Here are my redone character sheets.
Job: Ramp Up Healer/Support
Specialty: Blazermate can heal, cleanse debuffs, and empower her and her allies with strong abilities or guard them with a shield. She can also hit hard in a pinch.
Lv: 13 (Holding 2 level up)
EXP: 52/130
Spirits:
The Suffering - Undead Controller
Robo Medic - Team Healer
Ingraham - Drone Healer
Abyssal Sun Princess - Commander
Shadow Demon - Support Disabler
Anduin (Heroes of the Storm) - Support Healer
==============
Job: Brawler Sorcerer
Specialty: Sectonia can identify and cast powerful spells and magic without much difficulty. She is quite durable and will swap to melee from time to time to recharge her mana when out of it. She often summons minions to aid her in battle.
Lv: 12 (holding 4 level ups)
EXP: (32/120)
Spirits:
Count Bleck: Bearer of the Chaos Heart
Iron Queen: Iron Spellcaster
Agate: Crystalline Knight
The Radiance: Guardian of the Light
Necrophos: Plague Mage
Lindworm: Light Dragon
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Job: Color Fixer (Patron Librarian)
Specialty: Roland starts fights off weaker than most, but gains great power as he fights and his emotions heighten. He uses the powers of the library to augment himself.
Level: 6
Experience: 24/60
Name: Blazermate
Origin: Medabots 7 onwards
Appearance:
Origin: Medabots 7 onwards
Appearance:
Now wears a suffering face as a shield on her left arm.
Now has glasses and a crystal on her chest, and her backpack is now a medipack.
Wears a kimono that goes down to her knees.
Now has glasses and a crystal on her chest, and her backpack is now a medipack.
Wears a kimono that goes down to her knees.
While having a fairly kind and supportive demur, Blazermate is aggressive and is raring to go for a fight if it presents itself. While not afraid to fight face to face, she isn't stupid and will tend to put the ally shes healing in between herself and the enemy. Outside of fighting shes cutesy and flirty, but blunt and can get annoyed quickly if things aren't going anywhere. If things are going places however, shes fine with being a bit aloof.
Blazermate is a champion of Medabots, winning tournament after tournament and sometimes aiding another hero defeat a criminal organization if they were able to defeat her in combat. Although finding and defeating her was a problem in on itself, as she was the strongest of the -mate line of Medabots.
When Blazermate was on her way to the Medabot World Tournament when out of nowhere a blindingly bright light engulffed everyone including herself. Where she awoke would be a totally new place for her, and another world threat would have to be defeated, as soon she'd find out.
When Blazermate was on her way to the Medabot World Tournament when out of nowhere a blindingly bright light engulffed everyone including herself. Where she awoke would be a totally new place for her, and another world threat would have to be defeated, as soon she'd find out.
Blazermate has been one of the longest lasting Seekers of the group. She has been involved in all but the Under and Desert guardian kills. She often has little agency of her own by choice, preferring to go with the flow and try to make friends with everyone. This has backfired when she has recruited villains to join the seekers on occasion. She tends to not let anything get her down and is cold to seeing death around her, even if she tries to keep everyone alive.
Job: Ramp Up Healer/Support
Specialty: Blazermate can heal, cleanse debuffs, and empower her and her allies with strong abilities or guard them with a shield. She can also hit hard in a pinch.
Repair tools, Short Circuit, Pokeball x1
Resist all Medal, Fortify Medal, Leaf Cloak Medal, Purgatory
Resist all Medal, Fortify Medal, Leaf Cloak Medal, Purgatory
Lv: 13 (Holding 2 level up)
EXP: 52/130
• Medi-beam (Right Arm) -
A beam Blazermate attaches to an ally, healing them over time as long as the beam is attached. Blazermate can also heal herself with this ability.
• Revive Protocol (Right Arm) -
Blazermate can focus her healing beam to remove a negative debuff or CC effect such as stun, sleep, burning, or the like from her healing target. While cleansing the debuff, her healing beam isn't healing the target's HP.
• Medaforce (Medal) -
Blazermate can tap into the Medaforce, a mystical power that comes from her Rare Medal. This can take many forms and can be used by other spirits. Its initial form is Medaforce Beam which uses 90% of her medaforce to fire a powerful beam that heals her for whatever damage it deals. This beam does very little damage to anything without a life force.
• Ubercharge (Head) - (Robot Medic)
Blazermate can spend Medaforce energy to turn an ally and herself completely invulnerable for 12 seconds for 100% of her medaforce. Knockback can still affect both her and her ally, but everything else is ineffective.
• Kritzkrieg (Head) - (Robot Medic)
This ability uses 25% less medaforce than an Uber and only 15% more than a Medaforce beam. With this ability, both Blazermate and her healing patient gain 12 seconds of Kritz, which triple the damage of any attacks, make them work at their maximum efficiency, makes those attacks deal "critical" damage which can bypass resistances, and makes these attacks do the same amount of damage regardless of range.
• Projectile Shield (Right Arm) - (Robot Medic)
Blazermate gains shield charge by ally damage or healing allies. When fully charged Blazermate can deploy a large shield in front of her that covers the front 180^ 2 feet in front of her. This shield deletes all physical projectiles under the size of a breadbox, blocking explosives, and drastically slows down and potentially deleting larger projectiles. Any enemy that tries to pass through the shield is slowed drastically and is constantly taking heavy damage, disintegrating if they die to the shield. The shield does not hinder allies at all. The shield can block melee attacks that don't pass through the shield. Fire, Gas, and some magical effects will bypass the shield. The shield is incredibly durable but can break if enough damage is absorbed. the shield lasts 12 seconds, flickering at the last 3 seconds to show the shield is coming down.
• Ubersaw (Right Arm) - (Robot Medic)
Blazermate can swap her healing arm out for an ubersaw arm, which allows her to collect uber/medaforce by meleeing enemies with it. Blazermate gains 15% medaforce per melee hit. However the weapon is a bit awkward to use, so Blazermate has to swing precisely with it, which makes it a bit slower than her actual fists and while its out, Blazermate can't heal with Medi Beam.
• Healing Drones (Head) - (Ingraham)
Blazermate deploys healing drones whenever she flies that go around and heal her allies with minimal input required from her. However these healing drones can't apply Ubercharge, Krtiz, or other uber spending abilities and can be destroyed, rendering them inoperable for that battle.
• Arm Shield (Left Arm) - (Suffering)
Blazermate has a shield on her left arm with its own animated face. This shield acts like any shield, but also allows her to control lesser undead as she pleases and can additionally mutate them. It can unleash a powerful scream to stun those around Blazermate for a short time, and it can be used to bite an enemy to infect them with an undead plague that will turn them into a zombie upon death if killed recently instead of a spirit. Should the undead be slain, it will turn into the spirit it was supposed to.
• Disseminate (Left Arm) - (Shadow Demon)
Allows Blazermate to place a curse on a target for 6s that causes nearby enemies to also take 25% of the damage taken by the target.
• Disruption (Left Arm) - (Shadow Demon)
Blazermate can use this on an ally or enemy within 10m, banishing them from the battlefield for 3 seconds, making them invulnerable but unable to act. While banished, whatever is banished has their positive buff durations paused, while debuffs will still tick down. When they return, 2 illusions will spawn alongside them that last 14 seconds that deal 60% of their physical damage under Blazermate's control. Illusions take triple damage. 20 second cooldown.
• Leap of Faith (Right Arm) - (Anduin (hots))
Blazermate can pull an ally in line of sight to the host's side, negating crowd control effects en route. 70 second cooldown and 2% medaforce cost between uses.
• Divine Star (Right Arm) - (Anduin (hots))
Blazermate fires out a thin bolt of light in front of her. This bolt damages and pierces through enemies that it hits. When it goes 20m, it grows into a wave 10 times bigger than the bolt and returns back to Blazermate, homing in onto her. This heals any allies it passes by including Blazermate with how much it heals on return increased by 25% for every person that gets healed by it. 10 second cooldown.
• Holy Word : Salvation (Right Arm) - (Anduin (hots))
Blazermate raises her hand to the sky and conjures a large, bright dome with a radius of 5m. Blazermate and every ally within the dome is immune to all damage while the dome is up (But no other effects such as crowd control, debuffs, or the like), and heal 30% of their hp over the dome's 3 second channeled duration. 80 second cooldown.
A beam Blazermate attaches to an ally, healing them over time as long as the beam is attached. Blazermate can also heal herself with this ability.
• Revive Protocol (Right Arm) -
Blazermate can focus her healing beam to remove a negative debuff or CC effect such as stun, sleep, burning, or the like from her healing target. While cleansing the debuff, her healing beam isn't healing the target's HP.
• Medaforce (Medal) -
Blazermate can tap into the Medaforce, a mystical power that comes from her Rare Medal. This can take many forms and can be used by other spirits. Its initial form is Medaforce Beam which uses 90% of her medaforce to fire a powerful beam that heals her for whatever damage it deals. This beam does very little damage to anything without a life force.
• Ubercharge (Head) - (Robot Medic)
Blazermate can spend Medaforce energy to turn an ally and herself completely invulnerable for 12 seconds for 100% of her medaforce. Knockback can still affect both her and her ally, but everything else is ineffective.
• Kritzkrieg (Head) - (Robot Medic)
This ability uses 25% less medaforce than an Uber and only 15% more than a Medaforce beam. With this ability, both Blazermate and her healing patient gain 12 seconds of Kritz, which triple the damage of any attacks, make them work at their maximum efficiency, makes those attacks deal "critical" damage which can bypass resistances, and makes these attacks do the same amount of damage regardless of range.
• Projectile Shield (Right Arm) - (Robot Medic)
Blazermate gains shield charge by ally damage or healing allies. When fully charged Blazermate can deploy a large shield in front of her that covers the front 180^ 2 feet in front of her. This shield deletes all physical projectiles under the size of a breadbox, blocking explosives, and drastically slows down and potentially deleting larger projectiles. Any enemy that tries to pass through the shield is slowed drastically and is constantly taking heavy damage, disintegrating if they die to the shield. The shield does not hinder allies at all. The shield can block melee attacks that don't pass through the shield. Fire, Gas, and some magical effects will bypass the shield. The shield is incredibly durable but can break if enough damage is absorbed. the shield lasts 12 seconds, flickering at the last 3 seconds to show the shield is coming down.
• Ubersaw (Right Arm) - (Robot Medic)
Blazermate can swap her healing arm out for an ubersaw arm, which allows her to collect uber/medaforce by meleeing enemies with it. Blazermate gains 15% medaforce per melee hit. However the weapon is a bit awkward to use, so Blazermate has to swing precisely with it, which makes it a bit slower than her actual fists and while its out, Blazermate can't heal with Medi Beam.
• Healing Drones (Head) - (Ingraham)
Blazermate deploys healing drones whenever she flies that go around and heal her allies with minimal input required from her. However these healing drones can't apply Ubercharge, Krtiz, or other uber spending abilities and can be destroyed, rendering them inoperable for that battle.
• Arm Shield (Left Arm) - (Suffering)
Blazermate has a shield on her left arm with its own animated face. This shield acts like any shield, but also allows her to control lesser undead as she pleases and can additionally mutate them. It can unleash a powerful scream to stun those around Blazermate for a short time, and it can be used to bite an enemy to infect them with an undead plague that will turn them into a zombie upon death if killed recently instead of a spirit. Should the undead be slain, it will turn into the spirit it was supposed to.
• Disseminate (Left Arm) - (Shadow Demon)
Allows Blazermate to place a curse on a target for 6s that causes nearby enemies to also take 25% of the damage taken by the target.
• Disruption (Left Arm) - (Shadow Demon)
Blazermate can use this on an ally or enemy within 10m, banishing them from the battlefield for 3 seconds, making them invulnerable but unable to act. While banished, whatever is banished has their positive buff durations paused, while debuffs will still tick down. When they return, 2 illusions will spawn alongside them that last 14 seconds that deal 60% of their physical damage under Blazermate's control. Illusions take triple damage. 20 second cooldown.
• Leap of Faith (Right Arm) - (Anduin (hots))
Blazermate can pull an ally in line of sight to the host's side, negating crowd control effects en route. 70 second cooldown and 2% medaforce cost between uses.
• Divine Star (Right Arm) - (Anduin (hots))
Blazermate fires out a thin bolt of light in front of her. This bolt damages and pierces through enemies that it hits. When it goes 20m, it grows into a wave 10 times bigger than the bolt and returns back to Blazermate, homing in onto her. This heals any allies it passes by including Blazermate with how much it heals on return increased by 25% for every person that gets healed by it. 10 second cooldown.
