Yeah, that's pretty much good to go then. We discussed an entry point, but the fact of the matter is that currently, it could easily be two weeks or three weeks before we reach Carnival Town. You could wait to start as Falcon until then, or maybe warm yourself up with some solo stuff if you're so inclined, and I could help naturally.
I've been watching/hearing tales of this RPG from Multi, a friend of mine from another RPG, and was curious if you were open to any new members? It sounds like an interesting game and I would be honored to join this one! I've been missing doing some good roleplays again, and playing as a game character would be fun.
I've been watching/hearing tales of this RPG from Multi, a friend of mine from another RPG, and was curious if you were open to any new members? It sounds like an interesting game and I would be honored to join this one! I've been missing doing some good roleplays again, and playing as a game character would be fun.
Hey there, I'm so glad our friend Multi has put in a good word, and that we've managed to get your interest. We're always open to new players, and if you're down for one post a week, we'd be very happy to have you!
Hey there, I'm so glad our friend Multi has put in a good word, and that we've managed to get your interest. We're always open to new players, and if you're down for one post a week, we'd be very happy to have you!
Awesome, in that case I'll look forward to your application. In fact, there's something of a special deal going on right now. We're planning a relaunch of the RP sometime this summer probably, and in order to not leave anyone behind, fresh applications can start at level 5 instead of level 1, allowing you to spend your five points between Powers and Strengths as you please. I hope this'll help you ease into things.
Personality: Nazeebo can seem a bit aloof, due to her communing with what she calls “the spirits”. A bit unintentionally sassy with a knack for saying exactly what’s on her mind, she spends most of her time following wherever the spirits guide her.
Background: Nazeebo travelled the world, following the spirit’s guidance wherever she went. She learned everything she could about the world and the ways of being a witch doctor, how to commune with the spirits in a state called the “Ghost Trance”. During her years spent and rituals performed, she can see and hear the spirits nearly all the time, though it takes focus to do so. Keeping the balance between the spirits and the Unformed Land is the sacred duty of the witch doctor, and a duty Nazeebo has spent her entire life trying to fulfil.
The spirits have told Nazeebo that the Great Sky Fire is the beginning of the end, and this must not be. That a great calamity has befallen the lands, and seeking out the Great Sky Fire is the only way to stop it from spreading further. (youtube.com/watch?v=YuuY3xdtJ7g)
Specialty: Nazeebo, as a witch doctor, is best at ranged attacks. While she can survive a few melee hits, she won’t survive long at all if kept within melee range. She uses her connection to the Unformed Land, calling on the spirits beyond, to help her in battle, whether it's to summon plagues of locusts, bats, frogs, or an unending supply of spiders. She can also provide supporting skills, such as area of effect slows and poison, and at higher levels, burning and freezing enemies.
Level: 5 Experience: 0/50
Powers: Witch Doctor (Even the most inexperienced witch doctors have extensive knowledge in combat, a prerequisite for becoming one, and are taught two main skills, "Jar of Spirits" and "Grasping Hands". At level 1, 50 Focus is available to be used and regenerates over time)
Jar of Spirits: Nazeebo can call on the spirits to conjure a jar to throw at her enemies. The contents of this jar, when broken on an enemy or within 3 feet of one, spill out, containing several large spiders (think huntsman sized) that attack. Grasping Hands(5 Focus): Nazeebo calls on the spirits for aid, and a large AoE summoning circle appears, the hands of spirits grasping upwards from it, slowing all enemies that pass over it.
Summon Zombie Dogs(25 Focus per cast): Nazeebo can spend a permanent amount of Focus to summon a spirit-bound Zombie Dog. She will not get that Focus back until the zombie dog dies, at which time she only immediately gains half that Focus back and the rest regenerates over time. Their health is 1/3 of Nazeebo.
Acid cloud: Rains down acid across the 12 yard radius circle in the targeted area, dealing Poison damage to all enemies within the area, and leaves a pool of acid that deals additional Poison damage over time as long as enemies remain in the area. This slowly dissipates over a short period of time.
Horrify: Nazeebo dons a spectral mask that horrifies all enemies within 18 yards, causing them to tremor in Fear and be Immobilised for a short period of time.
Strengths: Ghost Trance: Nazeebo can listen to the spirits at any time, given a moment of focusing, and hear what guidance they have to give. Sometimes they can speak to her directly and just give general information or side comments not directly tied to any given situation (ex. - telling her that someone is kind, has lived a long time, or that a particular place used to exist)
Jungle Fortitude: Nazeebo’s time wandering jungles and far-lands gave her an innate understanding of combat and how best to avoid taking unnecessary damage, and reduces all damage taken by both her and her minions by 15%
Swampland Attunement: For every enemy within 20 yards, Nazeebo and her zombie dogs get 2% Physical, Fire, Cold and Poison resistance per character level.
Zombie Handler After many times of handling and summoning her Zombie Dogs, Nazeebo has learned how to most efficiently go about summoning them. This increases the number of Zombie dogs summoned on cast by 1 and their health is increased to 1/2 of Nazeebo’s.
Burning spirits The spirits and Nazeebo’s own anger and battle fury now have merged and give her spirit attacks a lasting burn damage. Anything hit by Zombie Dogs, Jar of Spirits, or Grasping hands is burned.
Weaknesses: Nazeebo, often aided by the spirits telling her if something is a lie, will never bother with lies, including when someone lies to her or someone near her, she ALWAYS calls them out, even if the truth hurts someone in grave ways. Because of her lonely ways and years travelling alone with only the spirits, she does not rely on others or ask for help, even if she needs it. Some think it a matter of pride, but often it is only because of her independence and years of being self-sustaining. Unlike many other witch doctors from her original tribe, Nazeebo cannot fight in melee range. The closer her target, the more she struggles to hit them at all, even while she can fluidly dodge and weave their attacks.
Spirits:
Guest List:
Inventory: Armour: Arachne tribal helmet, tribal snakeskin clothing, shoulder, wrist and shin guards Weapons: Shamanic ritual dagger, shrunken demon head (spiritual talisman) Misc: 5,000 gold, 4 health potions
A create-a-character, I see. Always an interesting proposition. They typically have to be given strong personalities from the player since they often have very little in canon, and it looks like you've done so. An engaging character that's enjoyable and interesting to play typically leads to the best results when it comes to character and world interaction, after all.
For a moment I thought the Great Sky Fire referred to Galeem, but I see that's not the case. After all, all characters start with their memories and perception tampered with and are ignorant of both what happened and whatever's wrong with where they are.
I think I may have miscommunicated the amount of bonus level upgrades. Do Horrify and Acid Cloud not take focus?
Regarding the weaknesses, it might be better to go with a list format that includes practical weaknesses. 'Painfully honest' and 'independent' could just as easily go under the Personality section. Being weak at melee range is definitely a proper Weakness, but it also mentions that she's a skilled dodger, which is something that could be a Strength.
Edit: Sorry about the earlier amounts, being in the process of switching between the old and new sheet systems led to me confusing myself. I think the 3 free strengths, the free power at level one, and the four extra upgrades from levels 2-5 should be 8 overall, so you're just one over with 9.
@BlueFireVulpix I forgot to mention you for the feedback for your sheet. Overall it's good, just some small changes/adjustments and we can start thinking about where to include your Witch Doctor.
Alright everyone, with the relaunch of the RP coming up within a few months, as well as the reveal of the Lost Numbers, it's time to show you guys something important: the new character sheet!
Name: Origin: Appearance: (You can use just an image, a description, or both. If your character’s appearance changes, you can put each new description in a hider under this section) Personality: Background: (You can go into as much detail on your character’s biography as you want, and your character can be taken from any point in that story. This ends with Galeem’s attack) In the Now: (A synopsis of your character’s existence in the World of Light itself. For new characters, this is limited to the ‘new normal’ imprinted on you by Galeem)
Job: (A succinct name that encompasses your character’s ‘class’) Specialty: (What your character brings to the table; your role in the group) Inventory: (Your character’s starting equipment and items, including currency. Unless you specifically have the Inventory skill, your characters must carry everything physically)
Lv: 5 (You start with 5 level-upgrades you can split between Powers and Skills) EXP: 0/10 Abilities: (Powers, spells, special moves, an iconic piece of equipment, and so forth)
Ability Name - Ability Description
Skills: (Passive abilities, outstanding ‘stats’, and talents/proficiencies)
Skill Name - Skill Description
Weaknesses: (Practical limitations, detrimental ‘stats’, and deficiencies. Include three)
Weakness Name - Weakness Description
Spirits: (Any spirits your character possesses should be listed here with their type)
Spirit name - Type
Rapport: (You can keep track of your Rapport here. As you level up Rapports, consider linking the posts here and listing what they give you)
Character A / Character B - D Rank 3/5
Why's this important? Other than porting your own sheets to suit the new format at your leisure and cleaning them up in the process if so inclined (you may want to wait though until after the Respec Machine is online) we have the matter of the Lost Numbers themselves. Now that we know about the cycle, and that they're the children and grandchildren of game characters' previous lives within the cycle, I wanted to give you all an opportunity, whether it's to flex your creativity, indulge yourselves, or both. You can use the sheets (minus the Spirit and Rapport sections) to make NPCs that fit the mold and fill out the roster of Lost Numbers. Any game characters are game for your non-playable characters' lineage, and whoever you make will serve as the background supporting characters as the RP enters its next stage. You can even make up pockets of the World of Light's history to provide these NPCs backstory, and go to as much or as little effort as you want. I can't wait to see what you come up with!
I'll be making example sheets for both Dawn and Cirrus, but for now, here are two for Tora and Poppi QT PA2T.
Name: Tora Origin: Xenoblade Chronicles 2 Appearance:The Egg-shaped Egghead Personality: Like most Nopon, Tora is gluttonous and frugal, but he stands out from his peers as something of an outcast. He is a mechanical genius who loves to invent. Though extraverted, friendly, and endearingly silly, his interests and obsessions tended to isolate him, and he’s a severe workaholic prone to locking himself away for days on end with barely any food, drink, or rest to finish his projects. He adores his Artificial Blade Poppi and cares for her to the point of dependence, and can become depressed in her absence. With her by his side, however, he has the courage to emulate his heroes and take on all the adventures that the world has to offer. Background:
Tora's story begins with a simple fact: pretty much no Nopon is able to resonate with a Core Crystal and awaken a Blade. When young, newly enamored with the idea of becoming a powerful and respected Driver, he tried along with his grandfather Soosoo and his father Tatazo to resonate with a Core Crystal, but all failed. Yet, the three remained determined, and together the three Nopon put their collective smarts and ingenuity to work to make an artificial Blade. The project demanded countless hours of obsessive devotion, and the help of a number of assistants like Muimui, but the trio put the work in. Not long after the invention of two key components, the Ether Furnace and the Black Box, a masked Nopon entered the workshop with a gang of savage Tirkin, shot Soosoo, and captured Tatazo. Only Tora escaped.
Tora made his way to Torigoth, the largest city on Gormott, and in its underbelly made himself a home. Sad and alone but not robbed of his mechanical aptitude nor inventive spirit, he lived a shut-in life as he worked to make money and achieve his family's dream. His nature led him afoul of the Ardanian soldiers that protected Torigoth more than once, and after a couple years, his low-key resentment for the 'bully soldiers' led him to take a potshot with his newly-invented Boom Biter at a water line to allow a couple of strangers, who he recognized as a Driver and Blade, to escape. That was how Tora met Rex and Pyra, a fated duo, and embarked on an adventure that would span the whole world.
Before setting out, however, Tora was able to complete -with Rex's help- his greatest work: the realization of his father and grandfather's dreams, an Artificial Blade he named Poppi. The two maintain an extremely close bond despite her occasional disrespectful behavior. Since he is only a Driver because of her and she is one of his only friends, he values her immensely.
With Poppi at his side, Tora joined Rex on his mission to bring Pyra to the mythical place known as Elysium. On the way, while staying at an inn in Alba Cavanich, his group awoke during the night to the sounds of an attack. After rushing outside and engaging the perpetrator in a chase, Tora discovered to his surprise that the attacker was none other than a robotic girl he identified as Lila—the artificial Blade that was the life's work of his father, Tatazo. Lila escaped, but eventually the crew tracked her to a remote facility where they found that Tatazo was alive, and being forced to manufacture soulless Artificial Blades against his will as weapons of war for the chairman of Argentum Trade Guild, Bana. Tora freed his father and reconciled with him, only to come under attack from Lila and Tirkin mercenaries under the control of Bana and Muimui, who revealed his hand in the attack on the family workshop so long ago. In the ensuing struggle, however, Poppi helped Lila break free from Bana's control, and then developed a new combat form in the fight against Bana and Muimui's ultimate Artificial Blade, Rosa. Tora and his friend ultimately prevailed, leading to the arrest of Bana and Muimui and the recovery of Tatazo.
Tora's journey, however, was far from over. To repay his friends for helping him, and to live up to the mantle of a Driver, he remained with Rex and the rest to see their quest through. In the end, though, their mission came to an abrupt stop in a beam of all-consuming light.
In the Now: Tora was one of the random people summoned by Consul K to defeat Kirby in the borderland between the Badlands and the Mushroom Kingdom. Though the gang nearly defeated him, Kirby sacrificed enough EXP to cough up Friend Hearts for all of them. Soon after, he met with the Master of Masters and received the directive to defeat the Guardians and challenge Galeem. Though without Poppi or any of his friends from Alrest, Tora resolved to play the hero. Among his group were Bowser and Blazermate, making them the only three Seekers to have been there from the very beginning.
After fighting through the Mushroom Kingdom, he reunited with Poppi when Master Hand summoned another gang of fighters to stop them, these ones tailor-made to break the challengers’ spirits. Once he and Poppi emerged victorious, however, the team challenged Megadragonbowser, the Guardian of the region. His defeat proved that the heroes had a chance, and together with Poppi, Tora went on to help take down the Ender Dragon in the Land of Adventure and Red Eye in the Sandswept Sky.
When their half of the team reached Midgar, however, things took an awful turn. While fighting the Machines beyond the city limits, Poppi got exposed to their Logic Virus, and attempted to abandon Tora to avoid hurting him. Though he pursued with the help of Pit and Roxas, he ultimately lost her at the crater lake and sank into a deep depression. Not long after, during the raid on Vandelay Campus, he volunteered to stay in R&D in order to try and workshop a solution. After Tycoon’s defeat, however, an Organization XIII member appeared with Poppi’s spirit in hand, allowing him to finish rebuilding his partner. This benefactor, Xatow, also directed him to the Lost Numbers, and once the Seekers signed on he set up shop in the Avenger alongside Poppi to help the team in a support role.
