I think she'd be okay showing it during fights, but if there's legitimately good police around, royalty, or civilians, it'd be best to just keep them under wraps.
Laws against parasites and any operation involving parasites that has not been authorized. The Labs were closed down at one point by Parasoul, but they opened back up in secret to destroy the Skullgirl.
Edited my character's blockbusters. Hope I did it correctly.
I'd say it's good except that you need to list how many bars it takes to execute each super. Other than that, very niceuh, Shiza-Chan. Of course, I'm not the GM, but hopefully he'll agree.
Name: Morgann Lacroix (Stage Name: "Morrgan the Magnificent")
Gender: Female
Age: 23
Species: Human; born and raised in the Chess Kingdom.
Birthday: April 26
Blood Type: O (Negative)
Height: 6'1"
Weight: 136 lbs.
Measurements: 34C-26-39
Likes: Magic, flowers (specifically magnolias), her dozens of suitors, money, fancy cars, bedazzled wands, the colors white and gold, chocolate, glamorous attire, the Medicis, rubies, reading tabloids, signing various things with her signature, birthday cake martinis, being rude, punctuality, Cirque des Cartes, pink doilies, gossip.
Dislikes: Fake magic and cheesy tricks, bad jokes, other women, poverty, Dagonians, Little Innsmouth, those who defy her wishes, gaudy or dull clothing, the Renoirs, Gale, rumors about herself, people better than her, Gigans, wizard-like apparel, anything associated with the Holy Trinity, socially awkward people.
Parasite/Living Weapon: Magnolia - Though the entirety of her magician's attire is the weapon itself, the parts primarily used in battle are her hat and her jacket. The inside of the suit is similar to a Sea of Dirac, which is assumed to be either connected to another dimension or is another dimension itself. The suit's attacks are aided by Morgann's magical antics, but its main function is executing scarring psychological attacks. The psychological attacks are formed after the suit has figured out the opponent's greatest fears, and after learning about what they fear the most, the attacks are tweaked to throw the nightmarish situations into play. Aside from its psychological abilities, this suit has been known to devour its user whole unless tamed and properly cared for. The current user, Morgann, has wielded this suit effectively since she was at least thirteen years of age due to her knack for magic and fancy clothing. She protects this suit with her life, and the strange thing is that it's the only thing she ever wears. Even in her sleep, she wears simply the jacket over her gown as a safety measure against any enemies that might attempt to attack her. The fibers within the suit are far too strong to simply be shredded, and yet no one knows what exactly they are made of. In order to properly destroy Magnolia, its seams must be undone by magique, an obsolete form of magic that has been lost to the ages. This suit cannot function on its own offense-wise without a user, but defense-wise, its methods are simple and effective. If someone other than Magnolia were to wear it, they would quickly be devoured and lost within the suit's depths forever.
Apperance:
Under the mask, Morgann's eyes are a piercing bright green. Her hair is short due to its pixie cut.
Biography: From her very birth, Morgann was said to have had a great deal of power within her magic. The cause for such power was that Morgann had been draining the very energy from her mother, Aes Lacroix, from the womb ever since the doctor confirmed that she was, indeed, going to be born. After she was conceived and her mother died during the birthing process, her father, Anton Lacroix, cherished her and protected her with his very life because she was all he had left. Not only was she the only one he had in the immediate family, but she was the last baby to be born so far in the Lacroix bloodline. Because she would possibly be the last to carry the family's blood within her veins, he provided her with a rather dangerous but magical suit known as Magnolia. From then on, not only did she come to love the suit, but she acquired a taste for glamorous clothing. Her father, being the well-known and rather rich magician that he was, lived in a lavish mansion within the Chess Kingdom with a young Morgann and two chess servants. While the kingdom struggled to recover from the war that completely destroyed the economy, Anton used his money that he collected through performing to provide for his daughter and spoiled her to the point that there was no way she would ever be able to comprehend poverty nor hard work. Morgann, by age six, had become a spoiled brat. Though elementary and high school, not only was she one of the most popular, but one of the most antagonistic students on campus. Frequently playing tricks on her teachers or bullying other students using her magic, she was usually seen sitting right outside of the principle's office. Despite her social status and magical abilities, she was nowhere near the smartest in the school district, and was actually ranked ten students from the bottom of the bucket regarding her average. This, of course, infuriated her because she never had and never would comprehend the essence of hard work and modesty. She thought simply because she was "the greatest in all of the Chess Kingdom" that she had to be valedictorian. So she destroyed the school and killed most of the people within it. Including the valedictorian. After realizing the repercussions that her deed would come with, Morgann cleaned up the rubble to the point that the campus seemed as if it had just disappeared, just like a true evil magician. Fearful of her father's righteous wrath, she packed up all of her things and left in graceful silence, setting her heart on becoming one of the biggest stars within her new destination. Canopy Kingdom. Prior to Gale's enlistment into the mafia, Morgann soon learned of the circus, Cirque des Cartes, and immediately signed up without second thoughts. Though she was blissfully unaware of their affiliation with the mafia, she became a sensation within the circus, not because she was the best, but simply because they lacked a magician in the first place. One night, as Morgann was about to retire to her dressing room to sleep for the night, Morgann caught a few of her fellow circus members moving a Dagonian's lifeless body to the elephant pen so that the animals would crush the proof that this man even existed. Appalled and feeling a tad hypocritical due to her previous actions, she demanded what was going on and demanded an answer. Cornered with no way to wriggle out of an explanation, one of the culprits stepped up and explained the mafia's goal for total domination over the Canopy Kingdom. After careful consideration and deeming herself a hardened criminal, Morgann demanded to be enrolled in the mafia's forces as the "deadliest hitman they would ever see." With only a day of waiting, she was quickly accepted into their ranks as a lethal force of nature. Though she wishes to be the best assassin within the mafia, many of the hitmen have pegged her below many other killers' abilities, Gale being one of them. Ever since that day, Morgann has vowed to not only kill those in her way of being the best, but has created a plan in her head to get to the Skullheart and become the Skullgirl. She would work strictly for the Medicis and help them dominate the kingdom with ease. With such outlandish goals, she's got a long way to go.
