@Oddsbod Sorry for the late response (really busy with work and RL), but me and my co-gms enjoy the idea. I just want to know more of his fighting style rather than one ability.
@Mr Allen J Oki doke, got a sheet draft finally squared away. It's pretty rough, but I think it nails down the bases of who/what this character is.
Askin La Askerorre
⦋ 20 (Chronologically: 1020) || Genevieve || Male ⦌
APPEARANCE & PERSONALITY
APPEARANCE
Have you ever seen that episode of Spongebob Squarepants where Spongebob tries very hard to get admitted to the local tough guy bar, but is denied and told to try the neighboring Weenie-Hut Jr’s instead? Askin wouldn’t bother asking—he is perfectly aware of his natural place at Weenie-Hut Jr’s. Topping out at 4’11” with a rather petite body and inoffensive thin shoulders, Askin La Askerore is a thoroughly nonthreatening person. A little upturned smile lingers around his face, and his blue soap-sud eyes are framed by heavy eyelids and thick black lashes. His messy blond bob catches lots of yellow light, and dangling gold earrings hang from either ear, three on the left and four on the right. When he moves, they make a fun little tinkling sound, which he appreciates.
Askin takes advantage of the difficulty opponents might have in understanding and adapting to his techniques, so he uses a large gold-and-indigo cloak to mask his hands, body, and the little bronze containers his powers rely on. Underneath, he wears very simple clothes, and largely prefers to go barefoot.
PERSONALITY TRAITS
■ Sweet as a button ■ Is happy if you’re happy ■ Carefree, and it takes a lot of effort ■ Lots and lots of wanderlust ■ Vain ■ Really vain ■ Extremely vain ■ Too trusting ■ Falls in love very easily ■ Is manipulated very easily ■ Probably a bottom ■ Puts all his insecurities and fears in a little tiny box, then puts away the box and never ever ever looks at that box again
BACKSTORY & MOTIVATION
Askin La Askerore was born to the long lost kingdom of Genevieve, and on the day of his birth the planets aligned, the moon was at its peak, and—so they say—seventy ravens gathered from distant lands to witness baby Askin’s birth. This is because Askin La Askerore was the Chosen One. It was a Very Big Deal.
From an early age, he was raised with love and care, and it shows. If you look at him, even today, you can tell that this was a boy who was raised with love. And when he turned ten, his parents told him his spectacular destiny. They armed him with a magic shirt and magic sword and told him he had to find his own way, and prepare for the day he would fight the Seven Golems of the Sacred Night and the Wizard of the Sledgehammer. This was dictated by Prophecy, you see, and neither Askin nor his family, nor the city of Genevieve were one to argue with Prophecy.
So Askin set out. Because of his unique birth, Askin possessed an enormous amount of ki from an early age, and his childhood injuries healed easily, and if he needed to outrun danger, he could outrun danger. His parents had told him he had to train as a warrior, but Askin quickly found the people he ran into were much more fun and interesting and enjoyable to be around than any old training regiment So he put it off, and concerned himself with what amounted to a long string of many, many sidequests, pointless menial tasks like saving pets in trees, tracking down lost heirlooms, and once or twice filing someone’s taxes. He made decent money, as one often does on sidequests, but failed to significantly level up or advance the plot. So to speak. He would always make sure to write home, whenever he could, and if he decided to spend a night with his parents he could be sure a warm and happy meal would be waiting for him.
One day, of course, he bit off more than he could chew. A traveling sorcerer offered him a game of chess with a fabulous prize should he win. Askin, not suspecting anything amiss, agreed, and utilizing a surprising and unexpected talent for chess was able to successfully defeat the sorcerer. His prize: an eternity within an enchanted lamp. With five Words of Power, Askin was sucked away, he found himself falling through clouds and empty sky and rushing air until, finally, he struck the ground. He was trapped.
For a thousand years, Askin wandered a lonely sandbar in the middle of a beautiful, tropical ocean. In the sky above, he sometimes saw faces. That sky was very turquoise, and beautiful to look at. Askin spent years looking at it. The air of the island in the lamp was calming and sweet and smelled of sea salt. His mind drifted away from him in that lamp. It was like being caught in the half-second between deep sleep and stirring awake.
Then, one day, at a museum somewhere in London, someone pried open the lamp and Askin was free. It took him a month to understand what had happened. To catch up by just a tenth of a percentage on what this brave new world as like. And he realized, now, he was free, really free! Totally, wonderfully free! Askin could go wherever he wanted, see and be whoever he wanted, live any kind of life he chose, and Prophecy could go eat a dick!
It hasn’t totally hit him yet that everything he ever knew is gone. You might sometimes catch him make reference to introducing you to his parents, or a marketplace in Genevieve where he and his friends used to play. Askin is very good at brushing these aside though, and quickly stuffing them down that tiny and problematic box, the one where he puts annoying things like that. Askin has never once inquired to the ultimate destiny of Genevieve. He did, however, once scan a map, and notice that an enormous lake now lies where his city used to be. That was enough for him.
There is maybe some part of Askin that is hollowed out and disappointed, not just subconsciously, but consciously. He failed. He failed. He avoids at all costs thinking about the people who are probably dead because he wasn’t there, and has never subjected himself to learning the exact number. It is possible, if you were spying at him late at night, that you might see him awake, and if you stayed awake with him you would see it sometimes takes a very, very, very long time for Askin La Askerore to fall asleep. He is a person filled up by ‘if only’s, and maybe that’s why he made himself a Nomad, a hero, someone who will be thrust into situations of bravery and heroism and given a hundred chances to turn ‘if only’s into reality. He would never admit this, but maybe he’s not as free as he thinks he is, and maybe that was his own doing this time, not destiny, not Prophecy.