Job: Tinker Tank Specialty: Astonishing feats of engineering and an impregnably defensive tag-team fighting style Inventory: A bunch of machine parts, various tools, his favorite wrench, ES-101 Saber Wrench, his old drill shield, various packaged snacks
Lv: 11 EXP: N/A Abilities:
Incredible Constitution – whether it be as a result of his genetics, some mutation, or a blessing from the Architect himself, Tora's spongy, bouncy body is unbelievably durable. While he feels pain and can be stunned like anyone else, he is extremely difficult to wound, and even when wounded, heals remarkably quickly. For instance, he can survive falling hundreds of meters
Grin and Bear It - once per fight, Tora can survive a single attack that would have otherwise defeated him with just a smidgen of his 'health' remaining
Chain Attack - fighting now accumulates up to three bars of Party Power. Once he has three, Tora can recruit two allies besides Poppi to join him in a Chain Attack. This puts the targeted enemy in stasis while the three attack once apiece in quick succession, these attacks requiring neither buildup nor resource expenditure
Elemental Burst - special attacks of a particular element from either Tora or his partner now apply an elemental orb to their target. If that target is struck by an attack of an opposing element during a Chain Attack, the orb will break, boosting the damage dealt during the Chain Attack by 200% and allowing the Chain Attackers to do another round of attacks. If five orbs burst during a Chain Attack, a Full Burst is triggered. Based on the number of intact orbs left over after five burst, the damage ratio is further increased: 0=500%, 1=1000%, 2=1500%, 3=3000%. The only elements that work like this are Fire, Water, Wind, Ice, Electric, Earth, Light, and Dark
Overclocker - Tora's mechanical abilities and increased capacity for adapting to new systems has allowed him to develop a potent support skill. Once he hooks up his engineering kit to some technology, be it a device, a weapon, a vehicle, or even a sophisticated machine lifeform, he can increase its operational speed and strength by up to 50%
Nopon Rescue Service - If a party member is downed, Tora can pick that party member up at 30% HP at the cost of 1 bar of Party Power
Skills:
Whiz Kid – Tora is a brilliant mechanic and inventor, discerning of eye and crazy with hands. Given enough time to tinker, he can make all sorts of useful gear and machinery, made all the better by the right materials and a second set of eyes. Given that he's the Nopon who built and programmed Poppi, a powerful Blade with her own consciousness and free will, one can scarcely underestimate the handiness of this handyman.
Attention Getter – conducive to his role as a tank, Tora has a knack for grabbing others' focus when he wants to, though whether being annoying and obnoxious is truly a strength is up for debate. This can help him distract enemies and protect allies, allowing them to work unimpeded
Deductive – while Tora might seem like an idiot or a ditz at times, he's no slouch in the mental department when it comes to figuring things out. He's quick to learn, understand how new things tick, and find flaws or weaknesses
Motor Mind - while a quick learner with a passion for tinkering and mechanics, Tora never got to know vehicles thanks to the nature of Alrest, but the new world has broadened his horizons. Not only has Tora adapted his expertise to vehicle repair and augmentation, but he's not bad as a driver or pilot either
Rapid Recovery - While he and his party are out of combat (defined as nobody having the 'aggro' of any enemy), Tora heals 20% of his vitality every second
Inventory - Tora possesses an extradimensional space on his person he can use to store all sort of items without a definite limit, although there's a hard size limit on said items and he can't store stuff in there that doesn't quantify as loot, supplies, materials, etc
Placebo - boosts health recovery from all sources by 20%, providing better sustain off of even mediocre restoration
Weaknesses:
Astonishing Lack of Speed and Agility – thanks to his tiny, stubby legs and profound roundness, Tora is terribly slow and graceless. He can scarcely manage a fast waddle on his own, jump only with the help of wing flaps, and evade only by unceremoniously tossing himself a foot or two in one direction
Unfortunate Lack of Attack Power and Range – even with his melee weapons, Tora doesn’t have much stopping power on his own and needs help to be effective in combat
Social Skills – Tora has two flaws in the social sphere, the first being his tendency to interact with people based on his own interest versus anything else, up to and including just forgetting about people that didn't interest him. The second is that he’s something of a degenerate, which he hides or deflects when he can
Name: Poppi Quixotic Tutelar Perfect Artifice 2000 (Poppi QT-PA-2T) Origin: Xenoblade 2 originally, rebuilt in the World of Light Appearance: Poppi’s new chassis was developed using her original Quixotic Tutelar model as a base, but its overall constitution and appearance ended up diverging substantially. She resembles a teenage girl of about 15, with lavender hair done up in a spiky topknot, a headset, and orange eyes with electric blue pupils. Both her arms and her legs are obviously mechanical, primarily gray, with red and yellow accents. Her torso is humanoid in shape, clad in a simple white collared sleeveless shirt, white pleated skirt, black vest, and red ribbon tie Personality: Though mechanical in nature, Poppi possesses a complete (if somewhat inexperienced) emotional suite. She’s more reserved than her Masterpon, but similarly nice and friendly. She’s very curious about people in general, though she can be a bit tactless. She’s fully aware of her Masterpon’s eccentricities and will happily judge, criticize, tease, and embarrass him whenever possible. Still, the two are very close, and if necessary she would give her life to protect him Background:
Poppi is the culmination of three generations' worth of obsession in Tora's family to create an artificial blade. Using the all-important black box of his grandfather Soosoo and the ingenious Ether Furnace engineered by his father Tatazo, Poppi was completed with the help of the salvager Rex following countless hours of painstaking labor on the part of the orphaned Tora himself. Following her awakening, she fought alongside her creator and friend over the course of many adventures, in particular their group's exploration of a hidden factory on the Mor Ardain titan where Tatazo had in secret been forced to produce weapons for Chairman Bana of the Argentum Trade Guild. The pair continued to develop together, becoming more like the drivers and blades they admired, until Galeem's invasion spelled their end
In the Now: Poppi showed up when Master Hand summoned her in front of Peach’s Castle to fight the group of challengers that included her Masterpon Tora, presumably to break his spirit. The two proved much weaker apart than together, however, and the Seekers prevailed. Reunited in the wake of that battle, the two teamed up against Megadragonbowser inside Peach’s Castle, proving instrumental in his defeat. Together with Tora, Tora went on to help take down the Ender Dragon in the Land of Adventure and Red Eye in the Sandswept Sky.
When their half of the team reached Midgar, however, things took an awful turn. While fighting the Machines beyond the city limits, Poppi got exposed to their Logic Virus, and attempted to abandon Tora to avoid hurting him. Though he pursued with the help of Pit and Roxas, he ultimately lost her at the crater lake. She was found by Xatow of Organization XIII, and executed at her own request. Xatow then took her spirit back to Tora in Midgar, allowing him to complete a new body he’d been building for her with Vandelay technology. Joyfully reunited at last, the two sought out the Lost Numbers at Xatow’s instruction, where they signed on in a support role to aid the Seekers in their quest
Job: Adaptive Guard Specialty: Switching between the tools at her disposal to serve as an effective frontline fighter or personal assistant Inventory:ES-101 Saber Wrench
Lv: 5 EXP: N/A Abilities:
SEN-C0 Umbrella Lance - Poppi can digitally construct a high-tech polearm with a drill bit on one end and a shield generator on the other. Once spun up, this can project up to four bubble shields onto allies at once, which can soak up a lot of damage but are weak to energy damage. The lance can even be planted in the ground to operate independently, but it will shut off if it takes too much damage. Poppi can magnetize the lance back toward her if they’re separated
BA-B00 Bubble Shield - by pounding her fists together, Poppi can give herself a personal bubble shield just as strong as the ones projected by her Umbrella Lance
BL-1Z5 Fists of Fury - by rapid-fire punching the air, Poppi can ignite her own fists, allowing her to attack with burning punches and palm strikes that can set enemies (and the environment) on fire. If her hands are extinguished, however, she has to ignite them again
Skills:
Superstrength - Poppi is much more physically powerful than her framework would suggest, allowing her to carry, lift, and throw far beyond her weight class
Mobile Bruiser - Given her current form’s basis, she boasts a respectable amount of mobility for how tough she is, with bursts of speed and agility that allow her to serve as a evasion tank who can dodge enemy attacks with respectable consistency
Weaknesses:
Inorganic – at the end of the day, Poppi is one-hundred percent artificial; she is incapable of healing or repairing herself, and immune to the efforts of biological healing. This also makes her vulnerable to EMP and other such anti-machine measures
Finite - with the loss of her self-sustaining ether furnace, Poppi now needs her batteries charged with electricity every day at a minimum just to stay functional, sooner if she engages in combat
Elemental - Poppi is more vulnerable to ether (energy/magic) attacks than physical ones, and in particular has a weakness to the elements opposing her own, in this case water and air
And here is the new Rapport system, explained:
Rapport
A special, optional way of further developing your character, not to mention bonds with other characters. Whenever two PCs are involved in a non-combat, non-progression collab together (both characters in a back-and-forth post) the EXP from that collab can also go into Rapport if both players are willing. Leveling up Rapport offers additional bonuses:
D Rank (<5 REXP): Just shows you’ve built up some REXP, but not enough to reach C Rank
C Rank (5-9 REXP): Tag Team (a powerful, special team-up attack unique to these two)
B Rank (10-19 REXP): Skill Share (both characters can copy a free Skill from the other)
A Rank (20-29 REXP): Crossover (both characters can now switch to the other’s Job. Doing this switches your base powerset and base weapon out for theirs, as well as replacing an element of your outfit with one of theirs)
S Rank (30+ REXP): Interlink (will be explained later)
It did take a bit to retrofit everything, but without further ado here is Nadia's sheet redone and organized to fit the new format. Hopefully it proves helpful and instructive. I definitely went into a lot of detail on things, even going as far as to spell out her rapport, but you can decide how deep you want to go for yourselves. Take not of both the 'interplay' abilities and the usage of the various jobs for clarity purposes. Switching formats is your chance to rework, consolidate, and trim down things as well, so feel free.
Name: Ms Fortune (Nadia) Origin: Skullgirls Appearance: Originally a Feral latina, with catlike ears and tail, Nadia has undergone some changes due to fusion, but remains relatively true to the core of who she is. Nadia stands at 5’8”, but boasts a fuller figure. Her hair is a fluffy and voluminous bob cut, and has a distinctive calico pattern, primarily cream-white but with splotches of black and orange. This includes her tail, of which she has only one. Her skin is slightly darker, and her eyes are as electric blue as a TV screen. Her current outfit is tailor-made by Yuria of Gerudo Town. She wears a dark blue, fur-lined, leather bolero jacket with a lighter blue inside and fishbone badges over a small white shirt with buttons undone, with shorts that match her jacket and a leather belt with lots of pouches. The bell on her heavy collar, like her fishbone badges, is silver, and she wears stylized black Mantread boots. Slung over the jacket is a somewhat hefty metal case, which is the storage form of her shipgirl rigging blended with her Kagari Rokushikisouken blade case Personality: A sunny-spirited extrovert who likes making puns almost as much as making friends, Nadia is a kind-hearted but not afraid to stand up for herself or what she believes in, nor to take those who misuse their privilege or power down a peg. Though a dedicated jokester, she's also brutally creative fighter, able to come up with ideas as harebrained as they are cunning, even if she’s not the sharpest tool in the shed. Good food, sports, and small dogs headline as some of her favorite things, and she can be as generous as she is greedy, but more than anything she wants people to like her. To that end she doesn’t mind being a caricature of herself, making herself the never-say-die life of the party if it means lifting the spirits of others. Her catlike behaviors are true enough, however, and in addition to being able to fall asleep anywhere, she can be temperamental–able to change in a moment between gentle and sisterly to violently competitive Background:
When she was just a kitten Nadia was found by four Dagonian thieves wandering the alleys of Little Innsmouth in search of food. Filled with pity, they took her in, quickly becoming family. Nadia grew up in their charge, taking to the port town and its people like a fish to water, and proved herself adept in their trade. The Fishbone Gang stole from the rich to give to the poor, and making them a beloved band of outlaws, always welcome in Yu-Wan's restaurant after a hard day's work. Yet for all their noble thievery, conditions in Little Innsmouth improved little.
One day they set their sights on bigger prey: the dreaded and infamous Medici mafia. After a daring heist the Fishbone Gang escaped with a jewel of incomparable value stolen from Lorenzo Medici himself, only for his loyal enforcer to track the robbers down. Black Dahlia butchered the Dagonians one by one, until only a horrified Nadia remained standing. In a final show of defiance she swallowed the Life Gem, daring Black Dahlia to carve it from her corpse. Nadia was brutally butchered, but the gem nowhere to be found. Her pieces were strewn into the depths of the Little Innsmouth harbor, but she did not die. The Life Gem had made her immortal. After pulling herself together Nadia began her quest to avenge her family.
After a protracted campaign, however, Nadia began to realize that despite her newfound immortality, she was barely making a dent in the colossal criminal organization. She began instead to seek the Skullgirl, planning to use the Skull Heart to circumvent vengeance and bring her loved ones back to life. Galeem never gave her the chance.
In the Now:
Nadia showed up on the Sandswept Sky’s northern coast in Carnival Town, the party capitol of the World of Light. Though she enjoyed the festive atmosphere for a time, she never forgot her ultimate goal, and eventually could stomach the place no longer. She hitched a ride on a traveling desert caravan that eventually brought her to the Forsaken Boneyard. There the caravan got ambushed, and Nadia narrowly escaped, making her way across the mountains to what looked like the nearest city. Instead she found herself trapped in the hellish nightmare of Redgraccoon City, where she learned of the Skullgirl’s presence, and eventually holed up in a police station alongside other survivors.
Eventually the Seekers of Light showed up and helped the survivors mount an escape, using a teleporter to reach the safety of Lumbridge in the Land of Adventure. She would return to the Dead Zone, however, and fight through the hellscape to track down the Skullgirl alongside new allies. In the end she did not wish on the Skull Heart, which fell to Linkle instead. With no other goals, she joined the others and traveled to Limsa Lominscuttle Town, where she began her journey as a Seeker of Light for real.
Nadia lent her unique set of skills to the campaign of Peach’s ‘Blue Team’ throughout the Deep Blue Seaside, both in Limsa Lominscuttle Town and beyond when the Azur Navy went to war against the Abyssal Fleet. During the intense Battle of Blackwater Bay, she and the others took a detour through the Luma Pools to reach the Bottomless Sea, where they found themselves beset by monsters. When a dangerous situation forced them to rake refuse in a massive armored submersible called the Maw, they found themselves reverted into children and forced to brave the nightmare in a depowered state. This came to an end when the Maw ran aground on the shores of Carcass Isle, a place stewed in eldritch curses. Alongside her friends Nadia fought through the island’s many horrors, culminating in an impossible battle against the Orphan of Kos in Where All Things Must Come.
After narrowly emerging victorious, she and the others returned to Limsa Lominscuttle Town via Warp Graffiti in the early hours of the morning. Once she emerged from an alcohol-induced stupor, she joined the others at Karin Kanzuki’s estate to take the rest of the day off and relax at Heaven’s Edge. The next morning the campaign resumed, starting with a return to Alcamoth, the headquarters of the Seekers of Light. By lowering the floating city itself, the Seekers were able to deploy by boat into the Eryth Sea and navigate the mountain rivers to the Sea of Serendipity, bound for Twilight Town. On the way, however, they ran into a three-way ambush orchestrated by an unknown mastermind, who revealed the existence of the secret organization Moebius, declaring that its members would hunt the Seekers to the ends of the earth before retreating. In Twilight Town, Blue Team reunited with Yellow Team and set off into the extradimensional train network of the Nyakuza Metro together, only for Consul N to appear and put a hit on them, initiating Rush Hour. In the mad scramble, the Seekers got separated into three groups, with Nadia’s arriving at the Chasm above the vast subterranean region known as the Under.
