Making me choose between bugs vs frogs is actually messed up. I think Acorn Weevils might clutch it for bugs though.
2
likes
3 mos ago
Trying to get my hands on some unregistered spellbooks for those sweet pre-Mageblight spells. If anyone has one with 'Gerber's Ball of 20 Spiders' hmu.
2
likes
4 mos ago
deeply upset that I am now imagining Peter Griffin's hypothetical moveset
4
likes
6 mos ago
Spiders are cool as hell, it isn't their fault our brains are wired to be alarmed by many-legged things skittering
"The victor will always be the one who is better prepared!"
Name: Simon Garfunkel
Aliases: The Skittish Sharpshooter of Salt Lake City. "Bad Luck Simon."
Age: 27
Gender: Male
Origin: Utah Territory, Salt Lake City.
Abilities: Simon's title is not a misleading one. Despite his timid, nervous nature, he is a serious dead shot. His talent with a gun is that of a gunslinger. The time it takes for Simon to draw his six shooter from its' holster is impressive. And despite being a nervous wreck, the only part of his body that never shakes or trembles are his hands. Steady aim and quick reflexes aside, Simon struggles when it comes to larger-scale gun fights, due to his mental fortitude and quick shooting not being equal to his steady aim and quick drawing talent.
Of course, that isn't all Simon is capable of. A strange skill he's picked up on is sleight of hand. He's never once performed as a stage magician, card shark, or anything of the sort, but despite that Simon has a knack for misdirection and tricks. He tends to use this talent to pocket seemingly mundane objects 'for later use.'
Simon is built like a tank. He's big and bulky, and thus is pretty physically imposing. But he doesn't actually know how to fight. He can carry stuff, take a beating, and has pretty good stamina, but in an actual brawl despite all that bulk he's pretty much dead weight. A meat shield at best.
When it comes to survival skills, Simon knows basic first-aid, and can cook exactly one meal. A sandwich.
Appearance: Simon is a bulky, muscular guy with an imposing frame that stretches his suit. He stands at about six feet tall, and weighs 172 lbs. While his upper body is garbed in fancy clothing, somewhere between a cowboy and a magician, Simon wears a pair of old, pale brown riding pants, and cowboy boots that have seen better days. Simon's jacket houses a great deal of pockets and pouches for him to store things in, furthering his unintentional stage magician appearance.
Personality: Simon's large, imposing frame is contrasted immensely by his personality. He's incredibly soft-spoken and timid, seemingly neurotic in his paranoia. He's so overly cautious that he's developed kleptomania, snatching useless trinkets and keeping them 'just in case' they ever become useful. His cowardice is so great, that despite being a former policeman, Simon's first reaction when he sees danger, or criminal activity is to ensure he's nowhere near it in order to avoid getting hurt.
If his paranoid and timid nature weren't enough, Simon is also a strong believer in the concept of luck, making him terrified of things such as black cats, nervous around ladders, and strategically evasive, lest he step on a crack. He also carries around a rabbit's foot.
While he is, quite frankly, a neurotic mess, Simon is also a very morally driven person. He treats everyone as kind as possible, provided they are kind to him. Simon has a very firm, stable voice and somehow has a calming presence despite never being calm himself. He's the type of person to give off a happy-sad vibe at all times. Giving watery half-smiles and attempting to get others to look on the bright side. Declaring "At least you aren't me." is his standard form of comfort, and there's not even a hint of sarcasm in it.
When Simon gets frantic, he doesn't end up shouting, or getting angry. Instead his voice goes up an octave, and he begins talking fast and frantically, performing swift hand motions and in general losing his cool. Most strategy goes out the window the moment Simon gets this way, and he ends up stressing others out with his spastic attitude.
Short Biography: Simon was born and raised by a fairly poor family in Salt Lake City. He grew up surrounded by Mormons, as the city was, after all, created by them to be a sanctuary of sorts. Despite being born to a Mormon family, and being surrounded by like-minded people, Simon was never the religious type. The only thing he believed in was Lady Luck. Unfortunately for him, he seemed to have been born with bad luck. Tripping over rocks that he didn't notice, forgetting to tie his shoes, biting his cheek while eating, and rain falling the moment he went outside to play were only some of the things that happened to him nearly constantly.