• Holy Word : Salvation (Right Arm) - (Anduin (hots))
Blazermate raises her hand to the sky and conjures a large, bright dome with a radius of 5m. Blazermate and every ally within the dome is immune to all damage while the dome is up (But no other effects such as crowd control, debuffs, or the like), and heal 30% of their hp over the dome's 3 second channeled duration. 80 second cooldown.
• Medabot -
Medabots are combat robots. A robotic body means that Blazermate doesn't need to eat, sleep, breath, can survive in most extreme conditions and environments, is immune to poison, disease and being lit on fire, and has greater strength and durability than her frame would have you believe. Medabots also have a built in infinite energy engine that means they can't get tired, never run out of power, never need to recharge, and can use their abilities at their fullest unless damaged. The engine is mystical in nature, as medabots do not run on electricity. Due to being a medabot, spirits affect her differently and tend to act like Parts than full fusions.
• Scan (Head) -
Blazermate passively analyzes her opponents or allies and is aware of how healthy or damaged they are, and of any weak points she can exploit. Allies can see these weak points visually. Additionally counteracts enemy stealth to a degree.
• Flight (Head) -
Blazermate can freely fly around thanks to her jet turbines and carry medium sized targets with her, although carrying someone with her reduces her air speed.
• Advanced Healing (Medal) - (Robot Medic)
Blazermate has fully adapted to the Medigun and its healing powers.
- She has a slightly increased base rate of healing.
- She now heals people faster if they haven't been injured recently. If they haven't been injured in the last 15 seconds her healing rate is doubled, and its tripled if they haven't been injured in the last 20 seconds.
- Blazermate can Overheal people up to 50% of their max HP, generating Uber and proccing healing effects while doing so. This overheal rapidly decays lineally over 15 seconds if the person isn't being actively healed by a Dispenser or Medi-beam.
- Blazermate now matches the movement speed of whoever she is healing if they are faster than her. However she still has to actively use this speed.
• Robot Strength (Medal) - (The Maw)
Blazermate has greatly enhanced strength from ferrying everyone around the Maw.
• Resist All Medal - (Item)
Blazermate has a 50% resistance to all crowd control effects.
• Leaf Cloak Medal - (Item)
Blazermate is less likely to be targeted as long as she isn't in the frontline.
• Fortify Medal - (Item)
Blazermate gives whoever she is healing a very slight defense bonus.
• Purgatory - (Item)
While Blazermate is in combat, red cracks appear on the battlefield. IF she touches one, a vengeful ghost appears out of the crack and rushes at the closest enemy, chasing them down and exploding upon touching them or another enemy. The crack will then reappear somewhere else on the battlefield.
Medabots are combat robots. A robotic body means that Blazermate doesn't need to eat, sleep, breath, can survive in most extreme conditions and environments, is immune to poison, disease and being lit on fire, and has greater strength and durability than her frame would have you believe. Medabots also have a built in infinite energy engine that means they can't get tired, never run out of power, never need to recharge, and can use their abilities at their fullest unless damaged. The engine is mystical in nature, as medabots do not run on electricity. Due to being a medabot, spirits affect her differently and tend to act like Parts than full fusions.
• Scan (Head) -
Blazermate passively analyzes her opponents or allies and is aware of how healthy or damaged they are, and of any weak points she can exploit. Allies can see these weak points visually. Additionally counteracts enemy stealth to a degree.
• Flight (Head) -
Blazermate can freely fly around thanks to her jet turbines and carry medium sized targets with her, although carrying someone with her reduces her air speed.
• Advanced Healing (Medal) - (Robot Medic)
Blazermate has fully adapted to the Medigun and its healing powers.
- She has a slightly increased base rate of healing.
- She now heals people faster if they haven't been injured recently. If they haven't been injured in the last 15 seconds her healing rate is doubled, and its tripled if they haven't been injured in the last 20 seconds.
- Blazermate can Overheal people up to 50% of their max HP, generating Uber and proccing healing effects while doing so. This overheal rapidly decays lineally over 15 seconds if the person isn't being actively healed by a Dispenser or Medi-beam.
- Blazermate now matches the movement speed of whoever she is healing if they are faster than her. However she still has to actively use this speed.
• Robot Strength (Medal) - (The Maw)
Blazermate has greatly enhanced strength from ferrying everyone around the Maw.
• Resist All Medal - (Item)
Blazermate has a 50% resistance to all crowd control effects.
• Leaf Cloak Medal - (Item)
Blazermate is less likely to be targeted as long as she isn't in the frontline.
• Fortify Medal - (Item)
Blazermate gives whoever she is healing a very slight defense bonus.
• Purgatory - (Item)
While Blazermate is in combat, red cracks appear on the battlefield. IF she touches one, a vengeful ghost appears out of the crack and rushes at the closest enemy, chasing them down and exploding upon touching them or another enemy. The crack will then reappear somewhere else on the battlefield.
• Lightweight -
Blazermate's ability to fly and glide due to her light frame also make her quite easy to knock around.
• Mechanical Lifeform -
Since Blazermate is mechanical in nature, she sticks to magnets, and can't use food items or drugs or anything that requires an organic body at all.
• Part Compartmentalization -
Spirits and abilities Blazermate uses are contained to her various parts. If a part is damaged enough to shut down, Blazermate loses access to all of those abilities until that part is repaired or healed. Likewise, if the part is damaged, the abilities of that part will be reduced in effectiveness when the part is under 35% of its durability.
• Corrupt Data (Fixed) (The Suffering) -
Blazermate has difficulty with fine tasks regarding the arm, makes her more susceptible to demonic suggestion, and makes her a bit more uncaring or sadistic.
• Back Vulnerability (Robo Medic) -
Blazermate takes bonus damage if attacked from behind.
• Afraid of the Dark - (The Maw)
Blazermate hates dark places due to her experience in the Maw.
• Wheres my Glasses? (Fixed) (Ingraham) -
Blazermate has lower perception without wearing glasses.
• No Escape (Shadow Demon) -
Weakens the distance traveled and boosting the resource consumption of movement abilities.
• Good Things Come to Those who Wait (Anduin) -
This increases the casting time on support abilities (or, providing a ramp-up of benefits over time for channeled ones)
Blazermate's ability to fly and glide due to her light frame also make her quite easy to knock around.
• Mechanical Lifeform -
Since Blazermate is mechanical in nature, she sticks to magnets, and can't use food items or drugs or anything that requires an organic body at all.
• Part Compartmentalization -
Spirits and abilities Blazermate uses are contained to her various parts. If a part is damaged enough to shut down, Blazermate loses access to all of those abilities until that part is repaired or healed. Likewise, if the part is damaged, the abilities of that part will be reduced in effectiveness when the part is under 35% of its durability.
• Corrupt Data (Fixed) (The Suffering) -
Blazermate has difficulty with fine tasks regarding the arm, makes her more susceptible to demonic suggestion, and makes her a bit more uncaring or sadistic.
• Back Vulnerability (Robo Medic) -
Blazermate takes bonus damage if attacked from behind.
• Afraid of the Dark - (The Maw)
Blazermate hates dark places due to her experience in the Maw.
• Wheres my Glasses? (Fixed) (Ingraham) -
Blazermate has lower perception without wearing glasses.
• No Escape (Shadow Demon) -
Weakens the distance traveled and boosting the resource consumption of movement abilities.
• Good Things Come to Those who Wait (Anduin) -
This increases the casting time on support abilities (or, providing a ramp-up of benefits over time for channeled ones)
Spirits:
The Engineer - Blazermate can manifest the TF2 Engineer, who can repair or create objects within his field of expertise or deploy and repair his buildings below.
• Sentry Gun - An automated gun that can be used as cover. Fires at the closest enemy. Does more damage and has more hp as it levels up, and has rockets at level 3.
• Teleporter - Has both an entrance and an exit. Both buildings can link and teleport to each other.. Upgrading this building decreases its charge time and increases its hp. If an enemy is sitting on top of the exit and is teleported onto, they take insane damage even if they would normally be invincible.
• Dispenser - A building that heals anyone nearby and acts as a crafting station, allowing those with crafting know how to turn scrap or other materials into what they need without needing the required tools; such as a workbench, alchemy lab, ext...
• Sentry Gun - An automated gun that can be used as cover. Fires at the closest enemy. Does more damage and has more hp as it levels up, and has rockets at level 3.
• Teleporter - Has both an entrance and an exit. Both buildings can link and teleport to each other.. Upgrading this building decreases its charge time and increases its hp. If an enemy is sitting on top of the exit and is teleported onto, they take insane damage even if they would normally be invincible.
• Dispenser - A building that heals anyone nearby and acts as a crafting station, allowing those with crafting know how to turn scrap or other materials into what they need without needing the required tools; such as a workbench, alchemy lab, ext...
Senator Steven Armstrong
A nigh-unstoppable powerhouse wielding superhuman brawn. His attacks, even his grab, are all armored and cannot be intercepted by normal attacks or projectiles. He can perform two massive advancing hook punches, a headbutt that can cause stun, a football kick with high launch power, a running bear grab with reduced turning ability, and a ground pound that causes delayed explosive cracks. The damage transferred to his host is also reduced due to nanomachines. However, Armstrong has a long cooldown to compensate
A nigh-unstoppable powerhouse wielding superhuman brawn. His attacks, even his grab, are all armored and cannot be intercepted by normal attacks or projectiles. He can perform two massive advancing hook punches, a headbutt that can cause stun, a football kick with high launch power, a running bear grab with reduced turning ability, and a ground pound that causes delayed explosive cracks. The damage transferred to his host is also reduced due to nanomachines. However, Armstrong has a long cooldown to compensate
The Suffering - Undead Controller
Robo Medic - Team Healer
Ingraham - Drone Healer
Abyssal Sun Princess - Commander
Shadow Demon - Support Disabler
Anduin (Heroes of the Storm) - Support Healer
Rika - 3/5 D
Blazermate sparred with Rika in smashville. She views Rika as a novice combatant.
Bowser - 6/10 C
While Blazermate has been with Bowser the longest, the two haven't really had much 1 on 1 time. Blazermate likes to ride on Bowser and holds him in high regard. She assumes he likes to be a punk by calling himself bad all the time, but views him as a giant teddy bear. She does dislike how he adopts basically every kid he comes across and wonders if hes so nice to her because she views her as his kid.
Kamek - 0/10 C
Blazermate sees Kamek as the brains of the koopa family, although she isn't too sure what hes into. He seems to act like a grandparent to everyone else.
Sectonia - 4/5 D
Blazermate likes how pretty Sectonia is and doesn't really care about her haughty demenour. Her actions in combat speak very different volumes to her speech.
Roland - 3/5 D
Blazermate thinks Roland is a bit weird for a government suit.
Captain Falcon - 3/5 D
Blazermate likes how Captain Falcon looks likes a sentai hero.
Roxas - 3/5 D
Blazermate thinks Roxas is a bit too serious.
Ms. Fortune - 0/10 C
Blazermate likes how fun Nadia is, but finds it weird that she attacks with blood that doesn't actually hurt her health at all.
Blazermate sparred with Rika in smashville. She views Rika as a novice combatant.
Bowser - 6/10 C
While Blazermate has been with Bowser the longest, the two haven't really had much 1 on 1 time. Blazermate likes to ride on Bowser and holds him in high regard. She assumes he likes to be a punk by calling himself bad all the time, but views him as a giant teddy bear. She does dislike how he adopts basically every kid he comes across and wonders if hes so nice to her because she views her as his kid.
Kamek - 0/10 C
Blazermate sees Kamek as the brains of the koopa family, although she isn't too sure what hes into. He seems to act like a grandparent to everyone else.
Sectonia - 4/5 D
Blazermate likes how pretty Sectonia is and doesn't really care about her haughty demenour. Her actions in combat speak very different volumes to her speech.
Roland - 3/5 D
Blazermate thinks Roland is a bit weird for a government suit.
Captain Falcon - 3/5 D
Blazermate likes how Captain Falcon looks likes a sentai hero.
Roxas - 3/5 D
Blazermate thinks Roxas is a bit too serious.
Ms. Fortune - 0/10 C
Blazermate likes how fun Nadia is, but finds it weird that she attacks with blood that doesn't actually hurt her health at all.