The newly-minted ‘Purple Team’ set out to explore the Under, hastened on their way by Consul F’s attempt on their life. After reaching the Temple of the Black Egg and learning of the nine mask fragments needed to open it, the team got split again, with Nadia a part of the contingent that delved into the Basement and eventually the Womb until they reached the Home of Tears. Once reunited with the others, everyone joined forces with Iguana Gallo Valetto to take down Consul P, the despotic ruler of the Home of Tears. After succeeding, and proving that the Consuls could be beaten, their journey through the Under continued, amassing mask fragments from different bosses throughout the caverns. This reached a head with a dream battle against Robin Goodfellow in Mercy Dreams, foreshadowing the Seekers’ fight against the Radiance the next morning. With the defeat of the Radiance, the Under was freed from the scourge against the Infection, and the Seekers could move on for a much-needed break. They headed back through the Metro, first to Gerudo Town, and then to Carnival Town itself, leaving Nadia right back where her story began.
Job: Bloody Hellion Specialty: Nadia is a highly sustainable, agile dexterity fighter with a focus on single-target rushdown, able to split into pieces and launch high-speed attacks to overwhelm her opponents, then destroy them with combos–be those combos long chains of attacks, or elemental reactions
Havel’s Ring (?) - A ring for warriors keen on heavy accouterments. Increases maximum equip load. This ring was named after Havel the Rock, the battlefield compatriot of Gwyn, the First Lord–or so it should be. This ring is but an imitation, only providing a measly 15% extra equip load instead of the original 50%
Blue Dancer Charm - A cloth doll depicting a dancer garbed in blue. Increases physical damage as equip load lowers, with a maximum of 14% extra damage dealt at the lightest threshold, but unfortunately since the ratio is not percentage-based, Havel's Ring doesn't really gel with it
Bait Launcher - A gun that fires steaks. When a steak hits the ground, it leaves a small pool of red liquid and a tiger will appear, run to the nearest enemy, and maul it. The damage dealt by the steaks themselves is negligible. The tigers don’t attack allies. The Bait Launcher has 28 shots left, a 1 shot magazine, and 1 second reload time. The steaks are perfectly edible and pretty tasty, but the quality varies
Kagari Rokushikisouken - A pair of grips, designed to be triggered when held in a reverse grip, and a case (fused with her rigging) with fourteen disposable segmented blades with a single razor edge. The blades can be inserted into the grips easily and quickly, and detached with a squeeze of the triggers. These ‘box cutters’ are dexterity weapons that can slash, stab, and sever with speed and finesse, leave their blades inside stabbed targets, or send them flying with a well-timed trigger pull
Athame - a dagger that increases attack and speed somewhat in combat against a wounded enemy. Weakens enemies' physical and magical defense on hit for 15 seconds. Grants ‘Vantage’: while blocking an opponent’s offensive pressure, Nadia can counterattack with this weapon, essentially functioning as an alpha counter. This attack cannot lead into a combo
Ripened Heart - On use, which involves holding it up to her chest, provides a quick burst of fast healing (about 20%) provided by a prolonged stretch of slower healing, about 40% over 5 seconds. Only three uses between rests
Second Stomach - A gastrointestinal mutation that doubles the health received from health-restoring items
Free Lemonade - A pitcher of lemonade with no strings attached that can either be drunk or emptied to create a puddle that lasts 10 seconds, damaging enemies that step in it. It can be stashed when not in use, and after four minutes it will refill itself
Lv: 14 EXP: 41/140 (1 level upgrades stocked)
Life Gem (Bloody Hellion) - the Life Gem lets Nadia separate herself into pieces without dying, each of which can be puppetted remotely, and it steadily replenishes her blood, which allows her to regenerate at a constant rate. Overuse hinders blood resupply
Claws for Alarm (Bloody Hellion) - like all ferals, Nadia can harden -and therefore weaponize- parts of her body, usually her nails but also her tails, ears, and even hair
Full Mrow-tation (Bloody Hellion) - Nadia can rotate parts of her body at the separation points, turning them into impromptu weapons with high speed and attack power once fully revved up
Blood Purr-essure (Bloody Hellion) - allows Nadia to pressurize her blood within parts of her body for explosive release, allowing her to launch herself (in part of in whole) for mobility and offense
Undivided A-tension (Bloody Hellion) - Nadia can begin building up Dramatic Tension by dealing and taking damage. If she accumulates enough she can perform Blockbusters, powerful super moves that take different forms depending on Tension expenditure
Fur-serker Purr-age - a grounded level 1 Blockbuster that sends her forward in flurry of claw slashes that are difficult to escape from, ending with a strong finisher
Feral Edge - an air-only level 1 Blockbuster that’s a high-speed plunging attack with blades extended, which can be extended with Feline Allergies if her head is on
Fifth of Dismember - an aerial level 3 Blockbuster that sends all of Nadia’s parts flying on bloody rockets, hurtling through the air to reunite in a bloody explosion
Blue Monday (Unchained Luchadora Interplay) - a level 1 counter Blockbuster. She lifts her knee, and if hit with a melee attack, she grabs her attacker, slams them down, then does an powerful elbow drop
Rapid Fire (Deadeye Huntress Interplay) - a level 3 Blockbuster that allows her to unleash her ranged weapons at lightspeed without resource consumption, lasting 3 seconds
Ship Shape (Battleship) - gives Nadia a set of shipgirl rigging that can be deployed when her feet are in contact with water, allowing her to hydroplane across the water’s surface. When deployed, the rigging arms both act as stabilizers and can be used as weapons
Viscerain (Bloody Hellion Interplay) - Only usable when the cannon batteries on Nadia's rigging are deployed. Nadia can form missiles of condensed blood inside the cannons and shoot them out, though each shot costs 1% health
Elec-tricks (Lightning Beast) - grants Nadia access to the lightning-type moves Smack (a normal hit), Charge (a dash attack in the form of lightning), and Battery (a 2-hit attack that crits if used after Charge)
Fluffy Soft (Super Anthromorph) - allows the host to partially transform into a white tiger for 5 seconds max. Tiger attacks inflict a Mark for 6 seconds that decreases defense by 5%, which can stack up to 4 times. When in use, Fluffy Soft also decreases damage taken by 30% and increases max run speed by 20% (legs only) for the transformed portion
Unchain (Unchained Luchadora) - changes her Cat Scratch rekka into a customizable three-hit Unchain series composed of an Unchain Starter, an Unchain Circle, and an Unchain Finisher, many of which are new normals (two of the Unchain Finishers are also command grabs)
Roll and Gun (Deadeye Huntress) - allows her to instantly equip, fire, and reload a ranged weapon during a combat roll, then unequip it again
Cathletic - As a Feral in good shape, Nadia has enough lean muscle to be acrobatic and agile, with plenty of stamina. Her sight and hearing are enhanced as well
Pawsibilities - Nadia is highly creative when it comes to using her power, and generally everything she has at her disposal. For instance, she will use jets of her blood to change her direction in midair, use her detached head as a projectile or distraction, extract her own muscle fibers to use as binding, extend her blows using tendons like ropes, spin her hand or limbs like a drill, wield her detached tail as a weapon, and more
Purr-ty Thing - owing to both her (cheery, forthcoming, and slightly dorky) personality and looks (scars aside), Nadia has no shortage of charms, and she’s aware enough that she can play them up if need be
Tag Team - Camaraderie in the face of adversity has allowed Nadia to work much more effectively as part of a group. She can better help her friends out and follow up their attacks, potentially even continuing their combos
Feast - Eating anything will restore health in addition to its actual effects. Also, receive a fast-diminishing attack boost after eating
Su-purr-conductor (Lightning Beast) - Cat-5’s typing cause a few useful reactions. Ice attacks grant her Multitarget for thirty seconds, and so do Air, Metal, and Water attacks. Multitarget causes her attacks to burst on successful hit, dealing splash damage in a 5 ft radius of an appropriate type (her normals ‘burst’ with blood)
Big Mamie (Battleship) - for each ally fighting alongside Nadia, her ranged damage, damage against airborne enemies, and evasiveness increase by 8%, stacking up to 24% at 3 stacks
Quick Draw (Deadeye Huntress) - upon reloading, her outgoing damage is boosted by 20% for 3 seconds
Cat-strophe - Nadia relies completely on the magic power of the Life Gem, which is suffused throughout her body. Anything capable of extracting or reforming it would kill her instantly. If subjected to an anti-magic effect, like Silence, for any longer than a second or two she would also die. Additionally, blood manipulation is an incredibly hard counter for her
Close Clawrters - Nadia has few projectiles at her disposal, all of which have conditions, making her weak at long range, and to fast aerial enemies. She needs to be able to physically reach her foes in order to deal damage
Phagophobia - the fear of being eaten alive. This can apply with things like leeches, maggots, and piranhas, or even mouth-shaped things like cave entrances, but especially with large monsters. If being eaten is on the table, and with it the chance of an eternal, undying existence of torment within the wet, crushing, acidic guts of monsters, Nadia can’t keep her head on straight. She’s also highly averse to being bitten in general even if it wouldn’t really harm her
2,700 Pounds of Justice (Battleship) - increases her effective weight by 2.7 times via density, to over 350 pounds. This lowers her air mobility, makes her easier to combo, and makes her harder to be carried, lifted, or thrown. Unfortunately it doesn’t boost the damage of drop attacks, either
Overt Reactions (Lightning Beast) - If hit by Earth, Plant, Glass, or Plastic-type attacks, the host will be Grounded. If she has Multi-target, that buff will be removed, and if she doesn't, her accuracy will be reduced for 30 seconds
Darkbane (Super Anthromorph) - increases the damage taken by Dark-type attacks by 30%
No Meterless Reversal (Unchained Luchadora) - removes all armor from her DP, Fiber Upper
Fire Bane (Deadeye Huntress) - boosts damage suffered from fire attacks by 30%
Rhodeia of Loch - Spiritbound as a Striker. The Oceanid can spend 10 seconds to create 1-3 Hydro Mimics when summoned, the number depending on the size of the copied entity. Hydro Mimics outlast this Striker and attack independently, inflicting the Wet status. Mimics have their own health pools and explode when killed. The Oceanid has a 3-minute cooldown, and new mimics replace old ones
Harbor Water Demon - Spiritbound as a Striker. This huge Abyssal has a 1-minute cooldown, and can be called in to provide burst damage or minions. She can lunge forward and deliver a massive double claw swipe, fire her anti-air Abyssal Aviation Battleship’s 20-inch Twin Gun Mounts, deploy 3 airborne CAT fighters, or deploy 3 Hell Dive bombers
Ace Cadet - 9/10 REXP
Ace seemed perfect to Nadia right from the get-go, thanks to his looks, positive attitude, cool fighting style, and of course their shared love of puns. While they made a good team in the Maw, they got to actually hang out for the first time at the seaside called Heaven’s Edge, where they really hit it off. Even once they got back on the road, they could still chat in quiet moments, opening up to one another. Now definitely crushing on him, Nadia likes him a lot and wants to get closer, but she’s afraid of how much losing him would hurt
Sectonia - Rank D, 3/5 REXP
Sometimes Sectonia’s presumptuousness rubs Nadia the wrong way, and her attitude of superiority makes her tough to get closer to, but they can still work and joke around together, and after getting her hair styled Nadia can appreciate the big bug’s talents
Primrose - Rank B, 11/20 REXP
Though she started out feeling inferior to and jealous of Primrose, Nadia got to know her better during and after their shared campaign in the Under. After chatting at the Terminal Cafe, Primrose gave her a crash course on dancing in the Crypt of the NecroDancer, and when they went together to get new clothes in Gerudo Town, they both got a little more real. Nadia now respects and looks up to Primrose, and enjoys her company
If I remember any more rapport conversations I will be sure to add them!
I'm back with another pair of sheets, these ones for the siblings Dawn and Cirrus who are NPCs aboard the Avenger who'll help you guys out in a support role (please excuse the one placeholder...)
Name: Dawn Strife Origin: Cloud Strife (Final Fantasy 7) + Tifa Lockheart (Final Fantasy 7) Appearance: She’s 5’7”, 36 years old, and sturdily built, with the relatively stocky physique of a construction worker, not necessarily bulky or brawny, but still thicker than average. Her eyes are a bright ruby-blue gradient, with long lashes, and her spiky black-blonde hair in a large, low ponytail. Her face is kind, often with an easy smile, but with a few smile lines. She wears a set of baggy black overalls (with pants) over a white sports bra, with red fighting gloves and woven hairtie Personality: Combining some of the best traits of her parents, Dawn is a kind and considerate ‘team mom’, with a strong will and a never-say die attitude, determined to fight for her friends and family. She puts others first and prefers peaceful solutions, but she’s unafraid to take matters into her own hands when need be. She’s very protective, especially of her younger brother Cirrus, and can be a worrywart about both him and her daughters. Secretly, she’s a bit of a dork, with ambitions of grandiose heroism. She believes in both bringing about a better future for everyone and upholding the legacy of her parents. If she’s self-conscious about anything, it’s about what she’s managed to achieve with her life Background: N/A In the Now: Forty years prior to present day, previous iterations of Cloud and Tifa fought alongside Barrett, Aerith, and many others in a group that proceeded the Seekers of Light, all to overthrow Moebius and Galeem. Though they managed to defeat two Guardians, mounting losses throughout the campaign backed the group into a corner, and a pincer attack by Moebius shattered the heroes’ forces. Cloud’s team in particular ran afoul of Moebius A, forcing Barrett and Aerith to sacrifice themselves so that Cloud and Tifa could flee. They escaped to a remote part of the World of Light with their lives, but their spirits never fully healed. After meeting with the Lost Numbers, they decided to have children of their own, but when Dawn and Cirrus were at a young age Cloud and Aerith both reached the ends of their ten-year lifespans and dissolved into light.
Dawn was raised by the Lost Numbers alongside her brother. Completely committed to the cause and determined to pave the way for a brighter future someday, she played the role of overdramatic heroine well into her teenage years, but even as she mellowed out her big heart and spark of resolution never faded. She kept on fighting and caring, no matter how bleak things seemed, and despite the odds Dawn stood the test of time. Eventually she and (PLACEHOLDER) fell in love, and at the age of thirty she had children of her own, triplets that the proud parents named Ciel, Aurora, and Soleil. Though life may finally be starting to take its toll on Dawn, she’s more determined then ever to safeguard hope for the future.
