"I’m back in gear!"
"It’s all official SHINING stats, of course." _____________________________________________________ NAME: Jill Breicen _______________________________________________ EPITHET: SHINING Justice _______________________________________________ AGE: 22 _______________________________________________ PRONOUNS: She/Her _______________________________________________ HEIGHT: 5’11” _______________________________________________ WEIGHT: 170 lbs (untransformed) _______________________________________________ NATIONALITY: American _______________________________________________ LIKES: Machines _______________________________________________ DISLIKES: Staying still |
OVERVIEW
"Let’s hit the road."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
APPEARANCE
"C’mon, I bounced back just fine, right?"
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Though Jill still stands proud, it’s clear that the battle in Antarctica had a major effect on her. She has pale, immaculate skin and clear blue eyes. After a few months in the hospital, her dye job has seen some neglect, leaving a layer of black near the roots of her long blonde hair. Though hard at work regaining it, she still doesn’t quite have her old fighting physique yet, though she still has a body befitting a model. She’s swapped fashions for something less flashy and eccentric, wearing a form-fitting pleather black motorcycle jacket over her usual white t-shirt bearing her show’s own logo, black designer jeans, and a practical pair of long black motorcycle boots. She isn’t as into wearing hats any more, but she does occasionally wear a plain black baseball cap with the SHINING logo when she feels like hiding the aforementioned roots.
In battle, she dons a shiny, tricked-out belt to henshin and become Justice Rider Blaze, sporting a beautiful silver, white and blue chestpiece, gauntlets, and greaves on top of a dark spandex-like substance designed to aid in ki flow. The helmet is vaguely similar to a motorcycle helmet, though it bears a prominent metal chin guard. The most prominent piece of the suit is the long, flowing, light blue scarf, the size of which puts any lesser superhero to shame.
She’s accompanied by a small floating drone designated P1T-5T0P (nicknamed Pit Stop), that fits into her bike and serves as her cameraman, as well as a repair crew during combat when she’s too occupied to do so herself.
In battle, she dons a shiny, tricked-out belt to henshin and become Justice Rider Blaze, sporting a beautiful silver, white and blue chestpiece, gauntlets, and greaves on top of a dark spandex-like substance designed to aid in ki flow. The helmet is vaguely similar to a motorcycle helmet, though it bears a prominent metal chin guard. The most prominent piece of the suit is the long, flowing, light blue scarf, the size of which puts any lesser superhero to shame.
She’s accompanied by a small floating drone designated P1T-5T0P (nicknamed Pit Stop), that fits into her bike and serves as her cameraman, as well as a repair crew during combat when she’s too occupied to do so herself.
PERSONALITY TRAITS
"I just wanna do the best I can."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Jill’s driving force is her own sense of altruism and underlying insecurity. Having internalized the ideals of her own television show growing up, she feels an innate desire to live up to those ideals, while at times questioning their legitimacy and if it is indeed possible to make them legitimate regardless. At her core, she simply wants to protect the weak and make the world a better place, and she will do those at any cost to herself.
In a more casual setting, she’s become more laid back and introspective after her fight in Antarctica, with a bit of an underlying morbid streak as she’s had to grapple with just how close she came to losing her life. In situations where she’s more passionate, however, she’s still very much a hothead, often acting without thinking and with little care for personal risk.
In a more casual setting, she’s become more laid back and introspective after her fight in Antarctica, with a bit of an underlying morbid streak as she’s had to grapple with just how close she came to losing her life. In situations where she’s more passionate, however, she’s still very much a hothead, often acting without thinking and with little care for personal risk.
BACKSTORY
"Heh, back in the saddle again."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
There is much that could be said about the Justice Riders, though they are so well-known that there is little need for introduction. Though they were formed as SHINING’s flagship franchise, their origins could not be properly conveyed without examining the family’s patriarch.
Many, many years ago, in 19XX, a clandestine terrorist organization known as SCYTHE silently wreaked havoc across the world, aiming to conquer it via forced modification of mankind by means of cybernetics, mutation, and the occult. A would-be hero, Ryuji Raiden, stood against them, using his own modifications made from SCYTHE’s very own technology against them.
