Welcome back to the stage of history, eternally retold
Long, long ago, an otherworldly entity known as Galeem, the Lord of Light, coveted the marvels of countless worlds for itself. In an apocalyptic deluge of light, it swept over each and every one in an all-consuming flood, bringing the universe itself and its countless stories to an end.
In the wake of the total annihilation, Galeem created a new world, an anachronous amalgamation of countless realities not-so-seamlessly stitched together, over which it could preside for eternity. Into this World of Light the innumerable inhabitants of the devoured worlds were reformed, stripped of their memories of the end and rendered oblivious to the wrongness of their new reality. Then Galeem chose a number of Guardians whose existence would safeguard its own, and hid them throughout its brave new world.
Finally Galeem fell silent, becoming the engine that sustained its perpetual motion machine of a world. As it slept, its all-consuming desire for eternity gave rise to Moebius, its will accepted and embodied in twenty-six individuals who would serve as Consuls throughout the World of Light. Its denizens, in thrall to the Flame Clocks that meted out their lifespans, would live, die, and be reborn countless times, a cruel Life Service keeping their destinies arrested, stuck in a waking dream with no hope for advance–the Endless Now.
It’s hard to say how long it’s been since then. But through it all, a star of hope twinkled faintly amidst the dust of ages. Heroes with the power and will to challenge Galeem’s Guardians would rise, fall, and rise again, eventually stirring the Consuls from their listless complacency. In the wake of many Guardians’ defeat, the Consuls are on high alert, and things are more dangerous than ever.
In this massive video game crossover RP, you’ll play as a game character of your choice and join the campaign against Galeem in a grand journey through a tapestry woven of countless worlds, a series of battles, puzzles, and adventures, meeting friends and foes both new and old as you fight to reach and destroy the Lord of Light.
EXP
EXP earned for posting is as follows: <750 words is 1 point, 750-1250 is 2 points, and 1250-2000 is 3 points, then +1 for every thousand after that. You will also get bonus EXP after successful encounters. Your level of contribution determines your growth. Please keep track of your own EXP, please be honest when it comes to reporting and don't use filler to inflate your word count.
If a collab happens (including one that involves only your characters) every participant will get the full EXP reward from the collab’s word count.
EXP gain is boosted during boss fights.
When your EXP total goes above the next level requirement, you can subtract the requirement from your total to give yourself a Level Upgrade. These can be spent on a new Ability or Skill from any powerset available to your character. Leveling up also gives your character a minor stat increase across the board. Abilities/skills gained by leveling up can Interplay with old abilities/skills if it makes sense. Please submit your level writeup to me for approval
The Power of Friendship
In the World of Light, everyone starts out ‘gleaming’ under Galeem’s influence. This status prevents cognitive dissonance regarding the World of Light itself, seals memories of Galeem plus the apocalypse, and makes one unable to voluntarily back down from a fight once begun.
Any character who’s freed can spend (your level - 3) EXP to use a Friend Heart to free someone who’s gleaming, restoring their cognition, memories, and wellbeing to normal.
Spirits
In the World of Light, every being has a spirit, a bundle of light that defines everything about that character. It’s represented as a mote of prismatic light with that character’s image nestled inside. When something dies, its body disintegrates into ash and the spirit manifests. Spirits don’t remain for long and will quickly fade if they’re not bottled up somehow, though that only prolongs their existence a little.
Our characters can use spirits for their own gain in a variety of ways. When you choose one, message me and I will write the results up for you
Fusion - pressing a spirit into your heart will give you that spirit’s powerset, a free Ability from that spirit’s powerset, and a Weakness from that spirit. It will also physically change your character, and even their personality somewhat
Inheritance - pressing a spirit into your head will give you a free Skill from that spirit’s powerset. It will also palette swap your character, changing the colors to be more like the spirit’s
Spiritbinding - you can equip a spirit (or a cluster of very weak spirits) as a Striker, allowing it to manifest when called upon for a brief time in order to help in some way, usually performing a certain move. If a Striker is hit, the host will take some of the damage. A character can only have two Strikers equipped, but they can be swapped out aboard the Avenger
Itemization - crushing a spirit will result in a random loot drop from an arbitrary but thematic loot pool
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 now have access to the other's base job, allowing them to spend level upgrades on the other's abilities and skill, including manifestations of the other's equipment)
S Rank (30+ REXP): Interlink (will be explained later)
All standard roleplaying rules apply. Be excellent to one another
Your character will start in a weakened, basic state no matter how powerful it was originally
Your character has to originate from a video game, but it can be any officially-licensed game, no matter the console or company. Characters that originated in other media are prohibited. Other media built on top of games can be considered canon to the games, however
While you start with one character, you can apply for more once qualified. To qualify for another character, you must reach level 3 with an existing one, as well as be able to handle the additional workload
While not 18+, we are open to mature themes like violence and romance, but not to excess
You can make some slight changes to your character, or expound on one that would otherwise be too shallow (following fan interpretations if necessary). If you choose a blank slate ‘avatar’ character, you must give them enough personality and backstory to make it a real character
I expect one post a week for all your characters. My big weekly update usually comes on Sunday evening after 11 PM CST. By applying to this RP you are making a commitment to maintaining this schedule. Exceptions are fine but I would like to be notified
If you demonstrate a constant inability to meet my standards through lack of posting and/or communications, you can be kicked, and I deserve the right to deny applications from players who’ve done this in the past
If you give your character's speech a color please make sure it's a color that's easy to read. Please do not give your posts gigantic, obnoxious headers
Your decisions matter in this story. Ingenuity and creativity will be rewarded, especially in regards to teamwork, but bad decisions may have disastrous consequences
Please note: as complicated as people's character sheets can be, especially where spirits are involved, there's no need to worry about other people's characters too much. Just basic descriptors are fine 99% of the time, and if you need anything clarified in simple terms, the incredible players here would be happy to help!
Name: Origin: Appearance: (You can use just an image, a description, or both. If your character’s appearance changes, you can modify this section or just add hiders with the new changes) 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, and your chosen starting location)
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: 1 (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)
To kick things off, I'll go ahead and round up everyone who's confirmed for or showed interest in the Endless Now: @Archmage MC@Double@DracoLunaris@MULTI_MEDIA_MAN@Yankee@Zoey Boey@Izurich@Atlas Shark@Cu Chulainn@Drifting Pollen I'm looking forward to welcoming you all to the new World of Light! The RP will officially start 1 week from now, on August 25th. That gives us plenty of time to discuss, question, answer, apply, and post sheets. I can hardly wait to begin!
There are a number of complicated sheets floating around, so I figured it would be a good time to post a basic sheet as both an example and an introduction for my brand-new character.
Name: Grimm Origin: Hollow Knight Appearance: Though quite large for a bug, Grimm stands at a meager 4'10", and his pitch-black exoskeleton is extremely spindly. He is practically featureless save for his black horns and his glowing scarlet eyes, though a white heart-shaped mask gives him some semblance of a face. He wears a cloak of tough black grass, their undersides dyed red, over a simple cuirass composed of a polished dark red carapace Personality: As the master of a traveling circus, Grimm has a flair for both mystery and theatrics, always seeking to awe and entertain. He is cunning and manipulative, with no sense of morality to speak of, but he is never needlessly violent or malicious, instead acting polite and respectful. Though seldom one to engage in conversation, and not really someone with a casual side, he sees the act of combat as a sort of dance through which individuals can truly communicate, and he delights in the cheers and admiration of the crowd Background: Grimm, like all his troupe, was a thrall of the Nightmare Heart, a being born from the nightmare realm that exists as the shadow of his world's dream realm. He led his troop on a never-ending voyage across his world, showing up wherever the flames of the Nightmare Lantern are lit. There, while the members of the circus performed and entertained the locals, the Troupe's acolytes would enact a ritual to feed their eldritch master by stoking a Grimmchild with nightmare flames, nourishing it until Grimm could be born anew, and the cycle forever continued. In the Now: Rumor have circulated through the Forbidden Kingdom, from backwater villages all the way up to the big cities, of a strange wandering troupe that arrives by night and vanishes by sunrise. Some see its arrival as an eerie portent of catastrophe, or cultists preying on hapless victims through acts of profane ritual, while others see it nothing more than a guaranteed night of dreamlike revelry. Its traveling performers, none of which are human, are all elusive as they are fascinating, and none more so than the troupe's master. Both excitement and tension mount as the Grimm Troupe's next destination becomes clear: the acropolis city of Meridi-at-han.
Job: Troupe Master Specialty: Fiery spectacle, slippery movement, and a versatile mix of unrelenting attacks to keep guests guessing until the curtains fall Inventory: Nothing
Lv: 1 EXP: 0/10 Abilities:
Teleport - Grimm can vanish in a blast of red mist and reform a second later up to 20 feet away, with a cooldown of 2 seconds between uses. If used in the air, the blast ignites and rains down four fireballs
Firebats - As long as he's on the ground, Grimm can open his clock to launch up to four scarlet firebats that poorly track targets. He can teleport once at any point in a salvo without interrupting it, and whenever he launches a firebat, a flare goes off from his eyes that blazes directly above him. However, he can only launch a firebat salvo once every ten seconds or so
Hangtime - If Grimm so chooses, he can hang in the air, whether silent and motionless, or to launch physical attacks. His most notable technique that uses this ability is wrapping himself in his cloak in order to dive like a drill
Skills:
Close Combatant - Grimm's claws and teeth both work very well as natural weapons, inflicting high slash and pierce damage, respectively. Combined with surprising speed, accuracy, and agility, he's dangerous up close, especially to targets with low defense
The Night was Long - Despite his frail appearance, Grimm has plenty of health and is difficult to stagger, making any fight with him a battle of attrition that favors his style of confusion and methodical destruction
Weaknesses:
The Nightmare Lantern - His existence is sustained by a brazier that burns with scarlet flame. If the Nightmare Lantern takes enough damage, it can be broken, and both Grimm and Troupe will be banished
Gone to Pieces - Whenever he loses a third of his health, up to three times per fight, he will explode into a swarm of bugbats, one of which glows with scarlet flame. In this form he can't use any abilities or defend himself, just flit around in a panic for a couple seconds, allowing attackers a chance to rack up free damage until the bugbats coalesce back into Grimm
Unarmed and Dangerous - Grimm has no proficiency with weapons or armor and won't use them
Took longer than expected (as these things do), but I got my sheet done:
Name: The Witch Origin: Path of Exile Appearance: The waiflike witch hardly cuts an imposing figure. Her sickly-pale skin is stretched over a narrow and bony frame almost bereft of muscle tone, and her dark hair hangs loosely down past her shoulders like a mass of wet seaweed. She dresses herself in patched-together robes adorned with a mess of salvaged talismans—charms and trinkets, polished bones and glistening gemstones, each worn smooth by her touch. If anything stands out, though, it’s her eyes: their striking blue color seems to shine with an unnatural intensity, the clearest hint of the nightmarish powers hidden behind her sallow features.
Personality: She can be affable enough when she wants to be, if one can overlook her disaffected manner and occasional snark. Make no mistake, though: the Witch is a mistrustful ally at best, driven only by her hunger for power, her thirst for vengeance, and her twisted fascination with the macabre. Proud of her craft, she carefully amasses knowledge and strength without sacrificing her sense of self, and disdains those who lose sight of their goals or become fixated to the point of insanity. The world has taught her that any weakness or mistake will be harshly punished, but she also knows that so long as she survives she can continue to learn and grow—until one day, no one can stand against her.
Background: Fiercely intelligent even from a young age, the Witch’s burgeoning curiosity soon led her down a dark path into forbidden texts and the study of dangerous thaumaturgy. Her talents in this field proved to be exceptional, but her growing power was met with fear and persecution by the deeply religious people of Oriath. Seeking to wipe her out, a mob set fire to her home and burned her family alive. In turn, the Witch wrought bloody revenge upon their children, an act that ended with her clapped in chains and exiled to the cursed continent of Wraeclast. Luckily for her, a storm wrecked her prison ship before it could reach the coast, and she washed ashore half-drowned but free. Eluding monsters, cannibals, and the undead, she soon began to accumulate strength, find allies among the locals, and slaughter her way across the continent from bottom to top. Her path eventually led her all the way back home, where she joined hands with a rebel faction to overthrow the ruling theocracy and strike down the god that had been controlling it from behind the scenes. Her trials would not end there, however. The collateral damage of her previous rampage had unleashed a whole pantheon of other gods previously sealed away, all of them hungry for a slice of human civilization. After a blistering early defeat that left her cursing her own arrogance, the Witch rose to this challenge as well, and battled god after god until they could finally be sealed away once more. At last, a fragile peace returned to the lands, and no one remained to oppose her… …Which only left her free to cause even more trouble. Before long she’d left her own world behind and set out across a wide atlas of dreamlands and alternate dimensions, indirectly setting off a chaotic war with the entire universe on the line.
In the Now: Torn from her old existence, the Witch currently doesn’t remember more than flashes of her life before the World of Light. Currently she blends in with the diverse people of Meridi-at-han, hunting monsters and dinosaurs in the wilds around the city and selling parts stripped from their bodies.
Job: Witch Specialty: Elemental and dark magic attacks, area buffs/curses, and swarms of summoned minions. Inventory: Wand, circlet, spirit shield, miscellaneous clothing, several scrolls and gemstones.
Lv: 1 EXP: 0/10 Abilities:
Wand – The Witch’s wand is a weapon in itself. With a flick of her wrist, she can fire off swift-flying kinetic energy projectiles without expending any of her own mana.
Fireball – Unleashes a flaming projectile that violently explodes on impact, damaging nearby enemies and lighting things on fire.
Raise Zombie – A spell that consumes a creature’s corpse to create an animate flesh construct, which follows the Witch around and autonomously attacks anything openly hostile to her. Zombies are extremely durable and surprisingly fast, and require no mana to keep going after the initial spell is cast. However, the Witch can only keep around ten of them active at a time, unless her capabilities are somehow being boosted.
Skills:
Energy Shield - The Witch’s tremendous will surrounds her with a shimmering barrier against physical and magical attacks, a barrier that must first be pierced before she becomes vulnerable. If she goes two seconds without taking damage to her shield, it will rapidly regenerate to full strength.
Crafting – The Witch is adept at modifying and enchanting pieces of gear, clothing, and equipment to maximize their beneficial effects.
Weaknesses:
Squishy caster – The Witch is a pure spellcaster, and her physical specs are pretty unimpressive as a result. She’s not very strong, not naturally swift nor agile, and not particularly durable once you get past her barrier. Her tactics in a close-quarters fight are pretty much limited to casting her spells at point-blank range and hoping for the best.
Mana pool – The Witch’s spells draw from a limited pool of Mana, which refills itself at a steady pace. If she casts too many powerful abilities in quick succession, she can end up briefly spent until her pool recovers.
Gear-reliant – Much of the Witch’s power comes from her equipment and clothing, which she modifies to maximize her strength. If she’s disarmed, it can severely hinder her ability to retaliate.
Took longer than expected (as these things do), but I got my sheet done:
Name: The Witch Origin: Path of Exile Appearance: The waiflike witch hardly cuts an imposing figure. Her sickly-pale skin is stretched over a narrow and bony frame almost bereft of muscle tone, and her dark hair hangs loosely down past her shoulders like a mass of wet seaweed. She dresses herself in patched-together robes adorned with a mess of salvaged talismans—charms and trinkets, polished bones and glistening gemstones, each worn smooth by her touch. If anything stands out, though, it’s her eyes: their striking blue color seems to shine with an unnatural intensity, the clearest hint of the nightmarish powers hidden behind her sallow features.
Personality: She can be affable enough when she wants to be, if one can overlook her disaffected manner and occasional snark. Make no mistake, though: the Witch is a mistrustful ally at best, driven only by her hunger for power, her thirst for vengeance, and her twisted fascination with the macabre. Proud of her craft, she carefully amasses knowledge and strength without sacrificing her sense of self, and disdains those who lose sight of their goals or become fixated to the point of insanity. The world has taught her that any weakness or mistake will be harshly punished, but she also knows that so long as she survives she can continue to learn and grow—until one day, no one can stand against her.
Background: Fiercely intelligent even from a young age, the Witch’s burgeoning curiosity soon led her down a dark path into forbidden texts and the study of dangerous thaumaturgy. Her talents in this field proved to be exceptional, but her growing power was met with fear and persecution by the deeply religious people of Oriath. Seeking to wipe her out, a mob set fire to her home and burned her family alive. In turn, the Witch wrought bloody revenge upon their children, an act that ended with her clapped in chains and exiled to the cursed continent of Wraeclast. Luckily for her, a storm wrecked her prison ship before it could reach the coast, and she washed ashore half-drowned but free. Eluding monsters, cannibals, and the undead, she soon began to accumulate strength, find allies among the locals, and slaughter her way across the continent from bottom to top. Her path eventually led her all the way back home, where she joined hands with a rebel faction to overthrow the ruling theocracy and strike down the god that had been controlling it from behind the scenes. Her trials would not end there, however. The collateral damage of her previous rampage had unleashed a whole pantheon of other gods previously sealed away, all of them hungry for a slice of human civilization. After a blistering early defeat that left her cursing her own arrogance, the Witch rose to this challenge as well, and battled god after god until they could finally be sealed away once more. At last, a fragile peace returned to the lands, and no one remained to oppose her… …Which only left her free to cause even more trouble. Before long she’d left her own world behind and set out across a wide atlas of dreamlands and alternate dimensions, indirectly setting off a chaotic war with the entire universe on the line.
In the Now: Torn from her old existence, the Witch currently doesn’t remember more than flashes of her life before the World of Light. Currently she blends in with the diverse people of Meridi-at-han, hunting monsters and dinosaurs in the wilds around the city and selling parts stripped from their bodies.
Job: Witch Specialty: Elemental and dark magic attacks, area buffs/curses, and swarms of summoned minions. Inventory: Wand, circlet, spirit shield, miscellaneous clothing, several scrolls and gemstones.
Lv: 1 EXP: 0/10 Abilities:
Wand – The Witch’s wand is a weapon in itself. With a flick of her wrist, she can fire off swift-flying kinetic energy projectiles without expending any of her own mana.
Fireball – Unleashes a flaming projectile that violently explodes on impact, damaging nearby enemies and lighting things on fire.
Raise Zombie – A spell that consumes a creature’s corpse to create an animate flesh construct, which follows the Witch around and autonomously attacks anything openly hostile to her. Zombies are extremely durable and surprisingly fast, and require no mana to keep going after the initial spell is cast. However, the Witch can only keep around ten of them active at a time, unless her capabilities are somehow being boosted.
Skills:
Energy Shield - The Witch’s tremendous will surrounds her with a shimmering barrier against physical and magical attacks, a barrier that must first be pierced before she becomes vulnerable. If she goes two seconds without taking damage to her shield, it will rapidly regenerate to full strength.
Crafting – The Witch is adept at modifying and enchanting pieces of gear, clothing, and equipment to maximize their beneficial effects.
Weaknesses:
Squishy caster – The Witch is a pure spellcaster, and her physical specs are pretty unimpressive as a result. She’s not very strong, not naturally swift nor agile, and not particularly durable once you get past her barrier. Her tactics in a close-quarters fight are pretty much limited to casting her spells at point-blank range and hoping for the best.
Mana pool – The Witch’s spells draw from a limited pool of Mana, which refills itself at a steady pace. If she casts too many powerful abilities in quick succession, she can end up briefly spent until her pool recovers.
Gear-reliant – Much of the Witch’s power comes from her equipment and clothing, which she modifies to maximize her strength. If she’s disarmed, it can severely hinder her ability to retaliate.
Spirits:
N/a – N/a
Rapport:
Welcome, Pollen! That sheet looks really good, basically a perfect application. I just wanted to double-check, the zombies she makes aren't capable of infection or anything, are they? Oh, and one quick note: in the World of Light, corpses eventually disintegrate into ash, essentially despawning after enough time passes. Items can still be harvested from them before they do, and they could still be zombified before then too, so it really doesn't change anything about your sheet, but I thought I'd mention it.
Welcome, Pollen! That sheet looks really good, basically a perfect application. I just wanted to double-check, the zombies she makes aren't capable of infection or anything, are they? Oh, and one quick note: in the World of Light, corpses eventually disintegrate into ash, essentially despawning after enough time passes. Items can still be harvested from them before they do, and they could still be zombified before then too, so it really doesn't change anything about your sheet, but I thought I'd mention it.
That’s good to know! Also there’s no need to worry, the zombies don’t infect people or turn others into zombies. They’re basically just animate flesh-golems. There are certain spells that can alter their behaviour or add effects to their attacks, but she doesn’t have any of those unlocked at this stage.
That’s good to know! Also there’s no need to worry, the zombies don’t infect people or turn others into zombies. They’re basically just animate flesh-golems. There are certain spells that can alter their behaviour or add effects to their attacks, but she doesn’t have any of those unlocked at this stage.
Ok, in that case, your witch is good to go. I'll look forward to writing with you! Go ahead and port the sheet over to the characters tab. Would you like an invite to the discord server?
Ok, in that case, your witch is good to go. I'll look forward to writing with you! Go ahead and port the sheet over to the characters tab. Would you like an invite to the discord server?
Game Origin: Super Mario Sunshine Personality: Bratty, spoiled and rude jr takes a lot after his doting father, both due to his upbring and due to his craving for respect and and acknowledgment of others, especially his father. Jr also generally dislikes been treated like a child, despite acting his age nearly all the time. He is somewhat smarter than his father, not that this requires much of an intellect, and a touch less stubborn as well, being able to swallow his pride if it is necessary. He is also somewhat lonely as a combination of his royal status, a lack of many acquaintances in his age group and, of course, his own rather abrasive attitude. The Koopalings, for example, act as more mentors or underlings than anything close to companions.
He also likes big dangerous machines and he really, really likes giant robots.
After fusing with B’giotahmo Bravha jr has become more calm and gentle.
Apperance: Jr initaly appeard as he does in Mario + Rabbids Kingdom Battle.
After fusing his ears and tail with B’giotahmo Bravha he has gotten taller with more humanoid proportions. His tail is longer, thinner, and has a mix of blue and orange fur running along the top of it. The host's hair is the same, a mix of blue and orange, and is a bit longer, with cat ears poking out the top. The host has a more human face, and is now wearing a white long coat with red lining
After fusing with Vespikan Ferromancer his right arm has become covered in an inflexible chitin in place of scales, onto/into which iron runes have been carved/tattooed. The hand is absolutely covered in these, making it appear almost entirely metallic.
After fusing both Undyne and Omori into his right arm, the scales on Junior's right arm turn a bit more blue, but then the colors on his arm got more muted overall. It has some light piece of metal armor strapped around the forearm and bicep, as well as a light gauntlet and shoulder plate.
Background: Bowser jr is the only son of the Koopa King Bowser. First seen in super mario sunshine where he kidnapped peach and impersonated mario, Jr now has a long history of battling against mario, generally alongside his father but occasionally solo. Jr was also present at the failed cliffside battle against Galeem and was, along with almost everyone else, blasted Galeem almost immediately. In the now Bowser jr was unstoried when the version of his father he was living with that was a Guardian was killed by a different version of his father who was one of the first seekers. A bit of an odd way to come about it, but then the Guardian version had been the version who was infected by the megabug that one time, he got over/rationalized it pretty quick.
