and menaces in the course of my adventuring, and eventually, through my actions in the Pandaria Crisis, and the time-bending Draenor bullshit, became the Grand Master of every monk on Azeroth. And then I helped destroy the Burning Legion and free the literal creators of my planet in an epic battle with the soul of a dying world given form. Not bad for the son of a simple merchant, I guess.
Specialty: Melee Combat, Support Level: 1 Experience: 0/10 (The amount of EXP required to level up will increase by 10 each level, but rewards get bigger, too) Powers: --> Chi Burst: A Hadoken-like technique that travels in a straight line, hurting enemies and healing allies.
Strengths: --> Windwalker Monk: Donnie is a monk, one who sees the flow of chi, or life energy, in the world around him and can bend it to his will, enhancing his body and mind and enabling him to, with help, go toe-to-toe with some of the most dangerous beings in Azeroth. He is an agility-based fighter, prioritizing not getting hit over being able to take strong blows, but nevertheless the equipment he wears, looted from the bloodied corpses and glittering treasure vaults of beings far beyond mortal reckoning, is capable of withstanding much more damage than it has any right to, being enchanted and all. As a Windwalker, a melee fighter whose fists and feet are more deadly weapons than any blade, hammer, or gun, he can channel his chi into a variety of deadly (and not-so-deadly) abilities, including some healing stuff. In general, his brute strength is not to be underestimated either, considering all the times he's punched in the faces of ogres or demons four times his size wearing full plate mail with his bare hands. He is also capable of acrobatics in combat and can run at superhuman speeds using the power of the wind. --> Adventuring Experience: Donnie has dealt with these kinds of threats before. The man has faced down all manner of apocalypse scenarios, and thus has some knowledge on fighting monsters like Galeem. --> Enchanting: Donnie has some talent with the arcane, and can enhance weapons and armor with various enchantments to improve their performance. He has the necessary reagents on him to do so, though they can run out. Keep in mind that his enchantments will be restricted by his level, and will only reveal their full power as the person wearing the item levels up. The enchantment cannot be removed without destroying the item, though it can be changed. (Not sure if I should keep this, since it doesn't really fit the criteria for a strength. It's more of an out-of-combat utility thing than a passive bonus, and I'm not sure if I'll be able to get more enchanting supplies in this game.)
Weaknesses: (Faults, flaws, inabilities, and so forth. Nobody's perfect) --> The Bigger they Are, the Harder they Fall: Donnie is used to being able to punch out things twenty times his size, heal the sick, and revive the dead (at least within limits). None of these are available now, and that last part is going to hurt. Without his old powers, and without the promise of being able to be revived should he fall, a lot of his previous battle experience will be moot. He hasn't been this weak for a long, long time, and seriously has to adjust to this. --> The Good Life is a Hell of a Drug: Donnie is a bit of a hedonist, honestly. The Pandaren way of life, while based on real-life Buddhist principles of reducing suffering in the world, was chiefly designed to prevent the sha from returning. The sha, the murderous incarnations of negative emotions, would wreak havoc if widespread negativity was allowed to exist on the continent of Pandaria. This resulted in the locals living life to the fullest and doing whatever they could to keep themselves and each other happy. This spread to the Wandering Isle, and has left Donnie both gluttonous and fond of drink.
Spirits: None yet, except for maybe his own chi.
Kindred Spirits: --> Anduin Wrynn: The boy king of Stormwind has Donnie's respect as a man of peace. He has worked with (and protected) Anduin on numerous occasions and is proud to serve him even though doing so drags him into the Alliance-Horde conflict. --> Thrall: Donnie respects the former Warchief of the Horde for much the same reason as he respects his king: Thrall was one of the few people willing to attempt to forge peace between the Alliance and the Horde, the conflict that has defined Azeroth's recent history. --> <Available spot. Possible candidates include Xuen, the White Tiger (though a literal god is probably too powerful), and Chen Stormstout, but I was thinking of putting a character from outside the franchise here instead. Possible ideas?> Inventory: --> Fists of the Heavens: A legendary artifact of unspeakable power, these handblades were forged by the tol'vir (basically, cat-people) smith Irmaat, who sought to create the most powerful weapon imaginable. In his hubris, he sought to charge the handblades with power by using a ritual to siphon Elemental Air from Al'Akir, the then-most powerful air elemental in Azeroth, and ruler of the Elemental Plane of Air. However, Al'Akir foresaw this possibility and, knowing that Irmaat was attempting to steal that which he could not control, sabotaged Irmaat's masterpiece; Al'Akir purposely poured far more power into the handblades than they could handle, making the energy within so chaotic and volatile that anyone who wielded the newly-made Fists of the Heavens would be torn apart in the ludicrously-powerful storm that would ensue. When Irmaat, not knowing this and believing that he had done the impossible, foolishly tried to wield the Fists, the explosion of pure elemental power obliterated both him and the entire city he lived in.
