@Lugubrious
Hooray! I'll move her over. Exciting!
Umm...I don't know! Yes to both? I would like to get started early. I would also be okay with waiting. I mean I did solo RP with you for both Sakura and Jesse, and it was a lot of fun, but also a little more necessary story wise? just to integrate them into the main plot? meanwhile Karin is already established. If she was doing anything exciting by herself, it would probably be battling more evil like how she helped with hunting down Sephiroth. But that's a whole other sidequest you'd have to come up with that would just be a Karin solo adventure. But not like, something super important involving a whole new area and a powerful artifact and a whole frickin heroes journey like with Linkle.
I guess my main issue is I would feel guilty adding a whole new post for you to do every week just for little old me XD
@Lugubrious
Noted, should I wait for Gent to post first?
What if I just added another CS onto the pile, wouldn't that be funny haha...Name: Therion
Game Origin: Octopath Traveler
Appearance: Full Character Art!
Personality: Therion is cynical. During the time spent with his seven fellow travelers ("friends," he has to remind himself) he has worked through most of his deeper trust issues, but the fact remains that for most of his life he's seen some of the worst humanity had to offer, so it stood to reason that you can't take someone at face value, especially someone you've just met. It's one of the reasons he prefers working on his own. Or... was one of them anyway. He still says he works better solo when actually on a heist. He is a thief, one of the best, and his confidence is due to his sheer skill at his occupation. Sure, the few times he's gotten caught were pretty devastating, but he was still a pro among pros. He exercises his skill liberally, and has certain rituals he follows to ensure success rather than actually plan things out in advance.
His personality can be abrasive, his confidence coming off as arrogance especially when mixed with his dry sense of humor. He is sarcastic and rough around the edges, with a sharp eye and sharper tongue. He isn't friendly in the slightest, though despite his harsh past he still holds a sense of camaraderie with those he travels with. He shows he cares in his own way, not directly but with subtle gestures or weak jokes. He holds a sense of pride that prevents him from admitting things easily, and he tends to deflect rather than let his true feelings be known. Unless those feelings are negative, in which case he won't have a probably saying it aloud. That said, being a thief Therion would much rather avoid trouble than make a fuss - but he will hold a grudge.
Background: Orphaned at a young age, Therion grew up on city streets and alley ways. He was a street urchin, with a talent for pick-pocketing that got him into trouble one too many times. Sitting in a prison at age twelve, Therion met an older boy named Darius who convinced him to team up and break out. They were successful, and the two of them formed a dynamic criminal duo once they'd escaped. For four years Darius and Therion made a reputation for themselves as master thieves, performing all kinds of elaborate heists. At some point Darius was approached by a gang called Cianno, with a proposition. Get rid of Therion, and you can join our group.
Darius called his partner out to meet in the heights of the Clifflands, the most recent stop on their cross-country thieving journey. He told Therion about the offer he'd been given, and like a fool Therion thought there was no way Darius would go through with it. They'd known each other for years, and why would be come clean about it if he was planning on disposing of him? However, Darius lashed out with his blade, catching Therion off guard. He'd slashed at Therion's face, cutting him but missing a fatal blow. Off balance but already drawing a weapon to retaliate, Therion moved to defend himself when Darius moved in, shoving him hard from the cliff.
It was a long, long fall.
But he'd survived. It was a miracle, though many times while enduring the pain Therion kind of wished he hadn't. He'd been found by some good samaritans who dragged him back into town. That was six years ago. Ever since Therion had kept a low profile.
Well... sort of low. He had become something of a 'phantom thief,' because while no one knew his name or face, tales of his escapades still swirled around rumor mills. He had to keep himself fed after all. He had mostly stuck to the Clifflands, venturing out only when tales of a mark were particularly interesting to him. And there was one such tale that tickled his fancy, right in Bolderfall. A manor with a huge treasure inside, in the upper part of town. Therion made quick work of getting passed guards, dogs, and locks. Inside the manor he found an exquisite gemstone, but before he could snatch it he was discovered by the manor's butler Heathcote. They dueled, and though Therion emerged victorious Heathcote had managed to shackle Therion with an iron cuff around the wrist. It was a Fool's Bangle, the mark of captured thief. They weren't designed to be removed.
This one, however, apparently had a special key to take it off. Heathcote revealed that the rumors were planted, the whole thing a set up designed to attract a thief that the lady of the house could use for a mission. Cordelia Ravus, whose family's prized Dragonstones had been stolen away, was looking for someone good enough to steal them back. The reward was the removal of the Fool's Bangle. Upset and shamed, Therion reluctantly agreed.