But at the same time, Askin is legitimately happy. He might feel a bit confused sometimes, occasionally struck be enormous feelings of disappointment and miseryat the same time he’s feeling joy and excitement and love, and all at once he just doesn’t know what to do. He doesn’t try to probe deeper into this emotional and psychological quagmire though. When all is said and done, Askin is just happy to be alive (that’s what matters, right?) and would probably consider himself well adjusted and mentally healthy, if you asked.
There is a part of him that goes out to tournaments and Nomad gatherings because he knows there’s so much history to catch up on, and being in the middle of great crowds from all over the world is a great way to learn. There is another part of him that is excited at meeting new friends. There is yet another part that is deeply lonely and hopes maybe one of these random strangers will hold him in their arms and tell him everything that ever was and ever will be is going to be a-fucking-okay. And then, another part, this one telling him to go be a hero, go help people, act like a Chosen One for once in your life, Jesus Christ. Mostly, he only really listens to the first two. Askin kept with him the magic lamp. From its strange design and powers, he learned a great many things.
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
You will likely underestimate Askin due to his diminutive appearance, and assume he isn’t much of a fighter. If you do, you would be right; Askin is a shit fighter, and probably always will be. He has little patience for technique or repetitive practice, and often annoys people who try to teach him. Despite being born with massive inherent ki, he never worked to train or improve it, and never learned to use it in conjunction with martial arts. As is, by the time he became a young adult, he has maybe a shade more ki than you’d expect from a good Nomad, but with no combat prowess to back it up.
Instead, Askin relies on the knowledge he learned studying his lamp. Based on its design, he created fifteen powerful brass seals into which he can trap items, injuries, and attacks, then release them at his discretion. He supplements this by concentrating ki into specific body parts to take hits easier, as well as a form of flash stepping where he momentarily spikes his speed by concentrating the ki in his feet. These are amateur abilities, of course, all power and zero technique.
It's possible his many, many centuries trapped in the lamp did something to his head, because Askin seems to have an unhealthily high pain threshold (and difficulty recognizing when he's being seriously hurt), and is prone to zoning out. One of these can be helpful in fights, sometimes, while the other can get him knocked flat on his butt.
Through an unknown ability, Askin has also achieved what seems to be a very close approximation of immortality, and often surprises opponents by soaking up their attacks when they expect him to be crippled. However, Askin can’t regenerate at a speed that’s effective in pitch combat, so disabling the legs and arms will knock him very firmly out of a fight.
However, with these unique sealing/unleashing abilities, careful employment of sudden dodges and flash steps, and a strange ability to ignore what should be mortal injuries, Askin can be an extremely difficult creature to pin down due in a fight.
SPECIAL MOVES & TECHNIQUES
■ Punch
Askin unleashes a normal, mildly ki-infused punch. It’s okay, you guess?
■ Punch(?)
Askin unleashes a devastating ki-powered punch of wall-wrecking power. (2/2)
■ Winter’s Whack
Askin releases a terrible winter that freezes up everything in front of him. (1/1)
■ We Were Megadozing
Askin is able to set loose a terrible exhaustion on his target. (1/1)
■ A Waking Dream
Askin shares a happy and wonderful dream with the target, filling them with the strong feeling that everything is good and right in the world, and visions of their happiest moments and deepest hopes will swim before them. Not a traditional combat technique, but it can easily distract someone in a fight. (2/2)
■ An Unspoken Nightmare
Askin shares a terrifying nightmare with the target, filling them with everything they’ve ever doubted about themselves, and ever dark future they fear will come to pass. Not a traditional combat technique, but it can easily distract someone in a fight. (1/1)
■ The Disgraceful Grace
Askin releases a spinning whirlwind of fifteen vicious swords, slicing outwards like an unfolding flower. (Please don’t take the swords though Askin needs them, if you could give them back after the fight that would be great thanks.) (1/1)
■ Air Apparent
Askin sets loose an enormous windstorm, which can propel him to safety or hurl all his surroundings backwards. (2/2)
■ Bopping Clapchains
Askin hurls out a sudden, enormous tangle of ki-infused handcuffs and restraints, capable of tangling up enemy fighters and interfering with their abilities. (1/1)
■ The Imprisoner
Askin can quickly and in the heat of the moment negate a single incoming attack entirely, though he can only do this (4) times. How long it stays imprisoned is proportional to how much time and what kind of setting he was in while performing the imprisoning ritual. In the heat of battle, Askin can only imprison something for about a minute. Afterwards, to imprison any more attacks, he must free up slots with his Unleasher.
■ The Unleasher
Askin unleashes an attack that he’s imprisoned. If he doesn’t quickly unleash it, it will burst free of its own accord within about a minute
■ The Not Just Yet Blues
Askin hides away a target’s injuries and pain. Whatever he hides away with Not Yet! is contained proportional to how much time he had to manage the containment—generally, in the heat of battle, he can only bottle away the injuries for about two minutes. Injuries will always be returned to the person they were original inflicted on. The Not Just Yet Blues can only be used if there are available Imprisoner slots.
■ Superspiritual Sabbath
Askin hides away another living person within one of his seals. A person can only be hidden away willingly, as once inside they can break through at any moment if they wish. This can be a useful away of protecting someone who’s been grievously injured by insuring their injuries don’t get any worse. Hideaway can only be used if there are available Imprisoner slots
■ [Passive Effect] Prisoner in Paradise
Askin cannot die, and his ki energies can’t be disrupted. Injuries take a long time to regenerated, however, so he can still be crippled in a fight.
SUPER MOVES
■ The Genie in a Bottle
Askin opens up his magic lamp, releasing the secret light he hid away inside it, as well as a powerful demon with which he’s brokered a contract. The demon will fight for him for one day, unleashing terrible displays of strength and power, while the wonderful light will explode into Askin’s body, immediately healing him and anyone nearby he wishes healed of all injuries. This move can only be done once, ever.