As his quest and a sudden whirlwind romance took him across Japan, word began to spread of his exploits and legendary charisma. He was quick to capitalize on this, using funds gained from serialized tales of his journey to fund a worldwide crusade against his sworn enemy. He traveled from country to country, and continued to play the superhero role long after SCYTHE was wiped out, eventually becoming a strange, novel mix between celebrity and hero. Having started a family and obtained a remarkable fortune, he continued to ride his fame until his final days, at which point he had a secret to reveal.
Ryuji Raiden has slept around. A lot. Perhaps it wasn’t as big of a surprise as he would like to think, but the point was that he had dozens of children scattered across the globe, each specified an equal portion of his inheritance. They decided to continue the example followed by their father, forming the hero organization SHINING, as well as teaming up to form the iconic Justice Riders, a group of superheroes who use vibrant suits and custom vehicles to keep the peace across the world, documenting (and merchandising) their various fights and adventures along the way. The franchise has been immensely popular for decades, enjoyed all over the world by fans of all ages.
Jill Breicen is one of the newest additions to the legacy, having grown up under a wealthy upbringing in the American south alongside her younger sister. Having been inspired by her father’s own exploits as a Rider, she trained since her youth to be one herself, and she proved extremely popular and charismatic upon her official debut as Justice Rider Blaze, and her fame only grew once she became heavily involved in the fight against Oh-One after the initial attack, fighting every step of the way, and was eventually joined by Justice Rider Sombra.
Things took a drastic turn in the final battle in Antarctica. Though she fought hard against the machine, she was eventually forced to take her suit’s transformation to the next level. She became a terrifying beast that fused flesh and machine into one terrifyingly powerful behemoth, and promptly took charge in the fight, grounding Oh-One and tearing him limb from limb. As she tore out the robot’s innards and watched the last spark of activity fade from his chassis, she found herself unable to maintain the transformation for any longer, and fell into a deep coma on the brink of death.
Jill managed to hold on for three months before she finally awoke in Gold City, her show having been put on hiatus. She then dedicated herself to rigorous physical therapy and retraining, having only recently been cleared to fight once more.
Many, many years ago, in 19XX, a clandestine terrorist organization known as SCYTHE silently wreaked havoc across the world, aiming to conquer it via forced modification of mankind by means of cybernetics, mutation, and the occult. A would-be hero, Ryuji Raiden, stood against them, using his own modifications made from SCYTHE’s very own technology against them.
As his quest and a sudden whirlwind romance took him across Japan, word began to spread of his exploits and legendary charisma. He was quick to capitalize on this, using funds gained from serialized tales of his journey to fund a worldwide crusade against his sworn enemy. He traveled from country to country, and continued to play the superhero role long after SCYTHE was wiped out, eventually becoming a strange, novel mix between celebrity and hero. Having started a family and obtained a remarkable fortune, he continued to ride his fame until his final days, at which point he had a secret to reveal.
Ryuji Raiden has slept around. A lot. Perhaps it wasn’t as big of a surprise as he would like to think, but the point was that he had dozens of children scattered across the globe, each specified an equal portion of his inheritance. They decided to continue the example followed by their father, forming the hero organization SHINING, as well as teaming up to form the iconic Justice Riders, a group of superheroes who use vibrant suits and custom vehicles to keep the peace across the world, documenting (and merchandising) their various fights and adventures along the way. The franchise has been immensely popular for decades, enjoyed all over the world by fans of all ages.
Jill Breicen is one of the newest additions to the legacy, having grown up under a wealthy upbringing in the American south alongside her younger sister. Having been inspired by her father’s own exploits as a Rider, she trained since her youth to be one herself, and she proved extremely popular and charismatic upon her official debut as Justice Rider Blaze, and her fame only grew once she became heavily involved in the fight against Oh-One after the initial attack, fighting every step of the way, and was eventually joined by Justice Rider Sombra.
Things took a drastic turn in the final battle in Antarctica. Though she fought hard against the machine, she was eventually forced to take her suit’s transformation to the next level. She became a terrifying beast that fused flesh and machine into one terrifyingly powerful behemoth, and promptly took charge in the fight, grounding Oh-One and tearing him limb from limb. As she tore out the robot’s innards and watched the last spark of activity fade from his chassis, she found herself unable to maintain the transformation for any longer, and fell into a deep coma on the brink of death.