Special Attacks/Blockbusters: Alacarzam (Level One -- AIR OK) - Morgann sends a bolt of energy into the ground using her wand before several cars, one-by-one, knock the opponent back. Deals fair damage.
Stellar Gunner (Level One) - Morgann pulls a rabbit out of her jacket before shoving it impatiently into her tall hat and promptly rips out a tommy gun before shooting feverishly at the opponent until she runs out of ammo (15 hits). If blocked, still manages to move the opponent back quite a ways away; has weak damage due to multiple hits.
The Houdini (Level 2) - Counter super in which Morgann quickly blocks the super with a pair of rusted cuffs similar to Houdini's before disappearing in the midst of a smoke bomb. The disappearance leaves the opponent confused before a large cage from the magician's signature water escape comes reeling down from the ceiling, slamming down onto the opponent's head as Morgann escapes the cage. This attack can be easily blocked; can only occur right as Morgann is being hit. Deals major damage.
Now You See Me, Now You Don't (Level 2) - If the opponent blindy charges Morgann, she'll wave cheerfully before falling into a trap door on the floor only to rebound up from another behind her challenger. She'll quickly shove her magician's hat over their head and keep them locked in a chokehold, keeping the hat on long enough for an explosion to occur from within it. The only sign that it has happened is the sound of a muffled explosion followed by smoke escaping from the bottom of the hat. This attack causes a hard knock down, but can simply be jumped out of if the opponent manages to stop attacking in time. It is categorized as a grab super, so jumping out of Morgann's range is possible, but if not avoided, can deal major damage.
Magnolia's Magique (Level 3) - Morgann's most dangerous command grab super in which she opens her magician's jacket and forces the opponent into it before shutting it and struggling to keep it closed over her. Whilst in the suit, the opponent finds him or herself falling into a dark area similar to the Sea of Dirac before being pummeled by a multitude of white, purple, and golden fists before being thrown out of the jacket and onto the floor. Cannot be avoided unless the opponent has jumped out of Morgann's range. Deals crippling damage.
I'm really wanting to get in on this, but I'm not sure how well I'd be able to do seven roleplays, even if two of them are on death's door.
Perhaps consider how well you like the others, and then think about how much you want to be in this? I'd just compare how much I like each RP, and maybe quit the one that doesn't matter much..?
1.) Give it some sort of catchy name. Alliterations or words that make sense and go well together are where you should start.
2.) Describe the attack. Skullgirls is full of references, so don't be afraid to just go look up some supers from other fighting games and reference them. I would go easy on this rule, though; try to make maybe two original supers.
3.) Decide on its damage and how many bars it should cost.
4.) Go over all of the moves real quick and make sure they're not ridiculously overpowered or just that they make sense. Like, I don't think your Egret would have a fireball super because it flat-out doesn't make sense.
Likes: Nighttime, fruit, Brandy Station, Ash, napping, the Nathbakk family, piano music, puffy vests and boots, gliding around with her weak wings, picking flowers, watching horror movies, destroying anything involved with lawful authority or royalty, playing peek-a-boo, making her pompadour-like hair as fluffy as can be.
Dislikes: Daytime, the Renoirs, police, Cirque des Cartes, losing her temper, talking, anything incredibly loud, crowds, other Medici affiliates, rival legbreakers, guns, being teased for her height, chocolate, meat, weeds, swimming, dogs and cats, lack of respect, impatience, being kept away from Ash.
