Stand User: Lucas Schwarz Stand Name: Dr. Dre Stand Appearance: Humanoid upper body, with a ghostly tail down from the waist, the stand's gunmetal and golden coloration is sensibly spayed amongst its slim, wiry form, with fluted armoring providing it with pauldrons, greaves, and a barbute-esque helm (with cylindrical bulges on the sides where the ears would be) Stand Power: Full Restore - Able to restore all forms of organic matter to their untarnished selves, in essence, healing them to their full strength. This restorative ability extends to even the metaphysical level, helping repair damaged minds, undo the effects of brainwashing or hypnosis, even purging the effects of enemy stands upon the body or organic object. Upon the user's prompting, however, this can be taken one step further, facilitating growth. This can be controlled to some degree, but if used too freely will run rampant, resulting in uncontrollable effects upon the victim, such as an artificially-created form of cancer, or a plank of wood growing as wildly and randomly as Kudzu Vine. Destructive Power: C Speed: A Range: B Durability: C Precision: D+ Development Potential: C
Eat it - Dare to be Stupid can use the large speakers it has for hands to create a concussive wave of sound that is powerful enough to knock back its enemies. With enough willpower, the user could possibly use the stand to move even heavier objects or even destroy them as well.
Word Crimes - Another ability is the copying and throwing of sound. If Dare hears a sound once, it can replicate it perfectly and then make it seem like its coming from any direction it chooses.
White & Nerdy - Dare to be Stupid can suppress sound in a certain radius, almost like making everyone in the area temporarily deaf. While it may be helpful for blocking communication between multiple opponents and for sneaking up on targets who now can't hear their attacker coming, it also affects the user as well.
Destructive Power: B Speed: C Range: D Durability: B Precision: D Development Potential: B
'Nano' materializes as a massive quadrupedal White Tiger, easily two to three times larger than an adult Human male. Nano's coat of silvery-white fur is luminous as it gives off an ethereal glow, especially so during moonlit nights. With the black stripes that streak across his hide as dark as the empty vacuum of the Cosmos. His coat also has an unusual growth pattern, granting him with a gloriously regal 'beard' and collecting in tufts on his wrists and ankles. When Shiro uses his Stand's powers, these clumps of fur catch fire. Igniting in the holy and cleansing azure flames of the Heavens. Shiro and Nano's eyes glowing with the same cold intensity of the blue inferno. When Nano is actively summoned, a Symbol appears on Shiro's forehead. 'Nano' is also referred to as the 'Guardian of the West'. He is one of Four Holy Beast Stands.
Stand Power: The Emperor's Virtuous Reign - Unleashing an enraged and furious roar, Nano robs the senses of any foe that dare to stand before his presence and challenge him. Blinding them, deafening them, and numbing their bodies of all sense of touch. The range of this Stand Power extends as far as the eye can see and ears can hear, with its effectiveness relying on how clearly his foe can do either. Adversaries can lessen Nano's power by wearing protective gear and fighting at distance. The closer his enemy, the more devastating the sensory theft.
Hysteria The poor souls unfortunate enough to evoke Shiro and Nano's ire face the full wrath of the Emperor's Virtuous Reign. Its resonance will then burrow deep into their consciousness as it takes hold of their vilest fears. Ripping their nightmares from them to bring it forth into the light and twist them into his enemies' personal realities. Forcing them to bear witness to their demons, their sanity and willpower eventually shatter from the torture like mirror glass. They who merely have their minds dulled should be grateful for the merciful end, as it is painless. Unlike what Shiro and Nano can truly do to those they despise.
Savior of Song To Shiro and Nano's allies, the sound of their roar inspires and motivates the spirit. Moving their souls with their roar's timbre, shaking their very essence. Those whom Shiro holds a special place within his heart will find themselves able to Stand stronger, move swifter, and their bodies more resilient against any harm. All sensory acuity sharply rising to incredible levels.
Nevereverland - With another bellowing and thunderous roar of a different resonance, Nano slams all those who would hold ill will to him and his treasured friends with a concussive blast and forcibly knocks them away. Doing no damage, Nevereverland is only meant to interrupt attacks as a counter and to buy his cherished allies time to recover/regroup.
Stand User: Gren Orchid Stand Name: Chocolate Rain Stand Appearance: Chocolate Rain takes on the form of a well sculpted man made of what is presumed to be chocolate. However despite his composition, he can be quite flexible and even shapeshift into other forms and appearances, however he always looks like he's made of chocolate. Only when using his powers can he take on a more convincing form, and typically at the digression of Gren only.
Stand Power: Central Friction - Chocolate Rain is capable of Gren's Semblance but also on a greater scale, without the need to make contact with surfaces it wishes to affect. The Friction can also be reactive: It can be used to force something to stick to an object upon contact, or bounce off the moment it tries to make contact. But that's not all: Chocolate Rain also has a paranormal ability to bring out "Conflict" between various forces, bringing it to the center stage. It can be used between an ally and an enemy to make them fight harder. Or even between allies, forcing them to confront any conflict between the two. Even the most minor nonsense can be used to create conflict friction the longer it the effect is activated.
Destructive Power: B Speed: D Range: A Durability: A Precision: B Development Potential: D
Stand Appearance: Commonly found hunched over like a predator readying itself for an attack, Dangerous is a snarling humanoid of an offensively-chartreuse colouration, its beautiful, feminine form rippling with tensed muscles and clearly possessing bulging, sickly-red veins. Spittle, bright pink and acidic in nature, continuously flies out of its gnashing teeth, the silver canines of which extend far outwards like that of a vampiric being's. Silver-grey headphones, emblazoned with onyx sabres upon its sides, are tightly attached around its ears, and the cord, golden in contrast, wraps around its long neck, binding so closely to the chartreuse skin that another loop would be choking. Seven, bloodshot human eyes dot its face, unconsciously swimming around in a manner that is almost eerie. Large and fluffy clouds of wool gather upon its powerful shoulders, meeting the endings of the jet-black Tau cross of crosses that extends down the centre of its body. The Stand however, possesses no feet, standing on overturned, shattered champagne glasses that have pierced into its knees.
Stand Power: Why You Wanna Trip On Me A passive ability that accompanies the materialisation of Dangerous, it is a strange power that allows the Stand to constantly drain energy from those that it classifies as enemies, boosting it and its owner's strength, speed and endurance. As time passes, the intensity and rate at which this drain works at increases, starting at a gradual pace before becoming far more of a threat when a battle descends into its greatest throes.
She Drives Me Wild Whenever the Stand strikes an enemy, it can descend into a temporary berserk state, increasing its power and allow its blows to immediately disrupt the aura guard or resistances of the target area, draining the energy lost in such an action into itself to empower its attacks. In essence, this is a localised variant of Why You Wanna Trip On Me, with Dangerous applying its effects to a small area at a high intensity, thereby giving it the capability to deal single, powerful blows that ignore the natural defences at that one single point. When in such a state, however, its owner's control will weaken significantly.
Can't Let Her Get Away Dangerous is in possession of a powerful ability to track and identify the life forces of a target, though it is one that first requires the Stand to bite into them with its vampiric teeth. This creates a connection between it and the victim, one that cannot be broken unless either Gratia or her enemy is dead, and will allow the victim to be tracked no matter where they flee to. It also provides Dangerous' owner with basic information on the victim's status, such as their health and mood.
Heal the World Due to its capability to absorb energies, the Stand is also able to transfer its own energies and that of its owner's to other people, either to heal them or provided other improvements to their abilities. In order to perform this transfer, Dangerous must allow its teeth to enter a vein, injecting its energies straight into the bloodstream of its targets. It is an extremely painful process for the victim of its bites, but the side-effects otherwise are small.
Gone Too Soon Dangerous' ultimate ability is an extension of Heal the World, and it is one in which the Stand can transfer all the life energies of its owner into the recently deceased, reviving them at the cost of Gratia Mindaro's life. Those who have died for a period longer than the last twenty-four hours cannot be resurrected by this power, which will also repair any damage caused to a body when performed.
Stats: Destructive Power: B Speed: B Range: D Durability: A+ Precision: B Development Potential: E
Stand Appearance: Nothing out of Nothing is a ghastly apparition of a girl. Comprised of smoke and blackness Sapphire's stand bears the appearance of a wild girl, her flame red hair dancing all round her as though blown by a harsh wind. Her eyes are empty and white and yet contain malice undefinable. Nothing out of Nothing is the essence of that which hides in the dark lashing out at whatever comes near. It is the embodiment of why every creature fears the shadows. This is one of the ancient Primal Stands thought to be lost centuries ago, never to have another user manifest them.
Stand Power: This stand captures completely the power of perception and manipulating it. Nothing out of Nothing is more than capable of engaging in physical combat with other stands and thanks to her smoky consistency for which she can manipulate its state of solidity she is very capable however her true power lies in manipulating how others see her, her user and things around them.
Clearest Indication Nothing out of Nothing subtly manipulates the minds of those facing her. She alters how they see things in small but significant ways. She makes then think an attack against her was more effective than it was or an attack by her was less so they believe themselves stronger or her weaker than they truly are making them more reckless and ready for the take down.