It was on the road out of town that Therion met a strange duo around his age. One was a tall, scruffy young man with a lazy smile on his face, who radiated a friendliness and warmth that was almost nauseating. In contrast the beautiful woman with him was stand-offish, and the smile she wore was obviously fake. It was the kind of awkward meeting of a group of strangers who just happened to be heading in the same direction at the same time, and the cliffs were not at all wide enough to keep away from each other. The young man introduced himself as Alfyn, not hesitating to strike up a one-sided conversation with Therion. Despite the slightly uncomfortable journey filled with small talk, shifty glances, and fending off Birdians, after they'd all exited the Clifflands Therion was shocked to hear Alfyn invite him to journey with the duo. At the time, Therion recalled rejecting his offer. But then the three of them just kept traveling in the same direction. He knew they had seen the bangle on his wrist at some point, and yet they said nothing. Even the woman, who Therion had come to learn was named Primrose, began warming up to him after a week or two. If asked Therion would say No, I'm not with them, but despite himself he began warming up to them, too.
The rest was history as they say. The now trio met Olberic, H'aanit, Cyrus, Ophilia and Tressa after that, and explored the continent together. It would have been a lie to say that after a few months Therion didn't enjoy their company. Even Tressa whom he regularly quarreled with had a special little place in his heart with the others, as much as he was loathe to admit. The group even proved useful while hunting for the Dragonstones. It turned out having a support network made life easier, who knew?
After obtaining one Dragonstone and failing to secure the others, Therion's return to the Ravus Manor was bitter and frustrating. They had tracked the stones down to a black market, but a run in with his old partner left old wounds aching. Darius, the man who had betrayed and left Therion to die all those years ago, was in possession of the remaining Dragonstones. He would have to face Darius, but he needed time to recover and track him down again. In the mean time the group of eight travelers pursued another target: the Obsidians. Arriving in Noblecourt, their dancer stated that she would face the crows alone. She always said that, the hypocrite. Of course they didn't let her. The eight split into two groups of four, one to accompany Primrose and the other to secure supplies for their journey further North. There was no dramatic scene accompanying Therion's passage in the World of Light. He was leaning against the outside of a shop while his fellows bartered inside. Tressa had forbidden him from "making trouble" while Primrose was dealing with her past here, and begrudgingly he obliged. Idly he rolled a coin between his fingers - and then noted a blinding white sweeping towards him. There was no time to even draw a dagger before he was engulfed.
Specialty: Rogue
- As a thief, Therion excels at speed, stealth, and sleight of hand. In combat, his specialty is evasion and debuffing.
Level: 1
Experience: 0/10
Powers:
- Thieves' Specialty
- The ability to debuff opponents. In this case, the skills Shackle Foe to lower an enemy's physical attack strength, and Armor Corrosive to lower physical defense. Perhaps most importantly, Therion can steal from enemies mid-battle.
Strengths:
- Master Thief
- He can slip in and out of a place without being noticed, pick all but the most complex of locks, lift items directly from people who remain unaware until hours later, and has enough of a discerning eye to tell when something is valuable.
- Fleetfoot
- Therion is very speedy, letting him take the initiative in battle and more easily evade attacks. Of course it also helps him outrun trouble in the first place.
- Precision
- Or in plainer terms, Therion is able to land critical hits more easily. It also help when throwing, catching, or really doing any kind of intricate work.
Weaknesses:
- Short-Sighted
- He doesn't think that far into the future. He has a tendency to go in to situations with no back up plan, with only the devil's luck to carry him through. If things don't work out he shifts into winging it. Naturally in a fight this can lead to some sticky situations.
- Prideful
- The ego that kept Therion literally shackled with the message "caught red-handed." Therion's stubbornness means he relies on no one but himself, and he'll carry on with disadvantages just to prove a point.
- Poor Magic Control
- Therion's low SP pool coupled with his lack of proper training means that his control over magic is sorely lacking. That's not to say he has no talent as a caster, but the only spell he really knows is called Wildfire for a reason. His spells have a tendency to spread wider or flare up stronger than intended.
Spirits:
- n/a
Kindred Spirits:
- Raziel (Legacy of Kain: Soul Reaver) -
- Ratonhnhaké:ton (Assassin's Creed III) -
- Ranulf (Fire Emblem) -
Inventory:
- Thieves' Tools: lockpicks, rope and grappling hooks, small pry bar, etc.
- A simple short sword
- Stinging Dagger, a blade laced with poison
- A couple of throwing knives
- Some ill-gotten gains?
Sorry to be the bearer of bad news today, but I figured I'd post this in the OOC: A lot has been going on, and due to personal reasons I'll not get into, I'll be taking an indefinite leave from Guild. This last year has been incredible and a great experience and I'm thankful to have taken part, and I apologize for the potential inconvenience this could cause. But I hope that overall, you all keep trucking and find a ton of fun in the future.