Parasite/Living Weapon: Brandy Station - A living sabre with a thin silver hilt and a curved obsidian blade that alone measures up to at least 72 inches. Wielded by Gale, the sword possesses half of the wielder via their fighting will and makes them an adept swordsman, becoming so precise that they can slice through a speeding bullet with ease. Though the sword's wielder is possessed, he or she is aware of their surroundings and able to control the living weapon with ease so long as the synchronization is stable. If the wielder loses control of their temper and attacks with all of the anger within their heart, the sword's abilities correspond with the emotions and enters a berserker mode, a very dangerous state that could drive the user insane or, in the worst scenario, could kill them from the energy used. When in use, the sword takes on a faint yellow glow, and the hilt becomes burning hot if touched by anyone other than its user as a defense mechanism. The last known wielder, Gale's father, was nearly killed due to the weapon's extreme abilities, and, as a safety precaution to keep the future Nathbakk generations out of danger, retired the sword. It had been sitting on top of the fireplace within the family's living room on a rack and in its sheath until Gale became its user to assist her in battle. While Gale is possessed, her voice has a garbled, static accent. Brandy's voice, however, is audible static that only parasites and other living weapons can understand.
Apperance: As shown by the measurements, Gale is incredibly short for her age, and she was even the shortest amongst her family. Maintaining a rather intimidating and menacing apperance, the feral sports not only a purple pompadour that she has almost perfected and purple lipstick, but snakebite lip piercings, a diamond nose stud that she happened to steal, black pearl earrings, and a red bandana with a single black 'X' over her left eye. The bandana keeps Gale's blind eyes under wraps, and though her sight is gone, her eyes possess the ability to act as lights, often appearing at an intensity of about your average flashlight. The only time Gale's eyes ever show is when she's illuminating an area for the courtesy of others or if she's using them within a fight. The intensity of her light can grow so strong that it is able to permanently blind people, but doing so would burn her eyes out for weeks and would require meticulous care to heal. Instead, they only grow bright enough to temporarily blind an opponent for about ten seconds. When the bandana is off and the light is not being used, her eyes appear empty and ghost-like with the whites being replaced by a bright yellow and the pupils a dark red color. Her usual attire includes a charcoal black down vest with four main sections, a red turtleneck with no sleeves that was tailored to expose her stomach, a black mini skirt, and white knee-high boots that have been tinted pink from the stains of blood caused by her job as a hitman. Her skin is a fair peach color though she does not like daytime because she has to travel out during the early hours to run "errands" for the mafia. Because she is a bat feral, Gale possesses two distinctive traits that immediately give away her bat genes: her freakishly large, black bat ears and her rather small bat wings that only stretch out to the ends of her shoulders. Given that her lack of sight has hindered her senses, it also increased the strength of her hearing and the other senses, explaining why she cannot handle loud sounds. Her bat wings are too weak and too small to allow her to properly fly like a bat, so she can only glide a few feet off the ground before having to land. Given that her strong points are not only precision but speed, her legs are incredibly toned from sprinting around like a maniac, but her arms are lacking in the muscle department.
Headshot of Gale drawn by me, wowow.
Biography: Gale was born and lived in the outskirts of Little Innsmouth with her family, and that little bat family of hers consisted of the father, Drac Nathbakk, her mother, Rhine Nathbakk, and her younger twin brothers, Rush and Caine. The Nathbakk family was notorious for possessing incredible speed and hearing to make up for no vision, and though there were frequent robberies in their neighborhood, no thief had succeeded in penetrating their home. The mother and father were so bent on not only protecting their property but their offspring, that no criminal had succeeded in advancing at least four feet before either being killed in cold blood by the father or being chased out by the duo. Upon the arrival of the two twin brothers, who the doctor had predicted would die at birth, Drac taught Gale how to defend and fight through means of strictly her hands and her environment to defend their precious family. After weeks of strenuous training, her father strengthened her vocal chords and taught her to screech like a true bat to navigate her surroundings, and she soon perfected the art of navigation through echolocation and her hearing, allowing her to create a mental map within her mind of her area. By age seven, Gale was an incredibly strong fighter as her brothers grew to be adept fighters as well. Throughout the years, the family lived in harmony and maintained their intimidating reputation, but on Gale's fifteenth birthday, life threw her the biggest curveball that a juvenile bat chick could ever ask for. On the day of her birthday, Gale had come down with a cold. Though she was sick, her family wished her a happy birthday and gave her the biggest fruit buffet that she could've dreamed of. After a few hours of festivities, her mother and father along with the twins notified her that they would be back with a present that all four of them had been saving up for. As Gale lay in bed, sick but excited for the return of her family, a