The prince then took a nap, fixed up a bunch of cars, including his personal mini clown car, and caught a Mimkyu that he named Mimi as his first pokemon/minion, before setting off east along with the rest of the seekers. There he explored the land of venture, took a tiny teleport in and out of the dead zone, before along with the rest of the team defeating the region's guardian and freeing smash city Alcamoth in the process, which he used as a hub for graffiti art based warp paintings till it was destroyed.
He then headed to the Deep Blue along with Kamek, where they acquired an airship, and then set out on a scouting/probing attack vs the abyssal fleet. In doing so they fred/converted 2 members of said fleet. The princess Bella who offered them a lot of information on her fleet and, more importantly, a nameless grunt trooper who would come to be known as Rika.
While others got busy in Limsa Lominscuttle town using their help in the previous battle to get themselves in on an upcoming major offensive vs the fleet, the converted abyssals hid out aboard the ship, and Jr hid out with them. During this time Rika got her name, and her and jr’s bond began to take root as he took responsibility for unshackling her from the gauntlets that had been permanently strapped around her arms.
They then traveled north through the blue, broke the abyssal’s strongholds, survived the horrors of the Maw, slew the fleets leaders on caress isle, and finally the region’s gardien along with it. After a quick stop for a beach party during which Jr caught a Popolio named Dazzle and added it to his team, they headed back to smash city via portal, and then down to twilight town to link up with the rest of the seekers.
After that, it was down to the under, where Bowser ended up adopting Rika due in part due to how close Jr had grown to her, as well as acquiring the latest member of his team, a Flutter Mane named Peeka. Also they killed a guardian and a Consul, and learned that the world of light was actually ancient.
Finally they de-stressed in Carnival town, found out the Avenger, and then his papa and Kamek both went off with Peach without him, which has left the prince in a bit of a huff, but it's hardly the first time this has happened to him. His new sister took it worse, and he’s done what he can to help her adapt.
Job:Beast Master Specialty:Jr provides a wealth of magical and mechanical support and firepower, but is somewhat lacking in mobility.
Withdraw: Bowser Jr pulls his head and limbs inside his shell for added defense or to perform a Koopa shell spin/slide attack.
Life from the slime: the goop from the magic paintbrush now passively spawns Swoopin' Stus, simple creatures that resemble transparent flapjack octopuses with a ball of goop within their bodies. They attack Jr’s enemies by jumping at them and exploding into a splatter off goop. They also spatter into goop when killed. In battle can spread Jr’s graffiti to capture more ground and thus create more surface area that spawns more Stus. Stu’s won't explode unprovoked, preventing them from becoming a true self replicating night mare. That and a massive vulnerability to water.
warp graffiti: Jr can use his magic paintbrush to paint a M with two accent marks above it within which can be seen a distant location. These paintings can be entered, warping the entree to the start of that location (in front of peach’s castle’s gate, just before the ramp for the approach to The End, the base of the argent energy tower, etc.) The best rule of thumb would be that it is the start of a level in a game. These warps are one way, but Jr is not limited in the number he can make, allowing him to rapidly link up locations he has been to via warps.
Fire Breathing (Kid sized): Jr can huck fireballs like his pappy, but they are, of course, smaller, weaker and less numerous than the big man’s own affair, but they do come with some special tricks up their sleeves. Come in two flavors: quick and bouncy like a certain plumber’s hand thrown fireballs or slow and homing with the added benefit of leaving a patch of fire when they hit the ground. He also has a regular, if again comparatively weak compared to his dad’s, fire-breath for short ranged roasting.
Elemental goop: Jr’s magic paintbrush can now create two new types of goop, shocking goop and burning goop, which do additional elemental damage. Shocking goop is a mix of teal and yellow, and will electrocute enemies that come into contact with it, damaging and stunning the foe. Burning goop meanwhile is a molten mix of oranges and reds and is superheated to the extent that it can ignite foes who come into contact with it, which can cause them to run around in a panic trying to put it out. Both goops can linger as a dot, dealing additional electric/heat damage over time until removed.
Healer Basics(B’giotahmo Bravha): As long as jr has some sort of staff-like casting catalyst (such as his paintbrush), he can cast Cure to restore a burst of HP, Esuna to cleanse minor status effects, and Lucid Dreaming to gradually restore a third of his own MP.
Holy Offense (B’giotahmo Bravha): Jr against the spell Repose: which inflicts sleep on an enemy for 30 seconds, and Stone, which rips rocks from the surrounding environment and hails the foe with a shower of earth element damage.
Healer Basics Plus (B’giotahmo Bravha): Jr gains the spells Medica which heals himself and all allies in an circular aoe with a 15 yard radius, and Presence of Mind (usable every two minutes), which increases attack and casting speed by 20% for 15 seconds.
Divine intervention(B’giotahmo Bravha): grants Jr two white mage spells: Benediction, which can instantly fully and freely heal a target within 30 yards, but which has a two minute cooldown and Holy, which deals damage and stuns foes (for 4 seconds) in an 8 yard radius around him, but has a 2.5 second cast and recast time. Each successively chained stun a target receives lasts half as long as the last (4-2-1-0)
Ferromancy (Vespikan Ferromancer): allowing them to magically create iron objects out of their hand and arm. All new metal begins its life in contact with the host’s runes, though it can still be manipulated for a few brief moments afterwards. This can be used to quickly create and launch small blades/shards/spikes, form weapons or shields, coat their arm in metal armor or spikes etc. It can also be used more slowly to make complex components or higher quality equipment, weld things together, create small defenses or structures, etc.
Monster metal (Vespikan Ferromancer/Undyne): via a combination of the Ferromancer and Undyne’s magic, Jr can now produce magic infused iron, as long as it comes in the form of spikes and spears. As well as giving it the ability to better harm foes with physical resistance (such as ghosts), it also lets the summoned objects still be manipulated even once they are no longer in contact with his body. They can either float close to Jr to be later launched at targets, or can have their trajectory altered once while in flight, letting the shots re-adjust if they miss, rain down from above when shot over a target, spike up after being launched under, or even orbit around the foe inorder to shoot them in the back.
Sick 'Em (Astrid): which allows the host to perform a special weapon throw (for identical small weapons) that track somewhat and purge the target's most recent buff on hit.
Z-Power: Jr can perform team attacks with his minions, consisting of him pouring a large amount of mana into one of them so they can unleash a powerful attack drawn either form their base form or from one of their fusions. These can be things like Z-moves for pokemon, such as Let's Snuggle Forever for Mimi the Mimikyu or an ultimate ability like Life Form Disintegration Ray for Peeka, which would be drawn from her Vel’Koz fusion.
Skills:
Leadership: Certainly not a born one, jr nonetheless has learned this skill in-order to fill the royal boots of his father some day. Unlike his father, who leads as something of a general, jr has led his troops from the front. Or the back of the front at least, commanding squads of minions to do battle in his name while he manages their tactics and formation as a squad captain.
Pint sized powerhouse: Despite his short stature jr is actually rather strong, capable of lifting several times his weight, and has a fair bit of the dexterity that his father lacks as he can skillfully wield all manner of weapons and do a fair bit of platforming as well. His shell also makes him fairly durable, tough nowhere near as much as his father.
Mechanical skill: Bowser jr has shown a fair deal of skill when it comes to the use of machines, having piloted (and possibly designed) numerous mech, ships, cars and other combat vehicles. He can also hack emails.
Scrap Mechanic: jr has learned how to better work with broken machinery others would simply throw away, be it fixing the team’s gear or salvaging enemy equipment for reuse, repair materials or upgrade components.
Inkngineering: Jr can modify/enchant weapons to spread/fire the ink from his magic paintbrush. For example making the splattershot fire magic ink instead of squid ink, or making a melee weapon leave ink where it impacts.
Monster Master: Bowser Jr is good at training, commanding and using various creatures, such as pokemon, tem-tems, battle pets, etc. He bonds quickly with them, inspires loyalty and has a knack for teaching them how to fight and act at his command.
Olympian: The one with this strength has competed in numerous summer and winter olympic games, and has experience in and talent at all the various sports. They are proficient at any activities that are represented by those events. Notably it does not improve basic skills like running, jumping or swimming, but instead provides an extensive if esoteric list of talents from discus tossing to rowing to skiing, basketball, rhythmic gymnastics, bobsledding, etc.
Stronger Together (Maw): The experience within the Maw has brought the Koopas closer together both with each other and with those that shared the experience with them. All of them gain increased confidence and constitution when in close proximity to other survivors of the Maw, knowing that they can trust their backs to be watched, and going the extra mile to make sure they can do the same.
Feast (Maw): Eating anything will restore health in addition to its actual effects. Also, receive a fast-diminishing attack boost after eating
Lance Aptitude (undyne): which includes both wielding and throwing proficiencies
Emotions (Omori): which affect his stats a little based on his emotions: angry (+attack/-defense), happy (+speed/-accuracy), sad (+defense/-speed)
Weaknesses:
Childish: reckless, impatient and impulsive, jr has a lot to learn.
Small: He might be tough, but the lad is still only waist high.
Supernatural separation anxiety (Maw): If unity is strength then separation is weakness and the Maw has taught that weakness will not be tolerated. Those with this curse will become overly worried if another of their number is not in the company of at least one other curse bearer, and especially worried if they go off on their own, which tends to cause reckless rushes to their aid.
Dedicated Healer(B’giotahmo Bravha): decreasing the power of offensive magic by 20%
Ventilate Heat: the metal inscriptions cause the arm to lose heat at a rapid rate. In environments that are not actively warm, the arm will feel unpleasantly cold and take more stamina to use than the uninscribed arm. Cold environments will make this worse, or be potentially dangerous. Insulation can prevent these issues, but will also reduce the effectiveness of any magic gained from the runes.
Worse Depth Perception (undyne)
Spider/Drowning Phobia (Omori)
Earth Element (Astrid): which decreases the damage dealt to fire-aspected enemies by 20%
Spirits:
Active strikers
Blodia A titan of vivid red and shining steel, too large to be fully summoned all at once. Instead, it can be called in on a long cooldown to deal attacks that cover huge areas with heavy damage. This abilities include Blodia Punch, a straight strike that hits like a freight train, Blodia Vulcan, a hail of gunfire, and Blodia Lift, which allows the striker to pick up or throw the host
Sho A high-tech ninja wielding electric chain scythes. He can either perform quick melee slashes or a long-range scythe hurl every 10s. Every 30s, he can also perform Air Rend, hurling one scythe at an enemy that he then uses for flying grapple slash. Alternatively, he can use Evasion Rend to appear, then substitute a log that, if struck, lets him use Air Rend without having to land the projectile first Stored strikers
Goomba Swarm
Koopa Corps
Primid Party
Bytan Rollout
Chef Bro cook-off
Murlock Marines
Flukefey flight
Vespikan Raid
Minions:
Mimi (Mimikyu): captured at Peach's castle, Mimikyu is Jr's starter Pokemon. They have quite a strong bond after being though so much together in such short a time.
Moves:
Hone Claws
Shadow Sneak
Mimic
Electroball
Modifications: Due to the absorption of a Spaark into her body, Mimikyu's body has recompositioned into a dark cloudlike substance, she gained a battery pack on back of disguise, and the ability to learn more electric moves going forward.
(Maw Strength) Stronger Together: The experience within the Maw has brought the Koopas closer together both with each other and with those that shared the experience with them. All of them gain increased confidence and constitution when in close proximity to other survivors of the Maw, knowing that they can trust their backs to be watched, and going the extra mile to make sure they can do the same.
(Maw Strength) Feast - Eating anything will restore health in addition to its actual effects. Also, receive a fast-diminishing attack boost after eating
(Maw Weakness) Supernatural separation anxiety: If unity is strength then separation is weakness and the Maw has taught that weakness will not be tolerated. Those with this curse become increasingly agitated, nervous and jumpy without someone around to watch their back as the horrors of the Maw supernaturally claw their way out of the depths of their memories to assail them with reminders of their vulnerability and visions of false horrors in the shadows. Most extreme when out on their own, but even becoming separated slightly in a battle can cause the fear to start creeping in. (Minions, such as summons or pokemon, provide only a coping mechanism rather than a solution to this problem).
Dazzle (Brionne): captured at Kanzuki Beach Estate, evolved in the beehive in the under
Moves:
Water Gun
Disarming Voice
Aqua Jet
Icy Wind
Modifications:
Bake-Kujira (Tail) The host has slightly increased in size overall, while darkening in color. His tail is longer and broader, its flippers jutting out at a more perpendicular angle, and much less flexible. The tail is also increasingly spectral toward the end, divided between murky teal flesh and ghostly blue energy juxtaposed over bone. This spirit grants the ability Twisting Dive, which allows the host to execute a cursed corkscrew leap. While diving, the host inflicts damage plus brief stun, is knockback-immune, and carries struck targets with him to the end point (as long as the targets are not larger/heavier than himself). At the end of the dash, a concussive splash deals extra damage, and this dive goes farther when underwater. This spirit also grants the weakness Lesser Pinniped Mobility. Due to the changes to the structure of the tail, he is no longer able to run on land like a sea lion, but must flop, roll, or slide like a seal
Peeka (Flutter Mane): found within the Ancient Pools in the under, where creatures of long past dwell, she engaged in a lively game of peekaboo with Jr, before joining him on his adventure to escape the boredom of that ancient place.
Vel'koz('Necklace') The host's coloration is slightly greener, and the pink feathers a little more like tentacles. The main change concerns the 'pearls' around the host's neck, which are now brilliant glowing slitted pink-purple orbs like the eyes of Vel'koz itself. This spirit confers the ability Plasma Fission, allowing the host to fire out a plasma bolt that inflicts damage and a heavy 70% slow that quickly decays. While in flight, the host can will the bolt to split, firing off to the left and right at perpendicular angles. This spirit also confers the Weakness Low Mobility, decreasing the host's movement speed while floating
His dear Papa, how could the boy not be close to him?
Kamek: 32 (S Rank)
Responsible for much of the day to day raising and mentoring of the young prince, just as he was for the king. For all intensive purposes Kamek is Jr’s grandpa
Rika: 35 (S Rank)
Being royalty Jr has never really had a peer his own age, which has left a big friendship shaped hole in his life that having a sister is now filling.
tag team: Sibling Super Strike: Jr jumps onto Rika's shoulders, riding her piggy back while channeling magic into her gauntlets. She then bursts forwards, delivering a flurry of jabs each of which create 16 yard long cone shaped shockwaves of stunning holy power
Ship Girl Physiology: Jr can glide across, or rather just above, liquid surfaces, able to hover to and fro via just her will. He also has adds inhuman vitality and resilience needed to be able to take at least a few hits from ship girl grade weapons to his own.
Crossover: Rika swaps her helmet for his hairstick, ponytail and ranger cap, and her spear for Jr’s paintbrush staff. She gainings his casting and paint related abilities, while he gains her martial combat prowess. Both maintain their minion and mechanical firepower related traits/equipment.
tape player: plays and can record onto tapes, both regular and cassettebeasts
tapes: empty tapes: 1 platinum, 2 regular ones. Used to make recordings of monsters. When a recording is used, it transforms the listener into the mosnter, adding the monster's health on top of the user's, grants a number of new moves, and allows fusion with other 'Cassette Beasts' once enough power has been built up by taking damage, but it blocks the user's own equipment, effects, and powers completely. If this form's health is depleted, the tape breaks and must be repaired, either with a respool or during a long rest.
Recording: bottom half of a flukemon - able to bite and little else
Undyne Recording - a cassette tape that, when paired with a cassette player, allows the listener to take the form of Undyne, a humanoid water type boss monster.
-Slice (metal, weak melee) -Wallop (metal, medium melee) -Double Slice (metal, multi-hit melee) -Torrent (water, medium ranged, water spears from below) -Burning Passion (passive, increases ranged and melee attack if burned) -Desperation (metal, melee that does more when hurt) -Raise Arms (increase own melee attack for 30 seconds) -Retribution (passive, increases ranged and melee attack if an ally or allied monster form dies) -Ritual (once cast, restores the monster form's health to 25% on defeat, once per fight) -Undertow (water, strong but slow ranged, giant water spear or anchor from below)
Gaddbrush: also known simply as the magic paintbrush this weapon is capable of creating a harmful ink or goop like substance. This can be applied to enemies as a dot effect and to terrain to create hazard zones. Weapon wise it can either be used as a short spear or like a roller from splatoon.
Jr Clown Car: jrs primary moad of transport is a miniture version of his papa's clown car. As the boy re-uses the machine far more often it has a fair number of additions. the most notable is the ability to deploy robotic arms sporting everything from boxing gloves to saw blades and drills on the end. It can also deploy cart wheels from it's base to replace the propeller, deploy wrecking balls in place of the arms and store numerous items within it's hammer-space glove compartment.
Flaming Balloon cannon: ones the 'mouth' of the car and extends a cannon, from which is fired a flaming balloon made in the image of the clown car itself, which has a homing capability and an explosive impact. stolen from the Sweet Tooth ice cream van belonging to Needles Kane. Replaced the standard Cannon
Splattershot - a strong squirt gun that fires black ink. It only directly harms hydrophobic targets like fire elementals. ground type pokemon, and Inklings, but it coats both targets and surfaces with sticky ink that impairs movement and makes the target more susceptible to damage. Installed on a deploy-able arm.
Synapse - An organic rifle whose internal organs generate potent charges of bioelectricity to accurately fry enemies at close or medium range. It unleashes 12 jolts per second in a continuous stream, with 72 jolts per charge and 6 seconds to fully recharge, though it won't fire while recharging. The weapon does not need to feed, but it should be cleaned. Installed on a deploy-able arm.
Sentient Meat Hook "When artificial intelligence became more commonplace, many companies jumped on the trend for "smart" products. This included smart doors, lights, coffee makers, lawnmowers, vacuum cleaners, bedding, kitchen knife sets, and other home goods. After a series of gruesome lawsuits stemming from hacked smart appliances, most products soon went back to their more traditional, analog lines."
-"Why Is Smart So Dumb? VII"
Can be ordered to fire out and hook enemies. Or friends. Or objects. Anything you want hooked really. Has a mind of its own and will hook things it thinks the user wants hooked based on their meta data, something it will get better at the more it is used. Heavy. Potentially a bit temperamental. Fires out of the mouth like a vicious chameleon tongue.
Fused with Egg Mobile-H (damaged): a hovering vehicle once used by the evil genius dr eggman. Comes equipped with a massive wrecking ball attached via a chain. Components stolen from it have increased the car's size a bit, and added more lifting power, rocket on the back for more forwards thrust, and upgraded the deployable wrecking ball to be much much larger.
Padwah's Wheel: A tank wheel devoid of its treads, wielded as a weapon. Though more than applicable as a blunt instrument, it's been retrofitted with flamethrowers that allow it to serve as a blazing ring of destruction. An attached cable makes it usable like a yo-yo.
Bloop Hood - a cowl to be worn over the head. It allows the wearer to breath and see freely underwater as well as slightly mitigating water resistance.
Engineer Suitcase: acquired from Cindy Aurum in exchange for a bunch of junk acquired from raider vehicles, it contains an assortment of mundane tools used by GDI engineers for repairing buildings and vehicles, along with the ability to override security systems, though sadly there are no instructions for how to do this included with the kit
duffle bag A large cylindrical duffle bag with pokeball logos, useful for carrying stuff around outside the car.
pokeballs (x10): For catching mons.
[8] bandolier across the chest that can hold 6 pokeballs
pokemon potions: for healing mons
poke puffs: for a treat
Battery Sometimes paired with assault, but best used for small electronic devices
frigid javelin: An ice forged throwing spear that, after striking, melts and reforms in its thrower’s hand. On hit it will ignite the struck foe with freezing flames that block passive hp regen (but not active regen like potions or spells) and deal 1 more javelin hits’ worth of damage over 2 seconds.
Glyphid Trophy Hunter Experimental Plasma Charger: Bullets are so last year. Instead, why not incinerate your enemies from the inside out with a highly experimental anti-matter-powered gun firing supercharged plasma bolts? What's the worst that could happen? (If you find out, please report to R&D). Not upgraded
Glyphid Trophy Hunter Deepcore GK2: A dependable, hefty weapon. Usually not the first choice of proper Dwarves, but the combination of heft, weight, and satisfying boom makes it worthwhile all the same. Not upgraded, and also ammoless.
Grapple Worm: A small, tubular creature, dull dark blue in color with coarse, high-friction black stripes, roughly the size of a long can. It can be held in one hand and squeezed, and depending on the part squeezed, it will extend a sticky pink tentacle from one or both ends. These tubes have mouths on the ends with extremely hard teeth which can latch onto most surfaces. This allows it to function as a grappling hook or, if both ends are out, a zip line. If it’s not fed plant matter every day, it will die, and it cannot function as a grappling hook when dead
Tulip Hairstick: Plain, simple, and bulbous. Increases health a decent amount.
Rika
Game Origin: Kancolle Personality:
Rita started as something of a blank slate, containing blind military obedience and little else, leaving her rather naive when it comes to many aspects in life. Work from her friends and the influence of fusion has filled this out somewhat. Her main defining trait that is all her own would be curiosity, the ship girl always eager for new experiences and information. She also has developed quite the sweet tooth for candy and desserts, but when it comes to main meals will actively try to taste test anything and everything she can.
Rika also cares deeply about her friends, a bit about other former abyssals, but is pretty dissociative when it comes to strangers, and has basically zero qualms about using violence against them.
The spirits she has absorbed have made her more assertive, impulsive and aggressive, and so she has a tendency to rush in and pick fights as a first option when it comes to protecting the people she cares about. She’s also started calling minions, and people she doesn’t like, plebs, as if her new royal title is getting to her head, and is rather enthused by the prospect of wealth.
Appearance: Rika is a relatively short woman with pale human skin, a rather petite nose, crystal blue eyes and short bleach white hair with a single tuft of red over her forehead like L'Indomptable. This often isn’t visible however, due to her often wearing a spartan helmet done up in a black metal with pink highlights. It has the nameless spartan deserter’s cat ears on top and wyreven wing like ones up the side like rider and beast, and Tristana Titania Prime’s there pronged tiara on the front.
Her legs are reptilian, with saurian feet and Brachydios blue scales running up to her hips. This also isn’t usually visible due to her wearing a Agastya Alternate Costume that covers her from neckline to toe in a fine suit of black armor.
Without it she is adorned in a Aileen’s waistcoat hued white and gold, hung over a black and gold highlighted chest plate similar in shape to the spartans but more curved and elegant. Below this, covering her stomach, is Pacific Princess’s formal tank top, white with golden buttons, and below that a thigh length skirt sat like L'Indomptable’s, black underneath, white flaps on top, god Fleur-de-lises but with pink straps and ribbons.
Her legs are covered in white leggings which have metal plates strapped to her thighs like Vi does. Her feet finally are covered in hefty metal boots like L'Indomptable’s, but which sport short boots with hull-like platforms instead of having her walk around on her tiptoes.
Her arms have a rounded pauldron strapped to the fore arms, black with gold trim, while her forearms and hands are covered by her gauntlets. These consist of a pair of giant mechanical hands akin to VI’s, which feature the brute wyvern’s visage on the back of their palms (in a similar style to the jade lions on this skin) while still sporting both horns sticking out from their foreheads.
