<Snipped quote by Lugubrious>
Amended.
Looks good overall then. Are you still wanting to wait a month for the new year in order to begin?
<Snipped quote by Lugubrious>
Amended.
<Snipped quote by Bugman>
Looks good overall then. Are you still wanting to wait a month for the new year in order to begin?
Reposting the sheet since I edited it how you asked the last time, Lug, and figure it'd help more than making you hunt down the original post. The strengths and weaknesses have been changed, and the wording on Essence of Mayhem has been slightly altered. Otherwise it's the same.Name: Ichiban Kasuga
Game Origin: Yakuza: Like a Dragon (aka Yakuza 7)
Appearance: Just a mop-headed ex-yakuza looking for a job.
Personality: Ichiban might seem simple on the outside - a well-meaning goofball who's a bit slow on the uptake and too stubborn to care - but there's a lot more going on under the surface. Ichiban has a rigid moral code, a sense of righteousness that colors everything he does. Heavily believing in one's honor and the responsibilities that come with it, he'll set straight anybody he sees as straying from the path. But don't think that makes him some holier-than-thou type. Ichiban is incredibly humble and will always see the best in those that get looked down on. He's no bully, and only uses his skills to protect those that need it, like a real hero.
He is really stubborn though, that part's very true.
Background: Ichiban Kasuga, born on New Years day, was an orphan who was found and raised by a soapland owner since he was a baby. Growing up in an unsavory environment didn't lend him much of a social life, but it afforded him an immense pool of compassion and empathy to people that others would see as lesser. His friendless childhood also drove him to spend most of his freetime playing Dragon Quest, leading to his obsession with the game and RPGs as a whole, eventually viewing life as one big one. Before then, during his teen years, Ichiban ran afoul of some local Yakuza and, in a bid to protect himself, name-dropped the Arakawa clan, hoping it would scare them off. Instead, it lead to the head of the Arakawa clan, Masumi, to show up in person and save Ichiban, at the cost of a finger and a humbling apology. Ichiban, shocked at Arakawa's choice to demean himself to help a random kid, all for the sake of upholding the clan's image, indebted himself to Arakawa in the hopes of joining his clan and learning from him. After months of hanging around the Arakawa office through rain or snow or shine, Arakawa eventually relented, and accepted Ichiban into the family.
Ever since, Ichiban was a loyal member to the Arakawa clan, becoming a personal favorite for the patriarch himself and even appointed as a sort of caretaker to Arakawa's wheelchair-bound son, although his direct superiors weren't so happy with Ichiban's goody goody antics. Eventually, at the turn of the 21st century, Ichiban's life would change forever; one of his commanding officers shot a rival yakuza member, and Arakawa asked Ichiban to take the fall and go to prison in his stead. Ichiban, ecstatic to finally have a chance to honor the clan's name as Arakawa had the first time they met, marched himself right to the police to confess to the crime.
18 years in the clink later, Ichiban was released to... nothing. Despite Arakawa's promises, no one was there to greet him back to the free world. Nobody save for a retired cop named Adachi, who delivers some poor news to him; the Tojo clan, to which the Arakawa family was a subsidiary of, was wiped entirely, with Arakawa now a member of the Tojo's sworn rivals the Omi Alliance. In complete disbelief Ichiban agrees to help Adachi get to the bottom of Arakawa's change in allegiance, if and why he would sell out the Tojo, and his apparent coldness towards Ichiban. However, this ultimately lead to Ichiban getting shot through the chest by Arakawa himself...
...but not dead yet. Waking up in a city called Ijincho, Ichiban was saved from death by a local homeless settlement, particularly an ex-nurse named Nanba who patched him up. Now without a job, a family, or a real place in the world, Ichiban set out to figure out the truth of his 18 year imprisonment, why Arakawa shot him, why he ended up in Ijincho, and maybe, just maybe, be able to afford dinner. (Ichiban will have been taken partway through the story - around a mid-point, rather than the start of his proper journey.)