Later, after Al'Akir's death during the Cataclysm, the resulting power vacuum in the Plane of Air instigated a civil war among several powerful air elementals. One of them, Typhinus, tracked down the dormant Fists of the Heavens, and being an air elemental himself, was able to control them well enough to win the war with the power they gave him. But controlling such chaotic energies for so long gradually eroded away his sanity, eventually leaving the djinn both completely insane and with the power to obliterate anyone who stood up to him.
Grandmaster Lee and a close ally, Li Li Stormstout, desiring a weapon powerful enough to stand up against the heavyweights of the Burning Legion following Sargeras' latest invasion of Azeroth, travelled to the Elemental Plane of Air, tracked Typhinus down, and killed him, taking the handblades. Because monks must achieve inner balance and harmony of spirit in the course of their training, Donnie could truly control the Fists of the Heavens, succeeding where both Irmaat and Typhinus failed.
The Fists of the Heavens amplify Donnie's abilities dramatically. As the Fists act as a massive reservoir of raw elemental air, it is much easier for him to dodge while using them, increasing his agility even further levels. Techniques such as Touch of Death are dramatically amplified to have a much higher chance to kill, Touch of Karma now heals Donnie proportionally to how much damage it redirects, Fists of Fury briefly generates eight wind-based clones of Donnie that each have equal amounts of power to the genuine article, and in general, Donnie has far more energy while using them and can thus use his more powerful techniques more often and with less physical cost.
So, to summarize: The Fists of the Heavens act as a stamina-booster, a "tank" of Elemental Air that can thus augment Windwalker techniques in various ways, and, through infusing its wearer with Elemental Air, make Donnie much harder to hit.
Unfortunately, the above information is completely useless. Galeem's mass Isekai event sharply limited the Fists' power. While they still do enhance Donnie's abilities, the boost is less "endgame raid level," and more "Baby's First Magical Weapon" level. This also means that anyone can wield them right now, since their power is restrained enough that it won't wipe out a city or drive the wielder insane. As Donnie levels up, they will slowly start to gain their original power back, and it'd be advised not to steal them when that process finishes.
--> Xuen's Battlegear: A full set of leather(?) armor obviously crafted along Pandaren lines, infused with the power of the Pandaren Wild God Xuen, the White Tiger. As such, it is monstrously powerful, granting Donnie dramatically-enhanced agility (including reflexes), the ability to strike and use chi techniques much more quickly than a human should be able to, dramatically increases Donnie's strength to superhuman levels, hugely improves his intellect, and greatly enhances Donnie's ability to see and exploit an enemy weakpoint or repair someone's chi faster than normal. Of course, it's also an absurdly-powerful set of magical armor from a high-fantasy world and probably made out of pure Bullshittium, so it's sufficient to protect against most sources of damage at least partly, be it falling from the sky, getting shot in the chest, getting caught in an explosion (magical or otherwise), being set on fire, being hit with a blast of pure Void magic, getting caught in a particularly-nasty Frostbolt, or getting stepped on by a Fel Reaver.
Like with the Fists of the Heavens, this information is also somewhat worthless. The armor's magic is sealed, rendering it closer to a more conventional suit of magical armor than something outright legendary. As Donnie levels up, its full power will gradually be released.