Job: Demolisher Specialty: The thorough and methodical destruction of easy targets that don’t fight back, especially shields, structures, emplacements, and so forth Inventory: The Sanctioned Gunhammer, a brutal heavy weapon that can fire off shells to boost its own fire attack, a bandolier of said shells, two power drills, extra battery packs, basic survival kit
Lv: 5 Abilities:
Unbridled Strength - after building up power through landing attacks, Dawn can assume a stance and boosts her chi level, which also allows successive attacks to further increase her chi. More chi means extra damage, more flinch resistance, and higher stun power, increasing her ability to break through enemy defenses (or defenses, period) and leave them vulnerable. Each level also enhances her finishing move, from Bang to Big Bang to Big Bang Reignition. She can reach a maximum chi level of 3
Skills:
Sunny - a friendly, cheerful, and optimistic outlook, coupled with a lot of compassion, means she’s great to work with and be around. She can be counted on to have her allies’ backs, both on the battlefield and in day to day life
Strength - Dawn is surprisingly powerful when it comes to lifting, carrying, and smacking things
Determination - even in dire circumstances, Dawn never wavers. She’s more likely to resist status effects and afflictions, and when pushed to the brink, she’s much more prone to a resolute second wind than a meltdown
The Power of Love! - one per day, Dawn can survive any attack that would otherwise KO her at 1 HP
Weaknesses:
Slow - Dawn is neither fast nor agile when it comes to moving around or fighting. Quicker opponents can dance around her and avoid her attacks, and she’s ineffective at long range
Defense - with neither heavy gear nor good defensive fighting instincts, Dawn has few ways of mitigating damage and has to tough her way through whatever comes her way
Overtrusting - perhaps neither quite as perceptive nor pragmatic as she should be, Dawn is susceptible to tricks, traps, and ambushes
Name: Cirrus Lockheart Origin: Cloud Strife (Final Fantasy 7) + Tifa Lockheart (Final Fantasy 7) Appearance: He’s 5’11, 35 years old, with a thin, wiry build of very lean muscle. His eyes are a dull ruby-blue gradient, with long lashes, and his messy black-blonde hair is shoulder-length, with an equally scruffy beard and sunglasses. Most of the time he sports a sour expression. He wears a flashy but relatively cheap suit jacket and slacks, gray with a cloudy silver pattern, over a yellow collared shirt with buttons undone, and his black dress shoes go with his belt. He wears a red woven wristband like a watch. Personality: In some respects very much like his father, Cirrus is brooding, melancholy, and a little awkward, which he tries to mask under a veneer of nonchalant coolness, very much envisioning himself as the strong and silent type. He’s got something of an inferiority complex, and has always lived in his sister’s shadow, even though he really does love her and would do just about anything for her. Crushed beneath the World of Light’s cruelty, he considers himself a harsh realist; he doesn’t believe his side can win and decided a long time ago it would be better to not bring children in a world like this. That said, he’s fiercely protective of his nieces, who view him as a ‘cool uncle’ Background: N/A In the Now: Forty years prior to present day, previous iterations of Cloud and Tifa fought alongside Barrett, Aerith, and many others in a group that proceeded the Seekers of Light, all to overthrow Moebius and Galeem. Though they managed to defeat two Guardians, mounting losses throughout the campaign backed the group into a corner, and a pincer attack by Moebius shattered the heroes’ forces. Cloud’s team in particular ran afoul of Moebius A, forcing Barrett and Aerith to sacrifice themselves so that Cloud and Tifa could flee. They escaped to a remote part of the World of Light with their lives, but their spirits never fully healed. After meeting with the Lost Numbers, they decided to have children of their own, but when Dawn and Cirrus were at a young age Cloud and Aerith both reached the ends of their ten-year lifespans and dissolved into light.
Cirrus was raised by the Lost Numbers alongside his sister. He was a sullen, withdrawn child, who made few friends and always looked for escape. Even as he matured he remained in the shadows, standing back in a quiet support role while stronger shoulders bore the mantle of responsibility for the future. Even if he’s pessimistic about everything, he’s more or less accepted to his role in life, however doomed it might be. To that end he serves as the bartender in Stolen Moments, giving others a place to let out their misgivings and melancholy while he provides comfort as best he can. His goal is to lift others higher, all the while hoping that he’s wrong about it all being hopeless, and when the chips are down, he’s ready to do whatever it takes for the Lost Numbers, his sister, and her family.
Job: Host Specialty: Keeping the party going with skills that boost the party’s damage output or wear down enemies with elemental ‘spells’ and other afflictions Inventory: A bottle of Electric Reserva wine that’s nigh-unbreakable and deals electric damage when wielded as weapon (though it’ll lose its special properties if opened), Never-melt Ice, cocktail kit, basic survival kit
Lv: 5 Abilities:
Here’s to You - Cirrus can pull a couple kinds of items out of nowhere to use as ’spells’, including frosty sparkling wine bottles that inflict water damage and the Cold status, birthday cupcakes that inflict magic damage and attack reduction, and roses that inflict Fire damage, Burn, and possibly Charm
Hyper Shout - boosts his and nearby allies' attack with a festive cheer
Coercive Shout - boosts his and nearby allies' Magic, imploring them to keep the party going
Wonder Cocktail - a miracle of mixology that doubles the damage of his next ‘spell’ and gets him a bit drunk
Skills:
Mixology - Cirrus has a talent for making and serving tasty, comforting drinks, and doing so will reduce stress for both himself and his customers. This is the one way he manages to be charismatic, and he can appeal to people through this art in ways he otherwise couldn’t
Weaknesses:
Cloudy - his pessimistic, untrusting, and acerbic attitude makes fighting alongside him -and even being around him- an unpleasant and impractical proposition at times
Durability - he has relatively low health and physical defense, meaning that he’s not a good frontline fighter and would much rather stay at the rear of the pack
Sensitive - Cirrus cares more than he lets on and receives more stress from all sources, particularly tragic events surrounding his allies, and is more likely to miss attacks, take extra damage, and so forth when stressed
lost number app: possible pilot, mainly there because I like ship AIs
Name: Hope Origin: ROB 64 (starfox) + Adam (metroid) + Karan S'jet (homeworld) + EDI (mass effect) Appearance: Hope is an AI, but is not pure data, and is instead made up of a metallic brain, who’s ‘spinal cord’ is a universal adaptor capable of plugging into most machines. Its body, then, is whatever it happens to be plugged into, in this case the Avenger. Unable to use this massive body to emote, it often represents itself using a digital avatar projected on the ship’s monitors, one that takes the form of a simple orb with fairy-like wings, that changes color to express its mood.
Personality: Hope, befitting its name, is a quietly optimistic entity when it does dain to express itself beyond its primary functions as the Avenger’s AI, offering patient yet insistant encouragement to any it feels that need it. It is otherwise cautious and insistently protective of the lost numbers as a collective, even if it will oblige commands for more reckless behavior, and understands the risks individuals must take to preserve that collective. It is perfectly happy in its background support position, while also delighting in seeing others excel, and especially in helping them do so.
Background: N/A In the Now: Hope was, along with several ‘siblings’ were all created by a conglomerate of ship AIs to act as their replacements upon their discovery of their own finite lifespan, with the express intent of having them be able to keep the fight against the Consuls going when their time ran short. For a time this worked, but over time the rebel fleet gradually dwindled, losing more both on the attack and on the defense than it could replace, and eventually all the ships were lost. Hope, however, was not. While its host vessel, the Normandy, was crippled, and crew slaughtered, by some miracle the AI itself was not destroyed, and eventually it was salvaged from the wreckage of its vessel after it deorbited and crashed down onto the world of light.
Hope then changed hands several times after that, playing numerous roles, wearing many forms, and supporting numerous causes, be they Galeeming or unstoried, until it found itself in the hands of the lost numbers and, subsequently, was installed as the Avenger’s ship Ai. How long exactly the prior events took, time wise, is not something Hope either does not know or does not want to share, but it is very much their oldest member of the group, and quite possibly by a longshot.
Job: Ship AI Specialty: Hope exists to support others, and to allow them to focus on what they excel at by taking care of all the small little details of daily operations and dangerous situations.
Inventory: Either nothing or the entire contents of the avenger depending on how you look at it
Lv: 5 EXP: 0/10 Abilities: Machine Puppeteer - Hope can be plugged into any kind of mechanical device inorder to gain command of its systems, though it can only control one ‘body’ at a time. Em warfare - given the correct equipment, Hope can engage in electronic warfare, lashing out across the electromagnetic spectrum to attempt to confuse or disable enemy vessels or machines. Skills: At home among the stars - Hope was built to operate ships specifically, and doing so is second nature to it Interlink - Hope works very well when paired with experts in other fields, able to effortlessly follow their commands and instructions to perform better at whatever task they are commanding it to perform, be they pilots, sneaks, sharpshooters, etc. Ageless - the strength and certainty of steel ensure that Hope will never die (unless, of course, it is killed)
Weaknesses: Lightning - the quintessential mechanical weakness (mechanical) brain in a jar - Hope’s true physical form is unable to defend itself, or move in any way, making it entirely reliant on whatever body it is plugged into, and entirely at the mercy of anyone who was to unplug it. Jack of all trades, master of none - while often better than master of one, it cannot beat a crew of masters, and so without those to interlink with, Hope will be merely competent at any given task, and will be outperformed by hostile masters of their trade.
Definitely a neat twist on the idea, and that would make for a good pilot considering there isn't any dedicated cockpit on the Avenger I'm aware of. The only qualms I'd have would be about giving a previous iteration of the rebel force a whole fleet that logically must have been dismantled by a stronger Moebius fleet, and if our enemies have that lying around we'd probably be screwed. Maybe finding a way to downsize the previous operation would be a good move. I'm curious about what parts of Hope relate back to the four component AIs that combined elements of their source code to make Hope.
when i say fleet i was mostly just thinking of it being not much larger than the 4 ships belonging to the AIs listed. Probably a better word for it. Flotilla maybe? Either way, most of the guardians are on the ground, so my own assumption was it would be more likely that ground mission failures followed by consul boarding actions would be what did them in
interesting question that on the specifics of who contributed what to the child Ai, hmmmm.
Karan S'jet, technically being a brain in a jar plugged into a ship more than an Ai, provided a base human mind upload to work as a baseline template, Adam much of it's encouraging demeanor, ROB it's ability to act in sync with other's commands, and EDI the em warfare and ability to control no ship things.
Hope has been updated to match the requested and suggested changes
Name: Hope Origin: ROB 64 (starfox) + Adam (metroid) + Karan S'jet (homeworld) + EDI (mass effect).
Karan S'jet provided a memoryless digital human mind already used to running a ship, which was then mixed with Adam’s own to create a new individual. ROB and EDI’s schematics were used to create a (now lost) mechanical body, as well as additional programming that provided Hope’s EM warfare skills (EDI), as well as its interlink and machine puppeteering powers (ROB 64).
Appearance: Hope is an AI, but is not pure data, and is instead made up of a metallic brain, who’s ‘spinal cord’ is a universal adaptor capable of plugging into most machines. Its body, then, is whatever it happens to be plugged into, in this case the Avenger. Unable to use this massive body to emote, it often represents itself using a digital avatar projected on the ship’s monitors, one that takes the form of a simple orb with fairy-like wings, that changes color to express its mood.
Personality: Hope, befitting its name, is a quietly optimistic entity when it does dain to express itself beyond its primary functions as the Avenger’s AI, offering patient yet insistant encouragement to any it feels that need it. It is otherwise cautious and insistently protective of the lost numbers as a collective, even if it will oblige commands for more reckless behavior, and understands the risks individuals must take to preserve that collective. It is perfectly happy in its background support position, while also delighting in seeing others excel, and especially in helping them do so.
Background: N/A In the Now: Hope was, along with several ‘siblings’ were all created by a conglomerate of ship AIs to act as their replacements upon their discovery of their own finite lifespan, with the express intent of having them be able to keep the fight against the Consuls going when their time ran short. For a time this worked, but over time the rebel flotilla gradually dwindled, losing more both on the attack and on the defense than it could replace, and eventually all the ships were lost: The Pride of Hiigara (recreated without it's manufacturing facilities) was lost to a Necromorph infestation, Samus’s gunship never returned from an away mission, the Great Fox was destroyed by a Consul aligned vessel, while the Normandy was taken down by Consul boarding party.
Hope, however, was not. While its host vessel, the Normandy, was crippled, and crew slaughtered, the AI itself was not destroyed due to being unplugged and hidden during the attack. Unable to move to leave its hiding spot on its own, Hope was eventually salvaged from the wreckage of its vessel after it deorbited and crashed down onto the world of light proper.
Hope then changed hands several times after that, playing numerous roles, wearing many forms, and supporting numerous causes, be they Galeeming or Unstoried, until it found itself in the hands of the lost numbers and, subsequently, was installed as the Avenger’s ship Ai. How long exactly the prior events took, time wise, is not something Hope either does not know or does not want to share, but it is very much their oldest member of the group, and quite possibly by a longshot.
Job: Ship AI Specialty: Hope exists to support others, and to allow them to focus on what they excel at by taking care of all the small little details of daily operations and dangerous situations.
Inventory: Either nothing or the entire contents of the avenger depending on how you look at it
Lv: 5 Abilities: Machine Puppeteer - Hope can be plugged into any kind of mechanical device inorder to gain command of its systems, though it can only control one ‘body’ at a time. Em warfare - given the correct equipment, Hope can engage in electronic warfare, lashing out across the electromagnetic spectrum to attempt to confuse or disable enemy vessels or machines. Skills: At home among the stars - Hope was built to operate ships specifically, and doing so is second nature to it Interlink - Hope works very well when paired with experts in other fields, able to effortlessly follow their commands and instructions to perform better at whatever task they are commanding it to perform, be they pilots, sneaks, sharpshooters, etc. Ageless - the strength and certainty of steel ensure that Hope will never die (unless, of course, it is killed)
Weaknesses: Lightning - the quintessential mechanical weakness (mechanical) brain in a jar - Hope’s true physical form is unable to defend itself, or move in any way, making it entirely reliant on whatever body it is plugged into, and entirely at the mercy of anyone who manages to unplug it. Jack of all trades, master of none - while often better than master of one, it cannot beat a crew of masters, and so without those to interlink with, Hope will be merely competent at any given task, and will be outperformed by masters of their trade.
I have two more Lost Numbers, leaving me about 2/3 done with the NPCs I mean to make.
Name: Bracket Brace Origin: Colons (Cave Story) Appearance: Bracket is a female Mimiga, very typical of her species, with short white fur, a short muzzle, long floppy ears, digitigrade legs, and a puffy tail. She stands just a two feet in height. She wears a black apron and a white chef’s toque, also floppy. She has a small green pouch with a heart on it, which she treasures even more than her pan Personality: Cheerful, energetic, friendly, and feisty, Bracket possesses an attitude that far outstrips her humble stature. She’s a no-nonsense perfectionist who has no problem taking charge of situations and controlling chaos. She’s painfully honest and would wear her heart on her sleeves if she had any. Determined to repay every kindness, she wants nothing more than to uphold the legacy of her forebears and make them proud, whether on the battlefield or in the kitchen. Some might say that she’s willfully oblivious and ignorant to the darker parts of life in the World of Light, but at the same time, her positive attitude is a bright spark that everyone needs In the Now: Just five years ago, the most recent incarnation of a robot soldier named Curly Brace -alongside a number of people from her past like Quote and the Doctor- encountered one another and became gradually embroiled within a reenactment of their original chain of events, each storied character following along their predetermined paths. In the course of this tale, Curly Brace took four orphaned Mimiga known collectively as the Colons under her wing, caring for them like a mother.