==============
Name: Queen Sectonia
Origin: Kirby Triple Deluxe
Origin: Kirby Triple Deluxe
All of her gold on her body, including her wings, has become platinum. Her crown now looks like it did in her previous form, but with the 3 spikes instead fanning inwards until they meet, with a green skull gemstone in the middle of her crown. Her eyes have an inner shine like sunlight in them, and her mouth is jagged and shadowy when opened. Her hands now look like claws, with her wrists looking like frilly cufflinks. Her neck fluff is now fluffier and looks of a higher quality. All the hearts on her armor are now made out of a pink crystal, with her breastplate looking more like armor and her shoulders being covered in pauldrons. Her waist has widened a bit, making her less like a wasp and giving her a bit more 'shape' as her top half looks a bit more draconic. Her stinger is longer and made of a mix of marble and platinum. Finally her wings are now platinum as well, with the space between her wings being filled by a starry, shadowy looking membrane as star sparkles pulse through her wings. Her wings now ending in more sharp points instead of rounded ones looking more like a fusion of insect and draconic.
Sectonia is a vain, haughty, regal lady who believes herself to be the ruler of all things beautiful, and that all things should become as beautiful as she is. She loves objects of beauty, such as gold, flowers, and power. She will attempt to make something she finds ugly beautiful than outright destroy it, since at this point she hasn't been driven completely mad by the mirror. Thus while being haughty, there is almost a gentle touch about it. Well, unless your an enemy, then your more her plaything.
A self proclaimed Queen of Popstar, or more formally the realm of Floralia (Soon to be popstar, once the Dreamstalk is complete and the Star Warrior is taken out of the picture.). Sectonia is a powerful mage obsessed with beauty, of both herself and those around her.
While gazing into the magic mirror found on Popstar by one of her minions, admiring her own beauty as her servants started to develop and plant the Dreamstalk. One day a bright glare erupted from the sky, blinding Sectonia as it reflected off the mirror as she and her world was engulfed by the light of Galeem.
While gazing into the magic mirror found on Popstar by one of her minions, admiring her own beauty as her servants started to develop and plant the Dreamstalk. One day a bright glare erupted from the sky, blinding Sectonia as it reflected off the mirror as she and her world was engulfed by the light of Galeem.
Sectonia was found in a strange spot, a kingdom of the undead as a trophy. She soon joined the Seekers and has been accumulating power while journeying with them. While she is weary of a couple of them, she tries to keep them looking prim and proper. She tends to support the others who act like the frontline with her spells and aura effects and supports with her minions as well. She doesn't make friends easy as many view her regallity with scorn, something she has ignored so far as her allies still listen to her rule. She has absorbed one of the Guardians, the Radiance.
Job: Brawler Sorcerer
Specialty: Sectonia can identify and cast powerful spells and magic without much difficulty. She is quite durable and will swap to melee from time to time to recharge her mana when out of it. She often summons minions to aid her in battle.
Dual Swords, Dual magic staffs, N'kuhana's Opinion, Pipe of Insight, Omen Mask, , Trinket Smelter, Symbol of Avarice, Beauty Supplies, 532 Geo, 1622 gold, 1430 souls, Data Rack.
A magical camping set that contains Comfortable bedrolls, Interdiction Torches to help keep away critters, a sophisticated tinderbox, cooking equipment like a spit and a crock pot, a water filter, and even a couple tents. Essential for long-term expeditions most anywhere, especially underground. Items inside scale to their user.
Lv: 12 (holding 4 level ups)
EXP: (32/120)
• Blink -
Sectonia can teleport short distances in rapid succession. While using blink, a purple after image is left behind for half a second in the position she teleported from.
•
• Divine Lightning -
Sectonia can conjure blasts of lightning and manipulate lightning type magic. Lightning blasts are tinted with dark magic, and look purple.
• Rings of Light -
Sectonia summons magical ornate rings of light. She uses them like buzzsaws, either having them rotate around herself or throwing them like projectiles. Sectonia can conjure and fire up to 2 large light discs at once, or 6 smaller ones. The larger the disc, the slower it is but the more destructive it is. These discs have decent range. Smaller discs will dissipate upon impact, while larger discs will keep going through enemies until they hit a large enough hard object or reach their maximum range.
• Summoning Portals -
Sectonia waves her hands above her head and summons up to 5 summoning portals in one cast. Summoning portals has a short cast time and each portal can only summon one thing. These portals can summon anything under her command or in her possession, including her minions, objects, her own spells, Strikers, abilities gained from other spirits, or even herself. The more portals she summons, the smaller the portals will be and the smaller the object, minion, or spell has to be in order to fit through the portal. Portals can be summoned within Sectonia's line of sight and can summon anything of hers from anywhere. Portals used to summon Sectonia herself can be made outside her line of sight if someone invokes her name and asks to summon her. She will know who invoked to summon her and she can refuse to make portals in these cases.
• Dark Globule - (Count Bleck)
Sectonia launches a globe of void energy from her staff or hands. This projectile can't be defended against and pierces all resistances.
• Time Dilation - (Count Bleck)
Sectonia can distort the flow of time in a localized area, either slowing down foes or speeding herself or allies up. Slow halves speed of the foe or area, haste doubles the speed of the ally or area.
• Chaos Heart (Defense) - (Count Bleck)
Sectonia's Defense and resistance to Darkness and Void based effects is greatly increased. Sectonia can place a defensive buff on herself or allies that reduces the damage they take and absorbs the damage they would take until it expires. If the buff is used on Sectonia herself, the effect is amplified.
• Chaos Heart (Offense)/(Spacial Shatter) - (Count Bleck)
Sectonia has awakened to the offensive powers of the chaos heart. This allows her to control and manipulate Void energy and rip a hole in space-time/reality. This ability needs some time to charge and grows in power and size the longer its charged. When unleashed, the spacial rip is nearly instantaneous and the damage bypasses most defenses. Afterwords, the area is left as a white void for awhile.
• Unforgotten Rays - (Radiance)
Fires off targeting lasers that become large light beams after a short delay,
• Unforgotten Blades - (Radiance)
Create vertical or horizontal lines of pure nails either cropping up from the ground or traveling through the air for a set distance.
• Unforgotten Smite - (Radiance)
Call down a heavy pillar of light that can hunt down its target slowly.
• Crystalline Knight - (Agate)
Allows the host to manifest a large, double-bladed gemstone greataxe. In addition to being a strong, heavy melee weapon, it can be used as a casting catalyst, and if thrown it can spin through the air like a giant sawblade before flying back to its owner's hands. If it's used to strike the ground, it will create an outcrop of pink crystalline spikes.
• Ethereal Gleam - (Lindworm)
Unleashes a strong, long-range beam of light straight forward. This ability must be charged by landing light-type attacks
• Death Pulse - (Necrophos)
Can be cast to unleash a short-wave range of necrotic magic that damages foes and heals allies. This wave appears as a set of skulls that home in on whats nearby, applying the appropriate effect.
• Reaper's Scythe - (Necrophos)
Sectonia points at an enemy within 10m and stuns them for 1.5 seconds piercing spell immunity. (CC immune targets are interrupted and staggered instead.) as ghostly chains anchor them in place and the scythe of the grim reaper comes down upon them, dealing damage based on how much health is missing. This damage can be reduced by magic resistance. 110 second cooldown.
Sectonia can teleport short distances in rapid succession. While using blink, a purple after image is left behind for half a second in the position she teleported from.
•
- Sectonia can summon Antlers, minions of hers that are bug like creatures. She can summon Blue, Green, Red, and GoldAghs. These are fully under Sectonia's control and listen to her unconditionally, even giving their lives if ordered to. They are magical constructs and have limited autonomy if commanded to do complex tasks.
- Blue - (Limit 5) The smallest antlers, they have weak melee attacks but control over ice and frost magic. They can freeze things solid using their ice mist. Has low HP but is fast.
Green - (Limit 4) The medium antler. they have moderate melee attacks and control over electrical magic. They fire chains of lightning or balls of lightning. Has moderate hp and speed.
Red - (Limit 3) The large antler. they have fairly decent melee damage, a shield that lets them block weak attacks, and power over Fire magic often in the form of a flamethrower that comes from their shield. high hp, moderate defense, and slow.
GoldAghs - (Limit 2) The largest antler. they have high melee damage, a strong shield and are nearly immovable. If nothing is in melee range they can cast arcane magic in the form of orbs, but will prefer their melee attacks. Very high HP, high defense, and very slow.
• Divine Lightning -
Sectonia can conjure blasts of lightning and manipulate lightning type magic. Lightning blasts are tinted with dark magic, and look purple.
• Rings of Light -
Sectonia summons magical ornate rings of light. She uses them like buzzsaws, either having them rotate around herself or throwing them like projectiles. Sectonia can conjure and fire up to 2 large light discs at once, or 6 smaller ones. The larger the disc, the slower it is but the more destructive it is. These discs have decent range. Smaller discs will dissipate upon impact, while larger discs will keep going through enemies until they hit a large enough hard object or reach their maximum range.
• Summoning Portals -
Sectonia waves her hands above her head and summons up to 5 summoning portals in one cast. Summoning portals has a short cast time and each portal can only summon one thing. These portals can summon anything under her command or in her possession, including her minions, objects, her own spells, Strikers, abilities gained from other spirits, or even herself. The more portals she summons, the smaller the portals will be and the smaller the object, minion, or spell has to be in order to fit through the portal. Portals can be summoned within Sectonia's line of sight and can summon anything of hers from anywhere. Portals used to summon Sectonia herself can be made outside her line of sight if someone invokes her name and asks to summon her. She will know who invoked to summon her and she can refuse to make portals in these cases.
• Dark Globule - (Count Bleck)
Sectonia launches a globe of void energy from her staff or hands. This projectile can't be defended against and pierces all resistances.
• Time Dilation - (Count Bleck)
Sectonia can distort the flow of time in a localized area, either slowing down foes or speeding herself or allies up. Slow halves speed of the foe or area, haste doubles the speed of the ally or area.
• Chaos Heart (Defense) - (Count Bleck)
Sectonia's Defense and resistance to Darkness and Void based effects is greatly increased. Sectonia can place a defensive buff on herself or allies that reduces the damage they take and absorbs the damage they would take until it expires. If the buff is used on Sectonia herself, the effect is amplified.
• Chaos Heart (Offense)/(Spacial Shatter) - (Count Bleck)
Sectonia has awakened to the offensive powers of the chaos heart. This allows her to control and manipulate Void energy and rip a hole in space-time/reality. This ability needs some time to charge and grows in power and size the longer its charged. When unleashed, the spacial rip is nearly instantaneous and the damage bypasses most defenses. Afterwords, the area is left as a white void for awhile.
• Unforgotten Rays - (Radiance)
Fires off targeting lasers that become large light beams after a short delay,
• Unforgotten Blades - (Radiance)
Create vertical or horizontal lines of pure nails either cropping up from the ground or traveling through the air for a set distance.
• Unforgotten Smite - (Radiance)
Call down a heavy pillar of light that can hunt down its target slowly.
• Crystalline Knight - (Agate)
Allows the host to manifest a large, double-bladed gemstone greataxe. In addition to being a strong, heavy melee weapon, it can be used as a casting catalyst, and if thrown it can spin through the air like a giant sawblade before flying back to its owner's hands. If it's used to strike the ground, it will create an outcrop of pink crystalline spikes.
• Ethereal Gleam - (Lindworm)
Unleashes a strong, long-range beam of light straight forward. This ability must be charged by landing light-type attacks
• Death Pulse - (Necrophos)
Can be cast to unleash a short-wave range of necrotic magic that damages foes and heals allies. This wave appears as a set of skulls that home in on whats nearby, applying the appropriate effect.
• Reaper's Scythe - (Necrophos)
Sectonia points at an enemy within 10m and stuns them for 1.5 seconds piercing spell immunity. (CC immune targets are interrupted and staggered instead.) as ghostly chains anchor them in place and the scythe of the grim reaper comes down upon them, dealing damage based on how much health is missing. This damage can be reduced by magic resistance. 110 second cooldown.
• Combat Flight -
Sectonia can fly, fly well, fly fast, and very easily change direction in the air. Especially for someone her size.
• Powerful Mage -
Sectonia has a very high affinity for and familiarity with magic. She can detect its usage and even identify magic in use, discerning its effects. She exhibits a great deal of control over her own mastered spells, including potency, direction, and precision.
• Regal Toughness -
Due to her size and power, even though you wouldn't think someone like her would be tough, Sectonia is extremely tough and can take quite a lot of damage. Likewise as she takes damage, she still keeps up her regal/royal appearance and look until she is heavily damaged. This will make it look like attacks aren't doing anything at all. Things that can actually see damage/health will know shes taking damage however.
• Pipe of Insight - (Item)
Sectonia passively takes 40% less magic damage and regenerates hp, while emitting an aura that gives lesser effects to her nearby allies. She can activate the pipe every 60 seconds to create a magical absorb shield around herself and her allies that will absorb a fair amount of magical damage.