■ The Prisoner in the Lamp [Move Name Here]
A move that can only be done if the lamp has been opened up and the demon and the light set free. Askin can trap one person inside the lamp, just as he was once trapped, and there is no way to escape once inside unless someone outside decides to open the lid. Askin has to maintain five seconds of physical contact, however, with the person he’s trying to trap, and successfully speak the five mantra-words of containment.
WEAKNESSES & LIMITS
Askin’s greatest weakness is that he isn’t a trained fighter. He does not understand technique, his ki manipulation is extremely simple, he is physically weak, and all in all doesn’t take fighting nearly as seriously as many nomad’s much, much stronger than him. His abilities are extraordinarily versatile, but they all rely on gaining abilities from friends outside of battle, or clever use of an opponent’s power within a battle—ultimately, Askin has no true power of his own. Askin doesn't have any good way to get around someone who just has significantly more speed and power than him, and if a person can avoid all his attacks and act to quickly for his Imprisoner, there's not much he can do.
He is on a weird sort of position where if matched up against someone attractive he might try extra hard to show off, or they might be able to just convince him to give up--either is completely likely.
Standard After-Battle Quote
Hey, so, are you doing anything later?
Default Win Quote
Oh shit, I actually won.
Lose Quotes
"Uh that was really fast what just happened." (vs Jaden) "Hey that was pretty cool! I pirate like all my music but I would totally support you on soundcloud or iTunes if you want." (vs Justin) "Back in my day we were pretty excited about concrete. Concrete was cool. That was the hot new invention of the time. Um. Nice job. Guns are cool too." (vs Seven-Seven) "Oof, maybe God really is on your side." (vs Sage) "Wow, I think you just broke all my bones—and my heart haha ha um ha, sorry I'll just stop nevermind." (vs Brooke) *Punched into wall, can't speak, but maybe gives a thumbs up or something* (vs Brenda) "Topless is a good look for you." (vs Billy)
@Oddsbod Okay, I extensively discussed Askin with my co-gms (more than ever before, in fact!), and we have shared opinions.
We think Askin is a great character but, we think that his special moves could really use a bit of reworking. My main thing is that they seem more like RPG moves, than attacks you'd see in a fighting game (or even an anime). Even though this RP isn't what you would call the most "anime" or "fighting game" RP in the world, he kind of sticks out compared to the other characters (who fit that theme much better). He has like status debuffs, and healing moves. I'm not saying that everyone has to be a badass karate man, but I kind of want to maintain a certain thematic here. Having moves that heal himself, trap enemies, and illusion moves go against that.
We also agree that his special moves in general are a bit confused and all over the place. His moves don't seem to fit into any kind of thematic tbh, and they don't really convey that he's the chosen one. I just can't see his fighting in action. I also think he's a bit overpowered that he has access to all these moves. He just seems that he has a bit too much. I mean, he can steal attacks, has illusions, status effects, can trap enemies (and restrain them), three projectiles (one even gives him extra mobility), two melee attacks, and has a demon. It would be okay if he had one or two of these, but he has all of them. It doesn't work that his weakness is that "he isn’t a trained fighter" when he has access to a variety of moves that more than make up for it.
All that said and done; I have some idea that could make Askin's fighting style be more in line with the other characters. I think he would be a bit more interesting to see in action if you focused his special techniques around the lamp's ability to copy other people's attacks (Or as you call it, The Imprisoner, and The Unleasher). Since that's probably the one thing that would revolve around a character's kit around in a fighting game. Give him the ability to store a few attacks inside that magic lamp of his, and use them against his opponents. And boom! You have yourself a fighting style not too out of place in a fighting anime, and it fits his chosen one theme much better.
I would just drop the other special techniques. Because, tbh, they're redundant if you focus on copying other attacks, and they don't gel with the thematics of the rp.
What about having the genie in the lamp fight for him that flows with his copycat abilities? Like, for example the person in the lamp gets pissed that you're shoving and spewing things out of his home. There should be an, erm "meter" that charges up each time he utilizes imprisoner and unleasher. Once it maxes out, he can use the genies moves temporarily before it goes back to being sealed in the lamp.
How does that sound with the thematic? I mean, he does have that genie stuck in the lamp, so instead of using him up forever, why not use him multiple times after charging up to unleash that ability?
@Oddsbod Okay, I extensively discussed Askin with my co-gms (more than ever before, in fact!), and we have shared opinions.
We think Askin is a great character but, we think that his special moves could really use a bit of reworking. My main thing is that they seem more like RPG moves, than attacks you'd see in a fighting game (or even an anime). Even though this RP isn't what you would call the most "anime" or "fighting game" RP in the world, he kind of sticks out compared to the other characters (who fit that theme much better). He has like status debuffs, and healing moves. I'm not saying that everyone has to be a badass karate man, but I kind of want to maintain a certain thematic here. Having moves that heal himself, trap enemies, and illusion moves go against that.
We also agree that his special moves in general are a bit confused and all over the place. His moves don't seem to fit into any kind of thematic tbh, and they don't really convey that he's the chosen one. I just can't see his fighting in action. I also think he's a bit overpowered that he has access to all these moves. He just seems that he has a bit too much. I mean, he can steal attacks, has illusions, status effects, can trap enemies (and restrain them), three projectiles (one even gives him extra mobility), two melee attacks, and has a demon. It would be okay if he had one or two of these, but he has all of them. It doesn't work that his weakness is that "he isn’t a trained fighter" when he has access to a variety of moves that more than make up for it.
All that said and done; I have some idea that could make Askin's fighting style be more in line with the other characters. I think he would be a bit more interesting to see in action if you focused his special techniques around the lamp's ability to copy other people's attacks (Or as you call it, The Imprisoner, and The Unleasher). Since that's probably the one thing that would revolve around a character's kit around in a fighting game. Give him the ability to store a few attacks inside that magic lamp of his, and use them against his opponents. And boom! You have yourself a fighting style not too out of place in a fighting anime, and it fits his chosen one theme much better.