This shaped Simon's life going forward. His life goal was one he decided on early. He desired to be in an environment that did not require caution. Everything was too dangerous, and Simon needed to fix that. As a kid, this translated to a very simple concept. If he joined the police force, he would be able to keep the area safe. Despite being a nervous kid, Simon was determined in his youth. He grew up tough, working out whenever possible. When he reached adulthood, Simon began training for the force. He was eventually accepted in his early 20s, and was made a mounted officer due to his soft-spoken, timid nature making him better with the horses than most.
Things spiraled from there. Simon found himself terrified of every single criminal, no matter how minor the crime. His deft shooting was enough to compensate for this whenever a criminal turned out to actually be violent, but his track record of letting criminals go was pretty bad. So bad, in fact, that Simon was given an ultimatum. If another crook escaped because he hesitated, he was out.
As if fate itself decided to mock Simon, the next crook was a bandit on horseback. He came in, guns blazing, stole what he could, and rode out. Simon pursued, along with several other officers. The chase was long and grueling, taking them so far, that they ended up in the Sevier Desert. By this point the bandit was getting antsy, and everyone was exhausted. So he started shooting. Simon's fellow officers fell, and he kept riding.
During this chase, neither party noticed that they had passed into some strange canyon. A legendary location known as the Devil's Palm. With their horses unable to take any more riding, Simon faced off with the bandit. Their confrontation ended in nearly an instant. The bandit with a slug through the stomach, and Simon with one through the shoulder. Simon attempted to leave, only to find himself horribly lost. He wandered for days, draining what little supplies he had. He eventually lost consciousness from dehydration, due to him giving the last of his water to his horse.
If he had fallen off of his horse after losing consciousness, Simon would have died. But he didn't. For once in his life his luck wasn't rotten. His horse wandered off in one direction, and eventually left the palm. Simon woke up on his horse near a river, and from there, they made their way back home.
Where Simon immediately quit the force. He ended up 'stealing' the horse, since she was a police horse, and not his. But they had been through a lot, and Simon didn't plan on leaving town without her. It was around this time Simon began hearing rumors of a race, with a massive monetary prize. He made his way to San Diego to compete in this race. Only to find out on his way there, that his near-death experience in the Palm must have brought something back with him. He was being 'haunted' by a metal spirit only he could see. And if that weren't enough, the spirit was an asshole.
Equipment: Simon keeps his trusty six-shooter with him at all times. He also has begun collecting random trinkets, which are currently as follows: Three metal spoons of different quality, a harmonica, three juggling balls, a knife, and a tinderbox.
Name: Cecilia
Age: 12
Gender: Female
Appearance:
Temperament: Cecilia's temperament is her greatest quality. As a former Police Horse, she is nearly constantly calm and collected. Barely anything can spook this horse. The downside to this is that it takes a great bit of egging on to get her to start running at full speed.
Notable Traits: As a Quarter Horse, Cecilia can hold a lot more weight than most other racing horses, which is good, considering that Simon is a larger guy. Apparent after surviving the Devil's Palm is the fact that while Cecilia's specialty is short-distance bursts of speed, she is a horse with a surprising deal of endurance. Of course, that doesn't mean she's a long-distance horse. While she's got plenty of stamina, she isn't fast over long stretches of land, only able to produce short bursts of great speed.
Stand Information
Stand Name:「PERFORM THIS WAY」
Stand Appearance: Perform This Way takes the form of a large wind-up toy, that were popularized a mere 10 years before 1890. Unlike standard wind up toys, Perform This Way is of roughly human size, and seems to float in place. The stand's arms have some degree of bend to them, but their legs are totally joint-less. Not that it matters much, given it floats. The stand has a large wind-up key on its' back.