Sorry to be the bearer of bad news today, but I figured I'd post this in the OOC: A lot has been going on, and due to personal reasons I'll not get into, I'll be taking an indefinite leave from Guild. This last year has been incredible and a great experience and I'm thankful to have taken part, and I apologize for the potential inconvenience this could cause. But I hope that overall, you all keep trucking and find a ton of fun in the future.
Sorry to be the bearer of bad news today, but I figured I'd post this in the OOC: A lot has been going on, and due to personal reasons I'll not get into, I'll be taking an indefinite leave from Guild. This last year has been incredible and a great experience and I'm thankful to have taken part, and I apologize for the potential inconvenience this could cause. But I hope that overall, you all keep trucking and find a ton of fun in the future.
Sorry to be the bearer of bad news today, but I figured I'd post this in the OOC: A lot has been going on, and due to personal reasons I'll not get into, I'll be taking an indefinite leave from Guild. This last year has been incredible and a great experience and I'm thankful to have taken part, and I apologize for the potential inconvenience this could cause. But I hope that overall, you all keep trucking and find a ton of fun in the future.
Sorry to be the bearer of bad news today, but I figured I'd post this in the OOC: A lot has been going on, and due to personal reasons I'll not get into, I'll be taking an indefinite leave from Guild. This last year has been incredible and a great experience and I'm thankful to have taken part, and I apologize for the potential inconvenience this could cause. But I hope that overall, you all keep trucking and find a ton of fun in the future.
Well, let's see how this new CS lands.RED!
(Civilian Appearance)
Special Combat Agent Will Wedgewood, CENTINELS Planetary Secret Service, Blossom City field office, better known as The Crimson Fist...Wonder-Red!
Origin - The Wonderful 101
Personality - Will Wedgewood is a meek, panicky sort of guy, one who's most likely to cower and run from danger than stand up to it, though he's selfless enough to make sure those around him are safe before himself. In actuality, Will Wedgewood - aka Wonder-Red - is as valiant as they come. Bravery is a trait shared by every Wonderful One, but Wonder-Red takes his dedication and focus to a whole new level. All that matters to him is the mission and the safety of others. Despite impressive marks in training and testing, Red is still a rookie to proper field work, and can carry himself a bit too formally - he seems almost obsessed with calling people by whatever longwinded title he gleans from their interactions, with a very keen memory and eye (ear?) for detail.
Background - Forty years ago Earth was invaded by the GETHJERK, an alien armada with hopes to destroy humanity with no obvious motive for doing so. Earth's defense forces at the time barely managed to fend off the attack in what was to be called Earth Defense War I. Needing to better prepare themselves for the return of the GETHJERK, the United Nations created the CENTINELS Planetary Secret Service, a military force formed to secretly recruit and train one-hundred members from all across the world, soon to be known as The Wonderful One-Double-Oh, to face off against the GETHJERK should they strike again. Such an invasion occurred some twenty years after Earth Defense War I - now on equal footing, the alien armada attacked with great numbers and force. It was a hard-fought victory, but Earth Defense War II left the world in one piece still.
Enter Will Wedgewood. A child at the time of Earth Defense War II, his father, Arthur Wedgewood, was a CENTINELS officer, sent on a mission to infect the invaders with a special computer virus. Will, having stowed away on the airship his father piloted, couldn't do anything to stop Arthur's death. The GETHJERK attacked the ship, culminating in Arthur sacrificing himself to help save his son.
Now, another twenty years later, Earth Defense War III has just begun. Will Wedgewood had joined the Wonderful One-Double-Oh, taking over the title of Wonder-Red from the current Commander Nelson, and stationed within Blossom City. At the time of GETHJERK's attack on the city, Wonder-Red, as elementary teacher Mr. Wedgewood, ushered his class to safety before donning his CENTINELS suit, prepared to counter this new, final, invasion.
And that's when Galeem attacked. Neither the Wonderful One-Double-Oh or the GETHJERK would've had a hope of stopping it even if they realized what was happening. But it was the perfect storm. Galeem consumed their world out from under their noses, while they were fighting each other, and that's what ended up being brought into the World of Light: a war. Galeem's influence has dampened both forces for the most part, but the Wonderful Ones are still out there, still in the frame of mind of being under attack, and it's only a matter of time before the GETHJERK come out into the open and spark planetary destruction all over again.
Specialty - Team tactics & coordination, hitting really big things really hard
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 -
- Unite Morph - The signature piece of technology CENITNELS has produced is the Unite Morph, which are essentially a series of versatile 'hard-light' projections built into the special CENTINEL-suits each Wonderful One wears. The form, function, and properties of a Unite Morph is coded directly into the suit, allowing whole people to merge together and create the Morph. The more people, the bigger and more powerful the resulting Unite Morph becomes - a good rule of thumb is that the smallest a Morph can be requires 6 people, at 1.5x the size of its wielder. The current available Morphs are:
- Unite Hand - Wonder-Red's main Morph, which is as one would expect, a giant red hand. It can do anything a hand can normally do, punch, grab, pull, tickle, etc. At larger sizes Unite Hand gains a set of thrusters to add some oomph behind it, and one unique property it has is being entirely flame-resistant, and can even catch alight with no adverse consequences.