• N'kuhana's Opinion - (Item) (Smelted)
If Sectonia recovers her entire healthbar either by healing or regeneration, she fires a homing green skull projectile passively that targets the closest enemy and deals heavy damage.
• Omen Mask - (Item)
All of Sectonia's projectiles are tripled when fired.
• Moon Shard - (Item) (Smelted)
Sectonia has 40% increased attack speed and more night vision.
• Symbol of Avarice - (Item)
Sectonia has a helmet that looks like a mimic she is unable to wear. This helmet injures the person wearing it over time but makes any spirits they crush into items useful to the person that crushes them.
• BFFS! - (Item) (Smelted)
The size of minions created (but not Strikers) is increased by 25%, their projectiles deal twice as much damage, and enemies take twice as much damage as usual by touching them.
• Ghost Pepper - (Item) (Consumed)
A spicy pepper that grants Sectonia fire breath.
• Trinket Smelter - (Item)
A smelter that can smelt the passive attributes of what is thrown into it, applying their benefits on to whoever is holding it. Has a fairly long recharge period between uses and doesn't transfer 'basic' stats such as armor value or weapon damage.
• Wiggle Worm - (Item) (Smelted)
Causes projectiles and spells to travel in a from side to side as they fly, making them more chaotic. In addition to being harder to dodge and harder to hit, they also move 40% faster.
• Brain Worm - (Item) (Smelted)
if Sectonia isn't too close to the target, will caused missed projectiles to hook 90-degree turns to try and hit the instant said projectiles pass perpendicular to the missed target. This can happen once per projectile
• Flat Worm - (Item) (Smelted)
Increased the width of projectiles and spells, giving them an oblong shape that makes them easier to hit with
• Agh's Scepter - (Item) (Smelted)
A legendary scepter that upgrades a power. Upgrades Summon Antler to summon 2 Gold Antlers.
• Tesla Coil - (Item) (Smelted)
Sends up to three beams of electricity to zap foes within 1.5 meters of the wearer for low but constant damage. Nearby minions will auto target foes struck by this electricity. It also can be used to attract metal ores from a small distance away.
• Yo, Listen! - (Item)
A 'fly' familiar that moves sporadically around whatever area the host is in. If there's a secret or illusion nearby, even if it's unreachable for the host, the fly will hang around that area. It also makes the host a little luckier, slightly increasing the quality and quantity of rewards, but this will be lost if the fly is intentionally killed
• Iron Monarch - (Iron Queen)
Sectonia is 20% stronger, learns Earth and Nature magic easily, and she gives herself a barkskin shield equal to 10% of her hp which regenerates rapidly until destroyed.
• Heartstopper Aura - (Necrophos)
Sectonia has a passive aura that causes all enemies within 12m to lose 1.2% of their max health every second. This bypasses spell immunity, but can be reduced by spell resistance. Stronger category spirits have some innate resistance to this ability.
Sectonia can fly, fly well, fly fast, and very easily change direction in the air. Especially for someone her size.
• Powerful Mage -
Sectonia has a very high affinity for and familiarity with magic. She can detect its usage and even identify magic in use, discerning its effects. She exhibits a great deal of control over her own mastered spells, including potency, direction, and precision.
• Regal Toughness -
Due to her size and power, even though you wouldn't think someone like her would be tough, Sectonia is extremely tough and can take quite a lot of damage. Likewise as she takes damage, she still keeps up her regal/royal appearance and look until she is heavily damaged. This will make it look like attacks aren't doing anything at all. Things that can actually see damage/health will know shes taking damage however.
• Pipe of Insight - (Item)
Sectonia passively takes 40% less magic damage and regenerates hp, while emitting an aura that gives lesser effects to her nearby allies. She can activate the pipe every 60 seconds to create a magical absorb shield around herself and her allies that will absorb a fair amount of magical damage.
• N'kuhana's Opinion - (Item) (Smelted)
If Sectonia recovers her entire healthbar either by healing or regeneration, she fires a homing green skull projectile passively that targets the closest enemy and deals heavy damage.
• Omen Mask - (Item)
All of Sectonia's projectiles are tripled when fired.
• Moon Shard - (Item) (Smelted)
Sectonia has 40% increased attack speed and more night vision.
• Symbol of Avarice - (Item)
Sectonia has a helmet that looks like a mimic she is unable to wear. This helmet injures the person wearing it over time but makes any spirits they crush into items useful to the person that crushes them.
• BFFS! - (Item) (Smelted)
The size of minions created (but not Strikers) is increased by 25%, their projectiles deal twice as much damage, and enemies take twice as much damage as usual by touching them.
• Ghost Pepper - (Item) (Consumed)
A spicy pepper that grants Sectonia fire breath.
• Trinket Smelter - (Item)
A smelter that can smelt the passive attributes of what is thrown into it, applying their benefits on to whoever is holding it. Has a fairly long recharge period between uses and doesn't transfer 'basic' stats such as armor value or weapon damage.
• Wiggle Worm - (Item) (Smelted)
Causes projectiles and spells to travel in a from side to side as they fly, making them more chaotic. In addition to being harder to dodge and harder to hit, they also move 40% faster.
• Brain Worm - (Item) (Smelted)
if Sectonia isn't too close to the target, will caused missed projectiles to hook 90-degree turns to try and hit the instant said projectiles pass perpendicular to the missed target. This can happen once per projectile
• Flat Worm - (Item) (Smelted)
Increased the width of projectiles and spells, giving them an oblong shape that makes them easier to hit with
• Agh's Scepter - (Item) (Smelted)
A legendary scepter that upgrades a power. Upgrades Summon Antler to summon 2 Gold Antlers.
• Tesla Coil - (Item) (Smelted)
Sends up to three beams of electricity to zap foes within 1.5 meters of the wearer for low but constant damage. Nearby minions will auto target foes struck by this electricity. It also can be used to attract metal ores from a small distance away.
• Yo, Listen! - (Item)
A 'fly' familiar that moves sporadically around whatever area the host is in. If there's a secret or illusion nearby, even if it's unreachable for the host, the fly will hang around that area. It also makes the host a little luckier, slightly increasing the quality and quantity of rewards, but this will be lost if the fly is intentionally killed
• Iron Monarch - (Iron Queen)
Sectonia is 20% stronger, learns Earth and Nature magic easily, and she gives herself a barkskin shield equal to 10% of her hp which regenerates rapidly until destroyed.
• Heartstopper Aura - (Necrophos)
Sectonia has a passive aura that causes all enemies within 12m to lose 1.2% of their max health every second. This bypasses spell immunity, but can be reduced by spell resistance. Stronger category spirits have some innate resistance to this ability.
• Air bound -
Sectonia doesn't have legs or limbs in general, so she stays airborn unless sleeping. While this doesn't affect her stamina, it does mean she has a difficult time doing anything that requires being on the ground. This also makes her less resistant to knockback like effects.
• Haughty -
Sectonia has a through distaste for things that aren't beautiful, and is only interested in beautiful things herself.
• Large Frame -
Sectonia is much, much larger than most other characters and is much easier to hit.
• Defense Down - (Count Bleck)
Sectonia takes 15% more damage from all sources.
• Omen Mask - (Omen Mask)
Sectonia's projectiles follow many random patterns when cloned.
• Rooted Magic - (Iron Queen)
Sectonia’s magic is now drawn from the might of the leaving earth, meaning that the further she is from the ground, the slower her energy regenerates. For every meter she is above the ground, any spellcasting she does using her own power is 25% more taxing on her stamina reserves (externally furled casting such as chaos heart magic is exempt).
• Earthbane - (Agate)
Gives Sectonia an inherent elemental weakness (50%) to electricity and causing her to count as 'earth/ground' for the purpose of additional elemental reactions.
• Archetypal Enemy -
Causes Sectonia to hate (and take more damage from) darkness.
• Critical Darkbane -
increases the damage received from dark-type attacks by 50%
• Danger Close -
decreasing the travel speed of all projectiles by 35%
Sectonia doesn't have legs or limbs in general, so she stays airborn unless sleeping. While this doesn't affect her stamina, it does mean she has a difficult time doing anything that requires being on the ground. This also makes her less resistant to knockback like effects.
• Haughty -
Sectonia has a through distaste for things that aren't beautiful, and is only interested in beautiful things herself.
• Large Frame -
Sectonia is much, much larger than most other characters and is much easier to hit.
• Defense Down - (Count Bleck)
Sectonia takes 15% more damage from all sources.
• Omen Mask - (Omen Mask)
Sectonia's projectiles follow many random patterns when cloned.
Accelerator - Starts very slow before greatly speeding up as it travels.
Anti-air - Fires at a 30-degree angle into the air.
Boomerang - Fires outward before circling back and leaving the screen behind Omen.
Bullet - Rockets across the screen at maximum velocity from start to finish.
Crawler - Drops at Omen's feet before sliding towards the opponent along the ground.
Decelerator - Flies very fast before coming to a complete stop about halfway across the screen.
Dud - Flies out of Omen's hands directly into the ground, about one character length away.
Looper - Travels in a circular looping pattern that speeds up as it moves across the screen.
Tracker - Homes in on the opponent until it hits or times out, moves very slowly.
Wave - Slowly moves in a sine wave pattern across the screen.
Wiggler - Moves side-to-side in front of Omen five times before disappearing.
Anti-air - Fires at a 30-degree angle into the air.
Boomerang - Fires outward before circling back and leaving the screen behind Omen.
Bullet - Rockets across the screen at maximum velocity from start to finish.
Crawler - Drops at Omen's feet before sliding towards the opponent along the ground.
Decelerator - Flies very fast before coming to a complete stop about halfway across the screen.
Dud - Flies out of Omen's hands directly into the ground, about one character length away.
Looper - Travels in a circular looping pattern that speeds up as it moves across the screen.
Tracker - Homes in on the opponent until it hits or times out, moves very slowly.
Wave - Slowly moves in a sine wave pattern across the screen.
Wiggler - Moves side-to-side in front of Omen five times before disappearing.
• Rooted Magic - (Iron Queen)
Sectonia’s magic is now drawn from the might of the leaving earth, meaning that the further she is from the ground, the slower her energy regenerates. For every meter she is above the ground, any spellcasting she does using her own power is 25% more taxing on her stamina reserves (externally furled casting such as chaos heart magic is exempt).
• Earthbane - (Agate)
Gives Sectonia an inherent elemental weakness (50%) to electricity and causing her to count as 'earth/ground' for the purpose of additional elemental reactions.
• Archetypal Enemy -
Causes Sectonia to hate (and take more damage from) darkness.
• Critical Darkbane -
increases the damage received from dark-type attacks by 50%
• Danger Close -
decreasing the travel speed of all projectiles by 35%
Spirits:
Count Bleck: Bearer of the Chaos Heart
Iron Queen: Iron Spellcaster
Agate: Crystalline Knight
The Radiance: Guardian of the Light
Necrophos: Plague Mage
Lindworm: Light Dragon
Midna 17/20 - B
Surprisingly Sectonia and Midna have a fairly similar view on ruling an empire. Sectonia cares more for aesthetics than Midna and has much more experience than her, and views Midna as an apprentice. Although Sectonia thinks Midna could make herself look much more beautiful, she views Midna has someone to give part of her kingdom to rule under her when she takes over this World of Light.
Primrose 2/10 - C
Setconia likes how neat Primrose keeps herself.
Therion 0/10 - C
Sectonia thinks Therion needs a bit of a restyling, although any attempts to do so doesn't seem to stick.
Ms. Fortune 3/5 - D
Sectonia finds Nadia's puns amusing, although doesn't like the whole 'blood' thing.
Roland 2/10 - C
Sectonia sees that Roland is one who takes orders well and he shows her the proper respect, although out of reverence, confusion, fear, or politeness she isn't sure.
Surprisingly Sectonia and Midna have a fairly similar view on ruling an empire. Sectonia cares more for aesthetics than Midna and has much more experience than her, and views Midna as an apprentice. Although Sectonia thinks Midna could make herself look much more beautiful, she views Midna has someone to give part of her kingdom to rule under her when she takes over this World of Light.
Primrose 2/10 - C
Setconia likes how neat Primrose keeps herself.
Therion 0/10 - C
Sectonia thinks Therion needs a bit of a restyling, although any attempts to do so doesn't seem to stick.
Ms. Fortune 3/5 - D
Sectonia finds Nadia's puns amusing, although doesn't like the whole 'blood' thing.
Roland 2/10 - C
Sectonia sees that Roland is one who takes orders well and he shows her the proper respect, although out of reverence, confusion, fear, or politeness she isn't sure.