The left gauntlet has absorbed the grizco blaster, no longer requiring the awkward pipes from the horn to get a supply of explosive goop, and can now fire the ink blasts from a barrel in the palm. The grappling hook has also moved over here, and now sits on the back of the gauntlet’s palm. On the right, her rifle has also moved into the palm, and sports a rotating gatling style barrel the same size as the grizco blaster’s one. The chainsaw bayonet now runs along the back of her gauntlet’s hand and in between the middle knuckles, giving her punches from that hand some extra bite during and after impact.
At her waist sits Mikuma’s rigging, although it has been heavily modified, and has taken on many of the aspects of a Dark Magic Lampyre. A small emblem/buckle style after its helmeted head sits at the waist, while the back a large bunny tail like glowing orb sitting over her tailbone, flanked by Titania Prime’s gilded, hollowed-out, hip-mounted wings that are less articulate but do provided some flight control. The turrets have lost a barrel, while the remaining barrels have become thicker, and sport two orange spikes near the tips that together create a loose X shape. The lower red cleaver sections of the hullblades have been removed, and instead two orange claws curve out the front of the metal plates. The metal of the rigging has become a darker hue, while the red parts on the sides have been replaced by a purple armor plate going over the top of the weapon.
Background: Rika was a nameless grunt of the Abyssal Fleet, a petty mostly unthinking warmachine
In the now : Once a member of the Abyssal Fleet, Rika has barely any memory of her time as a nameless grunt among their ranks, either before the world of light or after. If she has any real accomplishment, it is that she, unlike nearly all the other abyssal grunts, had not been degraded by constant imperfect resurrections by their leaders, indicating either superior fighting skill or just luck.
Her first real memories are from after the magikoopa Kamek captured her and then freed her from galee’s influence, and by extension the fleet’s indoctrination. The koopa had intended to interrogate her on the nature of the fleet’s forces and ability to resurrect their fallen ships, but Sakura having freed the comparative and more knowledgeable seaplane tender Bella at the same time made this rather redundant.
She ended up being more or less just adopted into the Koopa Troop, with first Kamek and then also Bowser taking responsibility for her wellbeing as a new and valued member/minion of their crew. Her bond with Bowser junior is however the strongest, forged first when he freed her hands from her gauntlets, allowing her to interact with the world in a way that did not involve dealing death. The fact that she is, functionally, a child in terms of life experiences also put she and him on the same level, and the two gradually became each other's first true friend.
Despite this, the seekers are warriors, and the troop war mongers, and so they inevitably went back again all too soon, though this time with removable latches rather than being permanently welded on. Having to then face the rest of the fleet she had just been freed from, after having spent time in the place they sought to destroy, created a great deal of conflict in the girl, who found herself to kill her former allies who could, if shown mercy, surely be like her. As did, after the trauma of the maw, and the subsequent death of the Abyssal fleet’s high command, her position as one of the only people left alive who could take responsibility for the leaderless and broken remains of the fleet.
She ran from that responsibility, and tries not to think about it too hard as well. A child should not have to carry that weight.
After that they headed to twilight town, and then to the under, where she was formally adopted as Bowser’s daughter, rather than just being his underling, making her and Jr siblings, much to the delight of her new brother. Lacking a lot of context for this, the ship girl thinks she likes this new state of affairs. Which made Bowser and Kamek leaving to travel with Consul P/Peach hit very hard, as all but one rock in her new life was suddenly gone, and all she had left was Junior.
Job: Battle Cruiser Specialty: On the water, Rika is a highly maneuverable weapons platform, gliding across the surface of the waves while unleashing vast amounts of firepower, or devastating ramming strikes via fists or spears. On land she is much the same, though her mobility is limited to foot slogging.
Deployable Reconnaissance Planes: Rika can deploy a pair of remote control plane sized Abyssal Reconnaissance Planes, one from each gauntlet. While these little planes do have a weak pistol grade gun on them, their main advantage is the fact that they relay scouting and targeting information back to Rika. The gauntlets can repair/build replacement planes if provided relevant components, such as from a dispenser, but only have the housing and coms bandwidth to support one each.
Blastscourge(Brachydios): allows her to exude a slime from her horns and gauntlets. Once activated by her saliva, the slime will explode after a few seconds if parted from her, or if she’s very angry, on contact with a target.
Ship Shaped(Mikuma): gives a set of rigging in the form of two arms that terminate in hull-blades, with a tri-barrel cannon emplacement on each elbow. As long as the rigging is equipped, the host can skate across the surface of water.
Moby Dick(Pacific Princess): allowing the host to spend a great deal of life force to summon a White Whale. The White Whale is very strong, especially its jaws, and can follow basic orders, including firing its cannons. The White Whale, once summoned, is a physical being and will only disappear if killed or a new one is summoned. It also must move around manually.
Triple Torpedo Mistress (herself, Pacific princess and Mikuma): Rika’s gauntlets can store and deploy a number of forearm sized high speed torpedoes from the undersides of her gauntlets, which shoot through the water, delivering a hefty explosive payload to close range targets. On land these are obviously less useful, though having a source of on demand high explosives does have its advantages if she gets clever about it.
Partial Shielding, giving her an advanced Mjolnir shield that covers her head and upper torso.
Maneuvering Armor (Spartan Deserter): Rika gains a set of spartan armor that covers just her chest and which comes in the same black, white, and red coloration as her new helmet. Along with extending her shielding down, also comes with an attached thrust pack that user perform a forward dash every 4 seconds. Useful for engaging, repositioning and dodging.
Grappleshot (deserter spartan): Rika gains a clip on device known as a grapple shot, which can be attached to and integrate with her own systems, specifically the inside of her right gauntlet’s ‘mouth’. The device can fire a grappling hook with an 8 meter range, which is capable of latching onto most surfaces, foes and items. Heavier grapple targets (such as the ground, and large foes) will pull Rika towards them, while smaller targets (like items and small foes) will be pulled to her. Has a short cooldown after use.
Captain Ahab (Pacific Princess): Rika can expend stamina to teleport the spear of the Pacific Princess to her person (stamina drain scaling with distance) or vitality to form/repair it should it be damaged or destroyed. It is about 4 meters long, and tipped with a double barreled ship gun at one end (used for ranged force or added force/propulsion), and an arched spine of sharpened vertebrae ending with a long thin point at the other (creating a rather unconventional halberd head). A band runs from one end to the other, which can be used to sling it over a person’s back or for particularly convoluted flourishes. Just like the whale that is its twin, only one spear can exist at a time. Comes with the secondary superpower of knowing how to use the rather unorthodox weapon effectively.
Disruption Cannons (Dark Magic Lampyre): Allows her to fire fist sized globs of dark magic from their rigging guns. When they strike, the globs release a small pulse of damaging dark magic, before sticking to the target and sapping some of their physical and magical strength until they are pulled/pried/shaken off. Each blob lasts for 30 seconds, and causes a 5% reduction each, for a maximum of 40%.
The Disruption cannons take a large amount of a resource called SP to fire, which slowly regenerates on its own, but can also be actively regenerated by taking a few seconds to rest.
Electro-swarm Hangers (Dark Magic Lampyre): Rika can now use SP to launch small swarms of insects (that look a bit like fireflies) formed out of pure electricity from her gauntlet mounted hangers. For a small amount of Sp she can launch a diversion swarm, which buzz around a target and flash and blink distractingly, lowering their accuracy. For a larger SP cost, she can create a shocker swarm, which upon closing with the foe discharge their electrical charge in a series of small lightning bolts which can deal a hearty amount of damage if they all manage to go off, while also draining some stamina from the foe as well.
Vault Breaker (Vi): Rika can now charge her gauntlets with mana, which she can then use to unleash a punch that flings her forwards at breakneck speed, smashing foes that she collides with aside or even straight up into the air. The charge can be held for a maximum of 4 seconds, the first 1.25 of which increase the range, strength and speed of the punch. If the maximum time is eclipsed, the mana is forcibly vented to prevent damage to the gauntlet.
Denting Blows(Vi): If Rika can land a series of 3 punches (vault breakers included) on a target within 4 seconds of each other, the third blow will be empowered. This third blow deals extra damage equivalent to 15% of the enemies max hp (though there is a hard cap of 3 punches worth of extra damage, and armor/defense still reduces the damage), as well as increasing her attack speed by 60% and reducing enemy armor by 20% (both for 4 seconds). The effects do not stack, but can have their durations refreshed, and the third blow procs her Hexed-teched weakness, disabling the fist that deals the third blow for 2 seconds.
I Will Not Yield (L'Indomptable): boosting evasive abilities by 15% and giving the host a last stand that activates when she would otherwise be destroyed, preventing death for 2.5 seconds and granting a random buff to either ranged firepower, deployed explosives, accuracy, or reload time.
Vichya's Black Lance and Shield (L'Indomptable): Rika can instantly transform Captain Ahab (the Pacific Princess’s halberd), into L'Indomptable’s armaments, a levitating lance and shield combo which work incredibly effectively on the charge, but are a lot less nimble than the thin halberd they replace. The lance increases a struck target’s vulnerability to Rika’s ranged attacks by 15%, while the shield has a rack of 3 torpedoes it can launch over the top of itself and a 20 mm flak cannon on the front.
Skills:
Arm Cannons: Rika has a set of massive gun gauntlets strapped to her arms. Despite their weight and her less than muscular arms she can still hold them up thanks to antigravity modules built into them and powered via cables attached to her back (she also uses these to help walk on land and get some floaty jumps too). One houses a 8inch Triple Gun and the other a 6inch Twin Rapid Fire Gun. They also have impressive ammo stores that defy their conventional size. As these are functionally part of her, they can be modified by fusions.
Ship Girl Physiology: Rika can glide across, or rather just above, liquid surfaces, able to hover to and fro via just her will. She also has the inhuman vitality and resilience needed to be able to take at least a few hits from ship girl grade weapons.
Military Subordinate: Rika was a more or less unthinking soldier as part of the abyssal fleet and while she is her own person now, she still has the instincts from back then. Rika is a decent enough fighter at even just an instinctual level, and has a knack for following orders and plans swiftly and efficiently.
Stronger Together(Maw): The experience within the Maw has brought her closer together both with those that shared the experience with her. She gains increased confidence and constitution when in close proximity to other survivors of the Maw, knowing that they can trust their backs to be watched, and going the extra mile to make sure they can do the same.
Famine(Maw): While hungry, gain speed boost and stamina regain that ramp up the hungrier you are
Kai Flagship Upgrades: Rika gains a full suit of upgrades to push her ship class to its full potential, increasing her armor and vitality a fair margin but mainly massively raising her evasion, the ship girl becoming quite the artful dodger.
Brute Strength (Brachydios): Despite being built with a pair of massive gauntlets, Rika was not designed for close combat. This little number fixes that problem by imbuing her with Wyvernian strength and battle prowess of the mighty Brachydios, making her quite the slugger.
Lancefaire (Rider and Beast): imparts skill with polearms and a slight damage increase while using them.
Bullet Jump (Titania Prime): substantially boosts the host's movement abilities The host can launch into a quick slide, double jump, aim glide, wall run, wall climb, and high jump.
Shark Weapon(Aileen): giving the host's main aquatic summon the power to launch a volley three bombs through the air, which fly in an arc.
Land Pirate (Aileen): the user’s aquatic summons can treat solid ground like water, allowing them to swim through it, though this does not affect it otherwise, and so they are, for example, functionally blind while inside of it. The material also still has to bear their weight/force, meaning weak/unstable surfaces might collapse if an attempt to swim up/through them is made.
Smelter Skills:
Kindred of Rot's Exultation: Raises attack power when poisoning or rot occurs in the vicinity. "Rot for the scarlet goddess. O scarlet blossoms, flourish in distant lands, and return to us, the unwanted children"
Pest’s GlaiveSlightly increases non-physical damage negation. Though men might recognize the keen intellect of the pests evidenced by this spear's uncanny design, it will never be understood by them
Dated Sunglasses: a pair of dark sunglasses reminiscent of those from a certain fill series. When the wear dodges these produce an invisible field 5ft around the user, which slows hostile projectiles by 30%, making it easier to avoid getting shot.
Prisoner in Deep Confinement(set): Increases HP, DEF, ATK, and SPD by equivalent amounts, increase ATK by a furthur 12%, In addition, for every DoT (up to 3) the target enemy is afflicted with, the wearer will ignore 6% of its DEF when damaging it. DoTs include poison, bleed, burn, etc.
Krull's Amulet: A spiky metal fishhook. Provides a small buff to attack and hp. If equipped with Krull's weapon and armor, they will provide a set effect that boosts hp by 30%
Weaknesses:
Born yesterday: Rika has only been an actual person for a handful of days and is as a result currently going through a crash course on how to be a person. Her main mentors being the self declared bad guys of the Koopa Troop is probably skewing her perspectives and priorities quite a bit too. Very susceptible to being tricked and outmaneuvered in social situations.
Beached: Rika is a ship in the shape of a girl, and was not built to be on land. She is relying on the antigravity in her gauntlet’s to keep herself upright while on land, and those failing will massively cripple her maneuverability.
Aqua Bane(Brachydios): giving her a mild weakness to water-based or aspected weapons and attacks plus a more severe one to ice
Little Sister(Mikuma): making her more susceptible to intimidation and mental attacks.
No Surrender(Pacific Princess): Rika is unwilling to accept defeat
Supernatural separation anxiety (Maw): If unity is strength then separation is weakness and the Maw has taught that weakness will not be tolerated. Those with this curse will become overly worried if another of their number is not in the company of at least one other curse bearer, and especially worried if they go off on their own, which tends to cause reckless rushes to their aid.
Headshot (Nameless Spartan Deserter): which means that once her shields are broken, a single shot to her helmet from any precision weapon is fatal
Axebane (rider and beast), increasing the amount of damage taken by axes by 50%
Bright light(Dark Magic Lampyre): which prevents the user from disabling the glowing orb on the back of their rigging, making sneaking very difficult, and drawing additional attention to them in and out of combat.
Hexed-tech (Vi): Rika’s gauntlets really weren't designed to work with mana, and the overlapping energy systems unfortunately interfere with each other. If a gauntlet is used to perform a mana expending ability, it (and anything installed on it) will subsequently shut down for two seconds as the technology recovers from having magic run through it.
Pixieweight(Titania Prime), decreasing the host's effective weight, strength, and durability by 15%
Short (L'Indomptable): making it harder to climb things, reach things, see long distances, and be respected by taller people--and of course, if someone jokes about her height, she will become Enraged
Nonoptimal Range (Aileen): decreasing combat effectiveness (Accuracy, damage, and attack speed down by 10%) at short range
Spirit list:
Active strikers
Maria A dark knight wielding a blood-red twinblade. She can appear to swing twice with her swordblades, incurring just a 10s cooldown. She can also be summoned to perform a counter, using an empowered version of her basic attack when struck, though a 15s cooldown is incurred whether or not she's hit. Finally, she can perform Blood Rain over the course of two summons; the first one empowers her (10s), and the second performs a bloody slam that heals the host for all damage inflicted (40s)
Vespikan Ichor Queen: A towering wasp woman adorned in crimson robes and with red ribbons trailing from her antenna, armed with a single colossal clever blade who can be summoned (on a long cooldown) for a few second to either attack with her cleaver and venomous stinger, or to cast one of the one of a number of spells:
Lightning Bolt: the queen channels electricity into her blade for a moment before thrusting it forwards, shooting out a powerful lighting bolt that can do heavy damage to a single target
Pull from the grave: the queen kneels in prayer to her dark god for a moment before stabbing the ground with her sword. This causes a 5 meter patch of ground within 25 meters to manifest a flurry of earthen hands, which attempt to grab and drag any undead beings they can find back into the earth where they belong. Has no effect on any other kind of being or entity.
Draining touch: the queen reaches out and touches the body of a target with her hand, and in so doing begins to drain a mundane human’s worth of vitality from them over the duration of the cast time, transferring it to her summoner.
All of these spells take 2 seconds of channeling before they are cast. If the summoner is harmed (either directly or via feedback) the queen enters into a berserker rage, interrupting any spellcasting she was attempting to do as she blindly charges the culprit and tries to deliver a singular devastating cleaver strike to them, regardless of the desires of her summoner, or the feasibility of her reaching her target before her timer expires
Inactive Strikers
Cloyster The Bivalve Pokemon. It has pretty good physical defense and decent physical attack, but unimpressive stats otherwise. Its moves are Icicle Spear, a short range 5 shot burst damaging ice-type move, Whirlpool, which creates a water hazard in an area for a little while, Protect, a potent block that can't be used in quick succession, and Razor Shell, a mostly dependable damaging water-type move. Medium cooldown
War ClericAn axe-wielding priestess with a medium cooldown, able to be summoned for up to two seconds at a time to perform a single action. The actions she can perform are a quick advancing chop, a slow overhead slam, and Heal, which restores 25% hp
KnightAn heavily armored knight with a claymore a medium cooldown, able to be summoned for up to two seconds at a time to perform a single action. The actions he can perform are an armored sword thrust, a slow overhead slam, an advancing shield bash, and block
Rapport
Bowser: 18 (B rank)
father
Kamek: 24 (A rank)
freedom
Jr: 35 (S rank)
friendship
Tag Team: Sibling Super Strike: Jr jumps onto Rika's shoulders, riding her piggy back while channeling magic into her gauntlets. She then bursts forwards, delivering a flurry of jabs each of which create 16 yard long cone shaped shockwaves of stunning holy power
Skill swap: Monster Master: Rika is better at training, commanding and using various creatures, such as pokemon, tem-tems, battle pets, etc. She bonds quickly with them, inspires loyalty and has a knack for teaching them how to fight and act at her command.
Crossover: Rika swaps her helmet for his hairstick, ponytail and ranger cap, and her spear for Jr’s paintbrush staff. She gainings his casting and paint related abilities, while he gains her martial combat prowess. Both maintain their minion and mechanical firepower related traits/equipment.
Blazermate: 3
Pit: 2
Inventory:
Geo x2005
tape player: plays and can record onto tapes, both regular and cassettebeasts
tapes: empty tapes: 1 platinum, 4 regular ones. Recordings: bottom half of a flukemon
the Beast Recording - a cassette tape that, when paired with a cassette player, allows the listener to take the form of the Beast, an eight meter long centipied boss monster.
-Bite (beast, heals 50% of damage done thanks to carnivore ) -Carnivore (increased the heal of Bite from 25% to 50%) -Pustule Bomb (Poison, spray of purple globules that cause poison for 30 sec) -Sharpen (raise own melee attack for 30 sec) -Mountain Smash (earth, a strike with horns that lowers melee defense for 30 sec) -Burrow (earth, burrows under ground become immune to most attacks, but needs to emerge partialy or fully to attack)
Poison Card - When applies to a weapon, allows the weapon to build up and then inflict poison on struck targets. Applied to her rifle, causing it's bullets and bayonet to inflict a stacking poison dot.
Fancy sundress: exactly what it says on the tin. No special properties other than being cute.
Grizzco Blaster: A gun that fires short fuse slime explosions at a respectable fire rate of 60 rpm. It is powered by a combination of an electric goop swooping stu in the rear tank, saliva in one of the jars up top, and Brachydios slime from one of Rika's horns. The three other canisters contain ink from Bowser Junior's magic paintbrush, that can give it fire, electric, or poison type damage. The whole thing has been built into Rika's left hadn gauntlt, replacing the 8 inch gun found therein.
Red Baron & Ace: 'Ace' is a pair of augmented boxing gloves, with blades attached. 'Red Baron' is a set of six red orbital machines that can join together into a pylon for carrying or storage. Once activated by Ace, Red Baron's segments can be controlled to fly around using their rockets, acting as airborne blades. Their high potential power is offset by the difficulty of controlling them. Integrated into Rika’s gauntlets.
universal ammo box x3: can be used once to fill out any gun's ammo reserves (so a few magazines, shells, rockets, granades etc. basically whatever amount a person could/would reasonably carry)
Mauldrone A somewhat intelligent insect the size of a dinner plate, rather heavy and quite durable. Balanced between speed and attack, it deals blunt damage by ramming into its targets on the wing. However, the only way to communicate with it or get it to do something is via light or chemical signals; it does not understand intention or speech, so rika controles it via a cheap laserpointer
Snake Shotgun A shotgun with recoil and others stats comparable to a sawed-off. When its trigger is pulled it shoots three green snakes at once. The snakes are alive and can be killed but don't have spirits. After being shot they single-mindedly pursue the nearest living thing they can smell in order to bite them. The bites are venomous, causing pain and paralysis that builds up over multiple bites. The snakes can and will attack both allies and the shooter if they're too close. The trigger can be pulled ten times for a grand total of thirty snakes before the shotgun is useless. Ammo pickups do not replenish the
Featherfall RuneCan be squeezed to launch high up into the air, then slowly descend down for a duration. Squeezing it during the descent cancels it
2-10x42 Rifle ScopeMade from extremely durable aircraft-grade aluminium alloy and features multi-coated optics for super sharp vision. Shock proof, fog proof and waterproof for those extreme hunting conditions where a good scope makes all the difference. Can be affixed to a precision weapon to provide 2x-10x magnification
Berserker's BarrageEqual parts instrument of punishment and implement of execution, this axe is wielded to mete out bloody justice amid the insanity of the battlefield. Thus, to grip its haft is to surrender oneself to the iron madness of blood lust. Only usable by axe masters. Its special attack, Savage Surge, can both deal heavy elemental damage and temporarily increase allies' attack by 40%
Agastya Alternate CostumeAn Alternate Costume that can fit anyone who puts it on, encasing them in a fine suit of black armor with pale gold trim and a collar of burgundy feathers, leaving only the head exposed
Fan of KnivesA weapon mod (instaled on her left gauntlet) forged from the silver fragment left behind by Tian the Assassin, the bloodstained blade of the ratlike Urikki race. Charged by dealing damage in battle, it can be unleashed to manifest and throw a fan of seven knives that cause Bleeding
Mack FL1-R 'Stinger'A small flying corebot that functions as an expedition assistant. Similar to Deep Rock's Bosco drone, it can help out by carrying things or providing light. Thanks to its core, it's self-sustaining, but its energy will be lost and eventually depleted if it takes damage. It has a small rifle in its rear, but low caliber rounds and low stability mean it can be little more than a distraction under normal circumstances. Most importantly, it can kind of be worn like a miner's cap
Blood Vial x3 Special blood used in ministration. Restores HP. Once a patient has had their blood ministered, a unique but common treatment in certain rumor-shadowed places, only successive treatments can reproduce that same sublime feeling of invigoration
High-quality Bandages x2 Useful for stopping Bleeding and temporarily increasing Bleed resistance
Treats: assorted goodies for the sweet toothed ship girl
golden spinner: a device that is very effective at capturing and taming monsters, and works exactly like a pokeball. Curently holds a white whale.
Midna
Origin: Legend of Zelda: Twilight Princess
Appearance:Midna now stands at 1.7 meters tall, has a lean and toned physique of an agile warrior and her skin is the hue of a late sunset, topaz shades graying as night sets in, body closer to night, face closer to day. She is entirely humanoid, save for a long draconic tail coming out of a port at the rear of her armor, which has pale green scales, ridged with short golden spines and tipped with flygon tail fans.