Jill managed to hold on for three months before she finally awoke in Gold City, her show having been put on hiatus. She then dedicated herself to rigorous physical therapy and retraining, having only recently been cleared to fight once more.
FIGHTING STYLE & ABILIES
"Henshin!"
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
SKILLS & ABILITIES
"You’re in for a wild ride!"
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
In addition to Jill’s own well-honed fighting instincts as a Nomad, she’s also well-trained in the Justice Rider’s trademark fighting style, featuring dozens of iconic punches, kicks, and grapples that all look great on a poster. She’s also supplemented by the occasional weapon from her arsenal; her bike’s right handle can be detached to reveal a whip, the EX-Coil, while the left handle can be taken off and turned into a sword, the EX-Saber. The bike itself even has weapon configurations of its own. Her ki talents are rather simplistic, mostly revolving around creating barriers out of pure light that she can use to both defend herself as well as create ramps and platforms. Her most powerful weapon, however, is something else entirely.
Enter Jill’s unique “Trailblazer” style and her custom Rider vehicle; Cloud Nine. Weighing 621 pounds and boasting an extremely powerful three-way hybrid engine that can run on gasoline, electricity, and ki, this absolute monster of a vehicle requires a special kind of Nomad to even drive, let alone use in combat. The Trailblazer style revolves around this, using the machine’s ample supplies of mass and velocity to charge forwards and demolish whatever happens to be in her path at the moment, whether that be through elaborate powerslides, jumps, and wheelies, or simply charging towards an opponent at high speeds, using both her ki talents and the bike’s bulk to shrug off attacks and ram them off the road. The EX-Coil is used in conjunction with Jill’s own strength to both grab opponents, and to attach to the bike itself and fling it around like an oversized morning star. She can use her ki powers to create ramps and platforms to bring the bike into the air or even across walls. If she’s feeling particularly impatient, she can even simply grab hold of the handle and swing the vehicle around like an oversized club. Very unrefined as a martial art, but nothing to scoff at when every attack almost literally hits like a truck.
Both styles are further enhanced by a function of her belt, the Blaze Driver, known as the EX-System. Designed to both regulate the user’s ki and draw upon further reserves than what the body is capable of, it can store it in up to six specialized cells, which can be used to enhance moves with fire or electricity, as well fuel unique special attacks, referred to as EX-Attacks.
Enter Jill’s unique “Trailblazer” style and her custom Rider vehicle; Cloud Nine. Weighing 621 pounds and boasting an extremely powerful three-way hybrid engine that can run on gasoline, electricity, and ki, this absolute monster of a vehicle requires a special kind of Nomad to even drive, let alone use in combat. The Trailblazer style revolves around this, using the machine’s ample supplies of mass and velocity to charge forwards and demolish whatever happens to be in her path at the moment, whether that be through elaborate powerslides, jumps, and wheelies, or simply charging towards an opponent at high speeds, using both her ki talents and the bike’s bulk to shrug off attacks and ram them off the road. The EX-Coil is used in conjunction with Jill’s own strength to both grab opponents, and to attach to the bike itself and fling it around like an oversized morning star. She can use her ki powers to create ramps and platforms to bring the bike into the air or even across walls. If she’s feeling particularly impatient, she can even simply grab hold of the handle and swing the vehicle around like an oversized club. Very unrefined as a martial art, but nothing to scoff at when every attack almost literally hits like a truck.
Both styles are further enhanced by a function of her belt, the Blaze Driver, known as the EX-System. Designed to both regulate the user’s ki and draw upon further reserves than what the body is capable of, it can store it in up to six specialized cells, which can be used to enhance moves with fire or electricity, as well fuel unique special attacks, referred to as EX-Attacks.
SIGNATURE MOVES
"Rider kick!"
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
■ Come on, Cloud Nine!/Pit Stop!
You’re up, bud!”
Jill either summons Cloud Nine onto the stage or somersaults off of it and sends it away. While it's gone, Pit Stop controls the bike while repairing whatever damage it may have incurred. While she’s on it, the drone patches up any damage to her own equipment.
Jill either summons Cloud Nine onto the stage or somersaults off of it and sends it away. While it's gone, Pit Stop controls the bike while repairing whatever damage it may have incurred. While she’s on it, the drone patches up any damage to her own equipment.