Here and Now Nothing out of Nothing alters the real time perception of her enemies in an active manner making alterations as she sees fit. In a battle this might mean making her opponent believe she is surrounded by an army of the undead, or her own private militia, it could make them believe their stand won't come to life even as it stands next to them or seeing their friends in a different manner, as something to be destroyed. The secret to this attack is that while it is controlled by Nothing out of Nothing it is powered by the one affected. The more her victim believes in what they are seeing the more real it becomes to the point that the constructions could physically injure or kill. On the other hand if the victim disregards the projections altogether they become as shades or phantoms with no power to them at all.
Road to Ruin Nothing out of Nothing takes direct control of the psyche of someone she if facing. They become immobilized, completely mesmerized by whatever she shows them. Their stand becomes all but useless. The only downside is that these effects also take hold in Nothing out of Nothing and her user, the difference is they can break the connect without effort, the victim doesn't have that kind of freedom. Nothing out of Nothing opens up her victims mind and brings his worst fears to life in his psyche. The very essence of all that makes him powerless and weak spread before him. Many have gone mad from the experience. Because Nothing out of Nothing is also disabled by this attack it makes it less effective against a group.
Everything Shines Very similar to Road to Ruin entailing all the same disadvantages. Instead of showing her victims their worst nightmare Nothing out of Nothing traps them in their greatest dream, their most sacred treasure, whether it be a memory or vision of the future or even an entirely new life. To escape it the victim has to admit to himself that it is only a dream, for most it is like tearing their still beatingheart from their chest. Much of the time the psychological aftermath of an encounter with Nothing out of Nothing is far more devastating than the actual battle.
Bringing forth Nothing out of Nothing dyes Sapphire's eyes a stark black that matches the smoke color of her stand. When she lets her stand sleep the blackness does not leave her eyes. She remains blind for twice the length that she used her stands. The legends say if she leaves it active too long the condition may become permanent though Sapphire has never had occasion to have Nothing out of Nothing aiding her for more than an hour.
The only downside to this stand is that when it comes to actual battle it is fairly weak. Nothing out of Nothing can fight well and moves quickly but it does not take much damage to put it out of commission. That is if you can disregard the army of vampires surrounding it.
Destructive Power: A Speed: B Range: D Durability: D Precision: A Development Potential: D
Stand Appearance: A large humanoid figure with a seemingly electronic orb for a head. The head will have different "emojis" depending on Cobalt's mood and condition. For example when Cobalt is angry Daft Punk will have an angry face emoji, like this. (◣_◢) Or when Cobalt is injured it will have a concerted emoji, like this. ⊙△⊙ It's body is very ambiguous, the only distinguishing fact about it is that Daft Punk is unusually tall even for a Stand and it is blue.
Stand Power: Subroutine Shift: Daft Punk's basic mode has relatively even stats and can attack with and can attack with its arms and legs, however it's real power lies in its Subroutines. By dedicating all of its power into one thing it can change into a new Subroutine with entirely new abilities. It takes five seconds to change between Subroutines and each change is signified by a different form of head.
Scan Subroutine: Daft Punk can scan any enemy, machine, or object in general and know what it can do within seconds. Enemy Stand's abilities are revealed, including their stats. In this mode Daft Punk's head forms from an orb to a tv monitor. The item in question is displayed on the monitor as well as any information found on the object/enemy in question. Cobalt can opt to not show the information.
Attack Subroutine: In this form Daft Punk focuses completely on attacking and dismantling the enemy. It finds any form of weak point in the enemy and viciously targets that weak point to defeat the enemy. In this form it's head morphs into a pyramid like structure.
Defense Subroutine: In this form Daft Punk focuses all of its power into defense. It reads the enemies attacks and works on making sure it doesn't get hit and when it does get hit that it doesn't hurt. In this form Daft Punk's head turns into a ever shifting Rubik's Cube. The cube is never solved.
Speed Subroutine: This Subroutine is made for escape. It cannot fight at all and is based around running away after you've lost. Daft Punk will grab Cobalt to try and escape. In this Subroutine Daft Punk's head will turn into an orb which opens to reveal a hiding spot for Cobalt. The orb closes back up once Cobalt is in.
Destructive Power: B Speed: C-B Range: C Durability: A Precision: D Development Potential: D
Stand Appearance: A golden wyvern dragon with a fairly long and spiky tail. Standing upright it is as tall as a pretty tall human.
The dragon's eyes will glow in an eerie white light when it starts to use a power striking fear into the hearts of the enemies it will face. What might not be very clearly visible is that its wingtips are as sharp as blades forged out of the most noble of steels, as are its talons.
Stand Powers:
Wheel of Time: Blind Guardian starts to jump into the sky and starts to spin faster and faster until only the golden tips of its wings are visible as they trace a perfect circle in the sky. Then Blind Guardian will lower itself down to the ground where it begins to whirl forward speeding up towards the enemy cutting everything down that happens to be in its path with its super-sharp blade-wings. After 5 minutes of spinning Blind Guardian will power down, fly back to its host and sit in front of it.
Battalions of Fear: Blind Guardian sits in front of its host facing the opponent and when this power is activated, its eyes will glow brightly white with a red tint in them. Then the dragon will let out a thundering roar which turns into a piercing screeching while his wings are spread open as far as possible. On both sides of Blind Guardian portals will open up and an army of ghastly, ghostly soldiers (see appearance for image) will march out of them forming two huge battalions which then march onward toward the enemy. However with just this power, the soldiers are nothing but ghosts and will do no harm whatsoever and just vanish into the sky.
Distant Memories: When this spell/power is casted, though, the dragon spews out a blueish-purple wave of energy that reacts with the conjured battalions and their ghostly sheen falls off them and they turn real. Of course only for a limited time and while this power is active neither Blind Guardian nor the host are able to move, but they certainly don't need to with 1000 undead soldiers marching forward, aka 2 battalions. The maximum time this power can be sustained is 30 minutes, but after holding 1000 soldiers in this world for 30 minutes is extremely tiring for both host and Stand and is frequently followed by the same amount of time allocated for recovery during which the host is as exhausted as after running a whole marathon. After the recovery time, that feeling quickly vanishes. When this power ends, all soldiers still "alive" get their ghostly sheen back, in a more visible form, though, and they start ascending upwards to a purple portal that will open up in the sky.
Destructive Power: A+ Speed: A-E-E Range: A Durability: E Precision: E Development Potential: C
Stand User: Mokuren Sabella Stand Name: Two Steps from Hell Stand Appearance: Two Steps from Hell is a humanoid shape, but has no features, simply a chrome 'skin' perpetually polished to gleam and reflect the surroundings. The more it uses it's Stand Power - Invincible - the more it grows shining chrome fox tails, symbolizing the stored power inside. The tails max out at Nine, and with the ninth tail, the destructive power of Two Steps from Hell is immesurable, but the energy required to reach that stage is also of an extreme quantity. Stand Power: Invincible: Two Steps from Hell can absorb any impact with this ability, literally draining the energy from the attack and leaving it inert, weither it is a mass of physical punchs, a dozen knives, or even a steam-roller thrown at the Stand. Each blow adds to the store of Two Steps from Hell, and the amount of current energy is visible via the number of tails. Two Steps from Hell must be aware of the attack to absorb it however, so sneak attacks and attacks that hide under another attack will not be absorbed.
Strength of a Thousand Men: Two Steps from Hell releases all the absorbed energy in one punch. Depending on the amount of tails, this punch can double it's power (one tail) or render the punch akin to a nuclear Bomb (nine tails). After this power is used, all the tails receed back into the Stand, and the absorbtion process begins again. Destructive Power: (Fluxuates due to the Stand Power. Has a Base C rating) Speed: B Range: D Durability: A+ Precision: B Development Potential: C
Stand User: Krysthane Stand Name: Gravity Kills Stand Appearance: Gravity Kills appears as a floating perfectly spherical rock, about four times as large as most humans. The rock's color changes based on its mood with normal color associations such as red when angry, blue when sad, green when sick. When necessary it is possible for him to grow arms and legs but he rarely feels the need. It moves by floating around. Given its gravity control its not hard to figure out how it achieves this method of floating.
Stand Powers
-Down: Gravity Kills can control how strong gravity is, with no limit. Theoretically at maximum power this ability would create a black hole that would consume everything, though normally several thousand times normal gravity is more than enough for this. The downside however is that given this ability's short range and Gravity Kills's innate lack of speed it is usually rather difficult to land this. However once in range any opponent is as good as dead. This ability has an F range. Gravity Kills can maintain his own gravity independently of any other effects he has active.
-Goodbye: Gravity Kills can also change the orientation of gravity in a C rank area around him, he can fix it to a single object or in a single direction such as up instead of down causing everyone to eventually be propelled out of orbit. If of course he could follow them up far enough without dying herself.
-Suffocating: A technique that Gravity Kills has mastered after some time, he can cause her increased gravity to target specifically only the oxygen in the air, concentrating it all in a single point removing others from having access to it. He carries a lighter as well somewhere... somehow...?