Specialty: Adaptability, buffs & status effects, the power of friendship
Level: 1
Experience: 0/10
Powers:
- Tag Team: Essence of Mayhem - Ichiban's signature Heat Move, Essence of Mayhem is an all-out attack against a single target. Should Ichiban land a blow using this move, the target is stunned, setting them up for additional attacks from up to 3 other allies, one after the other, finishing it off with a dropkick from yours truly for devastating damage. Ichiban cannot use Essence of Mayhem if he is afflicted with a status ailment.
Strengths:
- Personality Stats - Like most people, Ichiban has a personality that's made up of several different traits - Passion, Confidence, Charisma, Kindness, Intellect, & Style. Unlike most people, these traits can provide bonuses to Ichiban; raising his resistances to ailments, increasing power for specific attacks, and boosting the effectiveness of his buffs. They all start off weak, at Lv. 1 (out of 10), though Ichiban can gain points towards their next levels by divvying up EXP gained from posts or through significant "dialogue choices" that best represent a related trait.
- Life is Like a Video Game - Having been so invested in playing RPGs in his youth, Ichiban has gained considerable knowledge of the various gaming franchises of his time. Despite being an unremarkable skill where he's from, this wealth of information is pretty useful in the World of Light, affording Ichiban details and foresight on what he may encounter that others lack.
- Inventory Space - Typical of any RPG protagonist, Ichiban possesses a near infinite amount of storage space on his person even though he realistically has, like, only five or six pockets to use. He's able to carry a staggering amount of different items, upwards of 99 of each unique kind, regardless of size, weight, bulkiness (though the common sense of it being able to be held in the first place is still required), with even perishable foods staying fresh and living creatures remaining healthy and content.
Weaknesses:
- Trying Hard to Beat the Stage - 18 years in the joint made Ichiban a fucking pussy lose his bearings in the video game world. Without the proper time to have caught up in all that he's missed, Ichiban's knowledge of video games cuts off past the year 2000, so anything that came after that time will be a mystery to him, though he may get by on context clues from long franchises.
- Flat Broke - On a level even more extreme than most, Ichiban is penniless. Or yenless. Not a single coin to his name, Ichiban's current poverty back in his home world has translated to a near cosmic constant in the World of Light - any funds he does get will be gone soon, meaning he has a time limit in being able to use the money he gains.
Inventory:
- Valuables: Cell Phone
- Weapons: Self-proclaimed Hero’s Bat (a metal bat with rusty barbed wire bunched up at the end)
- Consumables: None
Spirits:
Guest List:
- Nanba - a very close friend to Ichiban, though he views their bond as even closer due to Nanba's role in saving his goddamn life. Despite being a homeless bum, Nanba provides invaluable support, both in his knowledge of healing from his time as a nurse and his scrappy, street-level knowhow.
- The Hero - the descent of Erdrick, tasked with bringing light back to the kingdom of Alefgard. Ichiban used to play the early Dragon Quest games obsessively, so if he knew he was in the same place as this guy, he'd probably nerd the hell out about it.
- Fuyuhiko Kuzuryu - known as the "Ultimate Yakuza", Fuyuhiko was enrolled in Hope's Peak Academy with other notable Ultimates. Fuyuhiko has a few less scruples than Ichiban and a whole lot more cynicism, but much like the baby face he's stuck with, there's a softer bit of him somewhere in there.
Nice. I've kept Benedict close but in the background, so you'll be all caught up once you read the recent updates you're mentioned in.