===================================
Name: Roland "The Black Silence"
Game Origin: Library of Ruina
Appearance:
Game Origin: Library of Ruina
Appearance:
Roland is overall a good natured man. He as a casual and relaxed denouement which is shown in his attempt to make friends with those who he has to work with and make connections with them, although this can lead to conflict as well. It can be very difficult to tell if this is genuine or not however, as he tends to mislead or obfuscate what he actually knows or what his goals are if they aren't surface level. Even so, he will at least say half truths and wont lie outright. He hates those that gain enjoyment in making others lives miserable, but unless brought into conflict with those people he will work with them willingly as a professional as its "just the way of the city."; this also includes potentially harming those he once called friend if his employer brings the two into conflict and he has enough incentive to do so. Roland is dismissive of bad or good things happening to him or done by him, using the phrase "That's that and this is this.", tending to stay in the moment.
Roland was once a high grade fixer of The City, hired police from a continent sized city. Those that lived in the city were forced into a cycle of pain and suffering to benefit their cruel overlords, and Roland was no exception. One day he would find himself inside what could only be described as a magical library and forced to work there to gather books for the library. This often involved fighting those who entered the library seeking knowledge turning them into books. Eventually after these adventures, he would find this library to be his home and enjoyed the company of those who resided in it. At least until a bright flash, similar the light of the library itself, whisked him away to the World of Light.
Roland has recently joined the Seekers after being a turk under the command of Shinra in Midgar. He is still getting used to the group and this new world which is way, WAY better than his old world.
Job: Color Fixer (Patron Librarian)
Specialty: Roland starts fights off weaker than most, but gains great power as he fights and his emotions heighten. He uses the powers of the library to augment himself.
Durendel (named longsword), Shotgun, Clubs, Hammers, Daggers, Shortswords, Greatsword.
Hand Crossbow, Special Pistol,
Hand Crossbow, Special Pistol,
Item obtained:
X-Baton
The standard-issue cutting-edge weapon of the Neuron police taskforce. Made in part with matter from the Astral Plane, it is capable of damaging Gates, chimeras, and so forth even in the hands of someone who can't see them, and it can also transform. Its standard telescopic baton form is well-suited to quick, dextrous melee attacks that compliment hand-to-hand techniques. Its blaster form can release bursts of blue bolts, either in sequence or as a shotgun blast, as well as large projectile orbs. This adaptability and range comes at the cost of low damage, pretty high spread, and below-average projectile speed. Its gladius form is a heavy one-sided greatsword that can deal lots of damage with its slow swings
X-Baton
The standard-issue cutting-edge weapon of the Neuron police taskforce. Made in part with matter from the Astral Plane, it is capable of damaging Gates, chimeras, and so forth even in the hands of someone who can't see them, and it can also transform. Its standard telescopic baton form is well-suited to quick, dextrous melee attacks that compliment hand-to-hand techniques. Its blaster form can release bursts of blue bolts, either in sequence or as a shotgun blast, as well as large projectile orbs. This adaptability and range comes at the cost of low damage, pretty high spread, and below-average projectile speed. Its gladius form is a heavy one-sided greatsword that can deal lots of damage with its slow swings
Robosaurus Hunter Bundle
A full suit of futuristic armor modeled after the apex predators of the ancient past. It provides solid defense and limited EVA operations, as well as better defense against electricity, heat, and dark/void attacks
A full suit of futuristic armor modeled after the apex predators of the ancient past. It provides solid defense and limited EVA operations, as well as better defense against electricity, heat, and dark/void attacks
TearBlaster
A gun that shoots compressed air that strips away armor and staggers smaller targets but does very low damage.
A gun that shoots compressed air that strips away armor and staggers smaller targets but does very low damage.
Level: 6
Experience: 24/60
• Gloves of the Black Silence: Roland's gloves are special and unique making anything he does in combat be completely silent, with only weapon attacks that connect leaving a distorted 'underwater' sound effect for everyone but the person being hit, who will hear it as normal. These gloves act like a pocket space, allowing Roland to store and withdraw items at will including weapons. Weapons drawn in this method are fully loaded and prepared to use if they would have any kind of arming or reload needed as long as he possesses the ammunition needed for them.
• Counter: After making his attacks, Roland will automatically counter the next attack or combo attack directed at him with his currently held weapon. If Roland overpowers the attack with his counterattack, he will nullify the enemy attack and deal damage to them as if he had attacked them with a basic swipe of that weapon. If the attack matches Roland's in power, both the attack and counter are nullified. If the attack is stronger than Roland's counter, his counter is nullified and he takes the attack's damage as normal. Ranged attacks work the same way, but Roland will not deal damage if his counter is stronger.
Once Roland has countered that single attack or combo attack, he no longer has Counter until his next round of attacks.
• Furioso
After using 9 different weapons, Roland can use this ability. He preforms a long, quick combo swapping between all 9 weapons he has used, striking once with each weapon. Each weapon deals 25% of its actual damage and may proc any other effects it has on its own proc chance. When being used to clash, the combined damage of all MELEE weapons used by furioso is what is clashed with, and if Roland wins the clash, he cancels out the entire attack he clashed with. Win, draw, or lose the clash, Furioso is used and another 9 different weapons must be used before he can use it again. EGO do not count towards Furioso.
• Ink Swell - (Grimstroke)
Allows Roland to place an inky shroud on himself or an ally that automatically lashes out at nearby enemies while boosting movement speed. After five seconds the shroud detonates in a small area that deal damages and briefly stun nearby enemies
• Phantom's Embrace - (Grimstroke)
Roland summons a phantom that quickly moves towards a target of his choice within 10m, latching onto it when she arrives. Once latched the phantom damages and silences the target while attached. If the phantom lasts its full 5 second duration, she deals heavy damage as she rends the target and returns to Roland, resetting the cooldown of this ability. Enemies can attack and destroy the phantom, ending the effect on them if they manage to kill it. Notable spirits and above deal triple damage to the phantom. It takes 9 attacks to destroy the phantom. 36 second cooldown.
• Nether Blade - (Kassadin)
This allows Roland to empower his next melee attack with extra magic damage and a mana restoration effect. It also passively increases the magic scaling on standard physical attacks, making them deal some additional magic damage
• Memories of the Library:
Roland has gained access to Abnormality pages, strong buffs that he gets based on his emotion level and what floor he is on. Upon fight start, Roland gains access to the power of a floor of the library he was directly involved with/in. Each floor has its own unique abnormality pages. Roland can choose from a tier 1 abnormality page at Emotion level 1 and 2, a tier 2 page at Emotion level 3 and 4, and a tier 3 page at Emotion level 5. When gaining the power of an abnormality page, When gaining a page, a soft voice of the abnormality acquired can be heard, possibly giving everyone a hint of what power he just gained. Roland is stuck on whatever floor is chosen until his emotion level resets.
Blue pages known as 'awakening' are weaker, but have no drawbacks and are gotten by Roland and his team being in a 'winning' position or having positive feelings about a fight. Red pages known as 'breakdowns' are stronger but have drawbacks and are gotten by Roland or his team being in a 'losing' position or having negative feelings about a fight. Roland will get a mix of blue and red pages based on the ratio of 'winning' or positive feelings and 'losing' or negative feelings. (Except tier 3 pages)
The following floors and their abnormality pages are as such.
• EGO Pages
Upon reaching Emotion level 3, 4, and 5, Roland can choose from a pool of powerful EGO pages based on the floor he is fighting with. These are special attacks that can only be used every once in a while. When using an EGO page, the immediate area warps to that of the Abnormalities book, Roland gains a new outfit for the duration of the EGO as well as a weapon that he can use for a single attack. (This bypasses any weapon restrictions). EGO labeled as Mass are AoE attacks that hit all foes in an area, but do not benefit from debuffs that would be inflicted by Abnormality pages or buffs that would be applied after an attack lands. Enemies can use their own attacks to clash with mass attacks or dodge/evade, but can't counter attack them. Once the attack is used, the area stays transformed for 10 seconds before turning back to normal (At which point any buffs or debuffs caused by EGO pages also disappear). Roland can only use 1 EGO page at a time, and must wait for the area to go back to normal before he can use another one if he has one. Weapons gained via EGO pages aren't counted or included for Furioso or any other ability
• Counter: After making his attacks, Roland will automatically counter the next attack or combo attack directed at him with his currently held weapon. If Roland overpowers the attack with his counterattack, he will nullify the enemy attack and deal damage to them as if he had attacked them with a basic swipe of that weapon. If the attack matches Roland's in power, both the attack and counter are nullified. If the attack is stronger than Roland's counter, his counter is nullified and he takes the attack's damage as normal. Ranged attacks work the same way, but Roland will not deal damage if his counter is stronger.
Once Roland has countered that single attack or combo attack, he no longer has Counter until his next round of attacks.
• Furioso
After using 9 different weapons, Roland can use this ability. He preforms a long, quick combo swapping between all 9 weapons he has used, striking once with each weapon. Each weapon deals 25% of its actual damage and may proc any other effects it has on its own proc chance. When being used to clash, the combined damage of all MELEE weapons used by furioso is what is clashed with, and if Roland wins the clash, he cancels out the entire attack he clashed with. Win, draw, or lose the clash, Furioso is used and another 9 different weapons must be used before he can use it again. EGO do not count towards Furioso.
• Ink Swell - (Grimstroke)
Allows Roland to place an inky shroud on himself or an ally that automatically lashes out at nearby enemies while boosting movement speed. After five seconds the shroud detonates in a small area that deal damages and briefly stun nearby enemies
• Phantom's Embrace - (Grimstroke)
Roland summons a phantom that quickly moves towards a target of his choice within 10m, latching onto it when she arrives. Once latched the phantom damages and silences the target while attached. If the phantom lasts its full 5 second duration, she deals heavy damage as she rends the target and returns to Roland, resetting the cooldown of this ability. Enemies can attack and destroy the phantom, ending the effect on them if they manage to kill it. Notable spirits and above deal triple damage to the phantom. It takes 9 attacks to destroy the phantom. 36 second cooldown.
• Nether Blade - (Kassadin)
This allows Roland to empower his next melee attack with extra magic damage and a mana restoration effect. It also passively increases the magic scaling on standard physical attacks, making them deal some additional magic damage
• Memories of the Library:
Roland has gained access to Abnormality pages, strong buffs that he gets based on his emotion level and what floor he is on. Upon fight start, Roland gains access to the power of a floor of the library he was directly involved with/in. Each floor has its own unique abnormality pages. Roland can choose from a tier 1 abnormality page at Emotion level 1 and 2, a tier 2 page at Emotion level 3 and 4, and a tier 3 page at Emotion level 5. When gaining the power of an abnormality page, When gaining a page, a soft voice of the abnormality acquired can be heard, possibly giving everyone a hint of what power he just gained. Roland is stuck on whatever floor is chosen until his emotion level resets.
Blue pages known as 'awakening' are weaker, but have no drawbacks and are gotten by Roland and his team being in a 'winning' position or having positive feelings about a fight. Red pages known as 'breakdowns' are stronger but have drawbacks and are gotten by Roland or his team being in a 'losing' position or having negative feelings about a fight. Roland will get a mix of blue and red pages based on the ratio of 'winning' or positive feelings and 'losing' or negative feelings. (Except tier 3 pages)
The following floors and their abnormality pages are as such.
General Works
Tier 1:
- Scars (Blue): Roland takes 10% reduced damage, in addition, every 5th attack is negated. (excluding super attacks.)
- Pale Hands (Blue): When Roland attacks the same target three times, on the third attack the enemy takes 25% of the third strike as additional mental damage.
- Pulsation (Red): Upon gaining this power, Roland and all allies deal 20% extra damage for the rest of the battle, but take damage if they don't inflict damage every 10 seconds.
- Urging (Blue): Roland gains 15% max hp and is healed by that amount and gains 35% speed.
- Lies (Red): Roland gains a random amount of attack speed on his attacks, possibly making attacks faster or slower.
- Curiosity (Red): Roland's weapons randomly change each swing. Ranged weapons do not require ammo to be used but can only be used once before being forced to swap to another weapon.
Tier 2:
- Blood (Red): Roland takes 20% less damage except mental; Enemies deal an extra 10% stagger and mental damage.
- Fervent Beats (Red): Roland gains a 50% boost to his attack power, speed, defense, and immunity to mental attacks, psionic damage, and his Stagger mechanic. After 40 seconds, Roland passes out.
- Learning (Blue): Roland can copy the last attack used by an enemy once per fight. Roland will temporarily manifest gear or appendages necessary to copy the attack.
- Sword of Frost (Blue): When Roland strikes an enemy, frost accumulates on them, reducing their speed by 30%. All attacks against these enemies take 15% of the strike as additional mental damage.