Her hair is still done up in a ponytail, but is now a veritable mass of hair going down to the small of her back, and is a smoky orange filled with Norah’s blue jewels like stars. Her chin has become strikingly pointed, her eyes a dark orange, lips painted soft green, and her ears are now smooth and pointed like an elf’s. Each ear is adorned with three golden loops, smaller versions Urbosa’s, along their length, as well as having a golden ‘sheath’ over the tips like Ariel.
The twin crests on her helm now slope backwards, melding with a pair of gold-black dragon horns sprouting from her forehead. The pair of worm-like engraving on its front have become a pair of long bodied dragons, rear claws gripping the horns while the front pair grip a red eye like jewel on the forehead over which they seem to be battling. The psycho mask is permanently attached to the front of the helm, and turned into the snarling red face of Murasame, while Shemira’s eye mask covers both eyes and the top of the face.
Her shoulders bear a pair of large pauldrons, gold rimmed ‘scales’ filled with red, which match the similarly striking red and gold chest plate that covers her from shoulder to waist, that is relatively thin and form fitting. A black sleeveless jacket, open at the front and with a popped collar, is wrapped over the back of this armor. A round core of magic hums at the center of the chest, lighting crackling out of it and dancing across the metal, suffusing all her armor in electricity.
Her two sets of arms emerge from the sides of this armor like Orendi’s do and are clad in thin black, fingerless, elbow length gloves. Akira Howard’s cuffs and astral chain adorn her (real) wrists, but are of a golden metal, and are much slimmer and compact, closer to Ariel’s stylish wrist guards than bulky handcuffs
A black dress rests on her waist below the armor, trailing down to just above knee height at the front, just below it at the back, while leaving the thighs exposed. On her legs she wears a set of sturdy black thigh length heeled boots done up with cross stitching, which have golden metal caps on their toes who’s metal runs around the edges of her feet and down underneath as well. Both heel and toe tips are mechanically articulated, causing the boot to be flexible rather than rigid. This, combined with a set of dragon energy claws permanently extending from the toes and heel, allow the heels to enhance rather than restrict her mobility.
Her magic, dragon energy, lightning and astral chain have all now harmonized to have a black core inscribed with green twilight runes, all encased in a similarly green aura, in the same manner as her twilight volley bombs. Her shadow hands continue to match the hue of her hair however.
Personality: Midna is not exactly a picture of princessly grace and virtue, as she can be manipulative, mocking, selfish, vengeful and violent to get her way, as well as being impulsive, unpredictable, and prone to colorful expressions thanks to Orendi. However, she also takes the responsibility of her royal title to heart, having a deep concern for the well-being of her people, one which she has learned to apply to others beyond her kingdom. Ariel and Urbosa’s influence have added a warrior’s spirit and deepened her sense of nobility to this protectiveness, though her tendency to tease, joke and taunt can sometimes make her seem more rogue than royal knight.
Shemira has made her more willing to help selflessly as well, while the undead woman’s pessimism is suppressed by Ariel’s belief in a better world, because though Galeem’s may be cruel and unfair, the only thing to be done is fight against fate. Part of that also comes from a belief in the divine, that there other great powers out there, that need only be freed from Galeem’s grasp such that they might be able to aid in undoing the damage it has done.
She has also inherited Norah’s muse, if not her talents, and finding musical inspiration coming to her at unexpected times, which when combined with Orendi results in sometimes humming or whistling tunes, or even more rarely, singing them.
Background: Midna was once the princess of twilight, heir to the throne and future ruler of the Twili, a race of beings who lived in a shadow realm their sorcerer ancestors had been banished to from the light world of Hyrule. Upon the death of the previous ruler Midna was chosen to succeed them, but was soon overthrown by one of the failed claimants to the throne, Zant. Using powers gained from his new “god” he conquered the twilight realm, transformed its people into monsters and cursed Midna with an impish form before banishing her from the realm. Rather than sink into obscurity or die in disgrace however, Midna aimed to rebuild the Fused shadow, an ancient artifact of shadow magic, and use it to reclaim her throne.
She recruited the aid of Link, who had been transformed into a wolf, a sacred beast of her people, and together they embarked on a quest to first reassemble the fused shadow, and then, once its pieces were stolen from them by Zant and Minda is almost killed, the rebuilt the Mirror of Twilight which they would use to take the fight to Zant in the twilight realm.
Together they overcame first Zant, and then (with the aid of princess Zelda) Gandorf, who, as he is want to do, had revealed himself to be the man behind the man of Zant’s usurpation. Midna died in the process of defeating the villain, but was revived by the light spirits into her true form. She then returns to her home to claim her throne, but as she does so she destroys the twilight mirror to prevent the two antithetical realms from ever coming into conflict again
Then some crazy yarander called Cia tares time and space apart because of their crush on Link, re-implifying midna, reviving Zant and chucking her out of her kingdom again. After a brief misunderstanding she teams up with the Hylians to successfully regain her kingdom, beat Cia and then return to her own time, only to come back to Linkle’s time for a final battle against Ganon who pulled another true final boss maneuver and before finally returning to her kingdom for the third time. She did not get her true form back this time however. She was just getting into the swing of being the imp sized queen of an entire dimension when reality got torn apart for a second time and she ended up being dumped in Smash City.
In the now Midna was one of the many heroes who had resided in "Smash City" Alcamoth taking part in the fighting tournaments there. When freed by the Seeker’s slaying of the ender dragon, she joined their quest, traveling east into the desert.
Within it she slew Urbosa for her crime of being unwillingly partnered up with a shadow of Ganondorf, something she would later come to regret despite having built much of her current fighting style around that spirit's power. Beyond that she traveled north, losing and gaining friends and allies, till she ascended the split mountain and slew its guardian.
She then traveled to twilight town, learned to drive, was part of the seekers meet and greet, before traveling to Midgar, where her portal placement ability proved vital for swift navigation around the city, and their eventual dive into its heart to slay its guardian. Having left the city without power by accident, those seekers escaped the city, only to be chased by a consul and be saved by the Lost numbers, who they then joined. After that, they regrouped with the rest of the seekers in carnival town, where she learned the other team had recruited Gandorf of all people.
She swallowed her pride and agreed to work with him, but will never turn her back to the man as long as she lives.
Job: Armored Cavalry Specialty: Midna has a variety of mounts and minions at her disposal, as well as martial and martial prowess, letting her get in fast and hit hard Midna: level 9 EXP: //////////////////////////////////////////////////////////////////////////////////////////////////// (132/100) (+1 bonus pending)
Abilities:
Summon Wolf Mount: Midna can summon up to one of threeTwilight Wolfos, a wolf-like creatures which are definitely not a retextured Wolf Link with an added head decorations. These Wolfos are summoned from the twilight realm via a small portal when Midna is in need of a mount, and can be sent back there just as easily. Fast, agile and armed with sharp fangs and claws, the Wolfos makes an excellent mount for the diminutive Midna. Each of the three is a unique and living being, and thus they are all capable both of absorbing spirits and being killed outright.
Call of the pack allows her to shift the size of her mount to suit nay size changes she herself incurse from Spirit absorption or other sources.
This wolfos has now evolved into a flygon, crossed with a saboquill. The disk on its head has fused with its chitin, giving it a dark metallic crest, one with the wider fronds of the Saboquill. Its green hues are much darker, and the reds on its wings and eye protectors have turned teal. Its arms are more akin to the Saboquill, with wide spiked shoulders (which sport circular teal twilight markings) and larger claws. Its thighs are similarly spiked, and its feet have gained small clawed toes. Its fan-like tail tip sports a metal band/shackle at its base, has been filled with a darker red and has gained several more segments, making it look like a 2d dragon fruit.
Powers: Moves: Dragon Breath: breaths a blast of purple energy that will paralyze the target 30% of the time. Bug Buzz: Buzzes it's wings to create harmful sound waves and will increase vulnerability to non-physical moves 10% of the time. Dragon Claw: The user slashes the target with purple energy wreathed claws Earthquake: The user sets off an earthquake that strikes those around it. Technically a physical attack, as they need to touch the ground to perform it.
Strengths: Hit Reflect: which causes 50% of all damage dealt to the host to be inflicted to the attacker as well, calculated prior to defense modifiers and immunities. This also applies to the vibrava’s owner if both are together. Damage delivered via retaliatory volleys of cactus needles/spikes.
Ground/Dragon type resistances: Immune to electricity, half damage from poison and rock moves.
Levitate: able to fly, and immune to ground type moves as a result.
Physical attacker: Its physical (melee) attacks are 25% more effective than special (ranged) attacks
Weakness Ground/Dragon type weaknesses: quad damage from ice, double from dragon and fairy
Plant Property: increasing the host’s fire weakness to 4x
Appearance: This wolfos has become considerably more draconic in shape akin to that of Maridon, with a longer serpent like neck with a glowing throat pouch, and thicker, sturdier hind legs that sport a wider stance. It has also become more mechanical, with the nest of black ‘hair’ turning into metal cables that extrude to where the forehead plate, which itself is now fused to the flesh rather than floating above it, and its eyes are now those of Maridon. Its snout is wider and bulkier, its lower jaw is metal rather than flesh like the rampaging cyborg and its gullet is distinctly cannon shaped.
Its back sports a metal plate shaped like a motorcycle seat, while a second around the base of the neck provides 2 extensions that can be used as handlebars, as well as sporting a hatch in between them that can be used to load ammunition. Its tail is medium length and made up of the same energy filled tubing of its throat.
Its legs are the most drastically cybernetisised, coated from head top to bottom in Maridon blue metal, and sporting several jet thrusters. The front ones are akin to Khan’s with their attachment to the legs and blade like wings, only they stick out a 45 degree angle out and away so as to not simply burn it’s rear legs or it’s rider, while the rear ones are akin to Maridon’s with two Kahn ones attached on the outside acting like auxiliary thrusters. Each ankle has an extension holding a hubcap of a wheel on it, and when brought together with its twin on the opposite leg, it will cause maridon’s tyre to form between them, transforming the beast into a motorcycle. Finally its feet now consist mostly of three large razor sharp claws.
Powers Metal Wolf Chaos(rampaging cyborg):: granting a cannon on its back. The cannon can fire projectiles loaded into it at high enough speed to explode on impact. If not manually loaded with actual ammunition, it will extract a chunk of the host's flesh at the cost of HP to use instead
Thunder(Maridon): which drops a shower of 6 thunderbolts in an moderate area. Each one deals appreciable damage, but they have low individual AoE and fall randomly, so smaller targets can evade them.
Point-blank Shot(Khan): a high-damage, low-range, single-target projectile condensed from the host's primary element. If it's a critical hit, it's even stronger than a normal crit.
Weaknesses:
Powered (rampaging cyborg): If not powered by an energy cell, the host's cyborg parts remain inert, rendering the gun unusable and lowering its movement speed
Bog Standard(Maridon): decreasing the power of standard/normal attacks (such as biting) by 30%
All-out Attacker(Khan): decreasing defense and resistance by 15%
Equipment
Spit: A sticker that, when applied, allows the user to spit damaging projectiles that fly in a slow arc. They deal damage of whatever single element most closely matches the wearer (in this case shadow/dark)
Deegahla Hide Scale Mail: a set of light, durable armor, that also has a saddle with stirrups to help Midna fight from it's back, as well as two holsters for pistols, and saddle bags modified so it is easier for Midna to open portals in them.
Dark energy zone: Midna projects a growing ring of dark energy around herself and her mount. This ring starts out small but gradually grows to a significant radius. Once activated Midna makes the power held in the ring lash out at enemies within its dark interior, stunning them with an electrical attack and allow her mount to quickly lunge between all targets stunned by the field
Call the pack: Midna can temporarily summon her other two wolfos into combat at the same time as the one she is using as a mount. The summoning window is brief, a few seconds at best, making it optimal to use them as part of attacks that act as permanent troops. The wolves can pinwheel like spinning blades, spin dash like drills and even run circles to create vortexes that draw foes in or keep them in place, as well as use any other abilities they might pick up.
They wolfos can also be larger than the one being used as a mount, though whether this is indicative of their true size or a magical buff is unclear. Whichever is the case, the hulking beasts can be devastating to groups of enemies, careening through them before vanishing back to the twilight realm only to reaper from another angle a number of seconds later.
Passively, this power also lets Midna adjust the size of the wolfos she is riding to suit any shifts in size or proportions she herself experiences.
Dragon Type (flygon): Midna has the capability to learn all Dragon-type moves a Flygon can, as well as the starting moves Dragon Claw and Dragon Dance.
Siren Sands (Flygon): Midna gains sand manipulation abilities that give her the equivalents of the following moves: Sand Attack: Sprays the target with sand, irritating their eyes and reducing their accuracy Sand Tomb: Creates a localized sandstorm around the target. Does not do a lot of initial damage, but remains active for ten to twenty second, slowly sapping the target’s strength and bogging them down, preventing them from escaping. Sand Storm: Whips up a large sandstorm that indiscriminately buffets everyone inside it.
Sand based attacks cannot use naturally occurring sand and instead Midna has to dump sand into the environment from the realm of Twilight. Other than its color this black and silvery sand is mostly normal, except for the fact that it wordlessly “sings” as it flies through the air. Bringing more sand out takes more time: Sand attacks can be hurled out at once straight from a small portal, each sand tomb needs its own brief prep time and a sand storm needs an almighty amount of twilight sand dumped into the environment in-order to be pulled off. Already dumped sand is, of course, reusable, allowing the combining of sand attacks into sand tombs, and then sand tombs into a full blown storm if the princess focuses on using this ability in a fight.
Thunder Blade (Urbosa): Midna can store up to four ‘bars’ of electrical energy in a metal weapon, and then use it to unleash short ranged electrical attacks when swinging that blade. Abilities include shooting a tight beam of lightning, firing out a short ranged but wide thunderbolt, having 3 bolts hammer a small area around a blow, create a vortex of 3 swirling lightning steams, launch an electrical sword beam and so on. (basically everything from the combos section of this video except the last massive 2 combo’s massive aoe lightning.
Using lightning uses charge, which can be regained by charging, which involves holding the weapon close to her body to fill it with lightning once more. Charging generally refills one ‘bar’ per second, but starting to charge right after an attack can steal back some of the used power and charge one bar instantaneously.
Simply hammering on foes with the sword will also build static electricity, but this takes a fair bit longer than stepping back and charging it would.
Midna’s lightning is a limey twilight green, and she and her mounts are naturally resistant to it, or at least enough to prevent themselves from being fried by being so close to the blast zone, but not enough to protect them if they are literally in said blast zone.
Twilight warp: Midna can set down gateways (at her own location) that allow her to fast travel between them by skimming along the boundary of the twilight realm. This hop does not go deep enough to expose the traveler to the mutating energies of the twilight realm, and so it can be used to safely transport light-worlders as well as the princess herself. The creation of each gate requires a charge. She begins with 3, and gains one more each time she gains combat exp.
Twilight volleybomb: Midna can charge up large translucent-green spheres of energy from her shadow hand, the maximum size which can be quite astounding which she can then ‘serve’ and then ‘spike’ at her foes. Most of the sphere can phase harmlessly through solid matter except a solid core. When that core impacts with something, it creates an explosion the same size as the sphere, which can, again, be very large.
There are a couple of downsides. First off, charging to max size takes a few seconds, is incredibly obvious when being done, and has a lot of friendly fire potential due to the size of the explosion. The ball also has a kind of weight, causing larger balls to travel slower, resulting in lower ranges. Finally, the volleyballing attack method is not proclivity to the greatest accuracy or attack speed, also limiting the effectiveness of smaller balls.
Twilight Darknut: Midna adds a reanimated Darknut to her roster of creatures she can summon from the twilight realm. As with the other’s it is its own entity (one cobbled together from spare Midna discovered in the equivalent of a dusty broom closet in her twilight storage room, having used a few of these as captains of her short lived personal army during the time war) capable of both death and fusion.
The darknut itself is a towering figure, close to twice as tall as the average human, and clad in thick metal armor. It is also equipped with a large round shield that it is highly capable at blocking blows with. Combine these defenses with its undead nature, and it is safe to say that Twilight Darknut is an incredibly resilient combatant, at least when it comes to physical damage.
Its main weakness is a very slow movement speed, the armored warrior able to at best advance at a walking pace, although its turn speed is comparatively nothing to be sniffed at. High caliber weapons, electricity, heat, and other types of attack that counter heavy metal armor are also natural counters to the towering knight, as are holy, light and other undead killing damage types.
Offensively, it is armed with a hulking broadsword and a lighter longsword as a back up, which it wields with impressive skill and speed despite its armor. It can be equipped with other weaponry, though it’s proficiency with new gear is related to how closely it matches the starting gear.
Roadblock The host is now a hulking seven-foot titan of yellow and black metal, futuristic in make and fantastical in style. Nigh impervious to slashing, and resistant to practically anything else, it is an immovable object on the battlefield that foes are forced to play around, although its slow speed and short range make it somewhat one-note. This spirit confers the Power Obstacle, allowing it to project a large rectangular energy barrier from the shield on its left arm. Allies can move and shoot through it, but enemies cannot do either, and it can take some serious punishment. This spirit also confers the Weakness Mighty Glacier, making the Darknut unable to jump or run
Crescent Moon(Mursame): This special sword slash allows Midna to near-instantly draw and strike with a bladed weapon and taunts the enemies it hits, making them more likely to target the host.
Mass-produced Legionis (Clone of Akira Howard), which allows her to use a legatus to summon a bound Beast Legion from its core, connected to her by an astral chain. She can also now see chimeric entities clearly. The Beast Legion is an agile close-range fighter and can be ridden or used to track scents. It cannot be seen or attacked by most enemies. The astral chain can be used to send it out, pull it back, pull the host over to the legion, or bind enemies by encircling them. The Legion can also be modified with spirits.
Cyclone Kick(Ariel): a powerful high thrust kick that unleashes a bright green magical tornado to deal heavy wind impact damage in an upside-down cone, with a 160% chance to stun for 5 seconds. This ability must be charged by landing wind-type attacks, and after a target is stunned, it gains stun resistance for several minutes.
Tortured Souls (Shemira): making the host able to summon souls of the dead (who look like Poes) that spiral around her (with a radius of a couple of meters) to deal continuous damage over 12s, with 50% of their damage returning to the host as health. Tortured Souls constantly drains mana while active.
Rainbow Rondo (Norah): By strumming a stringed instrument, the host can bestow a boon upon nearby allies that lasts 20s. Whenever such an ally takes a hit, even if it deals no damage, the host has a 1/3 chance to perform a musical counterattack, dropping three magical notes on the attacker.
Skills:
Twilight Princess: Midna has regal authority over the denizens and beasts of her realm such as other Twili and Shadow Woflos. She also has the ability to claim command over beasts or beings corrupted by that realm, like the twilight Kargarok, and some affinity for other creatures of shadow not from her universe/dimension.
Basic Shadow Magic: Midna can float in the air, hide in shadows and teleport short distances. None of these abilities are fast enough to be used for dodging anything but the slowest of attacks but they can be useful for hiding, bypassing obstacles or basic locomotion.
Monstrous Cavalry: Midna has a talent for mounted combat using unusual steeds such as Wolfos and Kargarok. She can easily command her strange steed and fight at the same time and is able to adapt to new mounts with relative ease.
Champion Mindset(Urbosa): increasing Midna's natural authority and charisma and giving her a complete affinity for the Divine Beast Vah Naboris.
Champion Moveset (Urbosa): Midna can draw on the spirit of the Grudo champion’s martial talent, a flowing melding of might and magic that gives the princess increased skill and versatility when it comes to melee combat. It also gives her proficiency with various melee weapons, most notably the Urbosa favored armaments, the ever-reliable combo of the sword and shield.
Skirmisher Style(Orendi), increasing Midna’s agility and acrobatic sense to allow her to better avoid damage through mobility without having to rely on flight or hiding in shadows.
Earth Dragon Resistances (flygon): Gain the flygon's typing's resistance, resulting an in immunity to electric type damage and effects, as well as a 50% resistance to poison, fire and rock type moves
Climber’s Bandana:A light piece of headgear that decreases stamina consumption appreciably
Harbinger MaskA strange, full-face rebreather that seems almost molded from flesh, worn stuck to the face. It somehow doesn't obstruct visibility, but it does amplify the sound of the wearer's breathing. In exchange, it provides immunity to Poison and Burn, as well as variants of those afflictions, and 75% fire damage reduction
Weaknesses:
Imp Body: Midna’s imp body isn’t exactly the hardiest of forms, nor is it the strongest. Finding suitably scaled armor or weapons is also difficult. after fusing with Urbosa she is now somewhat larger and notably more muscular, reducing this weakness somewhat.
Light Based Attacks: While mere sunlight is no longer enough to damage her, as a Twili Midna still has a weakness to light based weapons or attacks (lasers, light magic, etc.). On top of this bright light is uncomfortable for her to bear and she is more vulnerable to being blinded/stunned by flashes or high intensities of light.
Fated End(Urbosa): Suffers heavy stress when facing either electric enemies or enemies wielding a sword and shield, and near-paralysis if facing an enemy with both
Dragon Weakness(flygon): Midna takes more damage from both dragon-aspected and anti-dragon attacks and weapons, as well as Fairy-type Pokemon moves and ice
IWHBYD(Orendi):: making her much more likely to compulsively spout off whatever comes to mind, even in combat or potentially awkward social situations
Can't Fly (Mursame): making the host unable to fly under her own power
Born for One Thing Only (Clone of Akira Howard): disables all of the host's Strikers and spitting out their spirits, as well as preventing the gaining of new ones
Critical Fire Bane (Shemira): resulting in 50% extra damage from fire-aspected attacks
Auto Battler (Ariel): more likely to zone out and fight without thinking in battles that don't interest her
Hard of Hearing (Norah): making the host's hearing worse
Spirits: N/A
Rapport:
Sectonia: 17 (B rank)
royalty should stick together, even if one is light and one is shadow
team attack:
skill share: Powerful Mage: Midna has gained a very high affinity for and familiarity with magic on top of her own. 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.
Primrose: 7 (C rank)
Roxas: 12 (B rank)
born between light and dark, and therein lies twilight
team attack:
skill share: Flow Motion: Minda has learned from Roxas’s visits to many different worlds and has thus become quite capable of adapting to many environments for the purpose of maneuverability in combat.
Goldlewis: 8 (C rank)
Geralt: 4 (D rank)
Bowser Jr: 6 (C rank)
Bowser: 3 (D rank)
Kamek: 4 (D rank)
Therion: 3 (D rank)
Juri: 3 (D rank)
Ganondorf: -3 (F rank)
Inventory:
Money:
4100 Zenny
Fused Shadow (1/4th) Worn by Midna as a helmet this physical manifestation of Shadow magic gives Midna the ability to transform her ponytail into a large prehensile limb tipped with a large hand. This hand has immense strength, capable of smashing foes aside, grabbing and hurling people or things and wielding large weapons. The force of blows or weight of lifting is not applied back to Midna, which is convenient as otherwise usage of this artifact would likely break her neck. The fully completed artifact is many times more powerful than its component parts. Despite its appearance it does not damage her depth perception.