Abilities: Perform This Way's ability is primarily a restriction. The stand is an automated type stand that will perform tasks requested of it, provided they are possible to accomplish given its' skill set, and specific. (Such as; attack the enemy hiding behind that rock formation, as opposed to 'attack the enemy' when their location is unknown.) The tasks must also not be given in absolutes. One cannot request Perform This Way to 'defeat the enemy stand user.' Because there is no guarantee Perform This Way will succeed. They have to instead phrase it as 'Attack the enemy stand user.' Or 'Defend me from the enemy stand.'
What makes this stand both restrictive, is the fact that while the stand is highly durable, and significantly more versatile than most other stands due to its' nature as an automated stand that isn't restricted to a single trigger/function, the stand cannot activate until 'tasks' are performed for it. When a request is given, the stand will respond with a counter request. These requests are usually mundane tasks, or immature dares. Things like 'balance spinning plates on your head' or 'eat those worms.' When fulfilled, these requests will cause the stand's wind-up key to turn. The stand can be let loose at any time after the key starts turning, but the more tasks done/longer the task is done, the more time the stand has to act before the key stops turning.
"The victor will always be the one who is better prepared!"
Name: Simon Garfunkel
Aliases: The Skittish Sharpshooter of Salt Lake City. "Bad Luck Simon."
Age: 27
Gender: Male
Origin: Utah Territory, Salt Lake City.
Abilities: Simon's title is not a misleading one. Despite his timid, nervous nature, he is a serious dead shot. His talent with a gun is that of a gunslinger. The time it takes for Simon to draw his six shooter from its' holster is impressive. And despite being a nervous wreck, the only part of his body that never shakes or trembles are his hands. Steady aim and quick reflexes aside, Simon struggles when it comes to larger-scale gun fights, due to his mental fortitude and quick shooting not being equal to his steady aim and quick drawing talent.
Of course, that isn't all Simon is capable of. A strange skill he's picked up on is sleight of hand. He's never once performed as a stage magician, card shark, or anything of the sort, but despite that Simon has a knack for misdirection and tricks. He tends to use this talent to pocket seemingly mundane objects 'for later use.'
Simon is built like a tank. He's big and bulky, and thus is pretty physically imposing. But he doesn't actually know how to fight. He can carry stuff, take a beating, and has pretty good stamina, but in an actual brawl despite all that bulk he's pretty much dead weight. A meat shield at best.
When it comes to survival skills, Simon knows basic first-aid, and can cook exactly one meal. A sandwich.
Appearance: Simon is a bulky, muscular guy with an imposing frame that stretches his suit. He stands at about six feet tall, and weighs 172 lbs. While his upper body is garbed in fancy clothing, somewhere between a cowboy and a magician, Simon wears a pair of old, pale brown riding pants, and cowboy boots that have seen better days. Simon's jacket houses a great deal of pockets and pouches for him to store things in, furthering his unintentional stage magician appearance.
Personality: Simon's large, imposing frame is contrasted immensely by his personality. He's incredibly soft-spoken and timid, seemingly neurotic in his paranoia. He's so overly cautious that he's developed kleptomania, snatching useless trinkets and keeping them 'just in case' they ever become useful. His cowardice is so great, that despite being a former policeman, Simon's first reaction when he sees danger, or criminal activity is to ensure he's nowhere near it in order to avoid getting hurt.
If his paranoid and timid nature weren't enough, Simon is also a strong believer in the concept of luck, making him terrified of things such as black cats, nervous around ladders, and strategically evasive, lest he step on a crack. He also carries around a rabbit's foot.
While he is, quite frankly, a neurotic mess, Simon is also a very morally driven person. He treats everyone as kind as possible, provided they are kind to him. Simon has a very firm, stable voice and somehow has a calming presence despite never being calm himself. He's the type of person to give off a happy-sad vibe at all times. Giving watery half-smiles and attempting to get others to look on the bright side. Declaring "At least you aren't me." is his standard form of comfort, and there's not even a hint of sarcasm in it.