- Hammer and Nail (Blue): When Roland attacks with a Pierce attack, a phantom nail is placed upon the enemy. Upon the enemy getting hit by a blunt attack, the nails pierce into the enemy, dealing damage.
- Guilt (Red): Roland takes 30% less mental/stagger damage. Roland reflects 30% of all damage taken back to the enemy as mental damage. (This does not reduce or redirect the damage.)
Tier 3:
- A Kiss: When Roland successfully attacks twice, the enemy gains a large splinter of frost. Upon gaining 3 stacks, that enemy is frozen for 10 seconds.
- Blizzard: All enemies are slowed by 50% as a blizzard buffets them. Weak enemies are frozen. This gradually wears off over 30 seconds.
- Leer: Roland deals and takes double damage.
Tier 1:
- Scars (Blue): Roland takes 10% reduced damage, in addition, every 5th attack is negated. (excluding super attacks.)
- Pale Hands (Blue): When Roland attacks the same target three times, on the third attack the enemy takes 25% of the third strike as additional mental damage.
- Pulsation (Red): Upon gaining this power, Roland and all allies deal 20% extra damage for the rest of the battle, but take damage if they don't inflict damage every 10 seconds.
- Urging (Blue): Roland gains 15% max hp and is healed by that amount and gains 35% speed.
- Lies (Red): Roland gains a random amount of attack speed on his attacks, possibly making attacks faster or slower.
- Curiosity (Red): Roland's weapons randomly change each swing. Ranged weapons do not require ammo to be used but can only be used once before being forced to swap to another weapon.
Tier 2:
- Blood (Red): Roland takes 20% less damage except mental; Enemies deal an extra 10% stagger and mental damage.
- Fervent Beats (Red): Roland gains a 50% boost to his attack power, speed, defense, and immunity to mental attacks, psionic damage, and his Stagger mechanic. After 40 seconds, Roland passes out.
- Learning (Blue): Roland can copy the last attack used by an enemy once per fight. Roland will temporarily manifest gear or appendages necessary to copy the attack.
- Sword of Frost (Blue): When Roland strikes an enemy, frost accumulates on them, reducing their speed by 30%. All attacks against these enemies take 15% of the strike as additional mental damage.
- Hammer and Nail (Blue): When Roland attacks with a Pierce attack, a phantom nail is placed upon the enemy. Upon the enemy getting hit by a blunt attack, the nails pierce into the enemy, dealing damage.
- Guilt (Red): Roland takes 30% less mental/stagger damage. Roland reflects 30% of all damage taken back to the enemy as mental damage. (This does not reduce or redirect the damage.)
Tier 3:
- A Kiss: When Roland successfully attacks twice, the enemy gains a large splinter of frost. Upon gaining 3 stacks, that enemy is frozen for 10 seconds.
- Blizzard: All enemies are slowed by 50% as a blizzard buffets them. Weak enemies are frozen. This gradually wears off over 30 seconds.
- Leer: Roland deals and takes double damage.
Natural Sciences
Tier 1:
- Love (Blue): Upon Roland landing a successful attack or dodging an attack, a random ally is healed for 15% of whatever the strikes damage was.
- Justice (Blue): Whatever enemy dealt the most damage to Roland and his allies recently is marked as the 'villain' and takes 20% more damage from all attacks.
- Hate (Red): After taking damage three times Roland takes an additional 10% mental damage from the last attack, but gains 10% Power and Speed for 10 seconds.
- Blessing (Red): After taking damage, Roland gains 50% resistance to that damage type. This changes when Roland is attacked by an attack of a different damage type.
- Despair (Red): When an ally is critically injured, all allies gain 30% Power and Speed, and all enemies take 10% more damage for 30 seconds.
- Blades Whetted by Teardrops (Blue): Upon a successful hit with a Pierce attack, Roland deals 25% of that strike as bonus damage that bypasses defense and resistances. (but not immensities)
Tier 2:
- Intemperance (Blue): On every 4th attack, Roland can't lose a clash using that attack, only win or draw. (Doesn't work against Super attacks.)
- Road to Happiness (Blue): Roland gains 10% defense if he successfully blocks, dodges, or deals damage for 10 seconds.
- Greed (Red): If either Roland or an enemy lands a solid attack on each other, whoever landed the solid attack deals an additional 30% damage and is healed by that additional amount.
- Wrath (Red): Roland goes into a berserk stance, ignoring allies but gaining 40% extra power and speed.
- Companion (Blue): If there is no "Companion" present the first enemy Roland attacks upon getting this power is marked as the "Companion", If Roland finishes off the Companion, all allies gain 20% speed for 10 seconds, are healed for 50% of the strike that finished it off, and Roland fully recovers stagger.
- Magical Girls (Red): If Roland's attacks are blocked or dodged 5 times after this power is acquired, Roland gains a 50% increase in defense and is immune to status effects. All enemies that attack Roland have their defense dropped by 10% as corrosive shadow sticks to them for 10 seconds.
Tier 3:
- Acidic Sludge: All enemies take 35% increased damage from all attacks and are slowed by 50%. This effect gradually wears off over 50 seconds.
- Void: Roland chooses a single weapon; for the rest of the fight he can no longer use any other weapon but gains an increase in his strength and defense based on the weapon's size. (up to 50%)
- Nix: If Roland has Hate, Despair, Greed and Wrath, all enemies deal 30% less damage, take 30% more damage, are slowed by 50%, and these pages lose their drawbacks.
Tier 1:
- Love (Blue): Upon Roland landing a successful attack or dodging an attack, a random ally is healed for 15% of whatever the strikes damage was.
- Justice (Blue): Whatever enemy dealt the most damage to Roland and his allies recently is marked as the 'villain' and takes 20% more damage from all attacks.
- Hate (Red): After taking damage three times Roland takes an additional 10% mental damage from the last attack, but gains 10% Power and Speed for 10 seconds.
- Blessing (Red): After taking damage, Roland gains 50% resistance to that damage type. This changes when Roland is attacked by an attack of a different damage type.
- Despair (Red): When an ally is critically injured, all allies gain 30% Power and Speed, and all enemies take 10% more damage for 30 seconds.
- Blades Whetted by Teardrops (Blue): Upon a successful hit with a Pierce attack, Roland deals 25% of that strike as bonus damage that bypasses defense and resistances. (but not immensities)
Tier 2:
- Intemperance (Blue): On every 4th attack, Roland can't lose a clash using that attack, only win or draw. (Doesn't work against Super attacks.)
- Road to Happiness (Blue): Roland gains 10% defense if he successfully blocks, dodges, or deals damage for 10 seconds.
- Greed (Red): If either Roland or an enemy lands a solid attack on each other, whoever landed the solid attack deals an additional 30% damage and is healed by that additional amount.
- Wrath (Red): Roland goes into a berserk stance, ignoring allies but gaining 40% extra power and speed.
- Companion (Blue): If there is no "Companion" present the first enemy Roland attacks upon getting this power is marked as the "Companion", If Roland finishes off the Companion, all allies gain 20% speed for 10 seconds, are healed for 50% of the strike that finished it off, and Roland fully recovers stagger.
- Magical Girls (Red): If Roland's attacks are blocked or dodged 5 times after this power is acquired, Roland gains a 50% increase in defense and is immune to status effects. All enemies that attack Roland have their defense dropped by 10% as corrosive shadow sticks to them for 10 seconds.
Tier 3:
- Acidic Sludge: All enemies take 35% increased damage from all attacks and are slowed by 50%. This effect gradually wears off over 50 seconds.
- Void: Roland chooses a single weapon; for the rest of the fight he can no longer use any other weapon but gains an increase in his strength and defense based on the weapon's size. (up to 50%)
- Nix: If Roland has Hate, Despair, Greed and Wrath, all enemies deal 30% less damage, take 30% more damage, are slowed by 50%, and these pages lose their drawbacks.
Language
Tier 1:
- Prey (Blue): The first enemy attacked by Roland is marked as 'Prey'. All allies deal 20% additional damage to the marked Prey.
- Vengeance (Red): Roland gains strength based on how much damage he has taken in the past 30 seconds, gaining strength based on the amount of damage taken. (up to 40% strength)
- Claws of Savagery (Red): Every time Roland takes 25% of his health after acquiring this page, Roland goes invisible and invincible for the next attack he deals. This attack deals 20% additional damage and causes the enemy to bleed.
- The Role of the Wolf (Blue): Roland gains 20% strength when using Counter. Upon countering an attack, the enemy loses 15% defense for 10 seconds.
- Fear of Water (Red): Roland causes his enemies to bleed for each attack he deals, and gains blood. Blood deals damage to Roland but gives him 20% strength.
- Vampirism (Blue): Roland deals 10% extra damage and heals that amount upon attacking a bleeding enemy.
Tier 2
- Ruddled Welts (Red): The closer to death Roland is, the more strength he gains, up to 50% at 25% health
- Instincts (Blue): Roland gains 5% strength. On every third attack that lands, Roland gains 15% of that strike as healing.
- Absorption (Blue): Whenever an enemy is defeated, Roland heals for 20% of his health. Additionally Roland gains temporary strength upon being healed for a significant time based on how much he was healed as a % of his hp. (1% strength for 1% of his hp, max 60%)
- Laughter (Red): Whenever Roland takes damage from 2 attacks, he lets loose a horrifying screech, dealing 15% of the currently held weapon's strike damage as mental damage to all enemies that can hear him, and reducing their damage dealt by 10% for 10 seconds.
- Mountain of Corpses (Red): Roland absorbs the agony of those around him once upon acquiring this card, gaining damage, defense, and speed based on the health of everything around him (enemy or ally) for the rest of the fight. Things closer to death give a higher value. (up to 10% per target, max 40%)
- Wine (Blue): Upon defeating an enemy with Bleed, Roland and his allies are healed for 40% of the final strike's damage and Roland gains Blood; Roland no longer takes damage from Blood.
Tier 3
- Goodbye: Every third attack from Roland deals double damage. A sinister "GoodBYE' can be heard when this triggers.
- Hello?: Every third attack, Roland is healed by the damage that attack dealt. A confusing "HellO?" can be heard when this triggers.
- Shell: Roland is immune to mental/psionic damage and effects and can't be staggered.
Tier 1:
- Prey (Blue): The first enemy attacked by Roland is marked as 'Prey'. All allies deal 20% additional damage to the marked Prey.
- Vengeance (Red): Roland gains strength based on how much damage he has taken in the past 30 seconds, gaining strength based on the amount of damage taken. (up to 40% strength)
- Claws of Savagery (Red): Every time Roland takes 25% of his health after acquiring this page, Roland goes invisible and invincible for the next attack he deals. This attack deals 20% additional damage and causes the enemy to bleed.
- The Role of the Wolf (Blue): Roland gains 20% strength when using Counter. Upon countering an attack, the enemy loses 15% defense for 10 seconds.
- Fear of Water (Red): Roland causes his enemies to bleed for each attack he deals, and gains blood. Blood deals damage to Roland but gives him 20% strength.
- Vampirism (Blue): Roland deals 10% extra damage and heals that amount upon attacking a bleeding enemy.
Tier 2
- Ruddled Welts (Red): The closer to death Roland is, the more strength he gains, up to 50% at 25% health
- Instincts (Blue): Roland gains 5% strength. On every third attack that lands, Roland gains 15% of that strike as healing.
- Absorption (Blue): Whenever an enemy is defeated, Roland heals for 20% of his health. Additionally Roland gains temporary strength upon being healed for a significant time based on how much he was healed as a % of his hp. (1% strength for 1% of his hp, max 60%)
- Laughter (Red): Whenever Roland takes damage from 2 attacks, he lets loose a horrifying screech, dealing 15% of the currently held weapon's strike damage as mental damage to all enemies that can hear him, and reducing their damage dealt by 10% for 10 seconds.
- Mountain of Corpses (Red): Roland absorbs the agony of those around him once upon acquiring this card, gaining damage, defense, and speed based on the health of everything around him (enemy or ally) for the rest of the fight. Things closer to death give a higher value. (up to 10% per target, max 40%)
- Wine (Blue): Upon defeating an enemy with Bleed, Roland and his allies are healed for 40% of the final strike's damage and Roland gains Blood; Roland no longer takes damage from Blood.
Tier 3
- Goodbye: Every third attack from Roland deals double damage. A sinister "GoodBYE' can be heard when this triggers.
- Hello?: Every third attack, Roland is healed by the damage that attack dealt. A confusing "HellO?" can be heard when this triggers.
- Shell: Roland is immune to mental/psionic damage and effects and can't be staggered.
Social Sciences
Tier 1
- Torn Off Wisdom (Red): Roland chooses a weapon, he can no longer use that weapon but gains 10% speed.