--> Madman's Luggage: A bizarre, possibly-magical, possibly-eldritch carry-on, wheeled backpack (in Azeroth's traditional medieval/Victorian/steampunk aesthetic) sold to Donnie by a raving lunatic smack-dab in the center of Dalaran for the low, low price of 500,000 gold pieces, necessitating that Donnie make multiple trips to the bank just to carry the gold needed to pay for it. Defying all logic, it is vastly bigger on the inside than on the outside. In a pinch, if you can fit through the opening, you and five friends can use the handy vents Donnie had added to spend all day inside in the event of inclement weather, as it's as big inside as a studio apartment. It's stored...a lot of stuff. Everything from entire sets of magical armor, to several absurdly-dangerous or even legendary weapons, a ludicrous amount of food, water, ingredients, and enchanting supplies, multiple severed heads, animal trophies, demon parts, Old God parts, elemental parts, Voidlord parts, dragon bones, enough gold coins to fill three banks...it has always been very well-stocked. He has also enchanted it further to be dismissable and summonable with a thought, appearing out of thin air whenever he wants it.
Currently filled with: --> Several hundred pounds of food, water, cooking ingredients/supplies, enchanting supplies, engineering supplies, survival equipment, general adventuring supplies (including potions), etc. --> A month's worth of clothes --> Toiletries --> Camping equipment --> A tremendous quantity of gold, silver, and copper coins. --> Every mount Donnie owns, including the reins of an armored war gryphon (which summons the real deal on command), a Gnomish "World Spinner" rocket, a Dwarven flying machine, the head of the Titan-forged Mechagnome Mimiron (converted into a small aircraft with a convertible roof), the list goes on. However, he is most likely to use the Disc of the Red Cloud, an engraved, magical frisbee-like device that Donnie can ride like Goku's flying Nimbus. He can summon all of these mounts through enchantments (or however the hell WoW adventurers make fifteen-foot-tall dragons appear out of thin air). He also owns the Champion's Treadblade, an Alliance-themed motorcycle and perhaps one of the only times he's ever shown Stormwind Pride. Oh, and he's got the reins to an armored war-tiger, but he'd rather go with the bike any day. --> Hearthstone: Hearthstones are rare, magically-augmented stones capable of warping the user back to wherever the user sets as their "home" once an hour, which in Donnie's case is whatever inn he stayed at last. This particular hearthstone is set to the Gilded Rose Inn, Trade District, Stormwind City. It also...probably won't work properly when trying to cross universes, so it's best not to use it until Donnie can set its location to a place in this universe.
Alright, terribly sorry for how long it took me to reply, but your character is accepted. He does have a whole lot of equipment, but it seems like you've done a good job limiting it appropriately. Welcome to World of Light! Go ahead and put your sheet in the Characters tab. I myself have no specific ideas for whatever character should occupy your third Kindred Spirit slot; since the others are connected to your Grandmaster, though, maybe you could pick a fun character you really enjoy either to potentially play or to take as a Spirit later on. If nothing strikes your fancy, perhaps your favorite Smash Bros character.
Since it's not reasonably at this point that your character came along like Gene in the nick of time to be affected by the dark wave, he'll still be under Galeem's influence at the start. If you like, I could collab with you and have him get into a fight with some monster or something near Peach's Castle, weakening him enough that a Friend Heart could restore him. Or, you could work with another player for an introduction fight. Any preference, or other ideas?
Alright, terribly sorry for how long it took me to reply, but your character is accepted. He does have a whole lot of equipment, but it seems like you've done a good job limiting it appropriately. Welcome to World of Light! Go ahead and put your sheet in the Characters tab. I myself have no specific ideas for whatever character should occupy your third Kindred Spirit slot; since the others are connected to your Grandmaster, though, maybe you could pick a fun character you really enjoy either to potentially play or to take as a Spirit later on. If nothing strikes your fancy, perhaps your favorite Smash Bros character.
Since it's not reasonably at this point that your character came along like Gene in the nick of time to be affected by the dark wave, he'll still be under Galeem's influence at the start. If you like, I could collab with you and have him get into a fight with some monster or something near Peach's Castle, weakening him enough that a Friend Heart could restore him. Or, you could work with another player for an introduction fight. Any preference, or other ideas?
Thanks, glad to be here. I think I'd go with the monster route. I'd rather collab with the GM than a player (especially since the last time I tried to collab with a player it lasted an entire month and ballooned to 16 pages long).