However, a difference in the time scale of the conflict meant that two of the Colons had enough time to form a relationship -and have a child- just weeks before their stories reached their fated conclusions–that being mutation into monstrous, mindless Rabils as a result of consuming the Doctor’s red flowers. Curly herself was forced to put the transformed Colons down, and the experience drained her will to fight. Escaping with young Bracket, she became determined to save this one Mimiga and ensure that she at least could grow up happy and healthy, a mission that became as important for her as life itself.
The two happened to stumble into a battle between the Lost Numbers and Consul R’s forces on one of the very rare occasions where Moebius managed to track the Avenger down and force an emergency landing. Unable to mobilize a sufficiently large power to deal real damage, however, the Consuls’ dinosaurs were defeated and the Avenger escaped, but not before Curly and Bracket snuck aboard their ship. Once discovered, the two were welcomed, freed, and given shelter as new Lost Numbers. Growing as quickly as any Mimiga, Bracket made it her own mission to repay all the kindness shown to her, and after learning the culinary arts she became an indispensable fixture of the group. One day, though, Curly left on a mission, leaving behind only her little green hip bag with a heart on it. Curly never returned, and Bracket kept the bag as her prized possession, determined to find Curly again someday.
Job: Chef Specialty: When not cooking food, she’s making mincemeat of her enemies with slash attacks that cause bleeding and handheld burners, racking up status effects to cash out on with a frying pan finisher Inventory: Her trusty frying pan
Lv: 5 Abilities:
Tools of the Trade - Bracket can pull items related to her profession seemingly out of thin air, including various knives that have a high chance to cause bleeding, a peppermill that can lower foes’ accuracy, a blowtorch, and even plates that she can hurl. However, doing this depletes her SP and she has to rest or eat to regain it
Wound Opener - a special attack that removes all bleed stacks on its target but applies a random stat debuff for each stack
Vanquishing Pan - when Bracket gives her foes a taste of cast iron, the damage goes up 33% for every unique status effect on the target. Her quintessential finishing move
Skills:
Chef Supreme - this Mimiga is a kitchen champion, able to cook and serve with amazing speed. Just about everything she makes is delicious, boosting any effects the food may have, and leaving those who eat it satisfied for longer. Even her field rations are pretty good!
Never Say Die - Bracket is a lot of determination in a very small package. Just fighting alongside her is inspiring enough to increase allies’ accuracy, status effect chance, and critical chance a little…maybe they don’t know what they’d do without her cooking?
Weaknesses:
Pint-sized - as one might expect from a Mimiga, Bracket has low strength and very low durability. She really can’t take a hit to save her life, meaning that when she’s fighting on the front lines, she badly needs a tank to protect her
Prey Animal - there are some fears no amount of determination can quell. When she’s up against large and/or scary carnivores, Bracket’s resistance to Fear bottoms out, making it easy to scare her into fleeing or paralysis
Malodor - bad smells affect Bracket quite strongly, debilitating her fighting ability a lot n their presence
Name: Eleison Origin: Nero (Devil May Cry) + Kyrie (Devil May Cry) Appearance: A young man of nineteen, with a thin but wiry build, pale skin, and short hair of a very light auburn shade kept slicked back, horn-rimmed glasses frames, and a politely neutral expression with his eyes kept half-lidded to the point of looking closed. His eyes are hazel with a slight bluish tinge around the pupils. He wears a long white coat like a doctor’s over a priestly collar with a red cross-shaped tie, as well as black slacks and fingerless gloves. Personality: Born of two intersecting worlds, Eleison himself is of two minds. Under normal circumstances he appears to be an upstanding young man, soft-spoken and polite, composed enough to endure all manner of hardships and still focus on the well-being of others. However, if sufficiently pressed he can turn very hotheaded, aggressive, and crassly thuggish, to the point where even his posture changes. That’s the Eleison who emerges when it’s time to fight, though even when enraged his end goal is still the same: to help the weak and downtrodden, and make sure all his allies who fight for a better tomorrow are able to live to see it. Eleison’s favorite pastime is singing In the Now: In their lives just one cycle prior, Nero and Kyrie lived in Edinburgh MagicaPolis, together operating an orphanage that Nero funded through odd jobs, mostly handling various threats that drifted over from the Sunless Sea to the west, and occasional incursions by Abyssals from the Bottomless Sea farther to the southwest. With neither major crises nor key figures from their past lives to trouble them, they spent their evenings together in blissful peace, and eventually they’d have a single child, a boy that Kyrie named in her defunct Order’s tradition.
As Eleison steadily grew from infant to toddler to youngster, however, the passage of time brought about strange revelations. Though he developed normally, the orphans around him never seemed to grow older, and for that matter, neither did his parents. Yet the number of orphans steadily grew, forcing both Nero and Kyrie to work harder and harder. Though his mom in particular always made a concerted effort to raise him right, both she and Nero gradually grew more distant, and bit by bit Eleison’s overwrought mother became convinced that something was horribly wrong–that this world wasn’t real, even if she couldn’t understand why. One day Kyrie vanished without a word, leaving Nero and Eleison alone. Though the devil hunter searched for her, it wasn’t long before he too began to weaken. One day he took Eleison to the secluded historical district, where the told the boy a vital piece of information he’d discovered in his searches–and that he’d have to go it alone from here. Then that Nero dissolved into light, and Eleison continued his journey by himself.
With nowhere else to turn, Eleison spent every day using the clues he’d been given to track down what his father had wanted him to find. Eventually, word of his searching reached the Lost Numbers, and they found him first. Eleison joined the crew, becoming the student of a German medic by the name of Ludwig II. Being a flawed clone of the original, now-deceased Ludwig, the good doctor was aging at an increased rate, and took Eleison in as his own son. In his own strange way, Ludwig II taught the young man everything he knew over the course of years, eventually degrading to the point where he, too, passed on, leaving Eleison with yet another legacy to uphold.
Not long after, the Avenger stumbled upon the survivors of the Alcamoth massacre, which happened to include a brutally familiar face. Eleison has been subconsciously avoiding Nero since.
Job: War Monk Specialty: Flexing between the support role of healing allies and the combat role of punishing enemies, particularly inhuman and unholy monstrosities, in style Inventory: Three med kits that take a little time to use but restore 80% health, a Crippling Rod that can periodically release a huge electric burst to stun evil beings or be wielded as a beatstick, and the Crusader’s Crossbow which can heal allies and hurt enemies with its bolts
Lv: 5 Abilities:
Angel Whisper - a spell that can be used to revive downed allies, granting them a second wind in a slightly weakened state. It takes ten seconds to cast and has a hefty five minute cooldown
Devil Trigger - the inherited ability to transform into a demonic being once enough DT gauge is accumulated. While in Devil Trigger, all of Eleison’s stats are greatly boosted and he heals quickly, but it drains his DT gauge with equal speed. While in this form his melee attacks also cause delayed lightning strikes that can juggle grounded enemies or slam down airborne ones
Skills:
Healing - While he doesn’t have a medical license, Eleison was taught the healing arts by his mentor and is skilled at mending others’ wounds quickly. He can use healing abilities and equipment 20% faster than normal, including both usage and cooldown
Nephilim Resilience - given his unique lineage, Eleison is much more durable than the average human, and has resistances to both dark and light attacks along with curses
Packs a Punch - also owing to his lineage, Eleison is actually pretty strong and can deal good damage if given half the chance, especially at melee range
Weaknesses:
One-track Mind - it’s difficult for Eleison to do more than one thing at once. When healing he needs to focus, requiring protection from his allies, and if he’s enraged enough to fight he can tend to leave his allies behind in favor of all-out offense. It’s difficult to switch between these two ‘modes’ on the fly and it doesn’t always happen when convenient
Item Dependent - Eleison doesn’t have many innate healing or offensive abilities and relies on his equipment to get the job done. If he’s deprived of his items, it’s much harder for him to play his role
Affliction Weakness - when it comes to status effects, afflictions, and debuffs, Eleison’s resistances are mostly quite low, meaning that it’s relatively easy to interfere with him
Now wears a suffering face as a shield on her left arm. Now has glasses and a crystal on her chest, and her backpack is now a medipack. Wears a kimono that goes down to her knees.
While having a fairly kind and supportive demur, Blazermate is aggressive and is raring to go for a fight if it presents itself. While not afraid to fight face to face, she isn't stupid and will tend to put the ally shes healing in between herself and the enemy. Outside of fighting shes cutesy and flirty, but blunt and can get annoyed quickly if things aren't going anywhere. If things are going places however, shes fine with being a bit aloof.
Blazermate is a champion of Medabots, winning tournament after tournament and sometimes aiding another hero defeat a criminal organization if they were able to defeat her in combat. Although finding and defeating her was a problem in on itself, as she was the strongest of the -mate line of Medabots.
When Blazermate was on her way to the Medabot World Tournament when out of nowhere a blindingly bright light engulffed everyone including herself. Where she awoke would be a totally new place for her, and another world threat would have to be defeated, as soon she'd find out.
Blazermate has been one of the longest lasting Seekers of the group. She has been involved in all but the Under and Desert guardian kills. She often has little agency of her own by choice, preferring to go with the flow and try to make friends with everyone. This has backfired when she has recruited villains to join the seekers on occasion. She tends to not let anything get her down and is cold to seeing death around her, even if she tries to keep everyone alive.
Job: Ramp Up Healer/Support Specialty: Blazermate can heal, cleanse debuffs, and empower her and her allies with strong abilities or guard them with a shield. She can also hit hard in a pinch.
Repair tools, Short Circuit, Pokeball x1 Resist all Medal, Fortify Medal, Leaf Cloak Medal, Purgatory
Lv: 13 (Holding 2 level up) EXP: 33/130
• Medi-beam (Right Arm) - A beam Blazermate attaches to an ally, healing them over time as long as the beam is attached. Blazermate can also heal herself with this ability. • Revive Protocol (Right Arm) - Blazermate can focus her healing beam to remove a negative debuff or CC effect such as stun, sleep, burning, or the like from her healing target. While cleansing the debuff, her healing beam isn't healing the target's HP. • Medaforce (Medal) - Blazermate can tap into the Medaforce, a mystical power that comes from her Rare Medal. This can take many forms and can be used by other spirits. Its initial form is Medaforce Beam which uses 90% of her medaforce to fire a powerful beam that heals her for whatever damage it deals. This beam does very little damage to anything without a life force. • Ubercharge (Head) - (Robot Medic) Blazermate can spend Medaforce energy to turn an ally and herself completely invulnerable for 12 seconds for 100% of her medaforce. Knockback can still affect both her and her ally, but everything else is ineffective. • Kritzkrieg (Head) - (Robot Medic) This ability uses 25% less medaforce than an Uber and only 15% more than a Medaforce beam. With this ability, both Blazermate and her healing patient gain 12 seconds of Kritz, which triple the damage of any attacks, make them work at their maximum efficiency, makes those attacks deal "critical" damage which can bypass resistances, and makes these attacks do the same amount of damage regardless of range. • Projectile Shield (Right Arm) - (Robot Medic) Blazermate gains shield charge by ally damage or healing allies. When fully charged Blazermate can deploy a large shield in front of her that covers the front 180^ 2 feet in front of her. This shield deletes all physical projectiles under the size of a breadbox, blocking explosives, and drastically slows down and potentially deleting larger projectiles. Any enemy that tries to pass through the shield is slowed drastically and is constantly taking heavy damage, disintegrating if they die to the shield. The shield does not hinder allies at all. The shield can block melee attacks that don't pass through the shield. Fire, Gas, and some magical effects will bypass the shield. The shield is incredibly durable but can break if enough damage is absorbed. the shield lasts 12 seconds, flickering at the last 3 seconds to show the shield is coming down. • Ubersaw (Right Arm) - (Robot Medic) Blazermate can swap her healing arm out for an ubersaw arm, which allows her to collect uber/medaforce by meleeing enemies with it. Blazermate gains 15% medaforce per melee hit. However the weapon is a bit awkward to use, so Blazermate has to swing precisely with it, which makes it a bit slower than her actual fists and while its out, Blazermate can't heal with Medi Beam. • Healing Drones (Head) - (Ingraham) Blazermate deploys healing drones whenever she flies that go around and heal her allies with minimal input required from her. However these healing drones can't apply Ubercharge, Krtiz, or other uber spending abilities and can be destroyed, rendering them inoperable for that battle. • Arm Shield (Left Arm) - (Suffering) Blazermate has a shield on her left arm with its own animated face. This shield acts like any shield, but also allows her to control lesser undead as she pleases and can additionally mutate them. It can unleash a powerful scream to stun those around Blazermate for a short time, and it can be used to bite an enemy to infect them with an undead plague that will turn them into a zombie upon death if killed recently instead of a spirit. Should the undead be slain, it will turn into the spirit it was supposed to. • Disseminate (Left Arm) - (Shadow Demon) Allows Blazermate to place a curse on a target for 6s that causes nearby enemies to also take 25% of the damage taken by the target. • Disruption (Left Arm) - (Shadow Demon) Blazermate can use this on an ally or enemy within 10m, banishing them from the battlefield for 3 seconds, making them invulnerable but unable to act. While banished, whatever is banished has their positive buff durations paused, while debuffs will still tick down. When they return, 2 illusions will spawn alongside them that last 14 seconds that deal 60% of their physical damage under Blazermate's control. Illusions take triple damage. 20 second cooldown. • Leap of Faith (Right Arm) - (Anduin (hots)) Blazermate can pull an ally in line of sight to the host's side, negating crowd control effects en route. 70 second cooldown and 2% medaforce cost between uses. • Divine Star (Right Arm) - (Anduin (hots)) Blazermate fires out a thin bolt of light in front of her. This bolt damages and pierces through enemies that it hits. When it goes 20m, it grows into a wave 10 times bigger than the bolt and returns back to Blazermate, homing in onto her. This heals any allies it passes by including Blazermate with how much it heals on return increased by 25% for every person that gets healed by it. 10 second cooldown. • Holy Word : Salvation (Right Arm) - (Anduin (hots)) Blazermate raises her hand to the sky and conjures a large, bright dome with a radius of 5m. Blazermate and every ally within the dome is immune to all damage while the dome is up (But no other effects such as crowd control, debuffs, or the like), and heal 30% of their hp over the dome's 3 second channeled duration. 80 second cooldown.