Destructive Power: A+ Speed: D Range: D Durability: B+ Precision: C Development Potential: D-
Stand User: Jack Orpheus Stand Name: Offspring Stand Appearance: (Will draw later)
Stand Power:
Lightning Rod - The Offspring has the ability to zip around at lightning speed, or allow it's user to do so. It can also zip over to reference points, anything that can conduct electricity properly, such as small trees, and even knives sticking out of the ground or in flight.
Race Against Myself - The Offspring is able to create after-images by moving incredibly quickly, and automatically activates when using Lightning Rod. This can make fighting it and its user disorientating.
Splinter - While the destructive power of this Stand is very low, it does have one exception, and that is this single-strike move. This move has two ways to use it, by zipping around at high speeds and building momentum to strike the opponent in a final flash, or a single far more powerful charged dash that deals damage scaling with the charge time. The first application can be used to a weaker effect as a means of combat (though it would still be very weak in comparison to most other stands, but does have a piercing effect going for it) while the latter can bring immense damage at the risk of the user's own health, and is not practical for use in the middle of battle due to the amount of time required.
Destructive Power: E Speed: A+ Range: B+ Durability: E Precision: A+ Development Potential: B-
A group of preteens sat around a campfire, watching their arms master slowly drag his twisted, evil-looking blade along a whetstone, a small smile on his face. “Alright, recruits, I've prepared another educational lesson for today. As always, it will be presented in the form of a story of my exploits. You'll be given a set of questions at the end, and will be judged based on how well you remembered the vital details of the tale.” As the trainees nodded, the white-haired man rose to his feet, sheathing his sword and bringing his hand to his chin. “It was while I was working as an independent Huntsman in the Kingdoms, before coming home.” ----------------------------------------------------------
Oswald carefully adjusted his pauldrons, rotating his arms a few times before nodding, satisfied that there weren't any problems. “Had to be fuckin' Vacuo, huh? Not Atlas? Not even Vale? No, the nest of Nevermores had to be in Vacuo.” As the Bullhead took off, Oswald sighed as he looked out the side window. Desert, as far as the eye could see.
Vacuo was a far cry from Brookeborough, or even Vale. There wasn't an actual tree to be seen for miles. At least Vale had a few major forests. Water was, obviously, scarce, and the daytime heat was murder on the heavily-armored Huntsman. He'd made a few additions since his arrival at Beacon, including several mecha-shift forms for his Trepanation Blade and a reinforced helm. All of these things only served to cause more grief for the man as he flew through the desert nation.
However, the nights were just as bad. As cold as the days were hot, his metal armor went from scathingly hot to frigid as ice when the sun set. Turning his head, Oswald addressed the pilot. “Once we've landed, I'd like you to maintain a distance of five minutes from the target area. Remain passive unless attacked or I call for help. One nest of Nevermores shouldn't be too tough, but these deserts give me the creeps. Too much open ground for the Grimm to just sneak up on ya.”
Letting out a chuckle, the pilot replied. “Yeah, nobody likes the desert. It's really just a sliding scale of dislike to vehement hatred. As for the mission, want me to circle the target area or stick by the LZ?”
“Stay about a quarter of the way from the Primary LZ to the Secondary. If things go tits-up, I don't wanna have to wait an extra minute or two while you haul your ass over my way, whatever way it goes.” Oswald gave himself one final check as they approached the initial drop zone, calming his breath as the Bullhead's ramp lowered.
“Alright, Connolly, we're touching down now! I'll hit the skies in about a minute, then wait for your signal. Remember, if you can't get me, send up a flare! Green for all clear, yellow for nonlethal contact, red for danger!”
Ah yes, the flare gun. Quite a wise decision, all in all. He had three of each flare type, just to be certain he wouldn't run out of a given number on anything worse than a massive, extended mission. This job was hardly an A-ranking without the sands; the only reason he'd taken it was because the reward was oddly high. Birds must've been pissing off some rich guy, he figured. Private contracts were, by far, a Huntsman's best option for making a reasonable living.
A few minutes into his walk, the wind picked up for a moment before Oswald realized how quiet the desert was at night. Without much insect life to fill the dark with their songs, the seemingly endless sands were eerily silent. Again, he was reminded of how different from his norm this country was, and of how much he just wanted to get the job over with and go home.
The sound of Nevermores in the distance gave Oswald pause. “Guess I've been walking longer than I thought. Damn deserts.” Unsheathing his sword, Oswald carefully loaded a lightning dust crystal into it. Many of the hours spent in the Armory working on his sword had made it significantly more efficient with Dust, so much so that a single crystal could power a continuous stream of energy for nearly a full minute, at an even greater power than it had when he first arrived at Beacon.
Why Vacuo hadn't simply sent a few Bullheads with Dustfire missiles, he would never guess, but the pay was good enough, so Oswald didn't mind. Placing his empty hand onto the guard of his sword, Oswald released a small lever on the weapon, causing it to expand outwards and start forming into a massive lance at least twice its original size. It was an idea he'd taken from Aurellius, but he found it more prudent to stay with his weapon's energy beam rather than fire Dust rounds.
When the mecha-shift was complete, Oswald moved forward, this time at a somewhat slower pace, aiming the tip of his weapon at one of the Nevermores. Taking a small breath, he pulled the trigger. A massive bolt of lightning exploded from the edge of his greatlance, lighting the desert scene for miles as one of the large flying Grimm nearly instantly burst into flames, screaming into the night. Oswald could only chuckle a little as he adjusted his veritable death cannon, lighting another avian Grimm aflame.
Seriously, this is too easy, he thought, when a geyser of sand erupted to his left and an unwelcome sight presented itself: a pair of Tutankhamun, both seemingly very angry at having their sleep interrupted. “Ah, fuck me!” Turning his body towards the newest threat, Oswald grunted in displeasure as his weapon served to do little more than stun the creature. Against most Klein and Feind-class Grimm, his Trepanation Blade's ranged attacks were deadly, but the Riesen-class ones tended to give it a hard time.
Rolling to the side as the monster charged, Oswald returned his weapon to sword form and pulled out his Scroll, opening to the radio channel with his pilot. “I got a pair of Tutankhamuns here, need some support!”
A moment later, the Scroll crackled with activity, pleasing the Huntsman. “Got it, Connolly, I'm on my way.”
“Alright, ya freaky lizard-thing! Get ready to DIE!”
Oswald suddenly vanished, appearing just above the Tutankhamun,grabbing hold of one of the massive spikes on its back. Ignoring the painfully loud roar it released, Oswald raised his sword high and drove it into the beast's side, eliciting an even louder roar as it attempted to shake the Huntsman off its body. Oswald held firm, though, and managed to move forward on the creature's back, repeatedly stabbing it along the side.
Deciding that enough was enough, Oswald jumped off the Grimm's back, dragging his blade through its flesh as he slowly descended past its side, rending black flesh from the monster as it roared in agony. Once his feet hit the ground, Oswald was met with the other Tutankhamun, which was nearly as angry as the first, which was bleeding out just next to him.
Preparing to repeat his attack, Oswald stepped forward once before a massive force struck him in the back, knocking him to the ground. Pushing himself off, the armored warrior was dismayed to see a trail of Nevermore feathers in front of him. Well, that explains one thing. Damn birds...
His brief respite was again interrupted as the Tutankhamun, enraged at being ignored, charged Oswald with its head near the ground, undoubtedly trying to grab him in its jaws and crush him. While he was known for his durability, Oswald wasn't certain he could survive getting bitten by a Tutankhamun more than once, and even that could be a stretch.
With a desperate roll, he managed to avoid being snatched in the jaws of the Riesen, but was still winged by the Grimm's massive skull, a pained groan escaping as he was launched a few dozen feet by the impact. Dizzily getting to his feet, Oswald gave a battle cry before the familiar sound of a Bullhead made him stop.
After a short moment, the turret on the Bullhead's chin opened fire, sending a torrent of rounds into the Tutankhamun, much to the monster's chagrin. Its relatively durable skin managed to halt most of the rounds on impact, but as the Bullhead continued to move around and adjust its fire, the tyrant lizard roared in pain. Black blood leaked from its few wounds, and the pilot called out to Oswald on his Scroll. “Connolly, finish this thing off, I'll get the Nevermores!” Turning, the Bullhead's mounted gun unleashed another wave of fire, this time on the colossal birds that were starting to harass it.
“Got it.” Transforming his weapon into its greatlance form, Oswald teleported to the rear of the Tutankhamun, leaping forward to spear it in the leg. Too slow to avoid the sudden movement and attack, the Grimm stumbled, allowing Oswald to move and attack its other leg. Slashing instead of stabbing, Oswald managed to tear out a massive chunk of the Tutankhamun's heel, forcing it to the ground as its roars of agony filled his mind.
As his blade rapidly shifted back to its more compact sword form, Oswald approached the Grimm's head. Raising it slowly, Oswald brought the sword down quickly, gouging a line through its jaw. He spent another minute or so mutilating the monster, ensuring that it did not recover.
Looking to the sky, the dark-themed hunter rose his Scroll to speak. “Tuts are dead. Need any help?”
“Not really. I think you just figured out why they wanted to send a Huntsman instead of just blasting the bastards outta the sky. A little warning might've been nice, is all.”