Spaulders of the Bat - A pair of shoulder guards that bind to the wearer when equipped, meaning they will be destroyed if discarded or given to someone else. They provide extra physical protection and incremental increases to intellect, stamina, and haste (casting / attack speed). With the Andrew Oikonny sticker applied, the wearer is also a little more launch resistant, flying back a shorter distance when launched. With the Maglev mod equipped, the wearer's slide speed is boosted by a notable 30%, but with 30% less friction she's also a bit slower/slipperier both to get started and to stop moving on all surfaces (no effect while airborne)
Breastplate of Valor Increases physical defense, maximum mana, and mana regeneration. Most importantly, reduces cooldowns by 20%
Mimic Tooth Necklace When worn, any chest the wearer attempts to open will be unlocked automatically if locked, and also be a mimic. The mimic deals more damage depending on the quality of what’s inside it and behaves as if whatever’s inside it is equipped.
Rosary: Rope knot made from the threads of habits of monks deceased in ancient times, crafted by Engracia to whom all other’s works paled to such an extent they were branded a heretical. Holds Beads that can grant boons to the wearer. Beads: Frozen Olive: Summer fruit trapped in an endless winter. Born from an olive tree turned into a prison, its frosted oils bolster the wearer's defenses (by 50%) when their strength is nearly exhausted (at 20% or less hp). Piece of a Golden Mask Piece of embossed gold, part of a mask broken years ago. The nuns of the Convent of the Charred Visage swear never to let the world see their burned faces, and the conviction of its old wearer has permeated the metal. A rosary bead that grants 25% protection against flames
Psycho Mask - a wearable statement of freedom--freedom from society, morality, and sanity, all in one. It has no actual effect on the wearer but features a built-in filter which can purify incoming air, and two ports that gas canisters can be plugged into
Biteturn Charm - a charm of human bone with a touch of the Stranger’s power. Whenever a bladed weapon strikes the holder it will take massive durability damage, enough to shatter conventional weapons. When this happens, however, one of the wearer’s teeth will turn black and fall out. The tooth cannot be regrown via healing.
Cursed Sword - a strange blade imbued with fell sorcery. It deals extreme damage when used as a weapon but is difficult to grasp and use effectively. While equipped, any damage taken by the user will result in an instant kill
X-Naut Uniform: An Alternate Costume that, when applied to a person, near-instantly clothes them in a perfectly tailored version of the comfy red and poofy white suit, gloves, shoes, and hood of the X-Nauts. Includes goggles. In addition to being comfortable and warm, it also pretty much completely masks the wearer’s identity
Sharpnened Volcano Fragment Deals less damage than your average axe on hit, but will light the target on fire, causing the target to take damage over time until the flames are quenched or 7.5 seconds pass
Sun on a Stick Deals less damage than your average bat on his, but will deal a critical hit to a burning target without putting the target out. Also grants 25% protection against flames while in hand
Ammo Synthesis: A consumable device that creates enough ammunition to fully replenishes a single weapon when configured (a straightforward, intuitive process) and used
Clubba Club:A heavy weapon of solid metal. Its weight makes it a pain to use but a whole lot more pain for anyone it’s successfully used against. Just picking it up and dropping it is more practical than actually trying to swing it
Freindship bracelets: A simple metal bracelet sporting a heart shaped emblem made from a red stone. When worn the two ‘lobes’ each gain their own stylised icon representing the two people wearing the matched bands. When the bands are close together (so in the same general area sucha s a room, small building or garden) each half of the stones will glow softly, with the light intensifying the stronger the bond is between the two wearers.
At a base the band increases damage by 5% and movement speed by 6% even when the wearers are not around each other, but it can raise it by up to a maximum of 15/18% respectively for incredibly close friends. This the current owning pair most certainly are not, but they still gain a decent 7.5% damage and 9% movement speed boost, and could easily raise this to a pleasant 10%/12% by spending a bit more time with/around each other.
Comes with an instruction pamphlet that attempts to translate the glow intensity to various stages of friendship (from simple acquaintances all the way up through BFFs and Ace life partners) and effect efficiency, but fails to deliver the above information to the wearers particularly effectively.
The bracelet can also prevent the wearers from being forced to fight each other via various mind control or enrage effects, the effectiveness of this effect again being based on how close they are.
Mordant Dew: A whole vial of the nasty, toxic venom that Stingers inject into their victims. While underwhelming at first brush, it is actually a very valuably magical and alchemical opponent, as well as one of the requisite ingredients of the Grim Talisman, a charm that -when equipped- allows the user to build up his or her special resource with every landed attack
Charr Pirate Musket: A somewhat primitive, somewhat fantastical smoothbore rifle with less-than-spectacular accuracy and reload time, but boasts the property of infinite ammunition. in the form of metal slugs
Therian Viral Rifle: A long-barreled marksman carbine that utilizes compressed air to launch projectile syringes at high speed, long range, and high precision. The syringes can be loaded with a viral compound, which causes bothersome irritation on the skin around the infected point of biological targets, or a a hyper-restorative compound that circulates healing medicine throughout the bloodstream. A cumbersome reload process and the limited number of syringes limit its frequency of use
A boat load of survival rations of various kinds.
A now rather small amount of wooden crates stollen off the back of a truck (empty)
A cheap watch (which she got overchaged for)
A bottle of blood themed shampoo
A bag of smoke powder, which by itself isn't enough to create an effective smokescreen
Smoke Grenade x2: The J4-M35 Smoke Grenade has helped many soldiers out of dire situations. Simply throw the grenade wait for the smoke to spread and change firing positions when the enemy can’t see you
Treespear: Golden spear with tree-like design. Hits are infused with yellow lightning, their strength dependent on the wielder's Faith. Requiring superior dexterity to wield, this greatspear can perform consecutive thrust attacks despite its larger size.
Warthog: a light tactical ground vehicle fitted with a M41 Vulcan turret.
moterbikes x2: stolen, or rather confiscated, from deliquents in Gutsford.
Prometheus Torch type 1: A torch researched thoroughly to allow. a pyrokinesis psionic to unleash their full potential. Damages the taget with fire and bashing. Lakcing pyrokinetic ability, Midna uses this less refined and bulkier version of the torch purly for bashing
Power Cell: A cartridge loaded with electricity. Its built-in converters mean that it can be used to fully charge almost any device that runs on electric power
Orange Gel: A sweet medicinal jelly capable of providing 33% instant healing when eaten
Commando auto-pistol (x2): an auto pistol able to fire off 3 rounds a second, as well as firing a piercing phase round every 6 seconds. Unlimited ammo and no reloads necessary.
Shinra's Golden Gun: A very expensive-looking pistol with a black grip embossed by the logo of the Shinra Electric Power Company, and engraved golden body. It's only a golden veneer though, otherwise the weapon would be unusable. It's a small sidearm that fires 9mm rounds, just enough to kill the average person, but otherwise lacking stopping power. It has never seen expert maintenance, but then again, it's probably never been fired
Mutagen Shotgun (5 rounds available): a 7 round capacity shotgun with 120 RpM
Erendira‘s Gun-lance: a long lance that, along with being able to be used for stabbing, can also shoot small purple aura bolts, or swept to the side to launch a wide angle projectile. It must be charged by supernatural energy to use projectiles
Eliacube: A mysterious artifact. Under normal circumstances the cube is dark and closed, with a texture like jade, and it never opens. It seems to hold some sort of restorative ability, and it can hold a seemingly limitless amount of energy, but how -and perhaps why- it works is an enigma. It's rather interesting and gives off an important feeling. Probably warrants further study. Could it have some sort of psychic effect on those who own it? Or is it just a mirror, reflecting your own uncertain face back at you, and its magic is all in your head?
Ice Shield: A somewhat cumbersome medium shield, decorative and heavy. It nevertheless provides great defense, especially against ice, water, air, and slash attacks.
Festive Spycicle: An ice-cold spike wrapped in blinking Christmas lights. Though very strange, it's actually incredibly valuable to anyone with an eye for appraisal. If not for the light on the end it could probably kill someone with a backstab, but it still deals critical damage from behind. If the holder is ignited, it will extinguish the fire at the cost of melting for good
Ice Geode: Smithing material that's great for ice enchantments or making ice-themed weapons, though it'll take a master to put it to good use
Psi Stone of Dissonance: A crystalline pyramid that can be used to launch a conical energy wave that deals mental damage, applying high stagger. It takes a long time to recharge, however, and can only be used effectively once every five minutes. It darkens after use and starts glowing again when ready to blast
Serrated Knife: A large dagger most infamously wielded by General RAAM of the Locust Horde. Although it is a knife in the hands of RAAM, by human standards, it is a short sword.
Machete and Pistol: Two piratical weapons bound together. The machete is short and broad, dealing unremarkable slash damage while the pistol is a flintlock, with short range, high recoil, and deceptively big damage. However, the pistol is empty and does not accept ammunition. The only way to load it is by landing two subsequent hits with the machete. They share durability and upgrades.
Revolver: A renowned gunblade. What it lacks in power, it more than makes up for with its reliability. Despite its name, it cannot be used as an actual gun, meaning it does not fire projectiles, and can therefore only be used in melee combat. Triggering a round in the gun chamber sends a shock wave through the blade, increasing its damage potential, but the timing required is hard to learn, which is why it takes years to master wielding a gunblade.
Royal War Fan: A fan outfitted with blades and usable as a versatile dexterity weapon. Its attacks are supplemented with minor wind damage, which can also create gusts or small wellsprings, or allow it to be thrown like a sawblade Daora Gem: An organic gemstone formed from gradual deposits of impurities deep within the bowels of a Kushala Daora elder dragon. Its glow is breathtaking, and it could be used to forge Daora weapons of highest quality
Dead End Express: A pair of huge, heavy mechanized clubs forged from the remains of Wartrain Gouon, six feet long and a thousand pounds apiece. Each miniature locomotive boasts eleven grinding sawblade wheels that spin at high speed. Though nigh-impossible to wield, they boast terrifying destructive power, and can even be straddled or otherwise ridden and used as a vehicle
Dagon A rare twin-headed ice wand that boosts the power of ice spells and has a 50% base chance to inflict Frozen if used as a melee weapon, although its melee damage is fairly low and it loses extra durability when used that way
Game Origin: Super Mario Sunshine Personality: Bratty, spoiled and rude jr takes a lot after his doting father, both due to his upbring and due to his craving for respect and and acknowledgment of others, especially his father. Jr also generally dislikes been treated like a child, despite acting his age nearly all the time. He is somewhat smarter than his father, not that this requires much of an intellect, and a touch less stubborn as well, being able to swallow his pride if it is necessary. He is also somewhat lonely as a combination of his royal status, a lack of many acquaintances in his age group and, of course, his own rather abrasive attitude. The Koopalings, for example, act as more mentors or underlings than anything close to companions.
He also likes big dangerous machines and he really, really likes giant robots.
After fusing with B’giotahmo Bravha jr has become more calm and gentle.
Apperance: Jr initaly appeard as he does in Mario + Rabbids Kingdom Battle.
After fusing his ears and tail with B’giotahmo Bravha he has gotten taller with more humanoid proportions. His tail is longer, thinner, and has a mix of blue and orange fur running along the top of it. The host's hair is the same, a mix of blue and orange, and is a bit longer, with cat ears poking out the top. The host has a more human face, and is now wearing a white long coat with red lining
After fusing with Vespikan Ferromancer his right arm has become covered in an inflexible chitin in place of scales, onto/into which iron runes have been carved/tattooed. The hand is absolutely covered in these, making it appear almost entirely metallic.
After fusing both Undyne and Omori into his right arm, the scales on Junior's right arm turn a bit more blue, but then the colors on his arm got more muted overall. It has some light piece of metal armor strapped around the forearm and bicep, as well as a light gauntlet and shoulder plate.
Background: Bowser jr is the only son of the Koopa King Bowser. First seen in super mario sunshine where he kidnapped peach and impersonated mario, Jr now has a long history of battling against mario, generally alongside his father but occasionally solo. Jr was also present at the failed cliffside battle against Galeem and was, along with almost everyone else, blasted Galeem almost immediately. In the now Bowser jr was unstoried when the version of his father he was living with that was a Guardian was killed by a different version of his father who was one of the first seekers. A bit of an odd way to come about it, but then the Guardian version had been the version who was infected by the megabug that one time, he got over/rationalized it pretty quick.
The prince then took a nap, fixed up a bunch of cars, including his personal mini clown car, and caught a Mimkyu that he named Mimi as his first pokemon/minion, before setting off east along with the rest of the seekers. There he explored the land of venture, took a tiny teleport in and out of the dead zone, before along with the rest of the team defeating the region's guardian and freeing smash city Alcamoth in the process, which he used as a hub for graffiti art based warp paintings till it was destroyed.
He then headed to the Deep Blue along with Kamek, where they acquired an airship, and then set out on a scouting/probing attack vs the abyssal fleet. In doing so they fred/converted 2 members of said fleet. The princess Bella who offered them a lot of information on her fleet and, more importantly, a nameless grunt trooper who would come to be known as Rika.
While others got busy in Limsa Lominscuttle town using their help in the previous battle to get themselves in on an upcoming major offensive vs the fleet, the converted abyssals hid out aboard the ship, and Jr hid out with them. During this time Rika got her name, and her and jr’s bond began to take root as he took responsibility for unshackling her from the gauntlets that had been permanently strapped around her arms.
They then traveled north through the blue, broke the abyssal’s strongholds, survived the horrors of the Maw, slew the fleets leaders on caress isle, and finally the region’s gardien along with it. After a quick stop for a beach party during which Jr caught a Popolio named Dazzle and added it to his team, they headed back to smash city via portal, and then down to twilight town to link up with the rest of the seekers.
After that, it was down to the under, where Bowser ended up adopting Rika due in part due to how close Jr had grown to her, as well as acquiring the latest member of his team, a Flutter Mane named Peeka. Also they killed a guardian and a Consul, and learned that the world of light was actually ancient.
Finally they de-stressed in Carnival town, found out the Avenger, and then his papa and Kamek both went off with Peach without him, which has left the prince in a bit of a huff, but it's hardly the first time this has happened to him. His new sister took it worse, and he’s done what he can to help her adapt.
Job:Beast Master Specialty:Jr provides a wealth of magical and mechanical support and firepower, but is somewhat lacking in mobility.
Withdraw: Bowser Jr pulls his head and limbs inside his shell for added defense or to perform a Koopa shell spin/slide attack.
Life from the slime: the goop from the magic paintbrush now passively spawns Swoopin' Stus, simple creatures that resemble transparent flapjack octopuses with a ball of goop within their bodies. They attack Jr’s enemies by jumping at them and exploding into a splatter off goop. They also spatter into goop when killed. In battle can spread Jr’s graffiti to capture more ground and thus create more surface area that spawns more Stus. Stu’s won't explode unprovoked, preventing them from becoming a true self replicating night mare. That and a massive vulnerability to water.
warp graffiti: Jr can use his magic paintbrush to paint a M with two accent marks above it within which can be seen a distant location. These paintings can be entered, warping the entree to the start of that location (in front of peach’s castle’s gate, just before the ramp for the approach to The End, the base of the argent energy tower, etc.) The best rule of thumb would be that it is the start of a level in a game. These warps are one way, but Jr is not limited in the number he can make, allowing him to rapidly link up locations he has been to via warps.
Fire Breathing (Kid sized): Jr can huck fireballs like his pappy, but they are, of course, smaller, weaker and less numerous than the big man’s own affair, but they do come with some special tricks up their sleeves. Come in two flavors: quick and bouncy like a certain plumber’s hand thrown fireballs or slow and homing with the added benefit of leaving a patch of fire when they hit the ground. He also has a regular, if again comparatively weak compared to his dad’s, fire-breath for short ranged roasting.
Elemental goop: Jr’s magic paintbrush can now create two new types of goop, shocking goop and burning goop, which do additional elemental damage. Shocking goop is a mix of teal and yellow, and will electrocute enemies that come into contact with it, damaging and stunning the foe. Burning goop meanwhile is a molten mix of oranges and reds and is superheated to the extent that it can ignite foes who come into contact with it, which can cause them to run around in a panic trying to put it out. Both goops can linger as a dot, dealing additional electric/heat damage over time until removed.
Healer Basics(B’giotahmo Bravha): As long as jr has some sort of staff-like casting catalyst (such as his paintbrush), he can cast Cure to restore a burst of HP, Esuna to cleanse minor status effects, and Lucid Dreaming to gradually restore a third of his own MP.
Holy Offense (B’giotahmo Bravha): Jr against the spell Repose: which inflicts sleep on an enemy for 30 seconds, and Stone, which rips rocks from the surrounding environment and hails the foe with a shower of earth element damage.
Healer Basics Plus (B’giotahmo Bravha): Jr gains the spells Medica which heals himself and all allies in an circular aoe with a 15 yard radius, and Presence of Mind (usable every two minutes), which increases attack and casting speed by 20% for 15 seconds.
Divine intervention(B’giotahmo Bravha): grants Jr two white mage spells: Benediction, which can instantly fully and freely heal a target within 30 yards, but which has a two minute cooldown and Holy, which deals damage and stuns foes (for 4 seconds) in an 8 yard radius around him, but has a 2.5 second cast and recast time. Each successively chained stun a target receives lasts half as long as the last (4-2-1-0)
Ferromancy (Vespikan Ferromancer): allowing them to magically create iron objects out of their hand and arm. All new metal begins its life in contact with the host’s runes, though it can still be manipulated for a few brief moments afterwards. This can be used to quickly create and launch small blades/shards/spikes, form weapons or shields, coat their arm in metal armor or spikes etc. It can also be used more slowly to make complex components or higher quality equipment, weld things together, create small defenses or structures, etc.
Monster metal (Vespikan Ferromancer/Undyne): via a combination of the Ferromancer and Undyne’s magic, Jr can now produce magic infused iron, as long as it comes in the form of spikes and spears. As well as giving it the ability to better harm foes with physical resistance (such as ghosts), it also lets the summoned objects still be manipulated even once they are no longer in contact with his body. They can either float close to Jr to be later launched at targets, or can have their trajectory altered once while in flight, letting the shots re-adjust if they miss, rain down from above when shot over a target, spike up after being launched under, or even orbit around the foe inorder to shoot them in the back.
Sick 'Em (Astrid): which allows the host to perform a special weapon throw (for identical small weapons) that track somewhat and purge the target's most recent buff on hit.
Z-Power: Jr can perform team attacks with his minions, consisting of him pouring a large amount of mana into one of them so they can unleash a powerful attack drawn either form their base form or from one of their fusions. These can be things like Z-moves for pokemon, such as Let's Snuggle Forever for Mimi the Mimikyu or an ultimate ability like Life Form Disintegration Ray for Peeka, which would be drawn from her Vel’Koz fusion.
Skills:
Leadership: Certainly not a born one, jr nonetheless has learned this skill in-order to fill the royal boots of his father some day. Unlike his father, who leads as something of a general, jr has led his troops from the front. Or the back of the front at least, commanding squads of minions to do battle in his name while he manages their tactics and formation as a squad captain.
Pint sized powerhouse: Despite his short stature jr is actually rather strong, capable of lifting several times his weight, and has a fair bit of the dexterity that his father lacks as he can skillfully wield all manner of weapons and do a fair bit of platforming as well. His shell also makes him fairly durable, tough nowhere near as much as his father.
Mechanical skill: Bowser jr has shown a fair deal of skill when it comes to the use of machines, having piloted (and possibly designed) numerous mech, ships, cars and other combat vehicles. He can also hack emails.
Scrap Mechanic: jr has learned how to better work with broken machinery others would simply throw away, be it fixing the team’s gear or salvaging enemy equipment for reuse, repair materials or upgrade components.
Inkngineering: Jr can modify/enchant weapons to spread/fire the ink from his magic paintbrush. For example making the splattershot fire magic ink instead of squid ink, or making a melee weapon leave ink where it impacts.
Monster Master: Bowser Jr is good at training, commanding and using various creatures, such as pokemon, tem-tems, battle pets, etc. He bonds quickly with them, inspires loyalty and has a knack for teaching them how to fight and act at his command.
Olympian: The one with this strength has competed in numerous summer and winter olympic games, and has experience in and talent at all the various sports. They are proficient at any activities that are represented by those events. Notably it does not improve basic skills like running, jumping or swimming, but instead provides an extensive if esoteric list of talents from discus tossing to rowing to skiing, basketball, rhythmic gymnastics, bobsledding, etc.
Stronger Together (Maw): The experience within the Maw has brought the Koopas closer together both with each other and with those that shared the experience with them. All of them gain increased confidence and constitution when in close proximity to other survivors of the Maw, knowing that they can trust their backs to be watched, and going the extra mile to make sure they can do the same.
Feast (Maw): Eating anything will restore health in addition to its actual effects. Also, receive a fast-diminishing attack boost after eating
Lance Aptitude (undyne): which includes both wielding and throwing proficiencies
Emotions (Omori): which affect his stats a little based on his emotions: angry (+attack/-defense), happy (+speed/-accuracy), sad (+defense/-speed)
Weaknesses:
Childish: reckless, impatient and impulsive, jr has a lot to learn.
Small: He might be tough, but the lad is still only waist high.
Supernatural separation anxiety (Maw): If unity is strength then separation is weakness and the Maw has taught that weakness will not be tolerated. Those with this curse will become overly worried if another of their number is not in the company of at least one other curse bearer, and especially worried if they go off on their own, which tends to cause reckless rushes to their aid.
Dedicated Healer(B’giotahmo Bravha): decreasing the power of offensive magic by 20%
Ventilate Heat: the metal inscriptions cause the arm to lose heat at a rapid rate. In environments that are not actively warm, the arm will feel unpleasantly cold and take more stamina to use than the uninscribed arm. Cold environments will make this worse, or be potentially dangerous. Insulation can prevent these issues, but will also reduce the effectiveness of any magic gained from the runes.
Worse Depth Perception (undyne)
Spider/Drowning Phobia (Omori)
Earth Element (Astrid): which decreases the damage dealt to fire-aspected enemies by 20%
Spirits:
Active strikers
Blodia A titan of vivid red and shining steel, too large to be fully summoned all at once. Instead, it can be called in on a long cooldown to deal attacks that cover huge areas with heavy damage. This abilities include Blodia Punch, a straight strike that hits like a freight train, Blodia Vulcan, a hail of gunfire, and Blodia Lift, which allows the striker to pick up or throw the host
Sho A high-tech ninja wielding electric chain scythes. He can either perform quick melee slashes or a long-range scythe hurl every 10s. Every 30s, he can also perform Air Rend, hurling one scythe at an enemy that he then uses for flying grapple slash. Alternatively, he can use Evasion Rend to appear, then substitute a log that, if struck, lets him use Air Rend without having to land the projectile first Stored strikers
Goomba Swarm
Koopa Corps
Primid Party
Bytan Rollout
Chef Bro cook-off
Murlock Marines
Flukefey flight
Vespikan Raid
Minions:
Mimi (Mimikyu): captured at Peach's castle, Mimikyu is Jr's starter Pokemon. They have quite a strong bond after being though so much together in such short a time.