Game Origin:
Pokémon
Personality:
Mewtwo can often act distant or detached from those around him. And given that he's a Pokémon, this makes a bit of sense. He sometimes doesn't comprehend the often illogical actions of humans or other humanoids, as if Mewtwo himself is still in the process of learning how to understand them. Still, beyond that he's amicable and agreeable enough. Mewtwo takes a similar approach when in battle. He'll simply calculate what he thinks is the best plan of action and then simply execute it. Since Mewtwo is essentially a Wild Pokémon, he's a bit more prone to attacking instinctively when flustered, since he has no Trainer to watch and analyze the situation for him.Mewtwo was "born" in a secret laboratory located on the remote Island of Cinnabar. Mewtwo was genetically engineered to be a clone of the Pokémon known as Mew. The project was headed by Scientist and Gym Leader Blaine, but was also secretly funded by Giovanni of Team Rocket. With his influence, Giovanni was able to ensure that Mewtwo would be born with even greater power than Mew, desiring only to claim ownership of the world's most powerful Pokémon. But Mewtwo had greater intelligence than initially designed, going berserk when he began to question his own purpose and existence. He destroyed the lab, leaving virtually no survivors. Then, as he stood in the wreckage, Mewtwo was approached by Giovanni.
Giovanni offered to give Mewtwo a purpose. And while the Pokémon was tempted at first, a quick read of the man's mind told Mewtwo that he was not to be trusted. And so the Pokémon used his own powers to fly away, where he then proceeded to live in solitude in a secret cave located in the heart of the Kanto Region. It was some time after this that Mewtwo was whisked away to eventually fight in a few of the original Smash tournaments. He was among those that were obliterated by Galeem's Light.
For a while, Mewtwo remained in Alcamoth where he was made to fight others in tournaments. But Galeem's influence was purged from him when the Seekers of Light managed to defeat the Ender Dragon, just as everyone else living in the region. Mewtwo has been working with the Mercenaries ever since then.Specialty:
Psychic + Elemental Attacks (Close and Long Range)Level:
1
Experience:
0/10Powers:
- Default Moves: In addition to some of Mewtwo's passive powers, he also possesses a set of four distinct moves like any other Pokémon. With Psychic, Mewtwo is able to telekinetically move objects or people within his mental range in order to deal psychic damage to them. He can also use it make himself float or levitate. With Shadow Ball, Mewtwo can hurl a sphere of ghostly energy as a projectile attack that can even be charged up for extra power. With Disable, Mewtwo can momentarily stun an opponent at close range and prevent them from being able to attack. And with Teleport, Mewtwo can instantaneously move himself and at least one other person between points in space - he must be able to physically see where he is teleporting to.
Strengths:
- Telepathy: Mewtwo can project his thoughts to the minds of those around him within his mental range, or so long as he can physically see them. Being a Pokémon, this is the only method through which he can communicate with humans or other humanoids.
- Steadfast: Mewtwo's Ability. Slightly increases speed every time an attack makes Mewtwo flinch.
- Psychic Type: Like any Pokémon of this type, Mewtwo resists other Psychic attacks, as well as Fighting Type attacks from other Pokémon. They deal around half damage to him. Mewtwo's Psychic type attacks will also benefit from Same Type Attack Bonus (STAB) and thus will deal 1.5x damage against opponents.
Weaknesses:
- Glass Cannon: Mewtwo's defensive stats aren't exactly super impressive. His power obviously lies in his ability to deal damage rather than to take it.
- Poké Balls: As powerful and intelligent as he is, at the end of the day Mewtwo is still technically just a Wild Pokémon. Meaning any prospective Pokémon Trainer could theoretically just throw Balls at Mewtwo in an attempt to capture him.
- Psychic Type: Like any other Psychic type Pokémon he is weak against Dark, Ghost, and Bug type attacks - resulting in x2 damage from them.
Spirits:
- None
Guest List:Inventory:
@Lugubrious
@Lugubrious here's my next character per your review boss.Game Origin: Undertale"it's a beautiful day outside..."- Sans
Personality: Sans is lazy, prone to sleeping on the job and taking frequent breaks. This laziness is a combination of fatalism and apathy, due to the knowledge that the world could simply reset. Conversely, he often suggested that the knowledge could be "a poor excuse for being lazy." Although Sans couldn't be motivated to get a single thing done, he finds ways to get the work done by someone else like the fallen child.
He enjoys being mischievous, primarily towards those he's on good terms with like his brother Papyrus. San's antics range from an assortment of illogical, juvenile and slightly inconvenient pranks. His list of tomfoolery vary from using whoopee cushions to eye paint on telescopes, but Sans isn't above utilizing his magic for practical jokes either. But the self-proclaimed 'comic' is quite fond of making the occasional low-brow pun, but he seems to enjoy making others laugh.