Strengths -
- The Virgin Victory - Being a team stationed all over the world and needing to group up at a moment's notice, the Wonderful One-Double-Oh don't have a traditional HQ. Instead, their command center is The Virgin Victory, a flying warship helmed by Commander Nelson. He and his second in command Alice McGregor pilot The Virgin Victory and deliver support to the Wonderful One-Double-Oh, from transport to firepower and everything inbetween. It's currently out in the skies somewhere, with Wonder-Red retaining contact with it, though Galeem's influence is hindering any further use for the time being.
- CENTINEL Suit - Wonder-Red, as well as every Wonderful One, has a highly advanced battle-suit at their disposal. Each suit appears different, but at the core they provide the same benefits to their wearer: enhanced super-strength, agility, and reaction time, with the technology itself being able to be used in one three-billionth of a second. It's also what allows them access to their Unite Morphs, so that's pretty important.
- Unite Up! - Obviously, the Wonderful One-Double-Oh work best as a full team, one-hundred members strong. As they've all been scattered to the various corners of the World of Light (and out of necessity as getting one hundred individual people in the same place quickly is kind've a crap shoot to begin with), the technology used to make Unite Morphs affords for a bit of corner cutting. So long as there are several Wonderful Ones present, a Unite Morph can be supplemented using ordinary civilians that aren't geared in the necessary suit, letting Wonderful Ones use larger, stronger Morphs while operating at less-than-full capacity. It's a temporary fix, of course, and is liable to strain a participant if done too often.
Weaknesses -
- Divided We Fall - To be a Wonderful One is to already be expertly trained in combat against powerful foes. Wonder-Red, and by extension anyone else, can hold their own in a fight if solo, it still leaves them at a very severe disadvantage. No access to Unite Morphs, primarily.
- Limits & Faults - While extremely impressive already, Unite Morphs are in no way perfect. The Shirogane Drive used to power them can only hold so much power at a time, restricting the frequency that Unite Morphs can be formed, as well as how large they can get. Too much too often will leave the team unable to form more until they juice back up. On top of that, what the Unite Morphs are made from has some gaps in effectiveness; certain elements, such as fire, electricity, or light-based attacks, can break a Unite Morph right down, and coming into contact with anything too 'spiky' will do much the same. Certain Morphs are able to withstand these conditions, but not all of them.
- Infighting - Pobody's nerfect. Now, get about a hundred Pobodies together and force them to be a single unit in a high-pressure situation? There's going to be disputes, arguments, insubordination... you know, typical human things. At best, it's amusing. At worst, a fight amongst the team at the wrong time could lead to things going south, fast.
Spirits -
Guest List -
- The Guyzoch - a band of space pirates led by one Prince Vorkken with his righthand Chewgi. Vorkken arrived on Earth shortly before the invasion, meaning he and his group got swept up in Galeem's attack as well. They're out to find the best warriors of the galaxy and bring them into their folds, setting their sights on the Wonderful One-Double-Oh. They have their own Unify Morphs as well, which could prove very valuable to the team... if they can best them. There's also the space cop Immorta, a much more affable ally on her own quest to take down Vorkken, with more ties to the errant Prince than she lets on.
- Henry Stickmin - a fellow failer of funny QTEs and a crafty guy who always has just the tool for the job.
- Phoenix Wright - ...I don't have a quip for this one I just like the guy.
Inventory -
- Wonder-Pendants - pendants worn by every Wonderful One, emblazoned with the team's symbol. These devices allow for the donning of the CENTINEL suit, as well as housing the Shirogane Drive that powers it. Don't have it, can't do it. Easy.
- Vulcan Knuckles - Wonder-Red's personal weapon, a pair of custom gauntlets that allow for speedy and precise punches, and act as the basis for his Unite Hand morph.
<Snipped quote by TruthHurts22>
The sheet is good. Given our discussion, level ups are going to be both interesting and impactful for Billy here. Since Phoenix Wright has already appeared in the RP, however, you can replace him in the sheet's Guest List.
<Snipped quote by Lugubrious>
Fair, I just put him cuz I wanted to encounter him at some point again :b I'll swap him out for... it feels cheating since I already have The Guyzoch as an 'umbrella', but would the Shadow of Colossus's... colossi, be fine? Or should I single one out?
@Lugubrious Sorry for the absence, if I could have known I'd have told you. I truly enjoyed this RP. And I'm well aware that I'm out of the RP, but thank you for having me.
@Lugubrious Sorry for the absence, if I could have known I'd have told you. I truly enjoyed this RP. And I'm well aware that I'm out of the RP, but thank you for having me.