When Simon gets frantic, he doesn't end up shouting, or getting angry. Instead his voice goes up an octave, and he begins talking fast and frantically, performing swift hand motions and in general losing his cool. Most strategy goes out the window the moment Simon gets this way, and he ends up stressing others out with his spastic attitude.
Short Biography: Simon was born and raised by a fairly poor family in Salt Lake City. He grew up surrounded by Mormons, as the city was, after all, created by them to be a sanctuary of sorts. Despite being born to a Mormon family, and being surrounded by like-minded people, Simon was never the religious type. The only thing he believed in was Lady Luck. Unfortunately for him, he seemed to have been born with bad luck. Tripping over rocks that he didn't notice, forgetting to tie his shoes, biting his cheek while eating, and rain falling the moment he went outside to play were only some of the things that happened to him nearly constantly.
This shaped Simon's life going forward. His life goal was one he decided on early. He desired to be in an environment that did not require caution. Everything was too dangerous, and Simon needed to fix that. As a kid, this translated to a very simple concept. If he joined the police force, he would be able to keep the area safe. Despite being a nervous kid, Simon was determined in his youth. He grew up tough, working out whenever possible. When he reached adulthood, Simon began training for the force. He was eventually accepted in his early 20s, and was made a mounted officer due to his soft-spoken, timid nature making him better with the horses than most.
Things spiraled from there. Simon found himself terrified of every single criminal, no matter how minor the crime. His deft shooting was enough to compensate for this whenever a criminal turned out to actually be violent, but his track record of letting criminals go was pretty bad. So bad, in fact, that Simon was given an ultimatum. If another crook escaped because he hesitated, he was out.
As if fate itself decided to mock Simon, the next crook was a bandit on horseback. He came in, guns blazing, stole what he could, and rode out. Simon pursued, along with several other officers. The chase was long and grueling, taking them so far, that they ended up in the Sevier Desert. By this point the bandit was getting antsy, and everyone was exhausted. So he started shooting. Simon's fellow officers fell, and he kept riding.
During this chase, neither party noticed that they had passed into some strange canyon. A legendary location known as the Devil's Palm. With their horses unable to take any more riding, Simon faced off with the bandit. Their confrontation ended in nearly an instant. The bandit with a slug through the stomach, and Simon with one through the shoulder. Simon attempted to leave, only to find himself horribly lost. He wandered for days, draining what little supplies he had. He eventually lost consciousness from dehydration, due to him giving the last of his water to his horse.
If he had fallen off of his horse after losing consciousness, Simon would have died. But he didn't. For once in his life his luck wasn't rotten. His horse wandered off in one direction, and eventually left the palm. Simon woke up on his horse near a river, and from there, they made their way back home.
Where Simon immediately quit the force. He ended up 'stealing' the horse, since she was a police horse, and not his. But they had been through a lot, and Simon didn't plan on leaving town without her. It was around this time Simon began hearing rumors of a race, with a massive monetary prize. He made his way to San Diego to compete in this race. Only to find out on his way there, that his near-death experience in the Palm must have brought something back with him. He was being 'haunted' by a metal spirit only he could see. And if that weren't enough, the spirit was an asshole.
Equipment: Simon keeps his trusty six-shooter with him at all times. He also has begun collecting random trinkets, which are currently as follows: Three metal spoons of different quality, a harmonica, three juggling balls, a knife, and a tinderbox.
Name: Cecilia
Age: 12
Gender: Female
Appearance:
Temperament: Cecilia's temperament is her greatest quality. As a former Police Horse, she is nearly constantly calm and collected. Barely anything can spook this horse. The downside to this is that it takes a great bit of egging on to get her to start running at full speed.
Notable Traits: As a Quarter Horse, Cecilia can hold a lot more weight than most other racing horses, which is good, considering that Simon is a larger guy. Apparent after surviving the Devil's Palm is the fact that while Cecilia's specialty is short-distance bursts of speed, she is a horse with a surprising deal of endurance. Of course, that doesn't mean she's a long-distance horse. While she's got plenty of stamina, she isn't fast over long stretches of land, only able to produce short bursts of great speed.