Sans is almost apathetic about his own life at times, however he has shown to be considerate to those he cares for like his brother and the other monsters who frequented Grilby's all of which seem to admire the skeleton in a way or at least regard him in a positive light. Despite being friendly with the other monsters of the underground Sans hates making promises, due to the fact that even if he kept a promise it wouldn't matter at the end of the day.
Although the skeleton will play the part of an easygoing slacker, Sans is fairly observant and can easily read a persons expression. Most times he is an agreeable fellow, yet he can become eerily serious to emphasise a subject when least expected.
Background: Nobody in Snowdin can really recall when exactly the two skeletons took up residence in their cozy little town, some say they simply showed up one day and asserted themselves in the area but the story goes the skeletal siblings made themselves quite a kerfuffle at least the taller of the pair did.
Meanwhile his brother tried his best to make friends with the people of Snowdin, Sans simply spent most his days frequenting Grilby's much to his eccentric brothers chagrin. As far as he was concerned, Sans didn't take his sentry duties seriously though Papyrus was unaware that his brother had begrudgingly made a promise to someone.
Despite wanting the best for his brother he had no interest in capturing any human, were it up to him he'd have simply killed any unlucky enough to pass by but he made a promise not to. So he watched and judged the fallen child, passively of course.
Specialty: Glass Cannon
Level: 1
Experience: 0/10 EXP
Powers:
- Teleportation Magic: Due to the somewhat spacial or gravitational nature of Sans' magic, he is able to use teleportation magic on himself, his opponents and his attacks to a certain degree. He normally uses this as a "shortcut" to certain locations he visits but in battle he uses this power to dodge enemy attacks, making him incredibly hard to hit as well as making it difficult for an enemy to avoid his attacks. He can't teleport anywhere unless he is familiar with the destination or has a line of sight with wherever he plans to teleport to.
(Starting Power) Power Level: 1
Strengths:
- Karmic Retribution [KR]: Sans' attacks have an affect on enemies who have done things that are considered evil, such as mercilessly killing innocent people or causing malicious harm to others, etc. When damaged an enemy will be affected by [KR] like they would if they were being effected by poisoning, each time their hit it accumulates if not healed right away.
- Enhanced Speed: When bothered to, Sans is capable of moving at speeds fast enough to outpace the fastest vehicles. Moving at such speeds isn't as harmful to him as it would a regular person, although he doesn't use his enhanced speed to run instead to dodge incoming attacks along with his teleportation magic. Because of this at times his movements are almost impercieveable, making it hard to anticipate his actions.
- Awareness: While seemingly ignorant, Sans is in fact incredibly aware of his surroundings and can usually anticipate the actions of those around him. He can usually interpret and predict an enemies attack and react to it, and avoid the attack if there is room to dodge or teleport out of the way even at a dead angle. Sans also can read a persons expressions pretty well too.
Weaknesses:
- Lazybones: Despite his extraordinary capabilities, Sans can't be bothered to use them in most situations unless absolutely necessary. He doesn't like putting in the effort and has even fallen asleep during battle. Although he does use his abilities to do less extraordinary things like travel without needing to move his legs or commit his usual childish pranks. In a fight if Sans uses his abilities repeatedly he will grow tired and may even fall asleep, though he has been known to dodge attacks in his slumber.
- Weak Stats: While incredibly difficult to beat due to his enhanced speed, difficult to anticipate attacks and skill with teleportation magic, Sans has the lowest strength and defense of any monster in the Underground. Each of his attacks do the least amount of damage, though [KR] and the speed of his attacks remedy this. And one good hit can put him in relative danger, as he isn't as robust as others which is why he uses his abilities to avoid being hit.
Spirits:
- N/A
Inventory: A blue parka, white shirt, black gym shorts, and a pair of slippers.
Hello! I'm back! Is my character still in the rp?