Moves:
Hone Claws
Shadow Sneak
Mimic
Electroball
Modifications: Due to the absorption of a Spaark into her body, Mimikyu's body has recompositioned into a dark cloudlike substance, she gained a battery pack on back of disguise, and the ability to learn more electric moves going forward.
(Maw Strength) Stronger Together: The experience within the Maw has brought the Koopas closer together both with each other and with those that shared the experience with them. All of them gain increased confidence and constitution when in close proximity to other survivors of the Maw, knowing that they can trust their backs to be watched, and going the extra mile to make sure they can do the same.
(Maw Strength) Feast - Eating anything will restore health in addition to its actual effects. Also, receive a fast-diminishing attack boost after eating
(Maw Weakness) Supernatural separation anxiety: If unity is strength then separation is weakness and the Maw has taught that weakness will not be tolerated. Those with this curse become increasingly agitated, nervous and jumpy without someone around to watch their back as the horrors of the Maw supernaturally claw their way out of the depths of their memories to assail them with reminders of their vulnerability and visions of false horrors in the shadows. Most extreme when out on their own, but even becoming separated slightly in a battle can cause the fear to start creeping in. (Minions, such as summons or pokemon, provide only a coping mechanism rather than a solution to this problem).
Dazzle (Brionne): captured at Kanzuki Beach Estate, evolved in the beehive in the under
Moves:
Water Gun
Disarming Voice
Aqua Jet
Icy Wind
Modifications:
Bake-Kujira (Tail) The host has slightly increased in size overall, while darkening in color. His tail is longer and broader, its flippers jutting out at a more perpendicular angle, and much less flexible. The tail is also increasingly spectral toward the end, divided between murky teal flesh and ghostly blue energy juxtaposed over bone. This spirit grants the ability Twisting Dive, which allows the host to execute a cursed corkscrew leap. While diving, the host inflicts damage plus brief stun, is knockback-immune, and carries struck targets with him to the end point (as long as the targets are not larger/heavier than himself). At the end of the dash, a concussive splash deals extra damage, and this dive goes farther when underwater. This spirit also grants the weakness Lesser Pinniped Mobility. Due to the changes to the structure of the tail, he is no longer able to run on land like a sea lion, but must flop, roll, or slide like a seal
Peeka (Flutter Mane): found within the Ancient Pools in the under, where creatures of long past dwell, she engaged in a lively game of peekaboo with Jr, before joining him on his adventure to escape the boredom of that ancient place.
Vel'koz('Necklace') The host's coloration is slightly greener, and the pink feathers a little more like tentacles. The main change concerns the 'pearls' around the host's neck, which are now brilliant glowing slitted pink-purple orbs like the eyes of Vel'koz itself. This spirit confers the ability Plasma Fission, allowing the host to fire out a plasma bolt that inflicts damage and a heavy 70% slow that quickly decays. While in flight, the host can will the bolt to split, firing off to the left and right at perpendicular angles. This spirit also confers the Weakness Low Mobility, decreasing the host's movement speed while floating
His dear Papa, how could the boy not be close to him?
Kamek: 32 (S Rank)
Responsible for much of the day to day raising and mentoring of the young prince, just as he was for the king. For all intensive purposes Kamek is Jr’s grandpa
Rika: 35 (S Rank)
Being royalty Jr has never really had a peer his own age, which has left a big friendship shaped hole in his life that having a sister is now filling.
tag team: Sibling Super Strike: Jr jumps onto Rika's shoulders, riding her piggy back while channeling magic into her gauntlets. She then bursts forwards, delivering a flurry of jabs each of which create 16 yard long cone shaped shockwaves of stunning holy power
Ship Girl Physiology: Jr can glide across, or rather just above, liquid surfaces, able to hover to and fro via just her will. He also has adds inhuman vitality and resilience needed to be able to take at least a few hits from ship girl grade weapons to his own.
Crossover: Rika swaps her helmet for his hairstick, ponytail and ranger cap, and her spear for Jr’s paintbrush staff. She gainings his casting and paint related abilities, while he gains her martial combat prowess. Both maintain their minion and mechanical firepower related traits/equipment.
tape player: plays and can record onto tapes, both regular and cassettebeasts
tapes: empty tapes: 1 platinum, 2 regular ones. Used to make recordings of monsters. When a recording is used, it transforms the listener into the mosnter, adding the monster's health on top of the user's, grants a number of new moves, and allows fusion with other 'Cassette Beasts' once enough power has been built up by taking damage, but it blocks the user's own equipment, effects, and powers completely. If this form's health is depleted, the tape breaks and must be repaired, either with a respool or during a long rest.
Recording: bottom half of a flukemon - able to bite and little else
Undyne Recording - a cassette tape that, when paired with a cassette player, allows the listener to take the form of Undyne, a humanoid water type boss monster.
-Slice (metal, weak melee) -Wallop (metal, medium melee) -Double Slice (metal, multi-hit melee) -Torrent (water, medium ranged, water spears from below) -Burning Passion (passive, increases ranged and melee attack if burned) -Desperation (metal, melee that does more when hurt) -Raise Arms (increase own melee attack for 30 seconds) -Retribution (passive, increases ranged and melee attack if an ally or allied monster form dies) -Ritual (once cast, restores the monster form's health to 25% on defeat, once per fight) -Undertow (water, strong but slow ranged, giant water spear or anchor from below)
Gaddbrush: also known simply as the magic paintbrush this weapon is capable of creating a harmful ink or goop like substance. This can be applied to enemies as a dot effect and to terrain to create hazard zones. Weapon wise it can either be used as a short spear or like a roller from splatoon.
Jr Clown Car: jrs primary moad of transport is a miniture version of his papa's clown car. As the boy re-uses the machine far more often it has a fair number of additions. the most notable is the ability to deploy robotic arms sporting everything from boxing gloves to saw blades and drills on the end. It can also deploy cart wheels from it's base to replace the propeller, deploy wrecking balls in place of the arms and store numerous items within it's hammer-space glove compartment.
Flaming Balloon cannon: ones the 'mouth' of the car and extends a cannon, from which is fired a flaming balloon made in the image of the clown car itself, which has a homing capability and an explosive impact. stolen from the Sweet Tooth ice cream van belonging to Needles Kane. Replaced the standard Cannon
Splattershot - a strong squirt gun that fires black ink. It only directly harms hydrophobic targets like fire elementals. ground type pokemon, and Inklings, but it coats both targets and surfaces with sticky ink that impairs movement and makes the target more susceptible to damage. Installed on a deploy-able arm.
Synapse - An organic rifle whose internal organs generate potent charges of bioelectricity to accurately fry enemies at close or medium range. It unleashes 12 jolts per second in a continuous stream, with 72 jolts per charge and 6 seconds to fully recharge, though it won't fire while recharging. The weapon does not need to feed, but it should be cleaned. Installed on a deploy-able arm.
Sentient Meat Hook "When artificial intelligence became more commonplace, many companies jumped on the trend for "smart" products. This included smart doors, lights, coffee makers, lawnmowers, vacuum cleaners, bedding, kitchen knife sets, and other home goods. After a series of gruesome lawsuits stemming from hacked smart appliances, most products soon went back to their more traditional, analog lines."
-"Why Is Smart So Dumb? VII"
Can be ordered to fire out and hook enemies. Or friends. Or objects. Anything you want hooked really. Has a mind of its own and will hook things it thinks the user wants hooked based on their meta data, something it will get better at the more it is used. Heavy. Potentially a bit temperamental. Fires out of the mouth like a vicious chameleon tongue.
Fused with Egg Mobile-H (damaged): a hovering vehicle once used by the evil genius dr eggman. Comes equipped with a massive wrecking ball attached via a chain. Components stolen from it have increased the car's size a bit, and added more lifting power, rocket on the back for more forwards thrust, and upgraded the deployable wrecking ball to be much much larger.
Padwah's Wheel: A tank wheel devoid of its treads, wielded as a weapon. Though more than applicable as a blunt instrument, it's been retrofitted with flamethrowers that allow it to serve as a blazing ring of destruction. An attached cable makes it usable like a yo-yo.
Bloop Hood - a cowl to be worn over the head. It allows the wearer to breath and see freely underwater as well as slightly mitigating water resistance.
Engineer Suitcase: acquired from Cindy Aurum in exchange for a bunch of junk acquired from raider vehicles, it contains an assortment of mundane tools used by GDI engineers for repairing buildings and vehicles, along with the ability to override security systems, though sadly there are no instructions for how to do this included with the kit
duffle bag A large cylindrical duffle bag with pokeball logos, useful for carrying stuff around outside the car.
pokeballs (x10): For catching mons.
[8] bandolier across the chest that can hold 6 pokeballs
pokemon potions: for healing mons
poke puffs: for a treat
Battery Sometimes paired with assault, but best used for small electronic devices
frigid javelin: An ice forged throwing spear that, after striking, melts and reforms in its thrower’s hand. On hit it will ignite the struck foe with freezing flames that block passive hp regen (but not active regen like potions or spells) and deal 1 more javelin hits’ worth of damage over 2 seconds.
Glyphid Trophy Hunter Experimental Plasma Charger: Bullets are so last year. Instead, why not incinerate your enemies from the inside out with a highly experimental anti-matter-powered gun firing supercharged plasma bolts? What's the worst that could happen? (If you find out, please report to R&D). Not upgraded
Glyphid Trophy Hunter Deepcore GK2: A dependable, hefty weapon. Usually not the first choice of proper Dwarves, but the combination of heft, weight, and satisfying boom makes it worthwhile all the same. Not upgraded, and also ammoless.
Grapple Worm: A small, tubular creature, dull dark blue in color with coarse, high-friction black stripes, roughly the size of a long can. It can be held in one hand and squeezed, and depending on the part squeezed, it will extend a sticky pink tentacle from one or both ends. These tubes have mouths on the ends with extremely hard teeth which can latch onto most surfaces. This allows it to function as a grappling hook or, if both ends are out, a zip line. If it’s not fed plant matter every day, it will die, and it cannot function as a grappling hook when dead
Tulip Hairstick: Plain, simple, and bulbous. Increases health a decent amount.
Rika
Game Origin: Kancolle Personality:
Rita started as something of a blank slate, containing blind military obedience and little else, leaving her rather naive when it comes to many aspects in life. Work from her friends and the influence of fusion has filled this out somewhat. Her main defining trait that is all her own would be curiosity, the ship girl always eager for new experiences and information. She also has developed quite the sweet tooth for candy and desserts, but when it comes to main meals will actively try to taste test anything and everything she can.
Rika also cares deeply about her friends, a bit about other former abyssals, but is pretty dissociative when it comes to strangers, and has basically zero qualms about using violence against them.
The spirits she has absorbed have made her more assertive, impulsive and aggressive, and so she has a tendency to rush in and pick fights as a first option when it comes to protecting the people she cares about. She’s also started calling minions, and people she doesn’t like, plebs, as if her new royal title is getting to her head, and is rather enthused by the prospect of wealth.
Appearance: Rika is a relatively short woman with pale human skin, a rather petite nose, crystal blue eyes and short bleach white hair with a single tuft of red over her forehead like L'Indomptable. This often isn’t visible however, due to her often wearing a spartan helmet done up in a black metal with pink highlights. It has the nameless spartan deserter’s cat ears on top and wyreven wing like ones up the side like rider and beast, and Tristana Titania Prime’s there pronged tiara on the front.
Her legs are reptilian, with saurian feet and Brachydios blue scales running up to her hips. This also isn’t usually visible due to her wearing a Agastya Alternate Costume that covers her from neckline to toe in a fine suit of black armor.
Without it she is adorned in a Aileen’s waistcoat hued white and gold, hung over a black and gold highlighted chest plate similar in shape to the spartans but more curved and elegant. Below this, covering her stomach, is Pacific Princess’s formal tank top, white with golden buttons, and below that a thigh length skirt sat like L'Indomptable’s, black underneath, white flaps on top, god Fleur-de-lises but with pink straps and ribbons.
Her legs are covered in white leggings which have metal plates strapped to her thighs like Vi does. Her feet finally are covered in hefty metal boots like L'Indomptable’s, but which sport short boots with hull-like platforms instead of having her walk around on her tiptoes.
Her arms have a rounded pauldron strapped to the fore arms, black with gold trim, while her forearms and hands are covered by her gauntlets. These consist of a pair of giant mechanical hands akin to VI’s, which feature the brute wyvern’s visage on the back of their palms (in a similar style to the jade lions on this skin) while still sporting both horns sticking out from their foreheads.
The left gauntlet has absorbed the grizco blaster, no longer requiring the awkward pipes from the horn to get a supply of explosive goop, and can now fire the ink blasts from a barrel in the palm. The grappling hook has also moved over here, and now sits on the back of the gauntlet’s palm. On the right, her rifle has also moved into the palm, and sports a rotating gatling style barrel the same size as the grizco blaster’s one. The chainsaw bayonet now runs along the back of her gauntlet’s hand and in between the middle knuckles, giving her punches from that hand some extra bite during and after impact.
At her waist sits Mikuma’s rigging, although it has been heavily modified, and has taken on many of the aspects of a Dark Magic Lampyre. A small emblem/buckle style after its helmeted head sits at the waist, while the back a large bunny tail like glowing orb sitting over her tailbone, flanked by Titania Prime’s gilded, hollowed-out, hip-mounted wings that are less articulate but do provided some flight control. The turrets have lost a barrel, while the remaining barrels have become thicker, and sport two orange spikes near the tips that together create a loose X shape. The lower red cleaver sections of the hullblades have been removed, and instead two orange claws curve out the front of the metal plates. The metal of the rigging has become a darker hue, while the red parts on the sides have been replaced by a purple armor plate going over the top of the weapon.
Background: Rika was a nameless grunt of the Abyssal Fleet, a petty mostly unthinking warmachine
In the now : Once a member of the Abyssal Fleet, Rika has barely any memory of her time as a nameless grunt among their ranks, either before the world of light or after. If she has any real accomplishment, it is that she, unlike nearly all the other abyssal grunts, had not been degraded by constant imperfect resurrections by their leaders, indicating either superior fighting skill or just luck.
Her first real memories are from after the magikoopa Kamek captured her and then freed her from galee’s influence, and by extension the fleet’s indoctrination. The koopa had intended to interrogate her on the nature of the fleet’s forces and ability to resurrect their fallen ships, but Sakura having freed the comparative and more knowledgeable seaplane tender Bella at the same time made this rather redundant.
She ended up being more or less just adopted into the Koopa Troop, with first Kamek and then also Bowser taking responsibility for her wellbeing as a new and valued member/minion of their crew. Her bond with Bowser junior is however the strongest, forged first when he freed her hands from her gauntlets, allowing her to interact with the world in a way that did not involve dealing death. The fact that she is, functionally, a child in terms of life experiences also put she and him on the same level, and the two gradually became each other's first true friend.
Despite this, the seekers are warriors, and the troop war mongers, and so they inevitably went back again all too soon, though this time with removable latches rather than being permanently welded on. Having to then face the rest of the fleet she had just been freed from, after having spent time in the place they sought to destroy, created a great deal of conflict in the girl, who found herself to kill her former allies who could, if shown mercy, surely be like her. As did, after the trauma of the maw, and the subsequent death of the Abyssal fleet’s high command, her position as one of the only people left alive who could take responsibility for the leaderless and broken remains of the fleet.
She ran from that responsibility, and tries not to think about it too hard as well. A child should not have to carry that weight.
After that they headed to twilight town, and then to the under, where she was formally adopted as Bowser’s daughter, rather than just being his underling, making her and Jr siblings, much to the delight of her new brother. Lacking a lot of context for this, the ship girl thinks she likes this new state of affairs. Which made Bowser and Kamek leaving to travel with Consul P/Peach hit very hard, as all but one rock in her new life was suddenly gone, and all she had left was Junior.
Job: Battle Cruiser Specialty: On the water, Rika is a highly maneuverable weapons platform, gliding across the surface of the waves while unleashing vast amounts of firepower, or devastating ramming strikes via fists or spears. On land she is much the same, though her mobility is limited to foot slogging.
Deployable Reconnaissance Planes: Rika can deploy a pair of remote control plane sized Abyssal Reconnaissance Planes, one from each gauntlet. While these little planes do have a weak pistol grade gun on them, their main advantage is the fact that they relay scouting and targeting information back to Rika. The gauntlets can repair/build replacement planes if provided relevant components, such as from a dispenser, but only have the housing and coms bandwidth to support one each.
Blastscourge(Brachydios): allows her to exude a slime from her horns and gauntlets. Once activated by her saliva, the slime will explode after a few seconds if parted from her, or if she’s very angry, on contact with a target.
Ship Shaped(Mikuma): gives a set of rigging in the form of two arms that terminate in hull-blades, with a tri-barrel cannon emplacement on each elbow. As long as the rigging is equipped, the host can skate across the surface of water.
Moby Dick(Pacific Princess): allowing the host to spend a great deal of life force to summon a White Whale. The White Whale is very strong, especially its jaws, and can follow basic orders, including firing its cannons. The White Whale, once summoned, is a physical being and will only disappear if killed or a new one is summoned. It also must move around manually.
Triple Torpedo Mistress (herself, Pacific princess and Mikuma): Rika’s gauntlets can store and deploy a number of forearm sized high speed torpedoes from the undersides of her gauntlets, which shoot through the water, delivering a hefty explosive payload to close range targets. On land these are obviously less useful, though having a source of on demand high explosives does have its advantages if she gets clever about it.
Partial Shielding, giving her an advanced Mjolnir shield that covers her head and upper torso.
Maneuvering Armor (Spartan Deserter): Rika gains a set of spartan armor that covers just her chest and which comes in the same black, white, and red coloration as her new helmet. Along with extending her shielding down, also comes with an attached thrust pack that user perform a forward dash every 4 seconds. Useful for engaging, repositioning and dodging.
Grappleshot (deserter spartan): Rika gains a clip on device known as a grapple shot, which can be attached to and integrate with her own systems, specifically the inside of her right gauntlet’s ‘mouth’. The device can fire a grappling hook with an 8 meter range, which is capable of latching onto most surfaces, foes and items. Heavier grapple targets (such as the ground, and large foes) will pull Rika towards them, while smaller targets (like items and small foes) will be pulled to her. Has a short cooldown after use.
Captain Ahab (Pacific Princess): Rika can expend stamina to teleport the spear of the Pacific Princess to her person (stamina drain scaling with distance) or vitality to form/repair it should it be damaged or destroyed. It is about 4 meters long, and tipped with a double barreled ship gun at one end (used for ranged force or added force/propulsion), and an arched spine of sharpened vertebrae ending with a long thin point at the other (creating a rather unconventional halberd head). A band runs from one end to the other, which can be used to sling it over a person’s back or for particularly convoluted flourishes. Just like the whale that is its twin, only one spear can exist at a time. Comes with the secondary superpower of knowing how to use the rather unorthodox weapon effectively.
Disruption Cannons (Dark Magic Lampyre): Allows her to fire fist sized globs of dark magic from their rigging guns. When they strike, the globs release a small pulse of damaging dark magic, before sticking to the target and sapping some of their physical and magical strength until they are pulled/pried/shaken off. Each blob lasts for 30 seconds, and causes a 5% reduction each, for a maximum of 40%.
The Disruption cannons take a large amount of a resource called SP to fire, which slowly regenerates on its own, but can also be actively regenerated by taking a few seconds to rest.
Electro-swarm Hangers (Dark Magic Lampyre): Rika can now use SP to launch small swarms of insects (that look a bit like fireflies) formed out of pure electricity from her gauntlet mounted hangers. For a small amount of Sp she can launch a diversion swarm, which buzz around a target and flash and blink distractingly, lowering their accuracy. For a larger SP cost, she can create a shocker swarm, which upon closing with the foe discharge their electrical charge in a series of small lightning bolts which can deal a hearty amount of damage if they all manage to go off, while also draining some stamina from the foe as well.
Vault Breaker (Vi): Rika can now charge her gauntlets with mana, which she can then use to unleash a punch that flings her forwards at breakneck speed, smashing foes that she collides with aside or even straight up into the air. The charge can be held for a maximum of 4 seconds, the first 1.25 of which increase the range, strength and speed of the punch. If the maximum time is eclipsed, the mana is forcibly vented to prevent damage to the gauntlet.
Denting Blows(Vi): If Rika can land a series of 3 punches (vault breakers included) on a target within 4 seconds of each other, the third blow will be empowered. This third blow deals extra damage equivalent to 15% of the enemies max hp (though there is a hard cap of 3 punches worth of extra damage, and armor/defense still reduces the damage), as well as increasing her attack speed by 60% and reducing enemy armor by 20% (both for 4 seconds). The effects do not stack, but can have their durations refreshed, and the third blow procs her Hexed-teched weakness, disabling the fist that deals the third blow for 2 seconds.
I Will Not Yield (L'Indomptable): boosting evasive abilities by 15% and giving the host a last stand that activates when she would otherwise be destroyed, preventing death for 2.5 seconds and granting a random buff to either ranged firepower, deployed explosives, accuracy, or reload time.
Vichya's Black Lance and Shield (L'Indomptable): Rika can instantly transform Captain Ahab (the Pacific Princess’s halberd), into L'Indomptable’s armaments, a levitating lance and shield combo which work incredibly effectively on the charge, but are a lot less nimble than the thin halberd they replace. The lance increases a struck target’s vulnerability to Rika’s ranged attacks by 15%, while the shield has a rack of 3 torpedoes it can launch over the top of itself and a 20 mm flak cannon on the front.
Skills:
Arm Cannons: Rika has a set of massive gun gauntlets strapped to her arms. Despite their weight and her less than muscular arms she can still hold them up thanks to antigravity modules built into them and powered via cables attached to her back (she also uses these to help walk on land and get some floaty jumps too). One houses a 8inch Triple Gun and the other a 6inch Twin Rapid Fire Gun. They also have impressive ammo stores that defy their conventional size. As these are functionally part of her, they can be modified by fusions.
Ship Girl Physiology: Rika can glide across, or rather just above, liquid surfaces, able to hover to and fro via just her will. She also has the inhuman vitality and resilience needed to be able to take at least a few hits from ship girl grade weapons.
Military Subordinate: Rika was a more or less unthinking soldier as part of the abyssal fleet and while she is her own person now, she still has the instincts from back then. Rika is a decent enough fighter at even just an instinctual level, and has a knack for following orders and plans swiftly and efficiently.
Stronger Together(Maw): The experience within the Maw has brought her closer together both with those that shared the experience with her. She gains increased confidence and constitution when in close proximity to other survivors of the Maw, knowing that they can trust their backs to be watched, and going the extra mile to make sure they can do the same.
Famine(Maw): While hungry, gain speed boost and stamina regain that ramp up the hungrier you are
Kai Flagship Upgrades: Rika gains a full suit of upgrades to push her ship class to its full potential, increasing her armor and vitality a fair margin but mainly massively raising her evasion, the ship girl becoming quite the artful dodger.
Brute Strength (Brachydios): Despite being built with a pair of massive gauntlets, Rika was not designed for close combat. This little number fixes that problem by imbuing her with Wyvernian strength and battle prowess of the mighty Brachydios, making her quite the slugger.
Lancefaire (Rider and Beast): imparts skill with polearms and a slight damage increase while using them.