Chuckling, Oswald shrugged and started making his way to the rendezvous point. “That's why you're here!” -------------------------------------------------------------
Sitting on his old, worn stump, the arms master looked over his pupils. “Now, the questions. We'll start off with the easy stuff. Why did the pilot and I have a flare warning system, despite the fact that it was totally unneeded for that mission?”
Most of the students immediately raised their hands, and he was hard pressed to pick one, but after a few moments of thinking, he pointed to a blond boy sitting with his hands in his lap. “Geoffrey? Why do you think I carried the flare gun, even if I didn't need it?”
Surprised, the youth floundered for a moment before finding his voice. “Ummm, was it because...you had to be sure in case your Scroll didn't work?”
“Yes! Communication between members of a team is of the utmost important in the field. That is why, when all of you go on your first hunts, you'll be going with flares and radios, so that you can warn us if you come across anything you can't handle.”
Rubbing his chin, Oswald looked out over his students. “Next question. What was important about the way I fought the Tutankhamuns?”
After a few moments, a redheaded girl raised her hand to speak. “The most dangerous part of a Tutankhamun is its mouth, because it can bite through almost anything, even the hardened bone plates of other Grimm.” Nodding, the elderly trainer smiled.
“Very good. No matter how tough you are, or how thick your armor is, a Tutankhamun will bite through you like tissue paper. That was why I made use of my Semblance to teleport above the first, and behind the second. I was lucky that I avoided the second one's charge as well as I did, despite the fact that it ultimately fractured four of my ribs. Thankfully, adrenaline and Aura dulled the pain until I was waiting at the extraction point.”
“Now, my last question before we start sparring. What is the most important lesson to take from this story?” Oswald looked out over his students, glad that many of them had at least an idea of what he wanted them to say.
“Vacuo sucks?” One girl joked. “Always remember to dodge to the side, and not run away in a straight line from the thing chasing you?” Another said, somewhat seriously.
“Both good points. But no. You have to remember to always call for support immediately when the situation becomes too much to handle, not afterwards. Had I waited for the Nevermores to arrive before calling for backup, they'd have overrun me along with the Tutankhamuns. I barely survived with one or two Nevermores harassing me, if the swarm had gotten there, I certainly would have died.” Nodding in understanding, the children all looked to Oswald as he stood.
“Alright, kids, I think you've gotten the point. Just remember that when you're sparring and such. Grab your weapons, let's go!”
In the time before time, when the mighty Nephilim, who came of the Lord, roamed the wastelands, and when Selene in her beauty had yet to lose her maidenhood, there existed a land, foreign and fae, where glorious Apollo awoke in the west and descended in the east. It was a land of the lionesque, of the fortitudinous masters like perfunctory Pyrrha, the immortal queen of the Myrmidons, and Neptune, progenitor of the golden rams and of whom the earth willingly served. Of the supreme states of the boundless seas, this land of harsh wind and powerful deed was bestowed that title of first amongst equals, an imperial domain of Mistral.
During these golden days, there lived in the kingdom a poor man of great piety. A worker of metals in a land where ores were sparse, he came home every day to only a dinner of gruel and flowers, his dreams ones of impossible wealth and splendour. Yet he never complained, never sought beyond his most basic needs. He was content in his life, surrounded by the family that he cherished so dearly, and they the same. His loyal wife was his Venus, a goddess of beauty and love that had borne him seven children, six sons and one daughter, a family who his pride for exceeded that of any other mortal’s. And yet, it was this pride, this great love, was the one sin that afflicted this poor man.
A boast by nature, the poor smith had declared the greatness of his young family to all those who deigned to hear. In his pride, however, he had drawn to himself the unwanted attentions of a spirit, and found himself cursed to slowly wither away, a once-strong oak succumbing to the harsh cold of winter that was “the Child’s Curse”. His family was left destitute, and the streets became their new home. They begged and they begged, but no salvation found them. They appealed to their neighbours, but the malicious spirit had turned once welcoming hearts to stone. They appealed to their baron, but he utterly ignored them.
They appealed to the Church, but the Lord himself too was silent.
His young daughter, a quiet girl with raven locks, refused to wait for a saviour. In the dead of the night, when not a single soul could stall her, she left for the forests, her beloved father's antique sabre in hand, fuelled by a resolute determination to save her family and enact vengeance upon those that had harmed them. In her haste, however, the girl had failed to comprehend the danger that waited within the shadowy, eerie woods of her village. Within the merest of breaths, before even the Lord brought the sun down from the celestial sphere, she was savaged, struck by a howling boar of the night that sought the deceasement of her flesh!
The girl fought hard, frantically swinging her blade back against the animal. Each swing of the gleaming sabre went snicker-snack, its cuts striking lightly into the grim beast’s hide. Yet she was but a mere little girl, armed with only a simple sword and a heart full of determination. Her arms tired, her bruises grew in number, and soon she found herself backed against a wisping willow, her breaths growing ragged as she futilely attempted to ignore the pain and escape to save her father. The boar, crimson eyes flashing, lunged, bony tusks ready to pierce her through.
She swung an exhausted arm at the creature.
She missed.
Yet she still breathed.
It was as if by the will of the Lord, a set of vines had descended from the wispy willow branches, enwrapping the horrid creature with great strength, its constrictions choking and seeping at the strength of the boar. The girl watched in awe and fear as the beast that had threatened her finally fell, its lifeless body becoming one with the earth itself. A fae of the forest, a snaking grapevine, had appeared before her, and she knew nothing of what it was, what it could do.
Then it spoke.
“What is your name, human?” hissed the greenery around her, a strangely resonant tone emerging from the vines. “What bringsssss you to thisssss domain?”
Her name. The young girl barely stopped herself from speaking of it. A true name could not be so easily given to anyone, especially not such a spirit, a dangerous fairy who was so above her. But to refuse to answer … that was to court displeasure.
“Valens,” she lied, gulping in her fear. “W-who the hell are you?”
The grapevine’s tendrils shifted in the dark, as if circling her.
“This one is the vine blessed by heaven,” it seemed to whisper, “a lowly child of a pole star.”
Had this vine truly come from the Lord to save her? Was it not a mere coincidence that a member of the fair folk had arrived to defeat that boar? The girl who had declared herself Valens was unsure, but it was the life of her father at risk. They had prayed, right? Could she place her faith in what could simply be luck?
She could.
“Um … star vine,” said Valens, taking a deep breath. “You … do you know anything about the Child’s Curse?”
It was as if the vines had brightened, but it could only have been her imagination. Plantlife rarely could display emotion, even if it was a creation of the Lord and a fae no less.
“In a fasssshion, yesss,” it rumbled, coiling its body closer to the girl. “But there issss … an exchange that mussssst be made.”
The smith’s daughter did not hesitate. “What do you want?”
“I want a date,” it declared. “An owl … beautiful and white … it owesssss me a date.”
She stared.
“What the fuck?”
“The owl of snow promisssed me it would find me a date as a girlfriend.”
In the stories of the fair folk, the ethereal, mysterious creatures were considered to be dangerous, grand and beyond mortal comprehension. Yet the vines coiled around her seemed so … utterly human, so unlike the image of a creation of the Lord. How could she properly fulfil this strange request of the plant’s? It was so absurd, so completely out of her depth! It was, in a manner of speaking, absolutely fucking stupid. But, it seemed like the only way she could even find out more about the curse that had afflicted her beloved father. She owed it to his very life that she persevere, no matter the situation.
“Do you know where this owl is?” she asked quietly.
“Oh yesssss, it’s on the other ssssside of the foressssst.”
“Actually baby, I’m right here.”
The smith’s daughter could only stare in surprise as a moulting white owl, pure as the snows of the far-off kingdoms in the Atlesian north, descended upon them like an angel from the heavens. It was another spirit, another fair creature of the mysterious wilds that surrounded man’s world. She couldn’t speak. Her eyes could not be torn away by this awe-inspiring beast that now captured her attention. The beast that her grapevine saviour had been waiting for.
“Sorry I’m late hun, but here’s your date,” it chirped, the lilting tones floating through the air much like the single date palm that it dropped from its claws onto the vine.
No seriously, what the fuck?
The vine seemed to cheer up, absorbing the date palm into its being. Even as it did so, the girl immediately felt that the plant had shifted its attentions to her. She gulped once again. Would it tell her of a cure? She … had not been responsible in any manner for fulfilling its request, after all.
“Asssss promisssssed,” it hissed, a tendril moving to touch the girl’s palm. “My knowledge.”
She nearly yelped as the end of the vine flashed, leaving what appeared to be a root in its place. It was brown, gnarled and possessing a similarity to ginger. The girl stared, trying to comprehend it.
It was …?
“The cure,” said the vines, pulling away. “The Lord does not leave prayerssss unanssswered, Gratia Mindaro.”
They knew her true name.
The fae knew her name.
She looked up.
The vines … the owl … they were gone.
She was alone. With a cure for her father.
For the first time in a long while, Gratia Mindaro allowed herself to smile.
Princess Naga loved her life. Perhaps it was safe to say that she enjoyed being a boring person. She did not perform risky sports, and she found all the fun she wanted in playing games with her family as a child.