- Gleaning (Blue): Upon attacking an opponent that is healthier than Roland, Roland deals 10% extra damage and heals for that amount.
- Rake (Blue): After Roland hits an enemy with a massive attack, lock their ability to use a single attack for a minute at random.
- Cardiae (Blue): After Roland hits an enemy with an attack, he gains 20% speed for 10 seconds.
- Timber (Red): When Roland attacks a target stronger than him, he gains 20% strength against that enemy.
- Courage (Red): Roland gains extra Strength and Defense based on how many allies he has with him, up to 20% strength and defense at 4 allies. For every ally below 4, reduce this amount by 10%. (if 2 or less, Roland loses 10% strength and defense per person under 2, up to 20% lost if alone.)
Tier 2
- A Warm Heart (Red): If Roland is above 70% of his hp, he gains 20% strength
- Home (Blue): Numbers appear above enemy heads. If attacked by Roland or his allies in that order, each enemy takes 15% additional damage from said attack. Resets 10 seconds later after all enemies are attacked or an enemy is attacked out of order.
- A Road Walked Together (Blue): If Roland or an Ally take an attack meant for someone else, increase their strength and defense by 20% for 10 seconds.
- Power of the Past (Red): Roland loses 10% speed but gains 40% strength.
- Oblivion (Red): Once per battle, Roland can put himself or an ally into stasis for 10 seconds, making them invincible but unable to act while in stasis, then healing them to full when stasis ends.
- Emerald (Blue): Once per battle, Roland can seal an enemy attack, making them unable to use it for the rest of the battle.
Tier 3
- False Present: Roland and his allies gain 30% strength and defense, but take 25% more mental damage.
- Magic Trick: Once per battle, Roland instantly recharges and uses all EGO pages at once.
- Powder of Life: If Roland or an ally would take lethal damage (before abilities), that attack is nullified and that person heals 20% of their hp. This can only activate for each person once per battle.
Tier 1
- Torn Off Wisdom (Red): Roland chooses a weapon, he can no longer use that weapon but gains 10% speed.
- Gleaning (Blue): Upon attacking an opponent that is healthier than Roland, Roland deals 10% extra damage and heals for that amount.
- Rake (Blue): After Roland hits an enemy with a massive attack, lock their ability to use a single attack for a minute at random.
- Cardiae (Blue): After Roland hits an enemy with an attack, he gains 20% speed for 10 seconds.
- Timber (Red): When Roland attacks a target stronger than him, he gains 20% strength against that enemy.
- Courage (Red): Roland gains extra Strength and Defense based on how many allies he has with him, up to 20% strength and defense at 4 allies. For every ally below 4, reduce this amount by 10%. (if 2 or less, Roland loses 10% strength and defense per person under 2, up to 20% lost if alone.)
Tier 2
- A Warm Heart (Red): If Roland is above 70% of his hp, he gains 20% strength
- Home (Blue): Numbers appear above enemy heads. If attacked by Roland or his allies in that order, each enemy takes 15% additional damage from said attack. Resets 10 seconds later after all enemies are attacked or an enemy is attacked out of order.
- A Road Walked Together (Blue): If Roland or an Ally take an attack meant for someone else, increase their strength and defense by 20% for 10 seconds.
- Power of the Past (Red): Roland loses 10% speed but gains 40% strength.
- Oblivion (Red): Once per battle, Roland can put himself or an ally into stasis for 10 seconds, making them invincible but unable to act while in stasis, then healing them to full when stasis ends.
- Emerald (Blue): Once per battle, Roland can seal an enemy attack, making them unable to use it for the rest of the battle.
Tier 3
- False Present: Roland and his allies gain 30% strength and defense, but take 25% more mental damage.
- Magic Trick: Once per battle, Roland instantly recharges and uses all EGO pages at once.
- Powder of Life: If Roland or an ally would take lethal damage (before abilities), that attack is nullified and that person heals 20% of their hp. This can only activate for each person once per battle.
Philosophy
Tier 1
- Watchful Eyes (Red): Roland is immune to power draining moves, redirecting them to allies and gains 20% strength.
- Eternally Lit Lamp (Blue): Anything Roland attacks will be forced to attack him back unless under the effects of another taunt move for the next 10 seconds.
- Small Flutters (Blue): Roland gains 20% speed. If he dodges an attack, he gains 20% strength on his next attack.
- The Weight of Sin (Red): If Roland misses an attack, he takes 10% of the strike as damage and gains 20% defense and strength for 10 seconds.
- Long Arms (Blue): Roland is immune to damage from status effects. (Progresses the story of Apocalypse Bird)
- Big Eyes (Red): Roland takes 15% more damage from attacks, but heals for 15% of the damage dealt with his attacks. (Progresses the story of Apocalypse Bird)
Tier 2
- Salvation (Blue): Roland gains 10% strength against faster opponents. If the target is under 25% hp, seal an attack while they are under 25% hp.
- Punishment (Red): Upon taking damage, Roland gains 30% strength on the next attack against that foe.
- Punishing Beak (Blue): Roland deals bonus damage with attacks the longer he hasn't been attacked, up to 40%.
- Judgement (Red): Roland, All enemies, and all allies gain 1 Sin every 10 seconds. Whenever someone reaches 5 sin, sin is removed and they take damage that bypasses defense (But not immunities). Anyone can attack someone else to transfer their Sin to them.
- Tilted Scale (Blue): Upon Roland attacking the enemy with the most health, the ally with the least health is healed for 20% of the strike's damage.
- Small Beak (Red): Whenever Roland takes damage, gain 10% strength for the next attack. (Max 20%) (Progresses the story of Apocalypse Bird)
Tier 3
- The Beast: If Roland has Long Arms, Big Eyes, and Small Beak, anything that is attacked by or attacking Roland are unaffected by power gain or loss (except by this ability), both offensive and defensive. All enemies deal 30% less damage and Roland emanates a damaging aura of dread that procs Big Eyes on each foe hit. (Finishes the story of Apocalypse Bird, can't be taken if Long Arms, Small Beak, and Big Eyes haven't been taken.)
- Guardians of the Forest: All allies gain 15% speed, 15% strength, and 15% defense.
- Peace: When there is no "Intruder" present, the first enemy Roland attacks becomes the intruder. The intruder takes 10% extra mental damage from each strike that hits and deals 20% less damage.
Tier 1
- Watchful Eyes (Red): Roland is immune to power draining moves, redirecting them to allies and gains 20% strength.
- Eternally Lit Lamp (Blue): Anything Roland attacks will be forced to attack him back unless under the effects of another taunt move for the next 10 seconds.
- Small Flutters (Blue): Roland gains 20% speed. If he dodges an attack, he gains 20% strength on his next attack.
- The Weight of Sin (Red): If Roland misses an attack, he takes 10% of the strike as damage and gains 20% defense and strength for 10 seconds.
- Long Arms (Blue): Roland is immune to damage from status effects. (Progresses the story of Apocalypse Bird)
- Big Eyes (Red): Roland takes 15% more damage from attacks, but heals for 15% of the damage dealt with his attacks. (Progresses the story of Apocalypse Bird)
Tier 2
- Salvation (Blue): Roland gains 10% strength against faster opponents. If the target is under 25% hp, seal an attack while they are under 25% hp.
- Punishment (Red): Upon taking damage, Roland gains 30% strength on the next attack against that foe.
- Punishing Beak (Blue): Roland deals bonus damage with attacks the longer he hasn't been attacked, up to 40%.
- Judgement (Red): Roland, All enemies, and all allies gain 1 Sin every 10 seconds. Whenever someone reaches 5 sin, sin is removed and they take damage that bypasses defense (But not immunities). Anyone can attack someone else to transfer their Sin to them.
- Tilted Scale (Blue): Upon Roland attacking the enemy with the most health, the ally with the least health is healed for 20% of the strike's damage.
- Small Beak (Red): Whenever Roland takes damage, gain 10% strength for the next attack. (Max 20%) (Progresses the story of Apocalypse Bird)
Tier 3
- The Beast: If Roland has Long Arms, Big Eyes, and Small Beak, anything that is attacked by or attacking Roland are unaffected by power gain or loss (except by this ability), both offensive and defensive. All enemies deal 30% less damage and Roland emanates a damaging aura of dread that procs Big Eyes on each foe hit. (Finishes the story of Apocalypse Bird, can't be taken if Long Arms, Small Beak, and Big Eyes haven't been taken.)
- Guardians of the Forest: All allies gain 15% speed, 15% strength, and 15% defense.
- Peace: When there is no "Intruder" present, the first enemy Roland attacks becomes the intruder. The intruder takes 10% extra mental damage from each strike that hits and deals 20% less damage.
• EGO Pages
Upon reaching Emotion level 3, 4, and 5, Roland can choose from a pool of powerful EGO pages based on the floor he is fighting with. These are special attacks that can only be used every once in a while. When using an EGO page, the immediate area warps to that of the Abnormalities book, Roland gains a new outfit for the duration of the EGO as well as a weapon that he can use for a single attack. (This bypasses any weapon restrictions). EGO labeled as Mass are AoE attacks that hit all foes in an area, but do not benefit from debuffs that would be inflicted by Abnormality pages or buffs that would be applied after an attack lands. Enemies can use their own attacks to clash with mass attacks or dodge/evade, but can't counter attack them. Once the attack is used, the area stays transformed for 10 seconds before turning back to normal (At which point any buffs or debuffs caused by EGO pages also disappear). Roland can only use 1 EGO page at a time, and must wait for the area to go back to normal before he can use another one if he has one. Weapons gained via EGO pages aren't counted or included for Furioso or any other ability
Wrist Cutter (Mass): Deals an above average amount of damage to all enemies as they are drowned in corrupted blood. Removes all offensive and defensive buffs from enemies hit. The area turns into the inside of Bloodbath.
Aspiration (Mass): Deals a heavy amount of damage to all enemies as Roland blasts them with his life force. Roland loses half of his current HP and all allies gain 10% strength. The area turns into a flesh cave.
Marionette: Deals a large amount of damage to a single target as Roland slashes at them with a large blade. Roland is 20% slower. The area turns into a dilapidated schoolhouse.
Frost Splinter: Deals below average amount of damage to all enemies as a cold wind blows. Enemies are slowed by 20% and take 20% extra damage. The area turns into a frozen palace with an ice throne.
Remorse: Deals below average damage as Roland pounds nails into the target with a massive hammer. Attacks 3 random opponents. Each opponent deals 10% less damage, is 10% slower, and takes 10% more damage, this can stack if more than 1 hit a single opponent. The area turns into an opulent church.
Aspiration (Mass): Deals a heavy amount of damage to all enemies as Roland blasts them with his life force. Roland loses half of his current HP and all allies gain 10% strength. The area turns into a flesh cave.
Marionette: Deals a large amount of damage to a single target as Roland slashes at them with a large blade. Roland is 20% slower. The area turns into a dilapidated schoolhouse.
Frost Splinter: Deals below average amount of damage to all enemies as a cold wind blows. Enemies are slowed by 20% and take 20% extra damage. The area turns into a frozen palace with an ice throne.
Remorse: Deals below average damage as Roland pounds nails into the target with a massive hammer. Attacks 3 random opponents. Each opponent deals 10% less damage, is 10% slower, and takes 10% more damage, this can stack if more than 1 hit a single opponent. The area turns into an opulent church.
In the Name of Love and Hate (Mass): Deals a large amount of damage to all foes as a giant laser is fired from a heart shaped portal summoned behind Roland. The area turns into a cityscape with slight dark purple fog.
The Sword Sharpened with Tears: Deals moderate damage to a single foe as Roland thrusts a rapier at them. Dealt from Ranged and its damage bypasses defenses. The area turns into a starlit cityscape with various swords sticking out of the ground.
Gold Rush (Mass): Roland dashes at all opponents by going through a series of portal tunnels. Deals below average damage to each and Roland gains 10% strength for each enemy hit. (Max 50%). The area turns into a golden opulent throne room.
Blind Rage (Mass): Deals a large amount of damage to EVERYONE as Roland smashes the ground, causing waves of corrosive sludge to radiate outwards. Will be chosen and used if Roland has Wrath. The area turns into a nature scape with some urban waste.
The Jester of Nihil (Mass): Deals a moderate amount of damage to all enemies as Roland lets out a blast of void. if Roland additionally has Void, reduce their speed and damage dealt by 40%. The area turns a black and white church with the symbols of all 4 magical girls around.
The Sword Sharpened with Tears: Deals moderate damage to a single foe as Roland thrusts a rapier at them. Dealt from Ranged and its damage bypasses defenses. The area turns into a starlit cityscape with various swords sticking out of the ground.