Bullet Jump (Titania Prime): substantially boosts the host's movement abilities The host can launch into a quick slide, double jump, aim glide, wall run, wall climb, and high jump.
Shark Weapon(Aileen): giving the host's main aquatic summon the power to launch a volley three bombs through the air, which fly in an arc.
Land Pirate (Aileen): the user’s aquatic summons can treat solid ground like water, allowing them to swim through it, though this does not affect it otherwise, and so they are, for example, functionally blind while inside of it. The material also still has to bear their weight/force, meaning weak/unstable surfaces might collapse if an attempt to swim up/through them is made.
Smelter Skills:
Kindred of Rot's Exultation: Raises attack power when poisoning or rot occurs in the vicinity. "Rot for the scarlet goddess. O scarlet blossoms, flourish in distant lands, and return to us, the unwanted children"
Pest’s GlaiveSlightly increases non-physical damage negation. Though men might recognize the keen intellect of the pests evidenced by this spear's uncanny design, it will never be understood by them
Dated Sunglasses: a pair of dark sunglasses reminiscent of those from a certain fill series. When the wear dodges these produce an invisible field 5ft around the user, which slows hostile projectiles by 30%, making it easier to avoid getting shot.
Prisoner in Deep Confinement(set): Increases HP, DEF, ATK, and SPD by equivalent amounts, increase ATK by a furthur 12%, In addition, for every DoT (up to 3) the target enemy is afflicted with, the wearer will ignore 6% of its DEF when damaging it. DoTs include poison, bleed, burn, etc.
Krull's Amulet: A spiky metal fishhook. Provides a small buff to attack and hp. If equipped with Krull's weapon and armor, they will provide a set effect that boosts hp by 30%
Weaknesses:
Born yesterday: Rika has only been an actual person for a handful of days and is as a result currently going through a crash course on how to be a person. Her main mentors being the self declared bad guys of the Koopa Troop is probably skewing her perspectives and priorities quite a bit too. Very susceptible to being tricked and outmaneuvered in social situations.
Beached: Rika is a ship in the shape of a girl, and was not built to be on land. She is relying on the antigravity in her gauntlet’s to keep herself upright while on land, and those failing will massively cripple her maneuverability.
Aqua Bane(Brachydios): giving her a mild weakness to water-based or aspected weapons and attacks plus a more severe one to ice
Little Sister(Mikuma): making her more susceptible to intimidation and mental attacks.
No Surrender(Pacific Princess): Rika is unwilling to accept defeat
Supernatural separation anxiety (Maw): If unity is strength then separation is weakness and the Maw has taught that weakness will not be tolerated. Those with this curse will become overly worried if another of their number is not in the company of at least one other curse bearer, and especially worried if they go off on their own, which tends to cause reckless rushes to their aid.
Headshot (Nameless Spartan Deserter): which means that once her shields are broken, a single shot to her helmet from any precision weapon is fatal
Axebane (rider and beast), increasing the amount of damage taken by axes by 50%
Bright light(Dark Magic Lampyre): which prevents the user from disabling the glowing orb on the back of their rigging, making sneaking very difficult, and drawing additional attention to them in and out of combat.
Hexed-tech (Vi): Rika’s gauntlets really weren't designed to work with mana, and the overlapping energy systems unfortunately interfere with each other. If a gauntlet is used to perform a mana expending ability, it (and anything installed on it) will subsequently shut down for two seconds as the technology recovers from having magic run through it.
Pixieweight(Titania Prime), decreasing the host's effective weight, strength, and durability by 15%
Short (L'Indomptable): making it harder to climb things, reach things, see long distances, and be respected by taller people--and of course, if someone jokes about her height, she will become Enraged
Nonoptimal Range (Aileen): decreasing combat effectiveness (Accuracy, damage, and attack speed down by 10%) at short range
Spirit list:
Active strikers
Maria A dark knight wielding a blood-red twinblade. She can appear to swing twice with her swordblades, incurring just a 10s cooldown. She can also be summoned to perform a counter, using an empowered version of her basic attack when struck, though a 15s cooldown is incurred whether or not she's hit. Finally, she can perform Blood Rain over the course of two summons; the first one empowers her (10s), and the second performs a bloody slam that heals the host for all damage inflicted (40s)
Vespikan Ichor Queen: A towering wasp woman adorned in crimson robes and with red ribbons trailing from her antenna, armed with a single colossal clever blade who can be summoned (on a long cooldown) for a few second to either attack with her cleaver and venomous stinger, or to cast one of the one of a number of spells:
Lightning Bolt: the queen channels electricity into her blade for a moment before thrusting it forwards, shooting out a powerful lighting bolt that can do heavy damage to a single target
Pull from the grave: the queen kneels in prayer to her dark god for a moment before stabbing the ground with her sword. This causes a 5 meter patch of ground within 25 meters to manifest a flurry of earthen hands, which attempt to grab and drag any undead beings they can find back into the earth where they belong. Has no effect on any other kind of being or entity.
Draining touch: the queen reaches out and touches the body of a target with her hand, and in so doing begins to drain a mundane human’s worth of vitality from them over the duration of the cast time, transferring it to her summoner.
All of these spells take 2 seconds of channeling before they are cast. If the summoner is harmed (either directly or via feedback) the queen enters into a berserker rage, interrupting any spellcasting she was attempting to do as she blindly charges the culprit and tries to deliver a singular devastating cleaver strike to them, regardless of the desires of her summoner, or the feasibility of her reaching her target before her timer expires
Inactive Strikers
Cloyster The Bivalve Pokemon. It has pretty good physical defense and decent physical attack, but unimpressive stats otherwise. Its moves are Icicle Spear, a short range 5 shot burst damaging ice-type move, Whirlpool, which creates a water hazard in an area for a little while, Protect, a potent block that can't be used in quick succession, and Razor Shell, a mostly dependable damaging water-type move. Medium cooldown
War ClericAn axe-wielding priestess with a medium cooldown, able to be summoned for up to two seconds at a time to perform a single action. The actions she can perform are a quick advancing chop, a slow overhead slam, and Heal, which restores 25% hp
KnightAn heavily armored knight with a claymore a medium cooldown, able to be summoned for up to two seconds at a time to perform a single action. The actions he can perform are an armored sword thrust, a slow overhead slam, an advancing shield bash, and block
Rapport
Bowser: 18 (B rank)
father
Kamek: 24 (A rank)
freedom
Jr: 35 (S rank)
friendship
Tag Team: Sibling Super Strike: Jr jumps onto Rika's shoulders, riding her piggy back while channeling magic into her gauntlets. She then bursts forwards, delivering a flurry of jabs each of which create 16 yard long cone shaped shockwaves of stunning holy power
Skill swap: Monster Master: Rika is better at training, commanding and using various creatures, such as pokemon, tem-tems, battle pets, etc. She bonds quickly with them, inspires loyalty and has a knack for teaching them how to fight and act at her command.
Crossover: Rika swaps her helmet for his hairstick, ponytail and ranger cap, and her spear for Jr’s paintbrush staff. She gainings his casting and paint related abilities, while he gains her martial combat prowess. Both maintain their minion and mechanical firepower related traits/equipment.
Blazermate: 3
Pit: 2
Inventory:
Geo x2005
tape player: plays and can record onto tapes, both regular and cassettebeasts
tapes: empty tapes: 1 platinum, 4 regular ones. Recordings: bottom half of a flukemon
the Beast Recording - a cassette tape that, when paired with a cassette player, allows the listener to take the form of the Beast, an eight meter long centipied boss monster.
-Bite (beast, heals 50% of damage done thanks to carnivore ) -Carnivore (increased the heal of Bite from 25% to 50%) -Pustule Bomb (Poison, spray of purple globules that cause poison for 30 sec) -Sharpen (raise own melee attack for 30 sec) -Mountain Smash (earth, a strike with horns that lowers melee defense for 30 sec) -Burrow (earth, burrows under ground become immune to most attacks, but needs to emerge partialy or fully to attack)
Poison Card - When applies to a weapon, allows the weapon to build up and then inflict poison on struck targets. Applied to her rifle, causing it's bullets and bayonet to inflict a stacking poison dot.
Fancy sundress: exactly what it says on the tin. No special properties other than being cute.
Grizzco Blaster: A gun that fires short fuse slime explosions at a respectable fire rate of 60 rpm. It is powered by a combination of an electric goop swooping stu in the rear tank, saliva in one of the jars up top, and Brachydios slime from one of Rika's horns. The three other canisters contain ink from Bowser Junior's magic paintbrush, that can give it fire, electric, or poison type damage. The whole thing has been built into Rika's left hadn gauntlt, replacing the 8 inch gun found therein.
Red Baron & Ace: 'Ace' is a pair of augmented boxing gloves, with blades attached. 'Red Baron' is a set of six red orbital machines that can join together into a pylon for carrying or storage. Once activated by Ace, Red Baron's segments can be controlled to fly around using their rockets, acting as airborne blades. Their high potential power is offset by the difficulty of controlling them. Integrated into Rika’s gauntlets.
universal ammo box x3: can be used once to fill out any gun's ammo reserves (so a few magazines, shells, rockets, granades etc. basically whatever amount a person could/would reasonably carry)
Mauldrone A somewhat intelligent insect the size of a dinner plate, rather heavy and quite durable. Balanced between speed and attack, it deals blunt damage by ramming into its targets on the wing. However, the only way to communicate with it or get it to do something is via light or chemical signals; it does not understand intention or speech, so rika controles it via a cheap laserpointer
Snake Shotgun A shotgun with recoil and others stats comparable to a sawed-off. When its trigger is pulled it shoots three green snakes at once. The snakes are alive and can be killed but don't have spirits. After being shot they single-mindedly pursue the nearest living thing they can smell in order to bite them. The bites are venomous, causing pain and paralysis that builds up over multiple bites. The snakes can and will attack both allies and the shooter if they're too close. The trigger can be pulled ten times for a grand total of thirty snakes before the shotgun is useless. Ammo pickups do not replenish the
Featherfall RuneCan be squeezed to launch high up into the air, then slowly descend down for a duration. Squeezing it during the descent cancels it
2-10x42 Rifle ScopeMade from extremely durable aircraft-grade aluminium alloy and features multi-coated optics for super sharp vision. Shock proof, fog proof and waterproof for those extreme hunting conditions where a good scope makes all the difference. Can be affixed to a precision weapon to provide 2x-10x magnification
Berserker's BarrageEqual parts instrument of punishment and implement of execution, this axe is wielded to mete out bloody justice amid the insanity of the battlefield. Thus, to grip its haft is to surrender oneself to the iron madness of blood lust. Only usable by axe masters. Its special attack, Savage Surge, can both deal heavy elemental damage and temporarily increase allies' attack by 40%
Agastya Alternate CostumeAn Alternate Costume that can fit anyone who puts it on, encasing them in a fine suit of black armor with pale gold trim and a collar of burgundy feathers, leaving only the head exposed
Fan of KnivesA weapon mod (instaled on her left gauntlet) forged from the silver fragment left behind by Tian the Assassin, the bloodstained blade of the ratlike Urikki race. Charged by dealing damage in battle, it can be unleashed to manifest and throw a fan of seven knives that cause Bleeding
Mack FL1-R 'Stinger'A small flying corebot that functions as an expedition assistant. Similar to Deep Rock's Bosco drone, it can help out by carrying things or providing light. Thanks to its core, it's self-sustaining, but its energy will be lost and eventually depleted if it takes damage. It has a small rifle in its rear, but low caliber rounds and low stability mean it can be little more than a distraction under normal circumstances. Most importantly, it can kind of be worn like a miner's cap
Blood Vial x3 Special blood used in ministration. Restores HP. Once a patient has had their blood ministered, a unique but common treatment in certain rumor-shadowed places, only successive treatments can reproduce that same sublime feeling of invigoration
High-quality Bandages x2 Useful for stopping Bleeding and temporarily increasing Bleed resistance
Treats: assorted goodies for the sweet toothed ship girl
golden spinner: a device that is very effective at capturing and taming monsters, and works exactly like a pokeball. Curently holds a white whale.
Midna
Origin: Legend of Zelda: Twilight Princess
Appearance:Midna now stands at 1.7 meters tall, has a lean and toned physique of an agile warrior and her skin is the hue of a late sunset, topaz shades graying as night sets in, body closer to night, face closer to day. She is entirely humanoid, save for a long draconic tail coming out of a port at the rear of her armor, which has pale green scales, ridged with short golden spines and tipped with flygon tail fans.
Her hair is still done up in a ponytail, but is now a veritable mass of hair going down to the small of her back, and is a smoky orange filled with Norah’s blue jewels like stars. Her chin has become strikingly pointed, her eyes a dark orange, lips painted soft green, and her ears are now smooth and pointed like an elf’s. Each ear is adorned with three golden loops, smaller versions Urbosa’s, along their length, as well as having a golden ‘sheath’ over the tips like Ariel.
The twin crests on her helm now slope backwards, melding with a pair of gold-black dragon horns sprouting from her forehead. The pair of worm-like engraving on its front have become a pair of long bodied dragons, rear claws gripping the horns while the front pair grip a red eye like jewel on the forehead over which they seem to be battling. The psycho mask is permanently attached to the front of the helm, and turned into the snarling red face of Murasame, while Shemira’s eye mask covers both eyes and the top of the face.
Her shoulders bear a pair of large pauldrons, gold rimmed ‘scales’ filled with red, which match the similarly striking red and gold chest plate that covers her from shoulder to waist, that is relatively thin and form fitting. A black sleeveless jacket, open at the front and with a popped collar, is wrapped over the back of this armor. A round core of magic hums at the center of the chest, lighting crackling out of it and dancing across the metal, suffusing all her armor in electricity.
Her two sets of arms emerge from the sides of this armor like Orendi’s do and are clad in thin black, fingerless, elbow length gloves. Akira Howard’s cuffs and astral chain adorn her (real) wrists, but are of a golden metal, and are much slimmer and compact, closer to Ariel’s stylish wrist guards than bulky handcuffs
A black dress rests on her waist below the armor, trailing down to just above knee height at the front, just below it at the back, while leaving the thighs exposed. On her legs she wears a set of sturdy black thigh length heeled boots done up with cross stitching, which have golden metal caps on their toes who’s metal runs around the edges of her feet and down underneath as well. Both heel and toe tips are mechanically articulated, causing the boot to be flexible rather than rigid. This, combined with a set of dragon energy claws permanently extending from the toes and heel, allow the heels to enhance rather than restrict her mobility.
Her magic, dragon energy, lightning and astral chain have all now harmonized to have a black core inscribed with green twilight runes, all encased in a similarly green aura, in the same manner as her twilight volley bombs. Her shadow hands continue to match the hue of her hair however.
Personality: Midna is not exactly a picture of princessly grace and virtue, as she can be manipulative, mocking, selfish, vengeful and violent to get her way, as well as being impulsive, unpredictable, and prone to colorful expressions thanks to Orendi. However, she also takes the responsibility of her royal title to heart, having a deep concern for the well-being of her people, one which she has learned to apply to others beyond her kingdom. Ariel and Urbosa’s influence have added a warrior’s spirit and deepened her sense of nobility to this protectiveness, though her tendency to tease, joke and taunt can sometimes make her seem more rogue than royal knight.
Shemira has made her more willing to help selflessly as well, while the undead woman’s pessimism is suppressed by Ariel’s belief in a better world, because though Galeem’s may be cruel and unfair, the only thing to be done is fight against fate. Part of that also comes from a belief in the divine, that there other great powers out there, that need only be freed from Galeem’s grasp such that they might be able to aid in undoing the damage it has done.
She has also inherited Norah’s muse, if not her talents, and finding musical inspiration coming to her at unexpected times, which when combined with Orendi results in sometimes humming or whistling tunes, or even more rarely, singing them.
Background: Midna was once the princess of twilight, heir to the throne and future ruler of the Twili, a race of beings who lived in a shadow realm their sorcerer ancestors had been banished to from the light world of Hyrule. Upon the death of the previous ruler Midna was chosen to succeed them, but was soon overthrown by one of the failed claimants to the throne, Zant. Using powers gained from his new “god” he conquered the twilight realm, transformed its people into monsters and cursed Midna with an impish form before banishing her from the realm. Rather than sink into obscurity or die in disgrace however, Midna aimed to rebuild the Fused shadow, an ancient artifact of shadow magic, and use it to reclaim her throne.
She recruited the aid of Link, who had been transformed into a wolf, a sacred beast of her people, and together they embarked on a quest to first reassemble the fused shadow, and then, once its pieces were stolen from them by Zant and Minda is almost killed, the rebuilt the Mirror of Twilight which they would use to take the fight to Zant in the twilight realm.
Together they overcame first Zant, and then (with the aid of princess Zelda) Gandorf, who, as he is want to do, had revealed himself to be the man behind the man of Zant’s usurpation. Midna died in the process of defeating the villain, but was revived by the light spirits into her true form. She then returns to her home to claim her throne, but as she does so she destroys the twilight mirror to prevent the two antithetical realms from ever coming into conflict again
Then some crazy yarander called Cia tares time and space apart because of their crush on Link, re-implifying midna, reviving Zant and chucking her out of her kingdom again. After a brief misunderstanding she teams up with the Hylians to successfully regain her kingdom, beat Cia and then return to her own time, only to come back to Linkle’s time for a final battle against Ganon who pulled another true final boss maneuver and before finally returning to her kingdom for the third time. She did not get her true form back this time however. She was just getting into the swing of being the imp sized queen of an entire dimension when reality got torn apart for a second time and she ended up being dumped in Smash City.
In the now Midna was one of the many heroes who had resided in "Smash City" Alcamoth taking part in the fighting tournaments there. When freed by the Seeker’s slaying of the ender dragon, she joined their quest, traveling east into the desert.
Within it she slew Urbosa for her crime of being unwillingly partnered up with a shadow of Ganondorf, something she would later come to regret despite having built much of her current fighting style around that spirit's power. Beyond that she traveled north, losing and gaining friends and allies, till she ascended the split mountain and slew its guardian.
She then traveled to twilight town, learned to drive, was part of the seekers meet and greet, before traveling to Midgar, where her portal placement ability proved vital for swift navigation around the city, and their eventual dive into its heart to slay its guardian. Having left the city without power by accident, those seekers escaped the city, only to be chased by a consul and be saved by the Lost numbers, who they then joined. After that, they regrouped with the rest of the seekers in carnival town, where she learned the other team had recruited Gandorf of all people.
She swallowed her pride and agreed to work with him, but will never turn her back to the man as long as she lives.
Job: Armored Cavalry Specialty: Midna has a variety of mounts and minions at her disposal, as well as martial and martial prowess, letting her get in fast and hit hard Midna: level 9 EXP: //////////////////////////////////////////////////////////////////////////////////////////////////// (132/100) (+1 bonus pending)
Abilities:
Summon Wolf Mount: Midna can summon up to one of threeTwilight Wolfos, a wolf-like creatures which are definitely not a retextured Wolf Link with an added head decorations. These Wolfos are summoned from the twilight realm via a small portal when Midna is in need of a mount, and can be sent back there just as easily. Fast, agile and armed with sharp fangs and claws, the Wolfos makes an excellent mount for the diminutive Midna. Each of the three is a unique and living being, and thus they are all capable both of absorbing spirits and being killed outright.
Call of the pack allows her to shift the size of her mount to suit nay size changes she herself incurse from Spirit absorption or other sources.
This wolfos has now evolved into a flygon, crossed with a saboquill. The disk on its head has fused with its chitin, giving it a dark metallic crest, one with the wider fronds of the Saboquill. Its green hues are much darker, and the reds on its wings and eye protectors have turned teal. Its arms are more akin to the Saboquill, with wide spiked shoulders (which sport circular teal twilight markings) and larger claws. Its thighs are similarly spiked, and its feet have gained small clawed toes. Its fan-like tail tip sports a metal band/shackle at its base, has been filled with a darker red and has gained several more segments, making it look like a 2d dragon fruit.
Powers: Moves: Dragon Breath: breaths a blast of purple energy that will paralyze the target 30% of the time. Bug Buzz: Buzzes it's wings to create harmful sound waves and will increase vulnerability to non-physical moves 10% of the time. Dragon Claw: The user slashes the target with purple energy wreathed claws Earthquake: The user sets off an earthquake that strikes those around it. Technically a physical attack, as they need to touch the ground to perform it.
Strengths: Hit Reflect: which causes 50% of all damage dealt to the host to be inflicted to the attacker as well, calculated prior to defense modifiers and immunities. This also applies to the vibrava’s owner if both are together. Damage delivered via retaliatory volleys of cactus needles/spikes.
Ground/Dragon type resistances: Immune to electricity, half damage from poison and rock moves.
Levitate: able to fly, and immune to ground type moves as a result.
Physical attacker: Its physical (melee) attacks are 25% more effective than special (ranged) attacks
Weakness Ground/Dragon type weaknesses: quad damage from ice, double from dragon and fairy
Plant Property: increasing the host’s fire weakness to 4x
Appearance: This wolfos has become considerably more draconic in shape akin to that of Maridon, with a longer serpent like neck with a glowing throat pouch, and thicker, sturdier hind legs that sport a wider stance. It has also become more mechanical, with the nest of black ‘hair’ turning into metal cables that extrude to where the forehead plate, which itself is now fused to the flesh rather than floating above it, and its eyes are now those of Maridon. Its snout is wider and bulkier, its lower jaw is metal rather than flesh like the rampaging cyborg and its gullet is distinctly cannon shaped.
Its back sports a metal plate shaped like a motorcycle seat, while a second around the base of the neck provides 2 extensions that can be used as handlebars, as well as sporting a hatch in between them that can be used to load ammunition. Its tail is medium length and made up of the same energy filled tubing of its throat.
Its legs are the most drastically cybernetisised, coated from head top to bottom in Maridon blue metal, and sporting several jet thrusters. The front ones are akin to Khan’s with their attachment to the legs and blade like wings, only they stick out a 45 degree angle out and away so as to not simply burn it’s rear legs or it’s rider, while the rear ones are akin to Maridon’s with two Kahn ones attached on the outside acting like auxiliary thrusters. Each ankle has an extension holding a hubcap of a wheel on it, and when brought together with its twin on the opposite leg, it will cause maridon’s tyre to form between them, transforming the beast into a motorcycle. Finally its feet now consist mostly of three large razor sharp claws.
Powers Metal Wolf Chaos(rampaging cyborg):: granting a cannon on its back. The cannon can fire projectiles loaded into it at high enough speed to explode on impact. If not manually loaded with actual ammunition, it will extract a chunk of the host's flesh at the cost of HP to use instead
Thunder(Maridon): which drops a shower of 6 thunderbolts in an moderate area. Each one deals appreciable damage, but they have low individual AoE and fall randomly, so smaller targets can evade them.
Point-blank Shot(Khan): a high-damage, low-range, single-target projectile condensed from the host's primary element. If it's a critical hit, it's even stronger than a normal crit.
Weaknesses:
Powered (rampaging cyborg): If not powered by an energy cell, the host's cyborg parts remain inert, rendering the gun unusable and lowering its movement speed
Bog Standard(Maridon): decreasing the power of standard/normal attacks (such as biting) by 30%
All-out Attacker(Khan): decreasing defense and resistance by 15%
Equipment
Spit: A sticker that, when applied, allows the user to spit damaging projectiles that fly in a slow arc. They deal damage of whatever single element most closely matches the wearer (in this case shadow/dark)
Deegahla Hide Scale Mail: a set of light, durable armor, that also has a saddle with stirrups to help Midna fight from it's back, as well as two holsters for pistols, and saddle bags modified so it is easier for Midna to open portals in them.