Her father, Prince Robato Nagasaki, led the capital of Japan, Vala. Her mother, Princess Pushira Tsuya, was the faithful wife of Robato and had exceptional musical talent. Together, they led a happy life while protecting the emperor’s rule. Though the occasional spies who desired the emperor’s throne popped up once in a while, Nagasaki was no fool to leave his emperor be. Many battles he fought with sharp delicacy were recorded by excited authors. Meanwhile, those who misunderstood the emperor’s intentions in building a safe country were enlightened by Tsuya’s wise words. Naga always looked up to her parents when she was young. She wanted to be like both of them, the thought of missing out a single detail somewhat unappealing to her.
But Princess Tsuya passed away when Naga turned five years old. For an untold illness fell upon her one day, and the doctors could not do anything to help her.
“Naga had grown strong and gently,” her mother told Naga as her time ticked away. And she told her daughter to not give trouble to those who nurse her, as well as those who are a part of Naga’s family. And if her father remarried, Naga was to accept them as her kin. Lady Tsuya made a promise with the young Naga- that the child will be submissive to those who are superiors to her, kind to those who are under her, and merciful to those who defy her.
And her life faded. But her legacy did not.
There is a proverb that says “As the soul is at three so it is at one hundred.” Shira Nagasaki, who received a part of her mother’s first name and her father’s full surname, grew up to be a strong, gentle soul. She was too young to realize the loss of her mother at the time. Robato Nagasaki and his servant, Aberu Rokurota, the father of Benjiro Rokurota.
Seven years later, on a decisive day for the growth of her maturity, Pushira Nagasaki was trained by her father to become a swordsman like him. Rather than learn “how to win,” she was educated on how to make the enemy submit to her. She grew up to become a skilled swordswoman, but she also learned how to play the koto, just like her mother did. And yet she remained silent, not a single brag leaving her mouth. Her father felt regretful, as though she matured well, she had surely been affected by the missing presence of her mother. He told her that her hair was sanguine, just like her mother’s. She came to love the word “Sanguine” due to its connection with her and her mother. The young swordswoman-in-training eventually stuck with a penname she made with affection- Sangue.
Another seven years passed, her father remarried with a noble lady named Princess Siren. And she certainly screamed at Sangue like one! Though the new princess bore a son, she gave Sangue no forms of affection. Sangue, who had become a young, quiet soul, gave way to no temptations in lashing against her mother. Because she had to treat any part of the family as if it were her most important fragment.
One day, the Festival of the Cherry Flowers arrived, and Sangue unintentionally enraged her step-mother. For she and Princess Siren were called by the emperor, Ozpin, to perform for the festival. While Princess Siren played horribly with her flute, Sangue poured out the years of effort she built up in front of her emperor. Delighted by her remarkable musical talent, the emperor praised her and claimed that he would call upon her again for her soothing koto tunes.
Princess Siren felt hatred for Sangue, for the emperor did not give the same kind of love to her son. Take her life, the thought echoed in her mind, and follow it she did. Soon, the wicked stepmother decided it would be best for Sangue to die.
During a walk in a beautiful forest filled with bamboos, Sangue encountered ten men, each and every one of them surrounding her. Her father always told her to carry her blade, but her mother told her to show mercy to those who defy her.
The red-haired woman responded to the unsheathing of katanas with her own blade. She ducked and slashed, dodged and attacked. She responded to violence with swift reactions, counter-attacking the blows the men tried to use to kill her. She flew gracefully, their sanguine contents flying by her side. The skies were filled with streaks of red for split moments, and her artful handling of her katana soon had nine of the men lying down in eternal sleep.
But she soon realized she had taken nine of their lives, for her father did not know how to show mercy upon her foes. Mercy upon strangers who sought out after he life, after all, was harder to give than anything else.
Devastated, Sangue fell on her knees as one man far away pointed a poisoned arrow at her direction. As soon as he fired the arrow, Princess Siren’s son emerged from the bamboos and pushed Sangue. He had been there with no weapon, stricken with fear by his stepsister attacking men in the same woods he took walks in. But he was given the misfortune of getting hit by the arrow by his chest.
Sangue chased the man off after disarming him, but though she brought her stepbrother to exceptional doctors, they were unable to do anything to bring him back to his normal condition. Soon, he died, and Sangue fell silent once more.
Perhaps this was punishment for Princess Siren, for she fell into grief when she heard that her son was murdered. Her hatred for Sangue grew when she overheard a conversation that the red-haired girl was with her stepson at the time of his death. Even after the death of Siren’s son, Sangue continued to impress the emperor. When he fell ill, she called upon the Heavens by a roaring river, and the river fell silent. Emperor Ozpin, who recovered his health, rewarded Sangue with the rank of Chinjo (Lieutenant-General), and her name soon spread to be loved by all.
She eventually sent Benjiro Rokurota, a young man who did not know much of her intentions, to kidnap Sangue and have her rot in the wilderness. Benjiro claimed to obey Princess Siren, but he knew of Sangue’s lack of greed, so Siren’s orders came across as outrageous to him. But he could not return to the Princess until he killed Sangue. With that said, he determined himself to bring Sangue out into a solitary location, where she could wait until things are sorted out.
Fear spread across the Nagasaki household as the rumor of Sangue disappearing spread like wildfire. Though Robato’s fears were filled to the brim, he contained the rumor to prevent a scandal from rising and searched everywhere for Sangue, but could not find any trace of her. She had vanished.
One day, Prince Robato Nagasaki decided to have a hunt with his men. Assembling their mounts and equipment, they moved down the same trail Benjiro went. He moved far ahead of his men and soon got off of his mount, admiring the scenery of mountains and forests blending together.
He noticed a small, poorly-made house sitting the middle of the beautiful scenery. He heard a beautiful voice reading aloud. Curious, he made his way to the cottage, only to find that his daughter was the owner of the beautiful voice.
When he spoke, Sangue was broken from her trance as she reunited with her father. Benjiro had brought Sangue out and built a cottage for her to stay in until something could be done with Princess Siren.
Princess Siren quickly ran away from the household when news of Sangue’s revealing of the situation was brought to light. Even though Robato’s household could have hunted her down, however, Sangue firmly told them not to take her life. For after experiencing the killing of her could-have-been murderers and the death of her stepbrother, she realized the truth behind her mother’s words. And she still treated Princess Siren as if she were her family.
A year later, with peace returned to her household, Sangue eventually came to love the man who saved her, and another year passed by as she married him. She laid her weapon aside; for she had no need for weapons she could not control, especially when it could take the lives of those around her. She, her husband, and her family lived to old ages and had a rewarding life.
Character References Benjiro = Benjamin Robato = Robert Pushira = Priscilla Aberu = Abel Siren = Siren (Grimm) Ozpin = Ozpin Shira = Sangue
**The actual story, The Story of Princess Hase, does not have the princess drawing swords, as this story simply references upon Sangue’s swordsmanship. The actual ancient capital of Japan is not Vala (which is basically Vale with a different vowel), but Nara. Hase's father's servant is actually the one who brings Hase to a safe location, but this event is replaced with Hase's servant's son, who is not mentioned in the actual story.
Intro: Luke steps forward and switches his watches to gauntlet mode with, depending on his opponent, a weary sigh and an "I hate to do this, but...", an intense "Looks like I'll need to bring my A-Game!", or a partly casual, partly intimidated "Yo."
Playstyle: Short Range, Combo-heavy rushdowning. Nothing to really mince words about, he's straightforward and to the point. Work your way in (ideally off of a whiffed attack from your opponent) and grind them to paste, taking every inch they give. Decent grabs and throws owing to the character's sort-of-MMA style, but not a cornerstone of his gameplay so much as situational tools.
Really does not like Fireballs, or zoning in general.
Three Special Moves:Flying Knee -- Distance-covering leap forward and up, striking with the (take a wild fucking guess) Knee. Good range, neutralized if collides with another attack but can work as anti-air, a guard-breaking strike, or the start or end of a combo.
Counter Revolution -- Luke's lead hand smacks an incoming strike aside and returns fire with a vicious strike from his drilled fist. Similar to Dudley's Cross Counter, it will not work on projectiles, nor throws, nor most low attacks.
Pierce the Heavens! -- Short range Drill Uppercut that will launch both Luke and his opponent into the air on a slight diagonal, hitting three times. Should Luke miss the strike, he will stand in the pose for a moment (you know the one), pointing his drill straight upwards and very open for punishment. Has Guard-Breaking properties. Despite the spirit involved, use with trepidation!
Instant Kill:"Let's settle this!" Luke tackles the opponent, throws them up into the air and, with a manic grin on his face shown in the POV shot as the opponent falls back down, gets into a comical dustball tussle with them, shots of moments where both characters each have the upper hand rapidly fly through the screen in sequence, some serious, others silly. The dustball clears, and a very tattered, bloody, and beaten up Luke is seated on the back of his fallen foe's face-down form, smirking as he twirls a watch around his finger.
V-Trigger:"Not going down so easy!" For a brief period of time Luke gains the "Regenerating Health" buff, giving him 75% of his health back over time. Once that designated amount is reached, it stops no matter where the health bar itself may be at. Useful in a pinch, but to gain the full benefit of it the player either needs to start turtling up or stomping the everliving hell out of their opponent.