I would just drop the other special techniques. Because, tbh, they're redundant if you focus on copying other attacks, and they don't gel with the thematics of the rp.
Mmh, sounds right. Thanks for looking it all over, really appreciate it!
I'll defs try and move some of the focus away from the buff/debuff RPG-ish build, and lower power level. I'm just glad the character himself works out, that was what I'd really enjoyed writing, can't wait to get the chance to start bringing him out. Also naming abilities, that was fun.
Before I get back to fixing it up, I just wanted to double check, is it clear that the special abilities like Winter's Whack and We Were Megadozing are all just stabilized versions of Imprisoner/Unleasher? So they're all just extensions of the single copycat ability, and they're all one time things, and I'd change his sheet over the RPG to reflect what effects he has at his disposal, then maybe say it would take him a whole day to properly seal another attack from someone willing to give him a hand. Like maybe if they end up friends he gets to borrow Otsana's Bloop attack, or Brenda's Stone Spikes, but he only gets to use them once for each time he sealed the attack up. I'd wanted to give him a pretty wide set of effects at the beginning because I imagine he might use them up pretty fast if things get too demanding, and it would take a while to restock. But I know it's a really weird thing to balance, and you'd know better than me if having access to all those things right from the beginning, even just once, could be too much. So yea, just wanted to check if your advice for fixing Askin up is based on the special abilities being one-time things that he can quickly run out of, or if I messed up and made it seem like those abilities are things he can do whenever he wants without running out.
What about having the genie in the lamp fight for him that flows with his copycat abilities? Like, for example the person in the lamp gets pissed that you're shoving and spewing things out of his home. There should be an, erm "meter" that charges up each time he utilizes imprisoner and unleasher. Once it maxes out, he can use the genies moves temporarily before it goes back to being sealed in the lamp.
How does that sound with the thematic? I mean, he does have that genie stuck in the lamp, so instead of using him up forever, why not use him multiple times after charging up to unleash that ability?
Yo that's a really cool idea. I wanted the genie to be more of a last resort button for when every other option had run out, and I think only getting to see it once makes it a little cooler, a little more mysterious, but that would be a really cool set up for a charater.
@Oddsbod I fully understood that prospect, and my concerns are more that his abilities don't really fit the setting (or a theme) than anything (I may have overreacted when I said he was OP, so yeah). That said, I am glad you taken my advice well. You wouldn't believe how many people start to argue, and start spouting dumbshit. lol
@Oddsbod I fully understood that prospect, and my concerns are more that his abilities don't really fit the setting (or a theme) than anything (I may have overreacted when I said he was OP, so yeah). That said, I am glad you taken my advice well. You wouldn't believe how many people start to argue, and start spouting dumbshit. lol
You're off to the right start.
Lol man I feel, spent a few days last week herding some major sheep with one problem player for an RPG on another forum, the dude just did not want to play the character role he'd chosen and kept trying to introduce totally new worldbuilding details. I'm like entirely only attached at all to his abilities because I got to put my middle school years of reading all those zany Bleach chapters to good use. God-awful writing and pacing, but damn if the author didn't just have the best names for things, and an amazing art style.
If I wanted to keep the setup of having a roster of starter abilities then, I'd probably wanna cut the Megadoze for sure, right? I wanted the dreams more for outside of fighting interaction, thought it might set up some cool scenarios, but if those don't work either I can scrap em, make the other abilities more consistently combat oriented, and then maybe trim down the number of containers to 12. And if that ends up being too weak I can just run with having a token weak character, nothing wrong with that. He can have rad hang-out party sessions with Lucas.
I was hoping the theme of his abilities was less in the abilities themselves, and more in the overarching copycat effect, like, a Chosen One who doesn't have an identity or purpose of his own, and at this point probably never will, and everything he does has to come from more interesting, more powerful people he meets on his travels. But anyways yea I'll start putting together a new draft to work on all the things you'd brought up.
Sounds fun. Will Zenyatta and Will Smith appear at the last minute to teach us the wrong-headedness of our prejudices towards robots, and unite the two species in harmony?
Also, if I manage to crank out a usable sheet before then, would Askin's imprisoning ability be able to bottle away robots? As is, I'd been thinking his bottling wouldn't work on sentient beings with their own inherent ki and individuality, cause their willpower would just overpower the magic that tries to hold them inside the bottle, but I wasn't sure how you'd want that to work for, say, non-sentient robots or machines.
Also, if I manage to crank out a usable sheet before then, would Askin's imprisoning ability be able to bottle away robots? As is, I'd been thinking his bottling wouldn't work on sentient beings with their own inherent ki and individuality, cause their willpower would just overpower the magic that tries to hold them inside the bottle, but I wasn't sure how you'd want that to work for, say, non-sentient robots or machines.
I guess he could. They're gonna be mook-level, with a few heavy hitters.
@Mr Allen J I finished a new draft of Askin's sheet, tried to work on some of the things you'd brought up before. Dropped the number of containers from 15 to 10 as a power limiter, took away one of his debuff effects to. I thought it might actually help to make all his copy abilities one-ofs and vastly different—instead of trying to give him a more concrete identity, hammer home that Askin's identity as a fighter is in his total lack of identity, kinda like a doll. Does this version work better?
Askin La Askerorre
⦋ 20 (Chronologically: 1020) || Genevieve || Male ⦌
APPEARANCE & PERSONALITY
APPEARANCE
Askin has a rather doll-like appearance, barely topping 4’10” with a petite body and thin, inoffensive shoulders. Most of him is covered up by a large cloak of yellow and indigo, like he was toy made by a child only really interested in sculpting the head, and it was decided a pretty-looking napkin mounted on a dowel rod would be sufficient for the body.