■ EX-Charge
”I got this…”
Jill turns the key on her belt and revs it, allowing it to convert her ki into EX-Cells, which leaves her open for a moment as she charges power. On her bike, she can simply rev the engine to charge ki.
Jill turns the key on her belt and revs it, allowing it to convert her ki into EX-Cells, which leaves her open for a moment as she charges power. On her bike, she can simply rev the engine to charge ki.
■ Trailblaze
”Time for some tricks!”
Jill uses her ki to create a hard light object, be that a ramp, a platform, or tracks for Cloud Nine to stick onto, that fades after a few seconds. The EX version of this attack creates a flaming or electrified wall of light emanating from behind her bike that can be used to control space in the playing field for a while… provided that she doesn’t run into it herself.
Jill uses her ki to create a hard light object, be that a ramp, a platform, or tracks for Cloud Nine to stick onto, that fades after a few seconds. The EX version of this attack creates a flaming or electrified wall of light emanating from behind her bike that can be used to control space in the playing field for a while… provided that she doesn’t run into it herself.
■ Burning Blue Kick
”RIDER KICK!
A variation of the iconic and powerful leaping kick, Jill leaps into the air from either the ground or her bike and sails downwards towards her opponent with a foot outstretched, rebounding off of them if it hits and landing back on the bike if it was initiated while riding it. The move can be strengthened with EX-Cells to add additional power and elemental effects, up to using all six at once. At its most powerful, the move becomes a spinning dive kick surrounded by a maelstrom of fire and lightning. Things defeated by this move have been known to inexplicably explode afterwards.
A variation of the iconic and powerful leaping kick, Jill leaps into the air from either the ground or her bike and sails downwards towards her opponent with a foot outstretched, rebounding off of them if it hits and landing back on the bike if it was initiated while riding it. The move can be strengthened with EX-Cells to add additional power and elemental effects, up to using all six at once. At its most powerful, the move becomes a spinning dive kick surrounded by a maelstrom of fire and lightning. Things defeated by this move have been known to inexplicably explode afterwards.
■ Justice Break
”Stay off the road!”
Cloud Nine’s engine roars as Jill drives straight towards her opponent, using her ki to form a giant plow that gives her a few hits of super armor while she charges at them. The EX version of the attack is far faster, crossing the stage almost instantly. Only usable while on the bike, for obvious reasons.
Cloud Nine’s engine roars as Jill drives straight towards her opponent, using her ki to form a giant plow that gives her a few hits of super armor while she charges at them. The EX version of the attack is far faster, crossing the stage almost instantly. Only usable while on the bike, for obvious reasons.
■ Cloud PLASMA
”Power shot!”
Jill stops and transforms Cloud Nine into an obnoxiously large cannon that rests on her shoulder. It can either shoot a large fireball or a giant burst of electricity using EX-Cells as ammo; electric shots are fast and travel in a straight line, while fire shots fall over longer distances and explode on contact. Two can be used at once to create an even more damaging plasma shot that busts through projectile shields and countermeasures. All shots are very fast, hit hard, and fire faster than most other projectiles, but drawn back by the ammo count and time taken transforming the bike.
Jill stops and transforms Cloud Nine into an obnoxiously large cannon that rests on her shoulder. It can either shoot a large fireball or a giant burst of electricity using EX-Cells as ammo; electric shots are fast and travel in a straight line, while fire shots fall over longer distances and explode on contact. Two can be used at once to create an even more damaging plasma shot that busts through projectile shields and countermeasures. All shots are very fast, hit hard, and fire faster than most other projectiles, but drawn back by the ammo count and time taken transforming the bike.
■ Power Slide
”Tricked ya!”
When riding her bike, Jill charges towards her opponent as if using Justice Break before faking out at the last moment by leaning heavily to one side, turning and sweeping at the opponent’s legs with the back wheels before speeding back to her previous position. Power Slide EX engages the vehicle’s thrusters, coating the opponent in flames.
When riding her bike, Jill charges towards her opponent as if using Justice Break before faking out at the last moment by leaning heavily to one side, turning and sweeping at the opponent’s legs with the back wheels before speeding back to her previous position. Power Slide EX engages the vehicle’s thrusters, coating the opponent in flames.
■ Burnout Twist
”Haha, YEAH!”