Taunt: Steps forward in a very deliberately Jojo-inspired pose, hand on his belt, finger pointed towards his opponent: "You can't win!"
Intro:"Day-ooo." Lauren stands on the tiptoes of both feet and grinds them into the ground, like a bull preparing a charge; the only expression she gives her opponent is a berserker's grin, with teeth scraping one edge of her bottom lip as she gets herself pumped.
Playstyle: She's very much a Rushdowner kind of gal, quick with her fists and relentless with her strikes. Preferred method of attack is getting you into a hold and then coming at you with hands like meathooks, or throwing you along the arena bodily and wreaking carnage on you before you can even remember what standing up felt like.
Special Moves
This Rap Shit Is Mine!- Lauren's strike drives square into her opponent's face, sending him reeling backwards, but she's a goodhearted girl. She's there to catch her opponent by the back of the neck with her other hand - and promptly lift them up, slamming them in a classic WWE chokeslam face down into the ground. Nothing kayfabe about this, fam.
The Takeover, The Break's Over! - In case the fight seems to be wearing down, or her opponent looks like he's in the mood to poop out and take a nap, Lauren is always there to provide proper motivation - by using her own body as a fulcrum and swinging her axe, face flat, right into the rump of her opponent. As if it wasn't hard enough sitting through math class.
Here Comes The Hotstepper! - Lauren, when her opponent is on the ground, will leap into the air and land, hard, with several alternating kicks on her opponent's gut. The air in their lungs becomes a thing of blessed memory.
Instant Kill:"Yahahaha." Lauren places a disdainful foot onto the solar plexus of her opponent and shoves them back several inches, knocking the wind from them. Instead of advancing in her normal charge, she'll do a spin, much like you'd expect from a particularlly bombshell dreidel, and complete her 360 with a triumphant, hype upwards bitchslap into the side of her opponent's head.
V-Trigger:"LAUREN BOMAYE!" Lauren's white leather jacket will toughen up to the consistency of metal, giving her 50% protection against strikes and a 50% increase in the ferocity and speed behind her hits.
Taunt:"Wallahi, bruh!" Negasi will clench her fists and tap them twice against each other, sending threatening thunks like knocking on wood through the air each time.
Win Animation: An emphatic kiss planted on her index and middle fingertips, which are then placed into a haphazard salute against her right brow. This is generally thrown at the first member of BASL she can pick out of the crowd watching, though she's just as happy to do it to the Big Damn Man Above if none of her team is around.
Win Quotes:
Benjamin Lloyd: "Aww, suck it up, Cap! This is, like, four times longer than any guy has ever spent with my legs!"
Amaranth Desire: "Just so you know, I will totally do dinner to make this up to you."
Sangue Naga: "Bring it in for a biiiig, biiiig hug. No, no, one arm is cool! Just the one. Good fight, Sangue."
Luke Schwarz: "Good fighting, Schwarz. Actually reminds me of this guy I knew at Signal. Y'know, cute, laid back, bit of a beta...what's your relationship with your pecs?"
Emerald Felicia: "Sorry! Sorry. Guess I don't know my own strength...heh. How's that paper airplane throwing arm holding up?"
Gratia Mindaro: "Jeez...that's how they grow 'em at Haven? Hot damn. Remind me to stay on your...uh...good side?"
Napoli Fiordillatte: "I knew I should've expected a good fighter. You've gotta be to deal with...y'know...yeesh. Good fight, Fiordillatte...and cool name."
Diamond Frost: "That was for my teammate."
Volk Baron [ditching any pretense of a Vale accent]: "How can it be a black market if it's full of white trash?"
Sloan Negasi: "I don't care how much taller you are than me, kid! I'll put another boot up your ass for every inch!"
Intro: Robert walks into the arena completely immersed in a X-Ray and Vav comic book that he’s reading before looking up to see his opponent and responding, “Wait a minute... this isn’t the bathroom.”
If on any form of aircraft (i.e. a cargo plane): Robert turns around to look at his opponent with determination before instantly turning to one of dread and saying, “Wait a minute. If I’m here, and you're here, than who’s flying the plane?”
If on any underwater arena (i.e. a submarine): Robert walks into the arena casually, while humming “Yellow Submarine” by The Beatles.
If underground (i.e. in the sewers): Screaming can be heard off-screen before Robert suddenly drops into frame from above. As he rises off the ground, dusting off his clothes, he says, “Why does every game have to have a sewer level?”
If fighting against a female character: Robert looks dismayed as he stares at his opponent before saying, “B-But, I can’t hit a girl!”
Playstyle: I’ve never personally played a lot of fighting games so I’m not completely sure how best to word this. Best I can come up with is that it’s similar to Deadpool from Marvel vs Capcom 3, in the sense that they switch between using gun attacks and blade attacks.
Three Special Moves:
- Robert uses the gun form of his bracers and empties both clips into his opponent. While firing, Robert shouts the word, “Bang!” every time he pulls either trigger. (Completely ripped off from Inspired by Deadpool’s Crossover Combination from MvC3)
- Robert dashes forward and makes five quick jabs at his opponent, for all of them though he has his bracers in their blade mode.
- Robert vaults over his opponent and, while in mid-air, uses his semblance to stun them. (Just like the Vault Stun attack from Shadow of Mordor)
Instant Kill: “I’m not holding back now!” Robert shouts as he overdramatically charges at his opponent. Right before he makes contact though, he slips on a banana peel and falls on his back. As he’s looking up, he shouts, “Holy cow! Look out!” and rolls away right as a piano or large safe falls on his opponent, similar to a Loony Toons cartoon.
V-Trigger: For a short amount of time, Robert uses his semblance for every melee attack, causing his opponent to be stunned for a brief moment with every successful strike.
Taunt: Robert does a strange pose and shouts to his opponent, “Next you’re gonna say, ‘Oh man Robert, you’re so cool and awesome that I can’t fight you anymore. I surrender.’” His opponent will respond by saying, “Why would ever say that?” Robert replies by shrugging and saying, “It was worth a try.” (Inspiration)
Win Animation: Robert is breathing hard and has his hands resting on his knees before looking up at his unconscious opponent and saying, “Wait. I won?”
Win Quotes:
- Abel Fulgurate: “Would it be mean of me to bring up our last fight?”
- Kuhaku Shiro: “And that’s for beating me in the arcade. Now come on, you can get revenge by beating me again in another virtual fight.”
- Mokuren Sabella: “Umm, good fight, Mokuren. We both fought fair and neither of us cheated, so there shouldn’t be any hard feelings. Absolutely no need to try and do anything to me in my sleep. Right?”
- Skyra Dawn: “If you don’t mind, could you not tell Mokuren about this? I’m a bit scared of what she’ll do to me if she found out.”
- Emerald Felicia: "Must... Resist... Petting... The cute kittie."
- AcaciaMalikov (my girlfriend)’s character: “I know I kinda just beat your butt and all, but do you think that maybe we could go out sometime?”
- Standard vs 1 (Appear in a restrained bolt of lightning) "Alright, let's get this show on the road" - Standard vs 2 (Walk into stage throwing up daggers and catching them) "Let's see what you got" - Standard vs 3 (Already standing in position and turns to opponent) "Oh come on, I was about to go eat lunch"
Playstyle: Jack is a speedster character. His raw damage is minimal, but he's got a gigantic bag of tricks, testing the opponent's ability to read as well as their reflexes. His damage comes from his combos and various combo setups, and giving the opponent no time to breathe, attempting to out-pace them.
Stats: Damage - D Speed - S+ Defense - E Skill - A Difficulty - A (controls very well, just incredibly fast)
Basic Capabilities:
- Dash type, Sprint+ (faster than standard sprint, moves incredibly fast and can fullscreen almost immediately.) - Double Jump - Fastfall (22 midair) - Jumping Backdash on 2nd backdash (44>44) - Skill Cancel (44 during Normals, Cancels only normals into a backdash)
Normals: Requires no special inputs such as 236A-B-C-D. I am following 2D fighter notation with 4 buttons.
5A>A - Dagger jab. 2nd 5A spins around for a second mid slash with 2nd dagger. 6A - A downward slash that steps forward, hits overhead. 5B - Use 2nd dagger for a slightly higher range slash. 6B - Steps forward and and does a Brazillian kick, hits low. 5C - This move steps forward and does a cross slash. Good for maintaining close range during combo. 6C - A jumping axe kick, can be done mid-air too as j.6C. Will ground-bounce opponents depending on distance from ground and is an overhead. j.5A - Swing dagger mid-air. j.5B - Flying kick. j.5C - Slash with daggers, hits up to 3 times, can be jump cancelled. j.6C - Identical to 6C. j.2A - Dive Kick. A little projected, hits overhead. j.2C - Backflip cross-slash, sends opponent higher into air.
2A - Low dagger jab 2B - Low kick 2C - Upward rising kick, his standard anti-air. 3C - Sliding kick, and trips opponent.
B+C - Grab. Jack grabs the opponent, slashing them in an X slash before doing a double spinning kick, first sweeping them off their feet and then another to send them flying.
j.B+C - Grab. Jack proceeds to vault off of them, kicking them to the ground. From here he can cancel at any time with a fast-fall or projectile.