• Medabot - Medabots are combat robots. A robotic body means that Blazermate doesn't need to eat, sleep, breath, can survive in most extreme conditions and environments, is immune to poison, disease and being lit on fire, and has greater strength and durability than her frame would have you believe. Medabots also have a built in infinite energy engine that means they can't get tired, never run out of power, never need to recharge, and can use their abilities at their fullest unless damaged. The engine is mystical in nature, as medabots do not run on electricity. Due to being a medabot, spirits affect her differently and tend to act like Parts than full fusions. • Scan (Head) - Blazermate passively analyzes her opponents or allies and is aware of how healthy or damaged they are, and of any weak points she can exploit. Allies can see these weak points visually. Additionally counteracts enemy stealth to a degree. • Flight (Head) - Blazermate can freely fly around thanks to her jet turbines and carry medium sized targets with her, although carrying someone with her reduces her air speed. • Advanced Healing (Medal) - (Robot Medic) Blazermate has fully adapted to the Medigun and its healing powers. - She has a slightly increased base rate of healing. - She now heals people faster if they haven't been injured recently. If they haven't been injured in the last 15 seconds her healing rate is doubled, and its tripled if they haven't been injured in the last 20 seconds. - Blazermate can Overheal people up to 50% of their max HP, generating Uber and proccing healing effects while doing so. This overheal rapidly decays lineally over 15 seconds if the person isn't being actively healed by a Dispenser or Medi-beam. - Blazermate now matches the movement speed of whoever she is healing if they are faster than her. However she still has to actively use this speed. • Robot Strength (Medal) - (The Maw) Blazermate has greatly enhanced strength from ferrying everyone around the Maw. • Resist All Medal - (Item) Blazermate has a 50% resistance to all crowd control effects. • Leaf Cloak Medal - (Item) Blazermate is less likely to be targeted as long as she isn't in the frontline. • Fortify Medal - (Item) Blazermate gives whoever she is healing a very slight defense bonus. • Purgatory - (Item) While Blazermate is in combat, red cracks appear on the battlefield. IF she touches one, a vengeful ghost appears out of the crack and rushes at the closest enemy, chasing them down and exploding upon touching them or another enemy. The crack will then reappear somewhere else on the battlefield.
• Lightweight - Blazermate's ability to fly and glide due to her light frame also make her quite easy to knock around. • Mechanical Lifeform - Since Blazermate is mechanical in nature, she sticks to magnets, and can't use food items or drugs or anything that requires an organic body at all. • Part Compartmentalization - Spirits and abilities Blazermate uses are contained to her various parts. If a part is damaged enough to shut down, Blazermate loses access to all of those abilities until that part is repaired or healed. Likewise, if the part is damaged, the abilities of that part will be reduced in effectiveness when the part is under 35% of its durability. • Corrupt Data (Fixed) (The Suffering) - Blazermate has difficulty with fine tasks regarding the arm, makes her more susceptible to demonic suggestion, and makes her a bit more uncaring or sadistic. • Back Vulnerability (Robo Medic) - Blazermate takes bonus damage if attacked from behind. • Afraid of the Dark - (The Maw) Blazermate hates dark places due to her experience in the Maw. • Wheres my Glasses? (Fixed) (Ingraham) - Blazermate has lower perception without wearing glasses. • No Escape (Shadow Demon) - Weakens the distance traveled and boosting the resource consumption of movement abilities. • Good Things Come to Those who Wait (Anduin) - This increases the casting time on support abilities (or, providing a ramp-up of benefits over time for channeled ones)
Spirits:
The Engineer - Blazermate can manifest the TF2 Engineer, who can repair or create objects within his field of expertise or deploy and repair his buildings below. • Sentry Gun - An automated gun that can be used as cover. Fires at the closest enemy. Does more damage and has more hp as it levels up, and has rockets at level 3. • Teleporter - Has both an entrance and an exit. Both buildings can link and teleport to each other.. Upgrading this building decreases its charge time and increases its hp. If an enemy is sitting on top of the exit and is teleported onto, they take insane damage even if they would normally be invincible. • Dispenser - A building that heals anyone nearby and acts as a crafting station, allowing those with crafting know how to turn scrap or other materials into what they need without needing the required tools; such as a workbench, alchemy lab, ext...
Senator Steven Armstrong A nigh-unstoppable powerhouse wielding superhuman brawn. His attacks, even his grab, are all armored and cannot be intercepted by normal attacks or projectiles. He can perform two massive advancing hook punches, a headbutt that can cause stun, a football kick with high launch power, a running bear grab with reduced turning ability, and a ground pound that causes delayed explosive cracks. The damage transferred to his host is also reduced due to nanomachines. However, Armstrong has a long cooldown to compensate
The Suffering - Undead Controller Robo Medic - Team Healer Ingraham - Drone Healer Abyssal Sun Princess - Commander Shadow Demon - Support Disabler Anduin (Heroes of the Storm) - Support Healer
Rika - 3/5 D Blazermate sparred with Rika in smashville. She views Rika as a novice combatant. Bowser - 3/5 D While Blazermate has been with Bowser the longest, the two haven't really had much 1 on 1 time. Blazermate likes to ride on Bowser and holds him in high regard. She assumes he likes to be a punk by calling himself bad all the time, but views him as a giant teddy bear. She does dislike how he adopts basically every kid he comes across and wonders if hes so nice to her because she views her as his kid. Kamek - 1/5 D Blazermate sees Kamek as the brains of the koopa family, although she isn't too sure what hes into. He seems to act like a grandparent to everyone else. Sectonia - 1/5 D Blazermate likes how pretty Sectonia is and doesn't really care about her haughty demenour. Her actions in combat speak very different volumes to her speech.
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Name: Queen Sectonia
Origin: Kirby Triple Deluxe
All of her gold on her body, including her wings, has become platinum. Her crown now looks like it did in her previous form, but with the 3 spikes instead fanning inwards until they meet, with a green skull gemstone in the middle of her crown. Her eyes have an inner shine like sunlight in them, and her mouth is jagged and shadowy when opened. Her hands now look like claws, with her wrists looking like frilly cufflinks. Her neck fluff is now fluffier and looks of a higher quality. All the hearts on her armor are now made out of a pink crystal, with her breastplate looking more like armor and her shoulders being covered in pauldrons. Her waist has widened a bit, making her less like a wasp and giving her a bit more 'shape' as her top half looks a bit more draconic. Her stinger is longer and made of a mix of marble and platinum. Finally her wings are now platinum as well, with the space between her wings being filled by a starry, shadowy looking membrane as star sparkles pulse through her wings. Her wings now ending in more sharp points instead of rounded ones looking more like a fusion of insect and draconic.
Sectonia is a vain, haughty, regal lady who believes herself to be the ruler of all things beautiful, and that all things should become as beautiful as she is. She loves objects of beauty, such as gold, flowers, and power. She will attempt to make something she finds ugly beautiful than outright destroy it, since at this point she hasn't been driven completely mad by the mirror. Thus while being haughty, there is almost a gentle touch about it. Well, unless your an enemy, then your more her plaything.
A self proclaimed Queen of Popstar, or more formally the realm of Floralia (Soon to be popstar, once the Dreamstalk is complete and the Star Warrior is taken out of the picture.). Sectonia is a powerful mage obsessed with beauty, of both herself and those around her.
While gazing into the magic mirror found on Popstar by one of her minions, admiring her own beauty as her servants started to develop and plant the Dreamstalk. One day a bright glare erupted from the sky, blinding Sectonia as it reflected off the mirror as she and her world was engulfed by the light of Galeem.
Sectonia was found in a strange spot, a kingdom of the undead as a trophy. She soon joined the Seekers and has been accumulating power while journeying with them. While she is weary of a couple of them, she tries to keep them looking prim and proper. She tends to support the others who act like the frontline with her spells and aura effects and supports with her minions as well. She doesn't make friends easy as many view her regallity with scorn, something she has ignored so far as her allies still listen to her rule. She has absorbed one of the Guardians, the Radiance.
Job: Brawler Sorcerer Specialty: Sectonia can identify and cast powerful spells and magic without much difficulty. She is quite durable and will swap to melee from time to time to recharge her mana when out of it. She often summons minions to aid her in battle.
Dual Swords, Dual magic staffs, N'kuhana's Opinion, Pipe of Insight, Omen Mask,
A magical camping set that contains Comfortable bedrolls, Interdiction Torches to help keep away critters, a sophisticated tinderbox, cooking equipment like a spit and a crock pot, a water filter, and even a couple tents. Essential for long-term expeditions most anywhere, especially underground. Items inside scale to their user.
, Trinket Smelter, Symbol of Avarice, Beauty Supplies, 532 Geo, 1622 gold, 1430 souls, Data Rack.
Lv: 12 (holding 4 level ups) EXP: (10/120)
• Blink - Sectonia can teleport short distances in rapid succession. While using blink, a purple after image is left behind for half a second in the position she teleported from. •
- Sectonia can summon Antlers, minions of hers that are bug like creatures. She can summon Blue, Green, Red, and GoldAghs. These are fully under Sectonia's control and listen to her unconditionally, even giving their lives if ordered to. They are magical constructs and have limited autonomy if commanded to do complex tasks.
Blue - (Limit 5) The smallest antlers, they have weak melee attacks but control over ice and frost magic. They can freeze things solid using their ice mist. Has low HP but is fast. Green - (Limit 4) The medium antler. they have moderate melee attacks and control over electrical magic. They fire chains of lightning or balls of lightning. Has moderate hp and speed. Red - (Limit 3) The large antler. they have fairly decent melee damage, a shield that lets them block weak attacks, and power over Fire magic often in the form of a flamethrower that comes from their shield. high hp, moderate defense, and slow. GoldAghs - (Limit 2) The largest antler. they have high melee damage, a strong shield and are nearly immovable. If nothing is in melee range they can cast arcane magic in the form of orbs, but will prefer their melee attacks. Very high HP, high defense, and very slow.
• Divine Lightning - Sectonia can conjure blasts of lightning and manipulate lightning type magic. Lightning blasts are tinted with dark magic, and look purple. • Rings of Light - Sectonia summons magical ornate rings of light. She uses them like buzzsaws, either having them rotate around herself or throwing them like projectiles. Sectonia can conjure and fire up to 2 large light discs at once, or 6 smaller ones. The larger the disc, the slower it is but the more destructive it is. These discs have decent range. Smaller discs will dissipate upon impact, while larger discs will keep going through enemies until they hit a large enough hard object or reach their maximum range. • Summoning Portals - Sectonia waves her hands above her head and summons up to 5 summoning portals in one cast. Summoning portals has a short cast time and each portal can only summon one thing. These portals can summon anything under her command or in her possession, including her minions, objects, her own spells, Strikers, abilities gained from other spirits, or even herself. The more portals she summons, the smaller the portals will be and the smaller the object, minion, or spell has to be in order to fit through the portal. Portals can be summoned within Sectonia's line of sight and can summon anything of hers from anywhere. Portals used to summon Sectonia herself can be made outside her line of sight if someone invokes her name and asks to summon her. She will know who invoked to summon her and she can refuse to make portals in these cases.
• Dark Globule - (Count Bleck) Sectonia launches a globe of void energy from her staff or hands. This projectile can't be defended against and pierces all resistances. • Time Dilation - (Count Bleck) Sectonia can distort the flow of time in a localized area, either slowing down foes or speeding herself or allies up. Slow halves speed of the foe or area, haste doubles the speed of the ally or area. • Chaos Heart (Defense) - (Count Bleck) Sectonia's Defense and resistance to Darkness and Void based effects is greatly increased. Sectonia can place a defensive buff on herself or allies that reduces the damage they take and absorbs the damage they would take until it expires. If the buff is used on Sectonia herself, the effect is amplified. • Chaos Heart (Offense)/(Spacial Shatter) - (Count Bleck) Sectonia has awakened to the offensive powers of the chaos heart. This allows her to control and manipulate Void energy and rip a hole in space-time/reality. This ability needs some time to charge and grows in power and size the longer its charged. When unleashed, the spacial rip is nearly instantaneous and the damage bypasses most defenses. Afterwords, the area is left as a white void for awhile. • Unforgotten Rays - (Radiance) Fires off targeting lasers that become large light beams after a short delay, • Unforgotten Blades - (Radiance) Create vertical or horizontal lines of pure nails either cropping up from the ground or traveling through the air for a set distance. • Unforgotten Smite - (Radiance) Call down a heavy pillar of light that can hunt down its target slowly. • Crystalline Knight - (Agate) Allows the host to manifest a large, double-bladed gemstone greataxe. In addition to being a strong, heavy melee weapon, it can be used as a casting catalyst, and if thrown it can spin through the air like a giant sawblade before flying back to its owner's hands. If it's used to strike the ground, it will create an outcrop of pink crystalline spikes. • Ethereal Gleam - (Lindworm) Unleashes a strong, long-range beam of light straight forward. This ability must be charged by landing light-type attacks • Death Pulse - (Necrophos) Can be cast to unleash a short-wave range of necrotic magic that damages foes and heals allies. This wave appears as a set of skulls that home in on whats nearby, applying the appropriate effect. • Reaper's Scythe - (Necrophos) Sectonia points at an enemy within 10m and stuns them for 1.5 seconds piercing spell immunity. (CC immune targets are interrupted and staggered instead.) as ghostly chains anchor them in place and the scythe of the grim reaper comes down upon them, dealing damage based on how much health is missing. This damage can be reduced by magic resistance. 110 second cooldown.
• Combat Flight - Sectonia can fly, fly well, fly fast, and very easily change direction in the air. Especially for someone her size. • Powerful Mage - Sectonia has a very high affinity for and familiarity with magic. She can detect its usage and even identify magic in use, discerning its effects. She exhibits a great deal of control over her own mastered spells, including potency, direction, and precision. • Regal Toughness - Due to her size and power, even though you wouldn't think someone like her would be tough, Sectonia is extremely tough and can take quite a lot of damage. Likewise as she takes damage, she still keeps up her regal/royal appearance and look until she is heavily damaged. This will make it look like attacks aren't doing anything at all. Things that can actually see damage/health will know shes taking damage however.
• Pipe of Insight - (Item) Sectonia passively takes 40% less magic damage and regenerates hp, while emitting an aura that gives lesser effects to her nearby allies. She can activate the pipe every 60 seconds to create a magical absorb shield around herself and her allies that will absorb a fair amount of magical damage. • N'kuhana's Opinion - (Item) (Smelted) If Sectonia recovers her entire healthbar either by healing or regeneration, she fires a homing green skull projectile passively that targets the closest enemy and deals heavy damage. • Omen Mask - (Item) All of Sectonia's projectiles are tripled when fired. • Moon Shard - (Item) (Smelted) Sectonia has 40% increased attack speed and more night vision. • Symbol of Avarice - (Item) Sectonia has a helmet that looks like a mimic she is unable to wear. This helmet injures the person wearing it over time but makes any spirits they crush into items useful to the person that crushes them. • BFFS! - (Item) (Smelted) The size of minions created (but not Strikers) is increased by 25%, their projectiles deal twice as much damage, and enemies take twice as much damage as usual by touching them. • Ghost Pepper - (Item) (Consumed) A spicy pepper that grants Sectonia fire breath. • Trinket Smelter - (Item) A smelter that can smelt the passive attributes of what is thrown into it, applying their benefits on to whoever is holding it. Has a fairly long recharge period between uses and doesn't transfer 'basic' stats such as armor value or weapon damage. • Wiggle Worm - (Item) (Smelted) Causes projectiles and spells to travel in a from side to side as they fly, making them more chaotic. In addition to being harder to dodge and harder to hit, they also move 40% faster. • Brain Worm - (Item) (Smelted) if Sectonia isn't too close to the target, will caused missed projectiles to hook 90-degree turns to try and hit the instant said projectiles pass perpendicular to the missed target. This can happen once per projectile • Flat Worm - (Item) (Smelted) Increased the width of projectiles and spells, giving them an oblong shape that makes them easier to hit with • Agh's Scepter - (Item) (Smelted) A legendary scepter that upgrades a power. Upgrades Summon Antler to summon 2 Gold Antlers. • Tesla Coil - (Item) (Smelted) Sends up to three beams of electricity to zap foes within 1.5 meters of the wearer for low but constant damage. Nearby minions will auto target foes struck by this electricity. It also can be used to attract metal ores from a small distance away. • Yo, Listen! - (Item) A 'fly' familiar that moves sporadically around whatever area the host is in. If there's a secret or illusion nearby, even if it's unreachable for the host, the fly will hang around that area. It also makes the host a little luckier, slightly increasing the quality and quantity of rewards, but this will be lost if the fly is intentionally killed • Iron Monarch - (Iron Queen) Sectonia is 20% stronger, learns Earth and Nature magic easily, and she gives herself a barkskin shield equal to 10% of her hp which regenerates rapidly until destroyed. • Heartstopper Aura - (Necrophos) Sectonia has a passive aura that causes all enemies within 12m to lose 1.2% of their max health every second. This bypasses spell immunity, but can be reduced by spell resistance. Stronger category spirits have some innate resistance to this ability.