No one looks at Askin and thinks that guy there, that is definitely a nomad. And they may have a bit of a point. He’s never pretended to be a committed fighter, and it shows in his words, actions, and appearance. The upturned, gentle expression of someone who’s avoided suffering most his life lingers around Askin’s face and smile, and his blue soap-sud eyes are framed by heavy eyelids and thick black lashes, giving him the look of someone who just woke up, or is about to fall asleep.
Askin’s hair falls in a messy blond bob, and dangling gold earrings hang from either ear, three on the left and four on the right. When he moves, they make a fun little tinkling sound, which he enjoys.
PERSONALITY TRAITS
■ Sweet as a button ■ Vain as a cockatoo ■ Carefree, and it takes a lot of effort ■ Wanderlust ■ Too trusting ■ Falls in love very easily ■ Is manipulated very easily ■ Probably a bottom ■ Puts all his insecurities and fears in a little tiny box, then puts away the box and never ever ever looks at that box again
BACKSTORY & MOTIVATION
Askin La Askerorre was born in the long lost Kingdom of Genevieve over one thousand years ago. On the day of his birth, the heavens were aligned—each star was in the right position, each planet was in perfect harmony, and there was probably an eclipse or something going on somewhere in the immediate vicinity. It was a Very Big Deal. He was, after all, according to all rational interpretation of prophecy, the Chosen One.
People expected great things from young Askin, and they all believed in him. Maybe he never showed much prowess as a warrior, but the people of Genevieve saw that he was happy and kind, and that had to count for something, right? If you look at him, even today, you can tell that this was a boy who was surrounded with love from the moment he was born. On his tenth birthday, when he parents told him his destiny as the Chosen One, he accepted it with a bright and maybe simple-minded smile.
About a week later, Askin left his home in the city, ready to face the big bad world. One day, his father had told him, in the middle of giving his son a piggy-back ride, you are going to be the greatest warrior anyone’s ever seen. Whatever man you grow up to be, I know you’ll make us so, so proud. But Askin quickly found he didn’t have much interest in warrioring. He enjoyed more than anything the sidequest side of life, talking with lots of strange people and running off on silly errands for them. His trust in strangers backfired terribly one day, however, when a traveling wizard offered to show Askin his magic lamp. Askin agreed, and suddenly, with five Words of Power from the wizard, he found himself falling through clouds and empty sky and rushing air. Eventually, he struck the ground. He was trapped.
For a thousand years, Askin wandered a lonely sandbar in the middle of a beautiful, tropical ocean. In the sky above, beautiful and turquoise, he sometimes saw faces. Askin let years go by, staring up at that sky. The air of the island was calming and sweet and smelled of sea salt. His mind drifted away from him during those centuries alone in the lamp. It was like a long and restful dream.
Then, one day, at a museum somewhere in London, someone pried open the lamp and Askin was free. It was a bizarre next few months, catching up on the new and alien world of the future. And it was fun. There were interviews, and he was a minor celebrity for a short time. The boy out of time. After checking the date, Askin soon realized that the Promised Day, the Day he was Chosen for—the day he would duel the Wizard of Truth and the Seven Zombies and the First of the Dragons—had long since passed. And Askin was left with the sudden strange knowledge that no one needed him anymore, nothing was required of him, nothing was expected of him, and, wow, I guess that means I’m free to do whatever I want.
It hasn’t totally hit him yet that everything he ever knew is gone. You might sometimes catch him make reference to introducing you to his parents, or a marketplace in Genevieve where he and his friends used to play. Askin is very good at brushing these aside though, and quickly stuffing them down that tiny and problematic box, the one in the back of his head where he puts all sorts of annoying and ugly-looking thoughts. Askin has never once inquired to the ultimate destiny of Genevieve. He did, however, once scan a map, and notice that an enormous lake now lies where his city used to be. That was enough for him.
Askin avoids at all costs thinking about the people who probably died because he wasn’t there, and has never subjected himself to learning the exact number. It is possible, if you were spying at him late at night, that you might see him awake, and if you stayed awake with him you would see it sometimes takes a very, very, very long time for Askin La Askerorre to fall asleep. Maybe that’s why he became a nomad. Despite his overall carefree demeanor, something in the back of Askin’s brain is troubled at the thought of not making a difference in the world.
But at the same time, Askin is legitimately happy. He might feel a bit confused about this, and a bit guilty, but he’s happy. He’s happy with is new life as a hero, and he’s happy with the people he meets on his journey. That’s what counts, right?
There is a part of him that goes out to tournaments and Nomad gatherings to learn more about this new and wonderful time. There is another part of him that is excited at meeting new friends. And maybe there is yet another part that is deeply lonely, and hopes maybe one of these random strangers will take him on a candlelit dinner, and hold him in their arms and tell him everything that ever was and ever will be is going to be a-fucking-okay. Mostly, he only really acknowledges the first two. Askin is a very carefree person, and it takes a lot of effort and a lot emotions bottled up and stuffed away to stay that way.
Throughout the last two years in this strange new future, Askin kept with him the magic lamp. From its strange design and powers, he has learned a great many things.
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
You will likely underestimate Askin due to his diminutive appearance, and assume he isn’t much of a fighter. If you do, you would be right; Askin is a shit fighter, and probably always will be. Despite being born with massive inherent ki, he never worked to train or improve it, and never learned to use it in conjunction with martial arts. By the time he became a young adult, he had about average ki for a strong nomad, almost the exact same amount he was born with, and with no combat prowess to back it up.
What he lacks in speed, power, or experience, however, he makes up for in versatility and pure unpredictability. The abilities you might see him use are all vastly different and have apparently no rhyme or reason. One moment he might produce a wave of freezing cold, the next you might be dizzy with hallucinations, or dodging gunfire. It’s difficult to figure out what kind of fighter Askin really is, or what sort of attacks or techniques he might produce next.