SEMBLANCE (D inputs) 5D - Dash forward a small distance. Cancels all Normals and can end up behind opponent if close enough initially, has very very few frames. 6D - Dash forward a long distance, has some delay and a little more recovery, so can be punished if used incorrectly. Can also completely avoid projectiles. 4D - Dash backwards, faster than normal backdash, but has far more recovery. It can be used to cancel almost any Normal, making it a good skill if you think the opponent is going to reversal and you want to bait it. 2D - Dash directly upward. j.5D - Dashes forward a small distance. j.2D - Dashes even higher into the air (only way down is fast-fall or regular fall).
Special Moves: (Taking a direct hit from any of the Lightning Pin specials will make the dagger linger for several seconds, allowing Jack to instantly dash to your position on 5D alone)
236A/B/C/D > D [Lightning Pin] - Throws knives at the opponent. A is forward at normal speed. B version goes into the air. C version goes extra fast but has delay when thrown. D version is identical to C version with a slight lightning effect, and does not hit the target. Hitting D while the dagger is mid-flight will teleport Jack to the projectile. j.236/214 A/B/C>D D>A/B/C [Aerial Lightning Pin] - A version throws forward (or backwards depending on whether it's 236 input or 214 input). B version throws 45 degrees down. C version throws at a steeper angle than B. D version throws multiple in all three locations, and hitting A, B or C teleports Jack to the respective knife direction. 214D [Lightning Imbue] - Increases the damage of his next attacks for a few seconds. 623A/B/C/D [Lightning Strike] - Jack dashes forward and slashes the opponent. A version is fast and keeps Jack and opponent grounded. B version dashes diagonally into the air, sends opponent into air with him, he will end up higher though. C version has longer range and has delay if used outside of a combo. It will unground the opponent and if they are already in the air they'll fly after him for a combo. D version will dash forward and then back to original position. Will briefly stun opponent, suspending them in midair, or putting them into Stagger grounded. Ideally you want to suspend them mid-air for better combo opportunity. 22D [Pinned!] - A tech grab, ground only. Can be cancelled off of any Normal, and is ideal after 5C or 6A, but can be set up due to slightly higher range than a grab. Has very low damage. Jack will dash behind the opponent before kick them away, pinning them with a dagger. Has okay combo potential, but is good for setting up.
SEMBLANCE BURSTS [These cost 50 meter]
214214D [Thunderdome] - A counter-guard. Jack will stand still for a moment in a different stance. Upon taking a hit, he disappears as knives fly from him dealing initial damage, before he deals several retaliating Lightning Rod strikes in an instant. 236236D [Lightning Storm] - Jack throws several knives diagonal forward that land on the ground, before dashing between all of them in an instant, striking the opponent each time. Can also be done mid-air. 632146A [Twin Bolts] - Jack will dash forward instantly at a small distance, if he makes contact with the opponent, he will assault them from all sides with aid of his Semblance at lightning speeds before slashing right through them. During this move he moves fast enough that it looks like there are two or more of him.
Strategy: Jack has two sets of mobility skills, his standard D actions, and his Lightning Rod teleports on his projectiles. His standard D actions are designed for safety and increasing his combat capabilities at close range and maintaining it. His projectiles are designed for safety in approach. He's all about staying elusive and keeping the opponent on their toes, while constantly giving them something new to react to. He has a wide variety of ways to trip up the opponent, he can assault the opponent from almost every single direction with ease.
His weaknesses lie in his low HP, making any kind of punishment on him especially crippling, he lacks a true reversal without meter, and his damage is rather low without combos. He also has very low range outside of projectiles.
Instant Kill:
632141236DIkazuchi - To land it, strike the opponent with a shadow dash, disappearing and sort of exploding into countless lightning pins on hit. Jack will start travelling between all the lightning pins and strike the opponent from countless directions at an insane hits per second before ending with a final strike down the middle.
V-Trigger:
A+B+C+D Underworld - Jack's knives are now permanently imbued allowing him to deal more damage, and if the enemy is in hit-stun while he uses his dashes and he happens to pass through or onto them, he will deal an additional hit. Striking the opponent 3 times using his dashes will stun and suspend them and extend his combos.
Taunt:
Taunt 1: "warui ne"
Taunt 2: "You're too slow"
Win Animation: For all his quotes except the character-specific quotes, he will pull out a pair of shades and put them on as he leaves the scene.
Win Quotes:
General
- "It looks like you... Just got hi-jacked" - "I'm the lightning that strikes the same place twice... And more" - "I guess you just couldn't keep up"
Characters Known Personally
Luke: "Hey, wanna go get some pancakes? Your treat" Cian: "You really need to be a little more confident" Mokuren: "Yeeeaaaahhhh, I still don't get you, but at least I know you're reliable in battle" Oswald: "Dude, you're crazy"
Villains and Other
Volk: "Wait, you're supposed to be famous around here? That's new to me" Midnight Squad: "Just who the hell are you guys?" Seniors: "I guess this makes me like, a prodigy or something right...? Wait, what do you mean you weren't serious?!"
(This input notation is based on if the character is facing right. Horizontal keys are flipped when the character faces left.)
1 = Down-Left 2 = Down 3 = Down-Right 4 = Left 5 = NEUTRAL 6 = Right 7 = Up-Left 8 = Up 9 = Up-Right
LP = Light Punch MP = Medium Punch HP = Strong Punch
LK = Light Kick MK = Medium Kick HK = Heavy Kick
f.Jab = Forward + LP f.Kick = Forward + LK
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Intro
Intro 1 (Default): Sangue remains sitting with her knees touching the ground. She proceeds to stand as she slowly reaches for her blade.
Intro 2 (Team Member): Sangue bows respectfully to her team member before preparing a battle stance.
Intro 3 (Evil): Sangue drinks from a vial of venom and spits it at her foe's direction, preparing a battle stance.
Intro 4 (Bonus): Sangue blinks in confusion as she gets compared to Ruroini Kenshin by a certain otaku (**see the win quotes for reference).
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Playstyle
Rushdown + Footsies - Sangue is extremely effective at chaining together combos, and can usually land more hits than any other character can to her. Her Apophis Claw makes up for her lack of projectiles, but she has a fairly low amount of health. She cannot run (she walks quickly by default), and can dash to eight directions based on where the player decides to make her dash towards if she chooses not to walk. Dashing on the ground provides low recovery lag for her. The dashes can be cast in the air only once before automatically causing her to fall towards the ground. Sangue's attacks deal low damage, meaning that she has to be extremely aggressive if she wants to fight a battle in her favor. Sangue generally has to keep certain distances in order to trigger truly effective combos, however, as her blade deals more damage at the tip. This makes footsies crucial to her fast-paced playstyle, as she needs to read her opponent carefully while applying pressure. Sangue receives damage more easily than most fighters, meaning that certain combos and put her under severe danger.
Normal Attacks
LP = "Jab" - Sangue jabs with a free hand.
f.LP = "Hook" - Sangue hooks with a free hand. Can be connected with Jab once in a single combo string, and slightly pushes her opponent away.
MP = "Slash" - Sangue takes out her sword and immediately slashes with it. Has a moderate hitbox and is safe on block.
HP = "Crush" - Sangue takes out her sword and swings her blade down in an arc. Holding HP will delay the attack by a split moment, but allows Sangue to immediately dash out of her attack, regardless of whether it was successful or not. Has a very wide vertical hitbox but a considerably short horizontal hitbox.
LK = "Kick" - Sangue kicks with one of her feet.
f. LK = "Knee" - Sangue uses one of her knees to attack her opponent. Drags opponents closer to Sangue and can be connected immediately into LP, and can also be connected with LK.
MK = "Lunge" - Sangue takes a step forward as she takes out her blade before slashing diagonally, returning to her spot after she attacks. MK has a large hitbox in general, but has massive endlag when blocked. Enemies that block the attack are slightly pushed back. If MK connects successfully, Sangue may dash cancel. Sangue can hit an opponent in a single combo string with MK up to three times.
HK = "Stab" - Sangue takes her sword out and stabs forward. HK has a particularly large horizontal hitbox and an extremely short vertical hitbox, and deals high-moderate damage when used successfully. Holding HK allows Sangue to hold the attack for up to two seconds. If she releases HK at around one second, HK will have slightly more range, and if she releases HK at two seconds, HK will become an unblockable attack. HK is not a reliable move to use in combos, but it can be useful by pressuring opponents with its long hitbox. Whiffing HK can leave Sangue vulnerable to combos.
Sangue can dash cancel, perform an unblockable attack that takes two seconds to charge by holding a button, and has generally short-ranged initiators that can connect into long combos.
Special Attacks
214 + LK/MK/HK = "Leap" - Sangue jumps forward, her distance increasing based on the strength of the Kick she chose. Sangue can attack at any moment during the jump, and dash out of Leap if she successfully attacks an opponent.
----> HP = "Grab" (During "Leap") - Sangue grabs the head of the opponent before landing behind them, tossing the foe forward. Deals moderate damage, and is detected as a throw move. Can be used as an Anti-Air, though the hitbox of the grab becomes considerably smaller the higher Sangue is in the air.