As for the Kindred Spirit, I'm still not sure, though I'm thinking that maybe a free spirit like Dante or Sonic would be a good fit. I still have to figure it out.
In hindsight, I probably should have asked this before I was approved, but in addition, I was wondering if instead of using Enchanting alone as my third strength, I dump all of Donnie's crafting and trade skills under that one strength. WoW characters have a lot of trades, including things like first aid, cooking, leatherworking, tailoring, blacksmithing, alchemy, archeology etc. The Donnie I play in-game, who this PC is based on, doesn't have all the skills actually, but he does have all of the minor ones (WoW characters can take every minor profession), and two major ones, Enchanting and Engineering.
I'm asking because having his other professions sealed would mean that Galeem's influence also locked away his memories rather than just his abilities, since these are actual trades. That said, the amount of professions WoW characters can master over the course of the game does potentially reach Gary-Stu levels, so I'd be fine if we just keep it as enchanting and leave it at that. Or if you want we can take a third option and say that Galeem did seal his memories.
I'll be looking to move forward past the night and into the next step of the adventure come Saturday. Until then, I'll look forward whatever you folks might have in store. Remember, if you're wanting to explore or interact with NPC's, I'm happy to help.
Just so this post contains useful information, I'm not adding the "Linkle acquires" hider to my word count.
Linkle
Level 4 - (6/40) +
Location: Peace's Castle, Yard
Word Count:
Linkle squealed in delight as Peach just gave up the milk, totally for free. She shouln't have expected otherwise, such nobility of spirit was inherent to a true princess. "Thank you your majesty." She said, running over to pick it up. As she ran she felt a quick few pinches on the side of her neck and slowed to a jog. She looked down slightly dishearten at the somehow jagged bowstring that crossed her chest, part of which occasionally scraped across her neck. That was an annoying problem, but not as annoying as what she realized when she reached her destination.
Last night, before falling asleep to the noise of the loud synchronized breathing of both of the Bowser's lying in the throne room just beyond her makeshift bed, she had decided to finish out the day with a bang. Or, at least, a pop. One by one she had smashed the spirits of the monsters she had slain, and had accumulated quite a collection of stuff to replace the hood she'd seen Junior using as a blanket.
Skeleton Bow an angular wooden bow that takes a second and some strength by even a practiced hand to draw. Arrows fired by it fly without any regard to wind deviation. Even normal use of the bow will result in its destruction after a while
Simple Arrow x4 – an angular and primitive but functional arrow. It itself has no special properties, but after getting a hold of one, its owner is able to make additional identical arrows by combining a piece of flint on top of a stick on top of a feather, which immediately become a finished arrow with no further preparation required
Creeper Heart – an organ filled with volatile chemicals. Rupturing it will cause a strong explosion, but careful extraction could yield those very useful chemicals. Eating it is not recommended
Gunpowder x2 – fine chemical grounds that detonate if exposed to fire or electricity. A useful reagent for crafting things
Spider Shield – a shield belonging to savage mountain bandits. Grants resistance to poison
Everything was odd! She recognized the bow and arrows instantly from the few close calls she'd had with the skeletons, but seeing them up close it was a wonder that they flew at all. Linkle was no expert bowman (she'd stumbled upon a bow she could use during her travels but hadn't been able to do any flashy combos with it) but she was pretty sure arrows needed to be sleek to fly true and bowstrings weren't meant to look like they'd been whittled out of wood. Yet it worked, she'd fired one of the arrows at the far wall that night and the thing flew true and tinked off.
There were a pair of weird looking...at first she'd thought they were burnt cookies but they didn't taste anything like burnt cookies! They tasted like sand. Well, no, not sand exactly, but in her mouth it had felt like some kind of powder. She wasn't sure what they were for, except maybe watching them float in midair when you put them down. They'd come from the spirit of one of the hissing exploding green things, along with what Linkle had just started thinking of ominously as The Organ. It was like a cookie to, except it squished when you squeezed it and felt just like holding cooked meat. It smelled like the black cookies, and when you squeezed it had enough it started to Hissssssss like the monsters had before they detonated.