Dark energy zone: Midna projects a growing ring of dark energy around herself and her mount. This ring starts out small but gradually grows to a significant radius. Once activated Midna makes the power held in the ring lash out at enemies within its dark interior, stunning them with an electrical attack and allow her mount to quickly lunge between all targets stunned by the field
Call the pack: Midna can temporarily summon her other two wolfos into combat at the same time as the one she is using as a mount. The summoning window is brief, a few seconds at best, making it optimal to use them as part of attacks that act as permanent troops. The wolves can pinwheel like spinning blades, spin dash like drills and even run circles to create vortexes that draw foes in or keep them in place, as well as use any other abilities they might pick up.
They wolfos can also be larger than the one being used as a mount, though whether this is indicative of their true size or a magical buff is unclear. Whichever is the case, the hulking beasts can be devastating to groups of enemies, careening through them before vanishing back to the twilight realm only to reaper from another angle a number of seconds later.
Passively, this power also lets Midna adjust the size of the wolfos she is riding to suit any shifts in size or proportions she herself experiences.
Dragon Type (flygon): Midna has the capability to learn all Dragon-type moves a Flygon can, as well as the starting moves Dragon Claw and Dragon Dance.
Siren Sands (Flygon): Midna gains sand manipulation abilities that give her the equivalents of the following moves: Sand Attack: Sprays the target with sand, irritating their eyes and reducing their accuracy Sand Tomb: Creates a localized sandstorm around the target. Does not do a lot of initial damage, but remains active for ten to twenty second, slowly sapping the target’s strength and bogging them down, preventing them from escaping. Sand Storm: Whips up a large sandstorm that indiscriminately buffets everyone inside it.
Sand based attacks cannot use naturally occurring sand and instead Midna has to dump sand into the environment from the realm of Twilight. Other than its color this black and silvery sand is mostly normal, except for the fact that it wordlessly “sings” as it flies through the air. Bringing more sand out takes more time: Sand attacks can be hurled out at once straight from a small portal, each sand tomb needs its own brief prep time and a sand storm needs an almighty amount of twilight sand dumped into the environment in-order to be pulled off. Already dumped sand is, of course, reusable, allowing the combining of sand attacks into sand tombs, and then sand tombs into a full blown storm if the princess focuses on using this ability in a fight.
Thunder Blade (Urbosa): Midna can store up to four ‘bars’ of electrical energy in a metal weapon, and then use it to unleash short ranged electrical attacks when swinging that blade. Abilities include shooting a tight beam of lightning, firing out a short ranged but wide thunderbolt, having 3 bolts hammer a small area around a blow, create a vortex of 3 swirling lightning steams, launch an electrical sword beam and so on. (basically everything from the combos section of this video except the last massive 2 combo’s massive aoe lightning.
Using lightning uses charge, which can be regained by charging, which involves holding the weapon close to her body to fill it with lightning once more. Charging generally refills one ‘bar’ per second, but starting to charge right after an attack can steal back some of the used power and charge one bar instantaneously.
Simply hammering on foes with the sword will also build static electricity, but this takes a fair bit longer than stepping back and charging it would.
Midna’s lightning is a limey twilight green, and she and her mounts are naturally resistant to it, or at least enough to prevent themselves from being fried by being so close to the blast zone, but not enough to protect them if they are literally in said blast zone.
Twilight warp: Midna can set down gateways (at her own location) that allow her to fast travel between them by skimming along the boundary of the twilight realm. This hop does not go deep enough to expose the traveler to the mutating energies of the twilight realm, and so it can be used to safely transport light-worlders as well as the princess herself. The creation of each gate requires a charge. She begins with 3, and gains one more each time she gains combat exp.
Twilight volleybomb: Midna can charge up large translucent-green spheres of energy from her shadow hand, the maximum size which can be quite astounding which she can then ‘serve’ and then ‘spike’ at her foes. Most of the sphere can phase harmlessly through solid matter except a solid core. When that core impacts with something, it creates an explosion the same size as the sphere, which can, again, be very large.
There are a couple of downsides. First off, charging to max size takes a few seconds, is incredibly obvious when being done, and has a lot of friendly fire potential due to the size of the explosion. The ball also has a kind of weight, causing larger balls to travel slower, resulting in lower ranges. Finally, the volleyballing attack method is not proclivity to the greatest accuracy or attack speed, also limiting the effectiveness of smaller balls.
Twilight Darknut: Midna adds a reanimated Darknut to her roster of creatures she can summon from the twilight realm. As with the other’s it is its own entity (one cobbled together from spare Midna discovered in the equivalent of a dusty broom closet in her twilight storage room, having used a few of these as captains of her short lived personal army during the time war) capable of both death and fusion.
The darknut itself is a towering figure, close to twice as tall as the average human, and clad in thick metal armor. It is also equipped with a large round shield that it is highly capable at blocking blows with. Combine these defenses with its undead nature, and it is safe to say that Twilight Darknut is an incredibly resilient combatant, at least when it comes to physical damage.
Its main weakness is a very slow movement speed, the armored warrior able to at best advance at a walking pace, although its turn speed is comparatively nothing to be sniffed at. High caliber weapons, electricity, heat, and other types of attack that counter heavy metal armor are also natural counters to the towering knight, as are holy, light and other undead killing damage types.
Offensively, it is armed with a hulking broadsword and a lighter longsword as a back up, which it wields with impressive skill and speed despite its armor. It can be equipped with other weaponry, though it’s proficiency with new gear is related to how closely it matches the starting gear.
Roadblock The host is now a hulking seven-foot titan of yellow and black metal, futuristic in make and fantastical in style. Nigh impervious to slashing, and resistant to practically anything else, it is an immovable object on the battlefield that foes are forced to play around, although its slow speed and short range make it somewhat one-note. This spirit confers the Power Obstacle, allowing it to project a large rectangular energy barrier from the shield on its left arm. Allies can move and shoot through it, but enemies cannot do either, and it can take some serious punishment. This spirit also confers the Weakness Mighty Glacier, making the Darknut unable to jump or run
Crescent Moon(Mursame): This special sword slash allows Midna to near-instantly draw and strike with a bladed weapon and taunts the enemies it hits, making them more likely to target the host.
Mass-produced Legionis (Clone of Akira Howard), which allows her to use a legatus to summon a bound Beast Legion from its core, connected to her by an astral chain. She can also now see chimeric entities clearly. The Beast Legion is an agile close-range fighter and can be ridden or used to track scents. It cannot be seen or attacked by most enemies. The astral chain can be used to send it out, pull it back, pull the host over to the legion, or bind enemies by encircling them. The Legion can also be modified with spirits.
Cyclone Kick(Ariel): a powerful high thrust kick that unleashes a bright green magical tornado to deal heavy wind impact damage in an upside-down cone, with a 160% chance to stun for 5 seconds. This ability must be charged by landing wind-type attacks, and after a target is stunned, it gains stun resistance for several minutes.
Tortured Souls (Shemira): making the host able to summon souls of the dead (who look like Poes) that spiral around her (with a radius of a couple of meters) to deal continuous damage over 12s, with 50% of their damage returning to the host as health. Tortured Souls constantly drains mana while active.
Rainbow Rondo (Norah): By strumming a stringed instrument, the host can bestow a boon upon nearby allies that lasts 20s. Whenever such an ally takes a hit, even if it deals no damage, the host has a 1/3 chance to perform a musical counterattack, dropping three magical notes on the attacker.
Skills:
Twilight Princess: Midna has regal authority over the denizens and beasts of her realm such as other Twili and Shadow Woflos. She also has the ability to claim command over beasts or beings corrupted by that realm, like the twilight Kargarok, and some affinity for other creatures of shadow not from her universe/dimension.
Basic Shadow Magic: Midna can float in the air, hide in shadows and teleport short distances. None of these abilities are fast enough to be used for dodging anything but the slowest of attacks but they can be useful for hiding, bypassing obstacles or basic locomotion.
Monstrous Cavalry: Midna has a talent for mounted combat using unusual steeds such as Wolfos and Kargarok. She can easily command her strange steed and fight at the same time and is able to adapt to new mounts with relative ease.
Champion Mindset(Urbosa): increasing Midna's natural authority and charisma and giving her a complete affinity for the Divine Beast Vah Naboris.
Champion Moveset (Urbosa): Midna can draw on the spirit of the Grudo champion’s martial talent, a flowing melding of might and magic that gives the princess increased skill and versatility when it comes to melee combat. It also gives her proficiency with various melee weapons, most notably the Urbosa favored armaments, the ever-reliable combo of the sword and shield.
Skirmisher Style(Orendi), increasing Midna’s agility and acrobatic sense to allow her to better avoid damage through mobility without having to rely on flight or hiding in shadows.
Earth Dragon Resistances (flygon): Gain the flygon's typing's resistance, resulting an in immunity to electric type damage and effects, as well as a 50% resistance to poison, fire and rock type moves
Climber’s Bandana:A light piece of headgear that decreases stamina consumption appreciably
Harbinger MaskA strange, full-face rebreather that seems almost molded from flesh, worn stuck to the face. It somehow doesn't obstruct visibility, but it does amplify the sound of the wearer's breathing. In exchange, it provides immunity to Poison and Burn, as well as variants of those afflictions, and 75% fire damage reduction
Weaknesses:
Imp Body: Midna’s imp body isn’t exactly the hardiest of forms, nor is it the strongest. Finding suitably scaled armor or weapons is also difficult. after fusing with Urbosa she is now somewhat larger and notably more muscular, reducing this weakness somewhat.
Light Based Attacks: While mere sunlight is no longer enough to damage her, as a Twili Midna still has a weakness to light based weapons or attacks (lasers, light magic, etc.). On top of this bright light is uncomfortable for her to bear and she is more vulnerable to being blinded/stunned by flashes or high intensities of light.
Fated End(Urbosa): Suffers heavy stress when facing either electric enemies or enemies wielding a sword and shield, and near-paralysis if facing an enemy with both
Dragon Weakness(flygon): Midna takes more damage from both dragon-aspected and anti-dragon attacks and weapons, as well as Fairy-type Pokemon moves and ice
IWHBYD(Orendi):: making her much more likely to compulsively spout off whatever comes to mind, even in combat or potentially awkward social situations
Can't Fly (Mursame): making the host unable to fly under her own power
Born for One Thing Only (Clone of Akira Howard): disables all of the host's Strikers and spitting out their spirits, as well as preventing the gaining of new ones
Critical Fire Bane (Shemira): resulting in 50% extra damage from fire-aspected attacks
Auto Battler (Ariel): more likely to zone out and fight without thinking in battles that don't interest her
Hard of Hearing (Norah): making the host's hearing worse
Spirits: N/A
Rapport:
Sectonia: 17 (B rank)
royalty should stick together, even if one is light and one is shadow
team attack:
skill share: Powerful Mage: Midna has gained a very high affinity for and familiarity with magic on top of her own. 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.
Primrose: 7 (C rank)
Roxas: 12 (B rank)
born between light and dark, and therein lies twilight
team attack:
skill share: Flow Motion: Minda has learned from Roxas’s visits to many different worlds and has thus become quite capable of adapting to many environments for the purpose of maneuverability in combat.
Goldlewis: 8 (C rank)
Geralt: 4 (D rank)
Bowser Jr: 6 (C rank)
Bowser: 3 (D rank)
Kamek: 4 (D rank)
Therion: 3 (D rank)
Juri: 3 (D rank)
Ganondorf: -3 (F rank)
Inventory:
Money:
4100 Zenny
Fused Shadow (1/4th) Worn by Midna as a helmet this physical manifestation of Shadow magic gives Midna the ability to transform her ponytail into a large prehensile limb tipped with a large hand. This hand has immense strength, capable of smashing foes aside, grabbing and hurling people or things and wielding large weapons. The force of blows or weight of lifting is not applied back to Midna, which is convenient as otherwise usage of this artifact would likely break her neck. The fully completed artifact is many times more powerful than its component parts. Despite its appearance it does not damage her depth perception.
Spaulders of the Bat - A pair of shoulder guards that bind to the wearer when equipped, meaning they will be destroyed if discarded or given to someone else. They provide extra physical protection and incremental increases to intellect, stamina, and haste (casting / attack speed). With the Andrew Oikonny sticker applied, the wearer is also a little more launch resistant, flying back a shorter distance when launched. With the Maglev mod equipped, the wearer's slide speed is boosted by a notable 30%, but with 30% less friction she's also a bit slower/slipperier both to get started and to stop moving on all surfaces (no effect while airborne)
Breastplate of Valor Increases physical defense, maximum mana, and mana regeneration. Most importantly, reduces cooldowns by 20%
Mimic Tooth Necklace When worn, any chest the wearer attempts to open will be unlocked automatically if locked, and also be a mimic. The mimic deals more damage depending on the quality of what’s inside it and behaves as if whatever’s inside it is equipped.
Rosary: Rope knot made from the threads of habits of monks deceased in ancient times, crafted by Engracia to whom all other’s works paled to such an extent they were branded a heretical. Holds Beads that can grant boons to the wearer. Beads: Frozen Olive: Summer fruit trapped in an endless winter. Born from an olive tree turned into a prison, its frosted oils bolster the wearer's defenses (by 50%) when their strength is nearly exhausted (at 20% or less hp). Piece of a Golden Mask Piece of embossed gold, part of a mask broken years ago. The nuns of the Convent of the Charred Visage swear never to let the world see their burned faces, and the conviction of its old wearer has permeated the metal. A rosary bead that grants 25% protection against flames
Psycho Mask - a wearable statement of freedom--freedom from society, morality, and sanity, all in one. It has no actual effect on the wearer but features a built-in filter which can purify incoming air, and two ports that gas canisters can be plugged into
Biteturn Charm - a charm of human bone with a touch of the Stranger’s power. Whenever a bladed weapon strikes the holder it will take massive durability damage, enough to shatter conventional weapons. When this happens, however, one of the wearer’s teeth will turn black and fall out. The tooth cannot be regrown via healing.
Cursed Sword - a strange blade imbued with fell sorcery. It deals extreme damage when used as a weapon but is difficult to grasp and use effectively. While equipped, any damage taken by the user will result in an instant kill
X-Naut Uniform: An Alternate Costume that, when applied to a person, near-instantly clothes them in a perfectly tailored version of the comfy red and poofy white suit, gloves, shoes, and hood of the X-Nauts. Includes goggles. In addition to being comfortable and warm, it also pretty much completely masks the wearer’s identity
Sharpnened Volcano Fragment Deals less damage than your average axe on hit, but will light the target on fire, causing the target to take damage over time until the flames are quenched or 7.5 seconds pass
Sun on a Stick Deals less damage than your average bat on his, but will deal a critical hit to a burning target without putting the target out. Also grants 25% protection against flames while in hand
Ammo Synthesis: A consumable device that creates enough ammunition to fully replenishes a single weapon when configured (a straightforward, intuitive process) and used
Clubba Club:A heavy weapon of solid metal. Its weight makes it a pain to use but a whole lot more pain for anyone it’s successfully used against. Just picking it up and dropping it is more practical than actually trying to swing it
Freindship bracelets: A simple metal bracelet sporting a heart shaped emblem made from a red stone. When worn the two ‘lobes’ each gain their own stylised icon representing the two people wearing the matched bands. When the bands are close together (so in the same general area sucha s a room, small building or garden) each half of the stones will glow softly, with the light intensifying the stronger the bond is between the two wearers.
At a base the band increases damage by 5% and movement speed by 6% even when the wearers are not around each other, but it can raise it by up to a maximum of 15/18% respectively for incredibly close friends. This the current owning pair most certainly are not, but they still gain a decent 7.5% damage and 9% movement speed boost, and could easily raise this to a pleasant 10%/12% by spending a bit more time with/around each other.
Comes with an instruction pamphlet that attempts to translate the glow intensity to various stages of friendship (from simple acquaintances all the way up through BFFs and Ace life partners) and effect efficiency, but fails to deliver the above information to the wearers particularly effectively.
The bracelet can also prevent the wearers from being forced to fight each other via various mind control or enrage effects, the effectiveness of this effect again being based on how close they are.
Mordant Dew: A whole vial of the nasty, toxic venom that Stingers inject into their victims. While underwhelming at first brush, it is actually a very valuably magical and alchemical opponent, as well as one of the requisite ingredients of the Grim Talisman, a charm that -when equipped- allows the user to build up his or her special resource with every landed attack
Charr Pirate Musket: A somewhat primitive, somewhat fantastical smoothbore rifle with less-than-spectacular accuracy and reload time, but boasts the property of infinite ammunition. in the form of metal slugs
Therian Viral Rifle: A long-barreled marksman carbine that utilizes compressed air to launch projectile syringes at high speed, long range, and high precision. The syringes can be loaded with a viral compound, which causes bothersome irritation on the skin around the infected point of biological targets, or a a hyper-restorative compound that circulates healing medicine throughout the bloodstream. A cumbersome reload process and the limited number of syringes limit its frequency of use
A boat load of survival rations of various kinds.
A now rather small amount of wooden crates stollen off the back of a truck (empty)
A cheap watch (which she got overchaged for)
A bottle of blood themed shampoo
A bag of smoke powder, which by itself isn't enough to create an effective smokescreen
Smoke Grenade x2: The J4-M35 Smoke Grenade has helped many soldiers out of dire situations. Simply throw the grenade wait for the smoke to spread and change firing positions when the enemy can’t see you
Treespear: Golden spear with tree-like design. Hits are infused with yellow lightning, their strength dependent on the wielder's Faith. Requiring superior dexterity to wield, this greatspear can perform consecutive thrust attacks despite its larger size.
Warthog: a light tactical ground vehicle fitted with a M41 Vulcan turret.
moterbikes x2: stolen, or rather confiscated, from deliquents in Gutsford.
Prometheus Torch type 1: A torch researched thoroughly to allow. a pyrokinesis psionic to unleash their full potential. Damages the taget with fire and bashing. Lakcing pyrokinetic ability, Midna uses this less refined and bulkier version of the torch purly for bashing
Power Cell: A cartridge loaded with electricity. Its built-in converters mean that it can be used to fully charge almost any device that runs on electric power
Orange Gel: A sweet medicinal jelly capable of providing 33% instant healing when eaten
Commando auto-pistol (x2): an auto pistol able to fire off 3 rounds a second, as well as firing a piercing phase round every 6 seconds. Unlimited ammo and no reloads necessary.
Shinra's Golden Gun: A very expensive-looking pistol with a black grip embossed by the logo of the Shinra Electric Power Company, and engraved golden body. It's only a golden veneer though, otherwise the weapon would be unusable. It's a small sidearm that fires 9mm rounds, just enough to kill the average person, but otherwise lacking stopping power. It has never seen expert maintenance, but then again, it's probably never been fired
Mutagen Shotgun (5 rounds available): a 7 round capacity shotgun with 120 RpM
Erendira‘s Gun-lance: a long lance that, along with being able to be used for stabbing, can also shoot small purple aura bolts, or swept to the side to launch a wide angle projectile. It must be charged by supernatural energy to use projectiles
Eliacube: A mysterious artifact. Under normal circumstances the cube is dark and closed, with a texture like jade, and it never opens. It seems to hold some sort of restorative ability, and it can hold a seemingly limitless amount of energy, but how -and perhaps why- it works is an enigma. It's rather interesting and gives off an important feeling. Probably warrants further study. Could it have some sort of psychic effect on those who own it? Or is it just a mirror, reflecting your own uncertain face back at you, and its magic is all in your head?
Ice Shield: A somewhat cumbersome medium shield, decorative and heavy. It nevertheless provides great defense, especially against ice, water, air, and slash attacks.
Festive Spycicle: An ice-cold spike wrapped in blinking Christmas lights. Though very strange, it's actually incredibly valuable to anyone with an eye for appraisal. If not for the light on the end it could probably kill someone with a backstab, but it still deals critical damage from behind. If the holder is ignited, it will extinguish the fire at the cost of melting for good
Ice Geode: Smithing material that's great for ice enchantments or making ice-themed weapons, though it'll take a master to put it to good use
Psi Stone of Dissonance: A crystalline pyramid that can be used to launch a conical energy wave that deals mental damage, applying high stagger. It takes a long time to recharge, however, and can only be used effectively once every five minutes. It darkens after use and starts glowing again when ready to blast
Serrated Knife: A large dagger most infamously wielded by General RAAM of the Locust Horde. Although it is a knife in the hands of RAAM, by human standards, it is a short sword.
Machete and Pistol: Two piratical weapons bound together. The machete is short and broad, dealing unremarkable slash damage while the pistol is a flintlock, with short range, high recoil, and deceptively big damage. However, the pistol is empty and does not accept ammunition. The only way to load it is by landing two subsequent hits with the machete. They share durability and upgrades.
Revolver: A renowned gunblade. What it lacks in power, it more than makes up for with its reliability. Despite its name, it cannot be used as an actual gun, meaning it does not fire projectiles, and can therefore only be used in melee combat. Triggering a round in the gun chamber sends a shock wave through the blade, increasing its damage potential, but the timing required is hard to learn, which is why it takes years to master wielding a gunblade.
Royal War Fan: A fan outfitted with blades and usable as a versatile dexterity weapon. Its attacks are supplemented with minor wind damage, which can also create gusts or small wellsprings, or allow it to be thrown like a sawblade Daora Gem: An organic gemstone formed from gradual deposits of impurities deep within the bowels of a Kushala Daora elder dragon. Its glow is breathtaking, and it could be used to forge Daora weapons of highest quality
Dead End Express: A pair of huge, heavy mechanized clubs forged from the remains of Wartrain Gouon, six feet long and a thousand pounds apiece. Each miniature locomotive boasts eleven grinding sawblade wheels that spin at high speed. Though nigh-impossible to wield, they boast terrifying destructive power, and can even be straddled or otherwise ridden and used as a vehicle
Dagon A rare twin-headed ice wand that boosts the power of ice spells and has a 50% base chance to inflict Frozen if used as a melee weapon, although its melee damage is fairly low and it loses extra durability when used that way
Phew, those sheets really are massive. They should really dump everything they're not using in the stockpile and armory aboard the Avenger when they get the chance. Midna especially is quite the loot goblin. In terms of abilities and such it's all stuff I've seen before though, and the formatting looks good, so you're good to go.
Good morning everyone! This RP will officially start tomorrow night, approximately 37 hours from now. I'll be putting up an OP for all three starting zones to both introduce the areas and give you the chance to introduce your characters. Remember that even if you're a veteran from the previous RP, this is a fresh start so you should introduce your character as if for a brand new reader.
@ColdAtlas@Cu Chulainn@Urizen Since you guys voiced interest, I'll ping you just one more time. I'm eager to welcome you guys, and anyone else who might be lurking in the wings, into the Endless Now! Of course, it's no problem at all if you're no longer interested, or don't think you can commit to a post a week, but it'd be nice to hear from you either way so we're not left wondering.
I'm excited to begin anew, and I hope all you guys are too!