It’s not well known, but the truth behind Askin is that he doesn’t have any real abilities, any real fighting techniques or superpowers on his own. He’s like a blank and naked doll that can be dressed up according to whim and convenience. Using the secret magic of the lamp, Askin created ten lesser duplications, powerful brass containers that can trap things in them just as he was trapped. By bottling away weapons and attacks, either outside of combat or in the heat of battle, Askin can make use of a wide spread of powers, and keep his opponents constantly guessing. However, everything he is has to come from others—on his own, Askin is just another face in the crowd.
Independent of the containers, Askin has learned some very rudimentary ki manipulation, focusing on momentary bursts of speed to jump quickly from place to place. On its own, this is a rough, amateur abilities that no respectable nomad would use, though its good at supplementing his stolen powers.
SPECIAL MOVES & TECHNIQUES
■ The Imprisoner // The Unleasher
Askin can quickly and in the heat of the moment negate a single incoming attack entirely by bottling it away into one of his magic bottles. How long it stays negated and sealed away is proportional to how much time and what kind of setting he was in while performing the imprisoning ritual. In the heat of battle, Askin can only imprison something for about a minute. If given a safe environment and a solid hour without disturbance, however, Askin can permanently seal up abilities outside of battle, and enter later frays with a wide variety of attacks ready to go. There is one empty container unusually small compared to the others, which Askin never opens except in emergencies—it's modified to fit inside a fake molar in the back of his mouth, to be used on the off chance Askin's other containers are taken or lost.
Once imprisoned, Askin can unbottle and release the abilities as he sees fit.
■ Container 1 - The Dynamo
Askin unleashes a devastating ki-powered punch of wall-wrecking power. (An Imprisoned move—One use only)
■ Container 2 - The Winter
Askin releases a terrible winter that freezes up everything in front of him. (An Imprisoned move—One use only)
■ Container 3 - The Discotheque
Askin releases a spinning whirlwind of ten vicious swords, slicing outwards like an unfolding flower. (An Imprisoned move—One use only)
■ Container 4 - The Inferno
Askin lets out a sudden barrage of grenades. (An Imprisoned move—One use only)
■ Container 5 - The Tempestuousness
Askin sets loose an enormous windstorm, which can propel him to safety or hurl all his surroundings backwards. (An Imprisoned move—One use only)
■ Container 6 - The Clapchains
Askin hurls out a sudden, enormous tangle of ki-infused handcuffs and restraints, capable of tangling up enemy fighters and interfering with their abilities. (An Imprisoned move—One use only)
■ Container 7 - The Waking Dream
Askin shares a happy and wonderful dream with the target, filling them with the strong feeling that everything is good and right in the world, and their happiest moments and deepest hopes will swim before their eyes. Not a traditional combat technique, but it can easily distract someone in a fight. (An Imprisoned move—One use only)
■ Container 8 - The Unspoken Nightmare
Askin shares a terrifying nightmare with the target, filling them with everything they’ve ever doubted about themselves, and ever dark future they fear will come to pass. Not a traditional combat technique, but it can easily distract someone in a fight. (An Imprisoned move—One use only)
■ Container 9 - Empty
In the heat of battle, Askin can temporarily bottle an oncoming attack or object, or, outside of battle, permanently seal one away.
■ Emergency Container 10 - Empty
In the heat of battle, Askin can temporarily bottle an oncoming attack or object, or, outside of battle, permanently seal one away. This container is only used in emergencies.
■ The Chrysalis
Askin hides away a target’s injuries and pain. Whatever he hides away with the Chrysalis is contained proportional to how much time he had to manage the containment—generally, in the heat of battle, he can only bottle away the injuries for about two minutes. Injuries will always be returned to the person they were original inflicted on.
■ The Sabbath
Askin hides away another living person within one of his containers. A person can only be hidden away willingly. This can be a useful way of protecting someone who’s been grievously injured by insuring their injuries don’t get any worse, or dodging an attack. Hideaway can only be used if there are available Imprisoner slots.
■ The Night of the Sledgehammer
Askin traps a large and heavy object into one of his containers. Then, with the container in his palm, he throws a punch as hard as he can, and at the peak of the punch unleashes the imprisoned object.
■ The Glutton
Askin allows an opponent to get close and land multiple dangerous hits on him, Imprisoning just one. When they get too close, thinking he's been mortally injured, Askin grabs them and unleashes one of their own attacks point blank.
■ The Jolt
A rough and rudimentary ability where Askin concentrates ki into his feet, allowing him to put on irregular bursts of high speed. Askin uses the Jolt to close distances unexpectedly and unleash a copied effect point blank on an enemy.
■ [Passive Effect] Prisoner in Paradise
Askin cannot die, and his ki energies can’t be disrupted. Injuries take a long time to regenerate, however, so disabling his arms and legs will still knock him out of a fight.
SUPER MOVES
■ The Genie in the Bottle
No matter the distance between Askin and the lamp, Askin can flip it open, releasing the secret light he hid away inside it long ago. That wonderful light will explode into Askin’s body, immediately healing him and anyone nearby he wishes healed of all injuries. This move can only be done once, ever.
■ The Prisoner in the Lamp
A move that can only be done if the lamp has been opened up and the light set free. Askin can trap one person inside the lamp, just as he was once trapped, and there is no way to escape once inside unless someone outside decides to open the lid. Askin has to maintain five seconds of physical contact, however, with the person he’s trying to trap, and successfully speak the five mantra-words of containment.
WEAKNESSES & LIMITS
Askin’s greatest weakness is that he isn’t a trained fighter. He does not understand technique, his ki manipulation is extremely simple, he is physically weak, and all in all doesn’t take fighting nearly as seriously as many nomad’s much, much stronger than him. His abilities are extraordinarily versatile, but they all rely on gaining abilities from friends outside of battle, or clever use of an opponent’s power within the flurry of combat—ultimately, Askin has no true power or fighting identity of his own.