Stand Information
Stand Name:「PERFORM THIS WAY」
Stand Appearance: Perform This Way takes the form of a large wind-up toy, that were popularized a mere 10 years before 1890. Unlike standard wind up toys, Perform This Way is of roughly human size, and seems to float in place. The stand's arms have some degree of bend to them, but their legs are totally joint-less. Not that it matters much, given it floats. The stand has a large wind-up key on its' back.
Abilities: Perform This Way's ability is primarily a restriction. The stand is an automated type stand that will perform tasks requested of it, provided they are possible to accomplish given its' skill set, and specific. (Such as; attack the enemy hiding behind that rock formation, as opposed to 'attack the enemy' when their location is unknown.) The tasks must also not be given in absolutes. One cannot request Perform This Way to 'defeat the enemy stand user.' Because there is no guarantee Perform This Way will succeed. They have to instead phrase it as 'Attack the enemy stand user.' Or 'Defend me from the enemy stand.'
What makes this stand both restrictive, is the fact that while the stand is highly durable, and significantly more versatile than most other stands due to its' nature as an automated stand that isn't restricted to a single trigger/function, the stand cannot activate until 'tasks' are performed for it. When a request is given, the stand will respond with a counter request. These requests are usually mundane tasks, or immature dares. Things like 'balance spinning plates on your head' or 'eat those worms.' When fulfilled, these requests will cause the stand's wind-up key to turn. The stand can be let loose at any time after the key starts turning, but the more tasks done/longer the task is done, the more time the stand has to act before the key stops turning.
Personality: Dan is considered to be the ‘savior of the slackers’, due to his view on Justice that he calls Balanced Justice. This form of Justice is the belief that every single good act is equal. That helping an old man repair his fence is just as valid a form of Justice as stopping a pirate from blowing up an island. Because of this, Dan throws himself into every activity with equal intensity. You will find him planting a flower bed with surefire conviction equal to what he has while combating a criminal.
Other than his strange views on justice, Dan is a fairly reserved person, he prefers to listen than to talk, but when he does talk, it is almost never about himself. His passion is a quiet kind, focused nearly entirely on his career, and his two hobbies; cooking, and sculpting. Though that doesn’t mean he’s a softy.
Dan believes that everyone should be treated with respect, but also that all criminals must be stopped, which leads to encounters were Dan refuses to throw even a minor insult, but will be trying his hardest to hammer his foe into the ground with absolutely zero hesitation.
Devil Fruit:
Name: The Jiki Jiki no Mi, also known as the Porcelain Porcelain Fruit
Type: Paramecia
Description: This fruit allows the user to generate and manipulate porcelain and other forms of ceramic. They can generate the porcelain in raw chunks, or in the form of various porcelain creations. The more complex and larger the creation, the longer it takes to produce. The porcelain generated can be manipulated in various ways, the most often used method being the ability to move the porcelain with one’s mind.
However, the porcelain cannot be manipulated into different forms than what it originally was, unlike most devil fruits that allow generation and manipulation. If the user wants something different, they must generate it.
The porcelain produced is fairly durable for porcelain standards, which itself is the most durable form of ceramic, but still not exceptionally strong. The user can make up for this by making the porcelain thicker, or layering it. Both options allowing superior durability. It should be noted that Porcelain can be used as an electrical insulator. And can retain heat with great efficiency as well, meaning if it is heated up, it will remain heated.
A unique aspect of this fruit is the fact that the user can remotely ‘break’ any of his/her creations, causing the porcelain to shatter and launch shards in all directions like shrapnel. The user loses most of their control over the shrapnel, but can still guide the shards away from themselves and allies. These shards are exceptionally sharp, and could be compared to obsidian in cutting power and fragility.
While not currently available, if the user trains the fruit well enough, they will be able to create life-sized porcelain dolls that are able to fight like allies, controlled by the devil fruit. Before gaining this, the user must learn how to make porcelain joints, and then gain a fair bit of experience.