. . . 236 + LP/MP/HP = "Apophis Claw" - Sangue throws the Apophis Claw towards a target direction. LP throws it forward, MP throws it diagonally upward in front of her, and HP throws it right above her. If the Apophis Claw hits a target, it will latch onto the opponent for one second before releasing them. During this time, if Sangue presses one of punch buttons, she will perform a special action. If she does not perform any of the actions, the Claw will simply return to her as the opponent recovers.
----> LP = "Airborne Toss" - Sangue flings herself towards the opponent. When timed correctly, Sangue can most effectively initiate combos with this particular move.
----> MP = "Backloop" - Sangue flings herself over the opponent. A good escape move from corners. Tapping MP again in front of the opponent causes Sangue to hop in the air before ending the move quickly, but she cannot attack as she lands. Tapping MP again behind the opponent, on the other hand, causes her to freeze in the air before charging towards the opponent with a skidding blade slide attack that deals a good amount of chip damage on-block.
----> HP = "Trick Launch" - Sangue initially flings herself towards the opponent before suddenly kicking the ground, propelling her diagonally backwards before flinging herself towards the opponent once more. Attacking an opponent with a normal attack during Trick Launch will cause them to skid away from Sangue, allowing her to gain more opportunities if she shoves him or her into corners.
412146 + LP/MP/HP = “High Noon” - Sangue slashes upwards, creating an arc with her moderately-long blade. Since the attack covers all directions, it is extremely useful in giving Sangue some room to plan her next attack, as hitting opponents who block the attack will push them back. The move has a fairly short endlag, but can still be punished by very fast characters if they simply wait out the attack instead of blocking it. High Noon destroys weak projectiles. Activating High Noon in the air will cause Sangue to slash downward and create an arc. The aerial High Noon has the same properties as the ground version, and causes her to slightly jump in the air towards the direction she was initially moving at. The ground version of High Noon automatically breaks the blocks of standing opponents. When utilizing momentum correctly, Sangue could use High Noon for straightforward but powerful air combos.
3214 + MP = "Blood Moon" - Sangue quickly performs two slashes. The tips of the slashes deal more damage than the rest of the blade. The first slash will push away an enemy, and the second slash will pull in an enemy. The second slash could be used to connect itself into either another normal or special, but she cannot juggle her opponents with this move over and over again.
Super Moves
236 236 4 + LK = "Crimson Caress" - Sangue wildly throws around the Apophis Claw before slashing in front of her. Deals high-moderate damage.
236 + (LP + MP + HP) OR (LK + MK + HK) = "Rebel" - Sangue quickly swings her Apophis Claw directly under the opponent. If the opponent does not dodge the attack, she will knock the opponent off their feet as they are forced to move to her direction. Stopping the opponent from falling on the ground by stabbing them, Sangue will pull out her sword out of their body before slashing dozens of times with great speed before delivering one full arc slash that deals massive damage and ignores currently activated buffs on the opponent. ONLY available when Sanguine Venom is activated, or when the opponent is coated in Sangue’s venom. Sangue herself must have half of her health depleted before she uses this move.
V-TRIGGER
"Sanguine Venom" - Sangue pours venom over her blade and Apophis Claw. For four seconds, Sangue's attacks will inflict Poison on opponents, dealing small damage over time until three seconds run out. The more attacks she lands, however, extra seconds will be added to the venom counter. The venom lasts even after Sanguine Venom ends. If Sangue “Stabs” (HK) an opponent with the tip of her blade, they will be poisoned for six seconds instead.
Instant Kill
Hanger
Sangue Naga sticks something on her Claw. She then kicks the opponent across the face as she swings her Apophis Claw diagonally forward, sending it extremely high up into the air. As the chains extend, the red-haired swordswoman takes her blade out and tosses it in the air. As it spins in the air, Sangue hastily throws venom across the skies. With the blade falling straight through the venom, the swordswoman catches the blade and slashes the ground near the foe, causing them to trip over… to the chain’s direction. As Sangue sheathes her blade and grabs the opponent by their shoulders, she spins, letting the chains wrap around the foe's neck before kicking the foe towards the Apophis Claw, only to reveal that the object she stuck to the Claw was an old-fashioned pipebomb. An explosion erupts as Sangue drags back an overheated Apophis Claw, remaining in place as she stares at where the explosion occurred.
Taunts
*The taunts are randomized
Taunt 1: Sangue flings around her claw nonchalantly before readjusting it quickly.
Taunt 2: Sangue holds the Apophis Claw before throwing it in the air, causing it to spin violently. It lands quickly, and she shoves it back to her shoulder.
Taunt 3 (When Sanguine Venom is activated): Sangue drinks from a vial of toxic venom before spitting it at the ground. She quickly slashes at it, revealing her name. If given about two seconds, the taunt will end and she will have written her entire name, and it will be permanently placed on the fighting ground for the rest of the match. It can be left unfinished if she is either interrupted or if she moves. Taunt 3 does not work more than once per match.
Win Animations
Sangue has two win animations: a normal one and a special one if Sanguine Venom is activated by the time her opponent loses.
Win Animation 1: Sangue pulls her Apophis Claw, letting it retract back to the shoulder it clings onto so often. The red-haired woman begins unsheathing her katana, but as she does, she stares at her own reflection from the blade for a brief second. She then sheathes the blade completely and looks up with an idle expression.
Win Animation 2 (Special): Sangue drinks from a vial of venom before letting out a quiet hiccup. She drinks a bit more, but she still hiccups. Sangue makes a somewhat annoyed expression as she throws the vial in front of her before slicing it in half, looking back up with a barely noticeable pout of anger.
Win Animation 3 (Bonus): Sangue slashes the head of Apophis off, sheathing her blade as she triumphantly leaves the Deity of Death to rot slowly. (occurs only when Apophis is present)
Win Quotes
BASL Benjamin Lloyd: “I have yet to outmatch your will to stand against all oddities.”
Amaranth Desire: “I am envious of your honesty.”
Lorena Negasi: “This… ‘hype train’ of yours always make my days brighter.”
JMCL Jack Orpheus: “Perhaps I could request of you to help me chop up some vegetables. Your speed is simply fantastic.”
Mokuren Sabella: “I heard you like meat. Maybe ribeye steak would be fine with you sometime…?”
Cian Kuze: “A life too short brings pain to those around you. But a life too long can bring pain to everyone…”
Lucas Schwarze: “Humorous and honest… I do not see why you are not taken yet.”
KESS Krysanthe X: “Push your courage a bit more; your tides will roar louder.”
Ebon Umbranox: “I do know the feeling of being threatened. It has become commonplace for me.”
Sepia Russet: “It’s hard to see genuine optimism from a world with little grace.”
Skyra Dawn: “It’s a good thing to know I am not an enemy of your silent steps.”
CODE Cobalt Chideta: “An ideal life… Those words are sweet music to me.”
Oswald Connoly: “I doubt I’d ever be able to wield such a heavy sword, let alone a shield.”
Diamond Frost: “Quite similar to who I once was. Bold in too many ways.”
Emerald Felicia: “I am incapable of attacking fluffy things like you.”
RPGD Robert Fallson: “I understand why some see you as... charming, in some ways.”
Grane Blauer: “I tend to doubt coexistence. I doubt my own existence, actually.”
SASG Sapphire Rode: “Your remarks make you feel lively. That’s good.”
Abel Fulgurate: “Failure has no honor. But failure leads up to it.”
Kuhaku Shiro: “You have a beautiful dream of coexistence. Do not let it end.”
Gren Orchid: “You have a greater sense of responsibility than me; who am I to halt you?”
VGNB Vega Venetia: “Your intellect is not your greatest charm; rather, your pursuing of intellect is.”
Gratia Mindaro: “Straight to the point, I see. At least we do like one thing in common.”
Napoli Fiordilatte: “I feel warm around people like you. I like warmth.”
Beryl Harken: “Your religion makes you wiser and more outgoing than many others. An admirable trait.”
SSC_ Sterling Johnson: “We lose something in common, and we move on.”
Sarina Tala Dei: “I’ve always found it hard to speak out. I’ve found it even harder to be honest.”
Clair Carnelian: “They say the quiet ones always have the most emotions to share. Perhaps it was no lie.”
Midnight Squad Amber: “You stabbed my back. I nearly took away yours.”
Akashi Mayhiro: “Sometimes, I just want to relax and do nothing. For the sake of nothing.”
Violet Steele: (I want to talk to her but this is really kind of awkward.)
Non-Beacon Characters Apophis (Major Antagonist of “Legends of Lavanya”): “You assimilated thousands of souls for centuries. You’ve slain gods, murdered those who could not understand the concept of death and slaughtered anything clean of absolute corruption. And yet you’ve lost to a one-armed girl with a sword. You’ve lost both your worth and name, Deity of Death.”
Ryuu Yamauchi (Hero from "Legends of Lavanya"): “I look like… Rurouni Kenshin? What do you mean I look as if I came straight out of an anime??”
Mark Noxus (Guest figure in "Legends of Lavanya"): “Printing coffee… In space. I would like to try something like that some time.”
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Starting from here lies bonus content. These are not to be reviewed!!