shootout was taking place within New Meridian between the crooked policemen whose strings were being pulled by the mafia and the Black Egrets. Caught in the crossfire, the four ferals were all fatally wounded, and their injuries halted the entirety of the fight. As the policemen took their leave, the remaining Egrets worked to keep the family alive, but their efforts were for naught. The twins had passed within seconds of the bullets penetrating them, and the mother had finally bled to death in the arms of Drac, who had been shot at least five times in the chest. Rushed to the nearest hospital in critical condition, the father soon succumbed due to the shock of the nightmarish situation. Gale, blissfully unaware of her family's demise, woke up after hearing the faint knocks at the door of her little home. Filled with energy, she rushed to the door and prepared to greet who she thought would be there, but her smile fell slightly at the sight of a rather tall Egret, the exact one whose bullets had pierced her father's chest. After a few minutes of explanation and the news that the four ferals had passed, the news began to slowly sink in within Gale's heart and caused her to snap within that very moment. Filled with an uncontrollable rage, Gale was charged with first-degree murder that very night for the death of the messenger. The Medicis, who had been aware of the family's power for ages, had purposely caused the death of the Nathbakks to give Gale a reason to join as one of their many personal hitmen. After pulling a few strings and having her freed, she immediately joined the ranks of the mafia to obliterate any lawful authority within the kingdom, especially anyone affiliated with the Renoirs. Taking on the title as the wielder of Brandy Station, Gale sold the house as a way to ease her heartache and began to train relentlessly with the living weapon. The heartache and anger soon gave way to emptiness, and for about two years, Gale has been devoid of all emotion. Though she is unaware, her malice and somberness is let out through her fighting style, quickly and mercilessly. Her closest friend, Ash, who had been taken into the family in Gale's late teen years as the only Gigan in Little Innsmouth and had adopted the Nathbakk name, joined her as her partner in the mafia. Ash is the only person in Gale's life that can make her smile and feel safe without fail, causing Gale to grow incredibly protective and possessive of her. The two are currently residing in a small apartment right outside of New Merdian and carry out the latest hits given to them by the head of the mafia.
Special Attacks/Blockbusters: Dasher's Slash (Level One) - Multiple quick slashes from Brandy Station's blade that knock the opponent far away from the wielder due to the immense power.
Bat Breaker (Level Two) - Gale takes the opponent over her shoulders with her rather weak muscles, and though struggling to hold them up in the air, successfully bends his or her body to the point that it feels like their spine is going to break and delivers three hits before throwing them back to the ground. Deals an immense amount of damage.
Bat Berserker (Level Two) - Brief period of time where Gale and Brandy Station enter a berserker mode where speed and strength has increased. Attacks become slightly slower due to increased power.
Nathbakk Frenzy (Level Three) - A speedy blockbuster that begins with a direct blow to the face followed by a flurry of quick, powerful kicks delivered to the opponent's shins to throw them off balance and kick them a fair distance.
Radiant Rays (Level One/Five -- AIR OK) - Depending on how much energy (bars) one has, Gale's eyes deliver powerful rays that knock the opponent back. Level one is a medium-sized ray that appears similar to UV light that leaves the opponent burned but standing. Level five is a gargantuan beam that appears as a scorching laser and results in a hard knockdown.
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Will make my second character tomorrow. Remember that Skullgirls is full of references. Like, everywhere, so don't be afraid to base your attacks on other fighting game moves. Also, though it was not listed, please make sure you specify what species your character is, and when stating birthdays, refrain from listing a specific year.
You had me at "Skullgirls". I'd like to know a few more things about the RP though. I have three questions in particular.
1) Depending on the timeframe, what's your stance on canons? I don't usually ask this, but I love Ms. Fortune too much to not consider the possibility that I might end up wanting to RP her if the timeframe is correct.
2) Are you seeking a co-GM to help manage this? I've GM'd and co-GM'd many RPs over the years, and would be glad to contribute whatever I can to make this successful.
3) Could you go a bit more into detail on the plot? If further details are unavailable and the answer to 2 is "yes", I'd be glad to help build it if you'll have me *gentlemanly bow*
1.) We were actually considering placing it after Umbrella and Parasoul's time so that canon characters weren't available, and that means we'd need roleplayers to replace Cirque members, Medici Mafia members, Renoir Royals, etc.
2.) I think co-GM and GM have been set. Poog is the co-GM, and the OP is the GM.
3.) The plot is still being looked at as of right now. Considering past events within the plot of the Renoirs, the Skullheart's power has skipped a generation since Parasoul wished for Umbrella to never be the Skullgirl, but she herself took on the burden and became like her mother. The replacement for the Canopy ruler will discover she has Skullgirl blood within her, calling for possibly an inevitable transformation into the monster, but again, things are still a bit fuzzy.
We could still use the help, tbh. You'll have to ask the GM/co-GM, though.