• Air bound - Sectonia doesn't have legs or limbs in general, so she stays airborn unless sleeping. While this doesn't affect her stamina, it does mean she has a difficult time doing anything that requires being on the ground. This also makes her less resistant to knockback like effects. • Haughty - Sectonia has a through distaste for things that aren't beautiful, and is only interested in beautiful things herself. • Large Frame - Sectonia is much, much larger than most other characters and is much easier to hit. • Defense Down - (Count Bleck) Sectonia takes 15% more damage from all sources. • Omen Mask - (Omen Mask) Sectonia's projectiles follow many random patterns when cloned.
Accelerator - Starts very slow before greatly speeding up as it travels. Anti-air - Fires at a 30-degree angle into the air. Boomerang - Fires outward before circling back and leaving the screen behind Omen. Bullet - Rockets across the screen at maximum velocity from start to finish. Crawler - Drops at Omen's feet before sliding towards the opponent along the ground. Decelerator - Flies very fast before coming to a complete stop about halfway across the screen. Dud - Flies out of Omen's hands directly into the ground, about one character length away. Looper - Travels in a circular looping pattern that speeds up as it moves across the screen. Tracker - Homes in on the opponent until it hits or times out, moves very slowly. Wave - Slowly moves in a sine wave pattern across the screen. Wiggler - Moves side-to-side in front of Omen five times before disappearing.
• Rooted Magic - (Iron Queen) Sectonia’s magic is now drawn from the might of the leaving earth, meaning that the further she is from the ground, the slower her energy regenerates. For every meter she is above the ground, any spellcasting she does using her own power is 25% more taxing on her stamina reserves (externally furled casting such as chaos heart magic is exempt). • Earthbane - (Agate) Gives Sectonia an inherent elemental weakness (50%) to electricity and causing her to count as 'earth/ground' for the purpose of additional elemental reactions. • Archetypal Enemy - Causes Sectonia to hate (and take more damage from) darkness. • Critical Darkbane - increases the damage received from dark-type attacks by 50% • Danger Close - decreasing the travel speed of all projectiles by 35%
Spirits: Count Bleck: Bearer of the Chaos Heart Iron Queen: Iron Spellcaster Agate: Crystalline Knight The Radiance: Guardian of the Light Necrophos: Plague Mage Lindworm: Light Dragon
Midna 15/20 - B Surprisingly Sectonia and Midna have a fairly similar view on ruling an empire. Sectonia cares more for aesthetics than Midna and has much more experience than her, and views Midna as an apprentice. Although Sectonia thinks Midna could make herself look much more beautiful, she views Midna has someone to give part of her kingdom to rule under her when she takes over this World of Light.
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Name: Roland "The Black Silence"
Game Origin: Library of Ruina
Appearance:
Roland is overall a good natured man. He as a casual and relaxed denouement which is shown in his attempt to make friends with those who he has to work with and make connections with them, although this can lead to conflict as well. It can be very difficult to tell if this is genuine or not however, as he tends to mislead or obfuscate what he actually knows or what his goals are if they aren't surface level. Even so, he will at least say half truths and wont lie outright. He hates those that gain enjoyment in making others lives miserable, but unless brought into conflict with those people he will work with them willingly as a professional as its "just the way of the city."; this also includes potentially harming those he once called friend if his employer brings the two into conflict and he has enough incentive to do so. Roland is dismissive of bad or good things happening to him or done by him, using the phrase "That's that and this is this.", tending to stay in the moment.
Roland was once a high grade fixer of The City, hired police from a continent sized city. Those that lived in the city were forced into a cycle of pain and suffering to benefit their cruel overlords, and Roland was no exception. One day he would find himself inside what could only be described as a magical library and forced to work there to gather books for the library. This often involved fighting those who entered the library seeking knowledge turning them into books. Eventually after these adventures, he would find this library to be his home and enjoyed the company of those who resided in it. At least until a bright flash, similar the light of the library itself, whisked him away to the World of Light.
Roland has recently joined the Seekers after being a turk under the command of Shinra in Midgar. He is still getting used to the group and this new world which is way, WAY better than his old world.
Job: Color Fixer (Patron Librarian) Specialty: Roland starts fights off weaker than most, but gains great power as he fights and his emotions heighten. He uses the powers of the library to augment himself.
Durendel (named longsword), Shotgun, Clubs, Hammers, Daggers, Shortswords, Greatsword. Hand Crossbow, Special Pistol,
Item obtained: X-Baton The standard-issue cutting-edge weapon of the Neuron police taskforce. Made in part with matter from the Astral Plane, it is capable of damaging Gates, chimeras, and so forth even in the hands of someone who can't see them, and it can also transform. Its standard telescopic baton form is well-suited to quick, dextrous melee attacks that compliment hand-to-hand techniques. Its blaster form can release bursts of blue bolts, either in sequence or as a shotgun blast, as well as large projectile orbs. This adaptability and range comes at the cost of low damage, pretty high spread, and below-average projectile speed. Its gladius form is a heavy one-sided greatsword that can deal lots of damage with its slow swings
Robosaurus Hunter Bundle A full suit of futuristic armor modeled after the apex predators of the ancient past. It provides solid defense and limited EVA operations, as well as better defense against electricity, heat, and dark/void attacks
Level: 6 Experience: 8/60
• Gloves of the Black Silence: Roland's gloves are special and unique making anything he does in combat be completely silent, with only weapon attacks that connect leaving a distorted 'underwater' sound effect for everyone but the person being hit, who will hear it as normal. These gloves act like a pocket space, allowing Roland to store and withdraw items at will including weapons. Weapons drawn in this method are fully loaded and prepared to use if they would have any kind of arming or reload needed as long as he possesses the ammunition needed for them. • Counter: After making his attacks, Roland will automatically counter the next attack or combo attack directed at him with his currently held weapon. If Roland overpowers the attack with his counterattack, he will nullify the enemy attack and deal damage to them as if he had attacked them with a basic swipe of that weapon. If the attack matches Roland's in power, both the attack and counter are nullified. If the attack is stronger than Roland's counter, his counter is nullified and he takes the attack's damage as normal. Ranged attacks work the same way, but Roland will not deal damage if his counter is stronger.
Once Roland has countered that single attack or combo attack, he no longer has Counter until his next round of attacks.
• Furioso After using 9 different weapons, Roland can use this ability. He preforms a long, quick combo swapping between all 9 weapons he has used, striking once with each weapon. Each weapon deals 25% of its actual damage and may proc any other effects it has on its own proc chance. When being used to clash, the combined damage of all MELEE weapons used by furioso is what is clashed with, and if Roland wins the clash, he cancels out the entire attack he clashed with. Win, draw, or lose the clash, Furioso is used and another 9 different weapons must be used before he can use it again. EGO do not count towards Furioso.
• Ink Swell - (Grimstroke) Allows Roland to place an inky shroud on himself or an ally that automatically lashes out at nearby enemies while boosting movement speed. After five seconds the shroud detonates in a small area that deal damages and briefly stun nearby enemies
• Phantom's Embrace - (Grimstroke) Roland summons a phantom that quickly moves towards a target of his choice within 10m, latching onto it when she arrives. Once latched the phantom damages and silences the target while attached. If the phantom lasts its full 5 second duration, she deals heavy damage as she rends the target and returns to Roland, resetting the cooldown of this ability. Enemies can attack and destroy the phantom, ending the effect on them if they manage to kill it. Notable spirits and above deal triple damage to the phantom. It takes 9 attacks to destroy the phantom. 36 second cooldown.
• Nether Blade - (Kassadin) This allows Roland to empower his next melee attack with extra magic damage and a mana restoration effect. It also passively increases the magic scaling on standard physical attacks, making them deal some additional magic damage
• Memories of the Library: Roland has gained access to Abnormality pages, strong buffs that he gets based on his emotion level and what floor he is on. Upon fight start, Roland gains access to the power of a floor of the library he was directly involved with/in. Each floor has its own unique abnormality pages. Roland can choose from a tier 1 abnormality page at Emotion level 1 and 2, a tier 2 page at Emotion level 3 and 4, and a tier 3 page at Emotion level 5. When gaining the power of an abnormality page, When gaining a page, a soft voice of the abnormality acquired can be heard, possibly giving everyone a hint of what power he just gained. Roland is stuck on whatever floor is chosen until his emotion level resets.
Blue pages known as 'awakening' are weaker, but have no drawbacks and are gotten by Roland and his team being in a 'winning' position or having positive feelings about a fight. Red pages known as 'breakdowns' are stronger but have drawbacks and are gotten by Roland or his team being in a 'losing' position or having negative feelings about a fight. Roland will get a mix of blue and red pages based on the ratio of 'winning' or positive feelings and 'losing' or negative feelings. (Except tier 3 pages)
The following floors and their abnormality pages are as such.
General Works Tier 1: - Scars (Blue): Roland takes 10% reduced damage, in addition, every 5th attack is negated. (excluding super attacks.) - Pale Hands (Blue): When Roland attacks the same target three times, on the third attack the enemy takes 25% of the third strike as additional mental damage. - Pulsation (Red): Upon gaining this power, Roland and all allies deal 20% extra damage for the rest of the battle, but take damage if they don't inflict damage every 10 seconds. - Urging (Blue): Roland gains 15% max hp and is healed by that amount and gains 35% speed. - Lies (Red): Roland gains a random amount of attack speed on his attacks, possibly making attacks faster or slower. - Curiosity (Red): Roland's weapons randomly change each swing. Ranged weapons do not require ammo to be used but can only be used once before being forced to swap to another weapon.
Tier 2: - Blood (Red): Roland takes 20% less damage except mental; Enemies deal an extra 10% stagger and mental damage. - Fervent Beats (Red): Roland gains a 50% boost to his attack power, speed, defense, and immunity to mental attacks, psionic damage, and his Stagger mechanic. After 40 seconds, Roland passes out. - Learning (Blue): Roland can copy the last attack used by an enemy once per fight. Roland will temporarily manifest gear or appendages necessary to copy the attack. - Sword of Frost (Blue): When Roland strikes an enemy, frost accumulates on them, reducing their speed by 30%. All attacks against these enemies take 15% of the strike as additional mental damage. - Hammer and Nail (Blue): When Roland attacks with a Pierce attack, a phantom nail is placed upon the enemy. Upon the enemy getting hit by a blunt attack, the nails pierce into the enemy, dealing damage. - Guilt (Red): Roland takes 30% less mental/stagger damage. Roland reflects 30% of all damage taken back to the enemy as mental damage. (This does not reduce or redirect the damage.)
Tier 3: - A Kiss: When Roland successfully attacks twice, the enemy gains a large splinter of frost. Upon gaining 3 stacks, that enemy is frozen for 10 seconds. - Blizzard: All enemies are slowed by 50% as a blizzard buffets them. Weak enemies are frozen. This gradually wears off over 30 seconds. - Leer: Roland deals and takes double damage.
Natural Sciences Tier 1: - Love (Blue): Upon Roland landing a successful attack or dodging an attack, a random ally is healed for 15% of whatever the strikes damage was. - Justice (Blue): Whatever enemy dealt the most damage to Roland and his allies recently is marked as the 'villain' and takes 20% more damage from all attacks. - Hate (Red): After taking damage three times Roland takes an additional 10% mental damage from the last attack, but gains 10% Power and Speed for 10 seconds. - Blessing (Red): After taking damage, Roland gains 50% resistance to that damage type. This changes when Roland is attacked by an attack of a different damage type. - Despair (Red): When an ally is critically injured, all allies gain 30% Power and Speed, and all enemies take 10% more damage for 30 seconds. - Blades Whetted by Teardrops (Blue): Upon a successful hit with a Pierce attack, Roland deals 25% of that strike as bonus damage that bypasses defense and resistances. (but not immensities)
Tier 2: - Intemperance (Blue): On every 4th attack, Roland can't lose a clash using that attack, only win or draw. (Doesn't work against Super attacks.) - Road to Happiness (Blue): Roland gains 10% defense if he successfully blocks, dodges, or deals damage for 10 seconds. - Greed (Red): If either Roland or an enemy lands a solid attack on each other, whoever landed the solid attack deals an additional 30% damage and is healed by that additional amount. - Wrath (Red): Roland goes into a berserk stance, ignoring allies but gaining 40% extra power and speed. - Companion (Blue): If there is no "Companion" present the first enemy Roland attacks upon getting this power is marked as the "Companion", If Roland finishes off the Companion, all allies gain 20% speed for 10 seconds, are healed for 50% of the strike that finished it off, and Roland fully recovers stagger. - Magical Girls (Red): If Roland's attacks are blocked or dodged 5 times after this power is acquired, Roland gains a 50% increase in defense and is immune to status effects. All enemies that attack Roland have their defense dropped by 10% as corrosive shadow sticks to them for 10 seconds.
Tier 3: - Acidic Sludge: All enemies take 35% increased damage from all attacks and are slowed by 50%. This effect gradually wears off over 50 seconds. - Void: Roland chooses a single weapon; for the rest of the fight he can no longer use any other weapon but gains an increase in his strength and defense based on the weapon's size. (up to 50%) - Nix: If Roland has Hate, Despair, Greed and Wrath, all enemies deal 30% less damage, take 30% more damage, are slowed by 50%, and these pages lose their drawbacks.
Language Tier 1: - Prey (Blue): The first enemy attacked by Roland is marked as 'Prey'. All allies deal 20% additional damage to the marked Prey. - Vengeance (Red): Roland gains strength based on how much damage he has taken in the past 30 seconds, gaining strength based on the amount of damage taken. (up to 40% strength) - Claws of Savagery (Red): Every time Roland takes 25% of his health after acquiring this page, Roland goes invisible and invincible for the next attack he deals. This attack deals 20% additional damage and causes the enemy to bleed. - The Role of the Wolf (Blue): Roland gains 20% strength when using Counter. Upon countering an attack, the enemy loses 15% defense for 10 seconds. - Fear of Water (Red): Roland causes his enemies to bleed for each attack he deals, and gains blood. Blood deals damage to Roland but gives him 20% strength. - Vampirism (Blue): Roland deals 10% extra damage and heals that amount upon attacking a bleeding enemy.