Natural/Learned Skills: Dan has always had a talent with using his hands, his hand-eye coordination is just naturally impressive, meaning delicate and swift tasks can be carried out with great efficiency. He has used this talent to become a respectable sculptor, though this is a hobby, it is a hobby with purpose, as sculpting allows him to understand his Devil Fruit more, and thus use it with more efficiency.
Dan has trained himself rigorously in the art of cooking, due to his fear of starving. His method of cooking is one of efficiency instead of gourmet. Dan can live off the land, and make acceptable meals out of very few, very underwhelming ingredients. During his training as a chef, Dan has learned the skills of the Capsaicin Chef style of cooking, which is a method of cooking based around incredibly spicy food. Dan can make food so hot, that it makes the user’s breath so hot it can cause discomfort to others, or use chili extract so potent it causes immense pain to those who fall victim to it.
Physically, Dan is relatively decent. He’s no master martial artist, far from it, but he has honed his body to become a weapon in the most basic sense. Dan’s life as a Marine in training has granted him basic knowledge of weaponry, and made him decently strong and durable (significantly compared to normal humans, but he is not particularly impressive by superhuman standards.) Where Dan really shines, is his agility. His natural coordination lends itself well to agile maneuvers.
His agility and coordination is so great that Dan has learned a very weak version of Kami-E.
Currently he has no skill in any form of Haki, and isn't even aware of its' existence. But Dan has great potential when it comes to Armament Haki.
Inventory: Cooking supplies & ingredients, chili pepper extract, first-aid kit, standard issue flintlock rifle.
Bio: Dan was born and raised on an underwhelming island in the West Blue. The island was so downright boring that barely anyone recalled its’ name, save for those who lived on it. Unfortunately for this island, one day, soon after Dan turned ten, a group of pirates calling themselves the West Blue Smugglers arrived. They wreaked havoc across the entire island, and made off with a large number of captives. Including the young Dan Dishes.
However, as they sailed away, they unknowingly sailed right into a brutal storm. The ship was battered and knocked off-course, most of the food was water-logged and ruined, and their sails were torn. What followed was several weeks of borderline starvation. The captives were barely given anything to eat, and gradually passed away one-by-one, until only Dan remained. Alive only because some of the elder captives gave him food.
He knew he wouldn’t survive much longer, so Dan acted. It was a risky, stupid plan that wouldn’t have worked if the pirates weren’t exhausted. When they came to check on Dan, he played dead, and when the pirate entered the cell, he slammed into their legs, knocking him over just long enough for Dan to stumble out, and lock it behind him.
Afterwards, he crept up onto the deck, and snuck into the captain’s quarters in an attempt to find food. There, he found a single fruit. Some strange white razzberry covered in swirls. Dan ate it whole, ignoring the horrid flavor as best he could.
As fed as he was going to be, Dan waited until the crew fell asleep, and stole an escape raft they kept in case of emergencies. He floated in the raft aimlessly, until sleep claimed him.
Dan woke up at a Marine base two days later. After refusing to be returned home, in fear of being captured again, Dan was allowed to stay at the base provided he helped with chores. As he grew, he began learning from the chefs how to cook, and the soldiers how to fight. Eventually, Dan managed to convince the soldiers who had no work at the time to train him properly. Eventually after becoming an adult, Dan enlisted.
Several years went by, with Dan Proving his abilities as both a leader, and a fighter. Eventually he gained the rank of Commander and was transferred to the Grand Line, Alabasta in particular.
Having very recently crawled out of the Dead Account Zone, starting my resurrection off with a JoJo roleplay (and one based off of my favorite part, at that.) sounds pretty dang rad. Plus It'd let me create a strange character while also showcasing my old man music tastes.
Fine by me. I could be a Mechanic, or a medic, or someone who just shoots things, y'know, supporting role stuff. This roleplay just looks really rad and I get really jazzed up when I'm reminded of cool ass giant robot anime.