Askin also has no good way to get around someone who can outspeed him, and if a person can avoid all his attacks and act too quickly for his Imprisoner to block, there's not much he can do. There is also the chance he uses up all his previously stockpiled powers, and ends up only capable of using attacks copied in the middle of battle, which spells bad news for Askin.
OTHER
It's possible his many, many centuries trapped in the lamp did something to his head, because Askin seems to have an unhealthily high pain threshold (and difficulty recognizing when he's being seriously hurt), and is prone to zoning out. One of these can be helpful in fights, sometimes, while the other can get him knocked flat on his butt.
@Oddsbod I think he's better now. Only thing is that max amount of special moves is twelve... when he has fifteen. That can be easily fixed as some of his moves (like the Punches, and the Unleasher/Imprisoner) can be condensed into similar moves.
Sounds good. I also just marked off all the Imprisoned moves as that, and reorganized them, so the ability section is a bit more clear on which is which.
EDIT: Actually, y'know, let's cut out the genie entirely. Way too strong. Also, just cut the abilities down to twelve.
@Oddsbod So Allen's the one who has the final say on the character but as Co-GM I wanted to weigh in and let you know what I was thinking.
First of all, I love the character and his backstory, and I think it's a perfect edition to the world we're building here (plus I really like how you play with the Chosen One story here, really clever). That being said, I think his power set would be an issue. Your fighting style suggested that he could copy abilities from opponents and use them as his own (ie Shujinko from Mortal Kombat Deception), but his actual special moves seem to be random abilities that he took from offscreen opponents. It comes across as a bit inconsistent and it's a little confusing trying to work out what exactly you can do.
I don't want to dictate what your character's powers are (because again it's still a great character and inconsistent moveset aside his powers are really cool), but I would suggest streamlining his powers a bit more. Personally I would cut it in half and build my moveset around either his ability to copy his opponents moves or just having a wide variety of different special abilities to draw on. I think the copying powers would be a better choice for this character based on his backstory but again I don't want to dictate how you build him.
Either way, I'm interested to see him in action and I hope the issues can be worked out quickly. :)
Two, wonder how the past turned out considering no one is living in an autocratic world ruled by magic. Whether you explain it to us or not is all up to you.
Three, your character is weaker than Lucas, our joke chary. It doesn't matter if he has good moves, the fact that he can only use them once leaves him at a large disadvantage against even the most untrained of fighters. I'm not trying to control how your character fights, but honestly, he feels like a one trick pony.
Honestly speaking, give him like some moves that don't have a singular use and can be utilized over and over again to give him some reliable damage output aside from absorbing things and shoving them into the lamp to use at a later time.
Like for the imprisoner/unleasher move, maybe just make them both separate in a sense as make the unleasher be a category amongst a subcategory of moves... sorta like this?
Unleasher: Unleashes one of these six moves stolen from random nomads to harm an opponent with; can only be used once. To refill, imprisoner must be used to absorb other characters moves.
Just a suggestion. Don't know how the other co-gm feel about this one.
Fourth, this is a problem with the super move The Prisoner in the Lamp. It essentially takes a character out of the story. It basically doesn't sound fun at all. I'm ok for sacrificing character development if there is some significant meaning to why they can't develop anymore, like death, them going off on their own separate journey... but this? Idk
That's honestly all I've got to say about this. Kaiser gave their input and now it's up to baron. Honestly speaking, I hope this character does work out in the end. We need Yeong-Suk to feel tall for once after all xP
@KaiserElectric Thanks! Really appreciate all the critique and advice you guys've given. I've updated Askin's sheet with that in mind, and I think this version of his abilities/moves section should work a bit better. You mentioned that his abilities feel a bit random and inconsistent, like he grabbed them from a random opponent outside of battle, but, to be honest, that's pretty much what I was hoping to get across--like, this is a person with no real identity or style to call his own, and everything he is has to come from other people. But, I can defs see that that gets blotted out, so I'm hoping the current version makes the copying/redirecting schtick feel more like the overarching gimmick of the character. I used Savo's suggestion for the Imprisoner as reference, for formatting. Do you think this update might work?
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
You will likely underestimate Askin due to his diminutive appearance, and assume he isn’t much of a fighter. If you do, you would be right; Askin is a shit fighter, and probably always will be. Despite being born with massive inherent ki, he never worked to train or improve it, and never learned to use it in conjunction with martial arts. By the time he became a young adult, he had about average ki for a strong nomad, almost the exact same amount he was born with, and with no combat prowess to back it up.
What he lacks in speed, power, or experience, however, he makes up for in versatility and pure unpredictability. The abilities you might see him use are all vastly different and have apparently no rhyme or reason. One moment he might produce a wave of freezing cold, the next you might be dizzy with hallucinations, or dodging gunfire. It’s difficult to figure out what kind of fighter Askin really is, or what sort of attacks or techniques he might produce next.
It’s not well known, but the truth behind Askin is that he doesn’t have any real abilities, any real fighting techniques or superpowers on his own. He’s like a blank and naked doll that can be dressed up according to whim and convenience. Using the secret magic of the lamp, Askin created ten lesser duplications, powerful brass containers that can trap things in them just as he was trapped. By bottling away weapons and attacks, either outside of combat or in the heat of battle, Askin can make use of a wide spread of powers, and keep his opponents constantly guessing. However, everything he is has to come from others—on his own, Askin is just another face in the crowd.
Independent of the containers, Askin has learned some very rudimentary ki manipulation, focusing on momentary bursts of speed to jump quickly from place to place. On its own, this is a rough, amateur abilities that no respectable nomad would use, though its good at supplementing his stolen powers.