Tier 2 - Ruddled Welts (Red): The closer to death Roland is, the more strength he gains, up to 50% at 25% health - Instincts (Blue): Roland gains 5% strength. On every third attack that lands, Roland gains 15% of that strike as healing. - Absorption (Blue): Whenever an enemy is defeated, Roland heals for 20% of his health. Additionally Roland gains temporary strength upon being healed for a significant time based on how much he was healed as a % of his hp. (1% strength for 1% of his hp, max 60%) - Laughter (Red): Whenever Roland takes damage from 2 attacks, he lets loose a horrifying screech, dealing 15% of the currently held weapon's strike damage as mental damage to all enemies that can hear him, and reducing their damage dealt by 10% for 10 seconds. - Mountain of Corpses (Red): Roland absorbs the agony of those around him once upon acquiring this card, gaining damage, defense, and speed based on the health of everything around him (enemy or ally) for the rest of the fight. Things closer to death give a higher value. (up to 10% per target, max 40%) - Wine (Blue): Upon defeating an enemy with Bleed, Roland and his allies are healed for 40% of the final strike's damage and Roland gains Blood; Roland no longer takes damage from Blood.
Tier 3 - Goodbye: Every third attack from Roland deals double damage. A sinister "GoodBYE' can be heard when this triggers. - Hello?: Every third attack, Roland is healed by the damage that attack dealt. A confusing "HellO?" can be heard when this triggers. - Shell: Roland is immune to mental/psionic damage and effects and can't be staggered.
Social Sciences Tier 1 - Torn Off Wisdom (Red): Roland chooses a weapon, he can no longer use that weapon but gains 10% speed. - Gleaning (Blue): Upon attacking an opponent that is healthier than Roland, Roland deals 10% extra damage and heals for that amount. - Rake (Blue): After Roland hits an enemy with a massive attack, lock their ability to use a single attack for a minute at random. - Cardiae (Blue): After Roland hits an enemy with an attack, he gains 20% speed for 10 seconds. - Timber (Red): When Roland attacks a target stronger than him, he gains 20% strength against that enemy. - Courage (Red): Roland gains extra Strength and Defense based on how many allies he has with him, up to 20% strength and defense at 4 allies. For every ally below 4, reduce this amount by 10%. (if 2 or less, Roland loses 10% strength and defense per person under 2, up to 20% lost if alone.)
Tier 2 - A Warm Heart (Red): If Roland is above 70% of his hp, he gains 20% strength - Home (Blue): Numbers appear above enemy heads. If attacked by Roland or his allies in that order, each enemy takes 15% additional damage from said attack. Resets 10 seconds later after all enemies are attacked or an enemy is attacked out of order. - A Road Walked Together (Blue): If Roland or an Ally take an attack meant for someone else, increase their strength and defense by 20% for 10 seconds. - Power of the Past (Red): Roland loses 10% speed but gains 40% strength. - Oblivion (Red): Once per battle, Roland can put himself or an ally into stasis for 10 seconds, making them invincible but unable to act while in stasis, then healing them to full when stasis ends. - Emerald (Blue): Once per battle, Roland can seal an enemy attack, making them unable to use it for the rest of the battle.
Tier 3 - False Present: Roland and his allies gain 30% strength and defense, but take 25% more mental damage. - Magic Trick: Once per battle, Roland instantly recharges and uses all EGO pages at once. - Powder of Life: If Roland or an ally would take lethal damage (before abilities), that attack is nullified and that person heals 20% of their hp. This can only activate for each person once per battle.
Philosophy Tier 1 - Watchful Eyes (Red): Roland is immune to power draining moves, redirecting them to allies and gains 20% strength. - Eternally Lit Lamp (Blue): Anything Roland attacks will be forced to attack him back unless under the effects of another taunt move for the next 10 seconds. - Small Flutters (Blue): Roland gains 20% speed. If he dodges an attack, he gains 20% strength on his next attack. - The Weight of Sin (Red): If Roland misses an attack, he takes 10% of the strike as damage and gains 20% defense and strength for 10 seconds. - Long Arms (Blue): Roland is immune to damage from status effects. (Progresses the story of Apocalypse Bird) - Big Eyes (Red): Roland takes 15% more damage from attacks, but heals for 15% of the damage dealt with his attacks. (Progresses the story of Apocalypse Bird)
Tier 2 - Salvation (Blue): Roland gains 10% strength against faster opponents. If the target is under 25% hp, seal an attack while they are under 25% hp. - Punishment (Red): Upon taking damage, Roland gains 30% strength on the next attack against that foe. - Punishing Beak (Blue): Roland deals bonus damage with attacks the longer he hasn't been attacked, up to 40%. - Judgement (Red): Roland, All enemies, and all allies gain 1 Sin every 10 seconds. Whenever someone reaches 5 sin, sin is removed and they take damage that bypasses defense (But not immunities). Anyone can attack someone else to transfer their Sin to them. - Tilted Scale (Blue): Upon Roland attacking the enemy with the most health, the ally with the least health is healed for 20% of the strike's damage. - Small Beak (Red): Whenever Roland takes damage, gain 10% strength for the next attack. (Max 20%) (Progresses the story of Apocalypse Bird)
Tier 3 - The Beast: If Roland has Long Arms, Big Eyes, and Small Beak, anything that is attacked by or attacking Roland are unaffected by power gain or loss (except by this ability), both offensive and defensive. All enemies deal 30% less damage and Roland emanates a damaging aura of dread that procs Big Eyes on each foe hit. (Finishes the story of Apocalypse Bird, can't be taken if Long Arms, Small Beak, and Big Eyes haven't been taken.) - Guardians of the Forest: All allies gain 15% speed, 15% strength, and 15% defense. - Peace: When there is no "Intruder" present, the first enemy Roland attacks becomes the intruder. The intruder takes 10% extra mental damage from each strike that hits and deals 20% less damage.
• EGO Pages Upon reaching Emotion level 3, 4, and 5, Roland can choose from a pool of powerful EGO pages based on the floor he is fighting with. These are special attacks that can only be used every once in a while. When using an EGO page, the immediate area warps to that of the Abnormalities book, Roland gains a new outfit for the duration of the EGO as well as a weapon that he can use for a single attack. (This bypasses any weapon restrictions). EGO labeled as Mass are AoE attacks that hit all foes in an area, but do not benefit from debuffs that would be inflicted by Abnormality pages or buffs that would be applied after an attack lands. Enemies can use their own attacks to clash with mass attacks or dodge/evade, but can't counter attack them. Once the attack is used, the area stays transformed for 10 seconds before turning back to normal (At which point any buffs or debuffs caused by EGO pages also disappear). Roland can only use 1 EGO page at a time, and must wait for the area to go back to normal before he can use another one if he has one. Weapons gained via EGO pages aren't counted or included for Furioso or any other ability
Wrist Cutter (Mass): Deals an above average amount of damage to all enemies as they are drowned in corrupted blood. Removes all offensive and defensive buffs from enemies hit. The area turns into the inside of Bloodbath. Aspiration (Mass): Deals a heavy amount of damage to all enemies as Roland blasts them with his life force. Roland loses half of his current HP and all allies gain 10% strength. The area turns into a flesh cave. Marionette: Deals a large amount of damage to a single target as Roland slashes at them with a large blade. Roland is 20% slower. The area turns into a dilapidated schoolhouse. Frost Splinter: Deals below average amount of damage to all enemies as a cold wind blows. Enemies are slowed by 20% and take 20% extra damage. The area turns into a frozen palace with an ice throne. Remorse: Deals below average damage as Roland pounds nails into the target with a massive hammer. Attacks 3 random opponents. Each opponent deals 10% less damage, is 10% slower, and takes 10% more damage, this can stack if more than 1 hit a single opponent. The area turns into an opulent church.
In the Name of Love and Hate (Mass): Deals a large amount of damage to all foes as a giant laser is fired from a heart shaped portal summoned behind Roland. The area turns into a cityscape with slight dark purple fog. The Sword Sharpened with Tears: Deals moderate damage to a single foe as Roland thrusts a rapier at them. Dealt from Ranged and its damage bypasses defenses. The area turns into a starlit cityscape with various swords sticking out of the ground. Gold Rush (Mass): Roland dashes at all opponents by going through a series of portal tunnels. Deals below average damage to each and Roland gains 10% strength for each enemy hit. (Max 50%). The area turns into a golden opulent throne room. Blind Rage (Mass): Deals a large amount of damage to EVERYONE as Roland smashes the ground, causing waves of corrosive sludge to radiate outwards. Will be chosen and used if Roland has Wrath. The area turns into a nature scape with some urban waste. The Jester of Nihil (Mass): Deals a moderate amount of damage to all enemies as Roland lets out a blast of void. if Roland additionally has Void, reduce their speed and damage dealt by 40%. The area turns a black and white church with the symbols of all 4 magical girls around.
Crimson Scar (Mass): Roland deals a moderate amount of damage to all enemies in front of him by pulling out and rapid firing two shotguns. The area turns into a dark moonlit forest. Cobalt Scar: Roland attacks the opponent with a flurry of blows of very low damage. These deal no damage and attacks used to parry them aren't expended. Roland then howls, dealing damage to the enemy based on how many blows landed. The area turns into a blood moonlit forest house. Smile (Mass): Roland vomits a ton of corpse ichor from a large sword, dealing a low amount of damage to all enemies and reducing their damage dealt by 20%. The area turns into the inside of a decaying military corridor with rotting flesh and blood clinging to the walls and floor. Dipsia (Mass): Roland unleashes needles of blood that deal a large amount of damage to all enemies. Roland is healed a small amount by each enemy hit and gains 10% strength. Enemies gain 10% strength but also start bleeding. The area turns into a blood red landscape with a blood red sky and a red castle in the background. Mimicry: Roland slashes with a scythe formed from his hand, dealing very heavy damage to a single target and healing himself for the damage dealt. The area turns into an overrun containment unit with various large fleshy growths of eyes and teeth about.
Harvest: Deals above average amount of damage to a single target as Roland fires out a sharp eldritch barb as a hook then rushes them with his rake claws. This does 10% more damage for every nearby ally. The area turns into a wheat field. Lumber: Roland strikes a single target multiple times with a mighty axe, gaining extra damage on each successful hit to the final blow. Each hit deals below average damage and the last hit inflicts Bleed. The area turns into a bright forest. The Homing Instinct (Mass): Roland drops a house on a group of enemies. This does a below average amount of damage and If at least 1 enemy takes damage, Roland and his allies gain 10% strength. The area turns into a bright grassland with a golden brick road leading to a city of emerald. Faded Memories (Mass): Roland attacks with a blast of light that deals below average amounts of damage to every enemy. It at least 1 enemy takes damage, Roland and his allies gain 10% strength. The area turns into a decrepit ruin filled with emerald mist. False Throne (Mass): All allies have their debuffs removed. This attack deals a moderate amount of damage to all enemies as large magical emerald crystals crash into them. The area turns into an emerald throne room.
Lamp (Mass): The room goes dark and a single light breaks the darkness. This deals below average damage to all enemies and they can't benefit from buffs. The area turns into a dark forest with a bright yellow light. Justitia: Roland forces an enemy to confront their sins. Deals very heavy damage that bypasses resistances, however the initial hit is moderate. The area turns into a dark forest with a bright yellow light. Beak: Roland punishes opponents with a beak-like weapon, dealing low damage and increasing his strength by 20%. The area turns into a dark forest with a bright yellow light. Twilight (Mass): Roland attacks all enemies with bolts of twilight coming from Apocalypse Bird. Deals moderate damage and slows enemies by 10%. The area turns into a very dark forest with almost no light, with the only light emitting from a large creature looking over the battlefield. Apocalypse (Mass): Roland summons the mighty claw of the Apocalypse Bird that slams down, crushing a group of enemies and dealing heavy damage. This damage is increased if the enemies have low health and if Roland has high health. The area turns into a very dark forest with almost no light, with the only light emitting from a large creature looking over the battlefield.
• Emotion Level: Roland starts a fight at 0 emotion level, going up to 5. Roland gains emotion level when he clashes his attacks against enemy attacks. Roland must clash 1, 2, 3, 5, 8 times win or lose for each level relatively. Emotion based effects and attacks can modify Roland's emotion level as well, however Roland can never lose emotion levels in a fight. Each time his emotion level goes up, Roland gets 10% stronger, faster and more powerful. Other abilities are tied to this directly. Roland's emotion level resets to 0 if there is a rest period between battles. • Distortion Mask: The mask Roland wears in combat distorts the perception of foes. This makes it more difficult for enemies to notice him and easier for them to forget he is even involved in the battle. Enemies he fights will not remember he was fighting them after a fight. • The Black Silence: Roland has honed and augmented himself for years to become one of the strongest fixers in the City, a Color fixer named The Black Silence. Roland has superhuman reflexes, agility, and skill with higher than average strength. He is incredibly proficient with all types of weapons both melee and ranged and can learn how to use new weapons instinctively. Roland can deflect small ranged attacks if his currently drawn melee weapon attack is stronger than them. Finally, Roland has seen horrific things no mortal is meant to see, making him immune to horrific things, cognitohazards, and other such memory altering, fear, stress, or insanity causing mental effects. •
Booking When Roland is involved in a fight and him or his allies defeat an enemy, instead of turning into a spirit, page-like will o wisps envelop their spirit and turn them into a book instead. Books act like spirits in most regards; you can absorb them or crush/destroy them like any spirit. The differences being,
Books do not expire on their own.
Books can be read to get an understanding of the booked person's personal history and dreams
Books will be fancier based on the rank of the spirit.
If a foe is defeated that is a composite of multiple spirits, each spirit will split from the main foe and form their own, damaged, books. Damaged books act like normal books, but have some information missing or a fewer choice of items. The main foe will form into a book as normal.
Books can be 'burned' to retrieve items from the spirit instead of being destroyed like a normal spirit, with the item being a choice of equipment the spirit used/wielded instead of a random item.
A resurrection spell can be cast upon the book to revive the spirited person. This can only be done once and if defeated again, they will not turn into books.
Guardians can not be booked.
• Slow Start: Roland is weaker than other combatants when starting out a fight, getting to roughly the level of opponents around emotion level 2, 3, or 4 based on their strength, with bosses possibly being stronger than even 5. • Mental Weakness: Roland is weak to psionic attacks or attacks of the mind, especially ones that stir up negative emotions in him thanks to the horrors hes seen. He is also weak to anything that can force him to 'swap sides'. • Stagger: As Roland takes damage, he loses mental fortitude. When it bottoms out, he is stunned for a moment and takes double damage from all attacks while in this state. When he recovers, his mental fortitude is fully restored. Roland can regain some of this mental fortitude by evading enemy attacks. • Weak Early Game: (Kassadin) Roland starts every battle with a 20% mobility and defense penalty that decays to 0% over 30s • Glass Cannon: (Grimstroke) Decreases max health, physical defense, and magical resistance by 10%.