Gold Rush (Mass): Roland dashes at all opponents by going through a series of portal tunnels. Deals below average damage to each and Roland gains 10% strength for each enemy hit. (Max 50%). The area turns into a golden opulent throne room.
Blind Rage (Mass): Deals a large amount of damage to EVERYONE as Roland smashes the ground, causing waves of corrosive sludge to radiate outwards. Will be chosen and used if Roland has Wrath. The area turns into a nature scape with some urban waste.
The Jester of Nihil (Mass): Deals a moderate amount of damage to all enemies as Roland lets out a blast of void. if Roland additionally has Void, reduce their speed and damage dealt by 40%. The area turns a black and white church with the symbols of all 4 magical girls around.
Crimson Scar (Mass): Roland deals a moderate amount of damage to all enemies in front of him by pulling out and rapid firing two shotguns. The area turns into a dark moonlit forest.
Cobalt Scar: Roland attacks the opponent with a flurry of blows of very low damage. These deal no damage and attacks used to parry them aren't expended. Roland then howls, dealing damage to the enemy based on how many blows landed. The area turns into a blood moonlit forest house.
Smile (Mass): Roland vomits a ton of corpse ichor from a large sword, dealing a low amount of damage to all enemies and reducing their damage dealt by 20%. The area turns into the inside of a decaying military corridor with rotting flesh and blood clinging to the walls and floor.
Dipsia (Mass): Roland unleashes needles of blood that deal a large amount of damage to all enemies. Roland is healed a small amount by each enemy hit and gains 10% strength. Enemies gain 10% strength but also start bleeding. The area turns into a blood red landscape with a blood red sky and a red castle in the background.
Mimicry: Roland slashes with a scythe formed from his hand, dealing very heavy damage to a single target and healing himself for the damage dealt. The area turns into an overrun containment unit with various large fleshy growths of eyes and teeth about.
Cobalt Scar: Roland attacks the opponent with a flurry of blows of very low damage. These deal no damage and attacks used to parry them aren't expended. Roland then howls, dealing damage to the enemy based on how many blows landed. The area turns into a blood moonlit forest house.
Smile (Mass): Roland vomits a ton of corpse ichor from a large sword, dealing a low amount of damage to all enemies and reducing their damage dealt by 20%. The area turns into the inside of a decaying military corridor with rotting flesh and blood clinging to the walls and floor.
Dipsia (Mass): Roland unleashes needles of blood that deal a large amount of damage to all enemies. Roland is healed a small amount by each enemy hit and gains 10% strength. Enemies gain 10% strength but also start bleeding. The area turns into a blood red landscape with a blood red sky and a red castle in the background.
Mimicry: Roland slashes with a scythe formed from his hand, dealing very heavy damage to a single target and healing himself for the damage dealt. The area turns into an overrun containment unit with various large fleshy growths of eyes and teeth about.
Harvest: Deals above average amount of damage to a single target as Roland fires out a sharp eldritch barb as a hook then rushes them with his rake claws. This does 10% more damage for every nearby ally. The area turns into a wheat field.
Lumber: Roland strikes a single target multiple times with a mighty axe, gaining extra damage on each successful hit to the final blow. Each hit deals below average damage and the last hit inflicts Bleed. The area turns into a bright forest.
The Homing Instinct (Mass): Roland drops a house on a group of enemies. This does a below average amount of damage and If at least 1 enemy takes damage, Roland and his allies gain 10% strength. The area turns into a bright grassland with a golden brick road leading to a city of emerald.
Faded Memories (Mass): Roland attacks with a blast of light that deals below average amounts of damage to every enemy. It at least 1 enemy takes damage, Roland and his allies gain 10% strength. The area turns into a decrepit ruin filled with emerald mist.
False Throne (Mass): All allies have their debuffs removed. This attack deals a moderate amount of damage to all enemies as large magical emerald crystals crash into them. The area turns into an emerald throne room.
Lumber: Roland strikes a single target multiple times with a mighty axe, gaining extra damage on each successful hit to the final blow. Each hit deals below average damage and the last hit inflicts Bleed. The area turns into a bright forest.
The Homing Instinct (Mass): Roland drops a house on a group of enemies. This does a below average amount of damage and If at least 1 enemy takes damage, Roland and his allies gain 10% strength. The area turns into a bright grassland with a golden brick road leading to a city of emerald.
Faded Memories (Mass): Roland attacks with a blast of light that deals below average amounts of damage to every enemy. It at least 1 enemy takes damage, Roland and his allies gain 10% strength. The area turns into a decrepit ruin filled with emerald mist.
False Throne (Mass): All allies have their debuffs removed. This attack deals a moderate amount of damage to all enemies as large magical emerald crystals crash into them. The area turns into an emerald throne room.
Lamp (Mass): The room goes dark and a single light breaks the darkness. This deals below average damage to all enemies and they can't benefit from buffs. The area turns into a dark forest with a bright yellow light.
Justitia: Roland forces an enemy to confront their sins. Deals very heavy damage that bypasses resistances, however the initial hit is moderate. The area turns into a dark forest with a bright yellow light.
Beak: Roland punishes opponents with a beak-like weapon, dealing low damage and increasing his strength by 20%. The area turns into a dark forest with a bright yellow light.
Twilight (Mass): Roland attacks all enemies with bolts of twilight coming from Apocalypse Bird. Deals moderate damage and slows enemies by 10%. The area turns into a very dark forest with almost no light, with the only light emitting from a large creature looking over the battlefield.
Apocalypse (Mass): Roland summons the mighty claw of the Apocalypse Bird that slams down, crushing a group of enemies and dealing heavy damage. This damage is increased if the enemies have low health and if Roland has high health. The area turns into a very dark forest with almost no light, with the only light emitting from a large creature looking over the battlefield.
Justitia: Roland forces an enemy to confront their sins. Deals very heavy damage that bypasses resistances, however the initial hit is moderate. The area turns into a dark forest with a bright yellow light.
Beak: Roland punishes opponents with a beak-like weapon, dealing low damage and increasing his strength by 20%. The area turns into a dark forest with a bright yellow light.
Twilight (Mass): Roland attacks all enemies with bolts of twilight coming from Apocalypse Bird. Deals moderate damage and slows enemies by 10%. The area turns into a very dark forest with almost no light, with the only light emitting from a large creature looking over the battlefield.
Apocalypse (Mass): Roland summons the mighty claw of the Apocalypse Bird that slams down, crushing a group of enemies and dealing heavy damage. This damage is increased if the enemies have low health and if Roland has high health. The area turns into a very dark forest with almost no light, with the only light emitting from a large creature looking over the battlefield.
• Emotion Level: Roland starts a fight at 0 emotion level, going up to 5. Roland gains emotion level when he clashes his attacks against enemy attacks. Roland must clash 1, 2, 3, 5, 8 times win or lose for each level relatively. Emotion based effects and attacks can modify Roland's emotion level as well, however Roland can never lose emotion levels in a fight. Each time his emotion level goes up, Roland gets 10% stronger, faster and more powerful. Other abilities are tied to this directly. Roland's emotion level resets to 0 if there is a rest period between battles.
• Distortion Mask: The mask Roland wears in combat distorts the perception of foes. This makes it more difficult for enemies to notice him and easier for them to forget he is even involved in the battle. Enemies he fights will not remember he was fighting them after a fight.
• The Black Silence: Roland has honed and augmented himself for years to become one of the strongest fixers in the City, a Color fixer named The Black Silence. Roland has superhuman reflexes, agility, and skill with higher than average strength. He is incredibly proficient with all types of weapons both melee and ranged and can learn how to use new weapons instinctively. Roland can deflect small ranged attacks if his currently drawn melee weapon attack is stronger than them. Finally, Roland has seen horrific things no mortal is meant to see, making him immune to horrific things, cognitohazards, and other such memory altering, fear, stress, or insanity causing mental effects.
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• Distortion Mask: The mask Roland wears in combat distorts the perception of foes. This makes it more difficult for enemies to notice him and easier for them to forget he is even involved in the battle. Enemies he fights will not remember he was fighting them after a fight.
• The Black Silence: Roland has honed and augmented himself for years to become one of the strongest fixers in the City, a Color fixer named The Black Silence. Roland has superhuman reflexes, agility, and skill with higher than average strength. He is incredibly proficient with all types of weapons both melee and ranged and can learn how to use new weapons instinctively. Roland can deflect small ranged attacks if his currently drawn melee weapon attack is stronger than them. Finally, Roland has seen horrific things no mortal is meant to see, making him immune to horrific things, cognitohazards, and other such memory altering, fear, stress, or insanity causing mental effects.
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Booking
When Roland is involved in a fight and him or his allies defeat an enemy, instead of turning into a spirit, page-like will o wisps envelop their spirit and turn them into a book instead. Books act like spirits in most regards; you can absorb them or crush/destroy them like any spirit. The differences being,
Guardians can not be booked.
When Roland is involved in a fight and him or his allies defeat an enemy, instead of turning into a spirit, page-like will o wisps envelop their spirit and turn them into a book instead. Books act like spirits in most regards; you can absorb them or crush/destroy them like any spirit. The differences being,
- Books do not expire on their own.
- Books can be read to get an understanding of the booked person's personal history and dreams
- Books will be fancier based on the rank of the spirit.
- If a foe is defeated that is a composite of multiple spirits, each spirit will split from the main foe and form their own, damaged, books. Damaged books act like normal books, but have some information missing or a fewer choice of items. The main foe will form into a book as normal.
- Books can be 'burned' to retrieve items from the spirit instead of being destroyed like a normal spirit, with the item being a choice of equipment the spirit used/wielded instead of a random item.
- A resurrection spell can be cast upon the book to revive the spirited person. This can only be done once and if defeated again, they will not turn into books.
Guardians can not be booked.
• Slow Start: Roland is weaker than other combatants when starting out a fight, getting to roughly the level of opponents around emotion level 2, 3, or 4 based on their strength, with bosses possibly being stronger than even 5.
• Mental Weakness: Roland is weak to psionic attacks or attacks of the mind, especially ones that stir up negative emotions in him thanks to the horrors hes seen. He is also weak to anything that can force him to 'swap sides'.
• Stagger: As Roland takes damage, he loses mental fortitude. When it bottoms out, he is stunned for a moment and takes double damage from all attacks while in this state. When he recovers, his mental fortitude is fully restored. Roland can regain some of this mental fortitude by evading enemy attacks.
• Weak Early Game: (Kassadin) Roland starts every battle with a 20% mobility and defense penalty that decays to 0% over 30s
• Glass Cannon: (Grimstroke) Decreases max health, physical defense, and magical resistance by 10%.
• Mental Weakness: Roland is weak to psionic attacks or attacks of the mind, especially ones that stir up negative emotions in him thanks to the horrors hes seen. He is also weak to anything that can force him to 'swap sides'.
• Stagger: As Roland takes damage, he loses mental fortitude. When it bottoms out, he is stunned for a moment and takes double damage from all attacks while in this state. When he recovers, his mental fortitude is fully restored. Roland can regain some of this mental fortitude by evading enemy attacks.
• Weak Early Game: (Kassadin) Roland starts every battle with a 20% mobility and defense penalty that decays to 0% over 30s
• Glass Cannon: (Grimstroke) Decreases max health, physical defense, and magical resistance by 10%.
Captain Falcon 4/10 C
Roland sees Falcon as his own kind of fixer, although one that is more into sports and fame than actual fixer work.
Therion 4/10 C
Therion looks like he wouldn't be out of place in a better place of the backstreets.
Primrose 4/10 C
Roland thinks Primrose came from a bad part of a nest, if that makes sense.
Sectonia 6/10 C
The fact Sectonia calls herself a queen and is 3 meters tall really throws Roland for a loop, she doesn't look out of place in some weirder parts of the city.
Blazermate 3/5 D
Roland finds it interesting Blazermate has K corp's singularity built into her, but its a lot more soothing and less painful.
Nadia 4/5 D
Roland finds her cat puns amusing.
Roland sees Falcon as his own kind of fixer, although one that is more into sports and fame than actual fixer work.
Therion 4/10 C
Therion looks like he wouldn't be out of place in a better place of the backstreets.
Primrose 4/10 C
Roland thinks Primrose came from a bad part of a nest, if that makes sense.
Sectonia 6/10 C
The fact Sectonia calls herself a queen and is 3 meters tall really throws Roland for a loop, she doesn't look out of place in some weirder parts of the city.
Blazermate 3/5 D
Roland finds it interesting Blazermate has K corp's singularity built into her, but its a lot more soothing and less painful.
Nadia 4/5 D
Roland finds her cat puns amusing.