SPECIAL MOVES & TECHNIQUES
■ The Imprisoner // The Unleasher
Askin can quickly and in the heat of the moment negate a single incoming attack entirely by bottling it away into one of his magic bottles. How long it stays negated and sealed away is proportional to how much time and what kind of setting he was in while performing the imprisoning ritual. In the heat of battle, Askin can only imprison something for about a minute. If given a safe environment and a solid hour without disturbance, however, Askin can permanently seal up abilities outside of battle, and enter later frays with a wide variety of attacks ready to go. There is one empty container unusually small compared to the others, which Askin never opens except in emergencies—it's modified to fit inside a fake molar in the back of his mouth, to be used on the off chance Askin's other containers are taken or lost.
Once imprisoned, Askin can unbottle and release the abilities as he sees fit.
■ Container 1 - The Dynamo
Askin unleashes a devastating ki-powered punch of wall-wrecking power. (An Imprisoned move—One use only)
■ Container 2 - The Winter
Askin releases a terrible winter that freezes up everything in front of him. (An Imprisoned move—One use only)
■ Container 3 - The Discotheque
Askin releases a spinning whirlwind of ten vicious swords, slicing outwards like an unfolding flower. (An Imprisoned move—One use only)
■ Container 4 - The Inferno
Askin lets out a sudden barrage of grenades. (An Imprisoned move—One use only)
■ Container 5 - The Tempestuousness
Askin sets loose an enormous windstorm, which can propel him to safety or hurl all his surroundings backwards. (An Imprisoned move—One use only)
■ Container 6 - The Clapchains
Askin hurls out a sudden, enormous tangle of ki-infused handcuffs and restraints, capable of tangling up enemy fighters and interfering with their abilities. (An Imprisoned move—One use only)
■ Container 7 - The Waking Dream
Askin shares a happy and wonderful dream with the target, filling them with the strong feeling that everything is good and right in the world, and their happiest moments and deepest hopes will swim before their eyes. Not a traditional combat technique, but it can easily distract someone in a fight. (An Imprisoned move—One use only)
■ Container 8 - The Unspoken Nightmare
Askin shares a terrifying nightmare with the target, filling them with everything they’ve ever doubted about themselves, and ever dark future they fear will come to pass. Not a traditional combat technique, but it can easily distract someone in a fight. (An Imprisoned move—One use only)
■ Container 9 - Empty
In the heat of battle, Askin can temporarily bottle an oncoming attack or object, or, outside of battle, permanently seal one away.
■ Emergency Container 10 - Empty
In the heat of battle, Askin can temporarily bottle an oncoming attack or object, or, outside of battle, permanently seal one away. This container is only used in emergencies.
■ The Chrysalis
Askin hides away a target’s injuries and pain. Whatever he hides away with the Chrysalis is contained proportional to how much time he had to manage the containment—generally, in the heat of battle, he can only bottle away the injuries for about two minutes. Injuries will always be returned to the person they were original inflicted on.
■ The Sabbath
Askin hides away another living person within one of his containers. A person can only be hidden away willingly. This can be a useful way of protecting someone who’s been grievously injured by insuring their injuries don’t get any worse, or dodging an attack. Hideaway can only be used if there are available Imprisoner slots.
■ The Night of the Sledgehammer
Askin traps a large and heavy object into one of his containers. Then, with the container in his palm, he throws a punch as hard as he can, and at the peak of the punch unleashes the imprisoned object.
■ The Glutton
Askin allows an opponent to get close and land multiple dangerous hits on him, Imprisoning just one. When they get too close, thinking he's been mortally injured, Askin grabs them and unleashes one of their own attacks point blank.
■ The Jolt
A rough and rudimentary ability where Askin concentrates ki into his feet, allowing him to put on irregular bursts of high speed. Askin uses the Jolt to close distances unexpectedly and unleash a copied effect point blank on an enemy.
■ [Passive Effect] Prisoner in Paradise
Askin cannot die, and his ki energies can’t be disrupted. Injuries take a long time to regenerate, however, so disabling his arms and legs will still knock him out of a fight.
SUPER MOVES
■ The Genie in the Bottle
No matter the distance between Askin and the lamp, Askin can flip it open, releasing the secret light he hid away inside it long ago. That wonderful light will explode into Askin’s body, immediately healing him and anyone nearby he wishes healed of all injuries. This move can only be done once, ever.
■ The Prisoner in the Lamp
A move that can only be done if the lamp has been opened up and the light set free. Askin can trap one person inside the lamp, just as he was once trapped, and there is no way to escape once inside unless someone outside decides to open the lid. Askin has to maintain five seconds of physical contact, however, with the person he’s trying to trap, and successfully speak the five mantra-words of containment.
@Savo Oh shit I hadn't really thought of that, for the Prisoner. Hm. You're right yeah, that shouldn't be an ability any player should have. I feel like the problem is though that no matter how I look at it, the Prisoner is a move he has to have as a side effect of his backstory. Allen had mentioned the existence one OHK moves, so I thought this would be the rough equivalent, but, hmm. I don't think Askin would ever use this in a fight though, he has enough mixed feelings about trapping someone against their will that he wouldn't use it unless it was like an end of the world, immanent threat of death type scenario. But then it still might be an issue letting a player character have that kind of insta-kill ability? Not sure.
(Used some of your other suggestions for his updated ability section, btw, thanks for giving it a look over!)
EDIT: Ooh actually, just had an idea. Going off the theme of Askin as a blank canvas/customizable doll, I might go back over and rename his abilities to all be doll/puppet themed.
@Oddsbod Much better! I did get the idea from your fighting style that he was very wild and unpredictable (This guy found ONE WEIRD TRICK to beat opponents! Nagas HATE him!), and the new changes reflect that a lot better. Personally I don't think you need to have the caveat of the moves being usable only one time, but if its for story reasons I can see why you're going in that direction.
@Oddsbod I mostly agree with Kaiser electric (never listen to savo, you'll become a scrublord), and I do think your character is a lot better. Only thing is that I feel as if having the moves being usable one time is just a little... limiting, and might make your character borderline useless at some points (You'll be worse than our joke character). I'm allowing you to raise it a little bit.
But, that's just a quality of life change, and nothing important.