While riding, Jill spins out and twists the bike in a circle as she moves forwards. The EX version engages the vehicles thrusters, spraying flames in a wide radius. It doesn’t come out as fast as many of her other moves or do as much damage initially, but she can continue to repeat this maneuver more depending on how many EX-Cells she has stored. As she needs to focus on righting her course after the initial spins, she’s left open if she misses.
While riding, Jill spins out and twists the bike in a circle as she moves forwards. The EX version engages the vehicles thrusters, spraying flames in a wide radius. It doesn’t come out as fast as many of her other moves or do as much damage initially, but she can continue to repeat this maneuver more depending on how many EX-Cells she has stored. As she needs to focus on righting her course after the initial spins, she’s left open if she misses.
■ EX-Flare
”I’m powered up!”
A buff move where Jill uses an EX-Cell to coat either a limb or a weapon in flames or electricity, adding some extra power for a short period.
A buff move where Jill uses an EX-Cell to coat either a limb or a weapon in flames or electricity, adding some extra power for a short period.
■ Vanquish Buster
”Boom!”
Jill grabs her enemy, taking them into the air before turning them upside down as they fall, smashing them into the ground head-first. The EX version creates a small burst of flame on impact
Jill grabs her enemy, taking them into the air before turning them upside down as they fall, smashing them into the ground head-first. The EX version creates a small burst of flame on impact
■ Rolling Thunder
”Rider… PUNCH!”
Jill rears back for a moment before throwing all her might into a punch that will send most foes sprawling. Being heavily telegraphed and without much range, it only becomes truly useful when the EX effects are applied, coating her body in flames and/or electricity that punish any incoming melee attacks while she charges up an elemental punch.
Jill rears back for a moment before throwing all her might into a punch that will send most foes sprawling. Being heavily telegraphed and without much range, it only becomes truly useful when the EX effects are applied, coating her body in flames and/or electricity that punish any incoming melee attacks while she charges up an elemental punch.
SUPER MOVES
"Cranking it up to 99%..."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
■ EX-MAX
”How’s this for a punch?!”
Cloud Nine and its predecessors were intended to combine with similar vehicles from heroes across Jill’s family tree to form a giant mecha for when shit really hits the fan. Though that hasn’t happened for decades, Jill won’t let this go to waste: Charging forwards, she dismounts Nine Cloud as it turns into a giant fist that connects to Jill by sprouting various cords as engines are sent into overdrive, scorching anything behind her in a sea of flame. A sonic boom is created followed by a sickening crunch as she hits the target with a blow meant to take down a kaiju. Though it’s an absolutely devastating attack, the function was obviously never intended to be used on its own this way, and Cloud Nine will need a minute for repairs at the very least before it can be called upon once more. Really not something she uses too often.
Cloud Nine and its predecessors were intended to combine with similar vehicles from heroes across Jill’s family tree to form a giant mecha for when shit really hits the fan. Though that hasn’t happened for decades, Jill won’t let this go to waste: Charging forwards, she dismounts Nine Cloud as it turns into a giant fist that connects to Jill by sprouting various cords as engines are sent into overdrive, scorching anything behind her in a sea of flame. A sonic boom is created followed by a sickening crunch as she hits the target with a blow meant to take down a kaiju. Though it’s an absolutely devastating attack, the function was obviously never intended to be used on its own this way, and Cloud Nine will need a minute for repairs at the very least before it can be called upon once more. Really not something she uses too often.
■ Burnout Form
”Time to link up!”
Jill strikes a pose and allows Pit Stop to transform and attach itself to her as armor, transforming her into Blaze Burnout. In this form, in addition to a small offensive and defensive buff, she gains access to additional ki storage through integrating Pit Stop with the rest of the system as well as a switch on her arm that allows her to enter a state known as Full Throttle, which charges the EX system automatically at a rapid pace that allows her to keep up a more consistent offensive with her charged attacks. Full throttle can only be held up to a minute, however. If kept up any longer, she’ll burn out, losing her stored EX charges and locking out Full Throttle, setting her back to her usual methods of charging for half a minute. Since Pit Stop is busy with the transformation in this state, he can’t be used to repair the bike or control it remotely.
Jill strikes a pose and allows Pit Stop to transform and attach itself to her as armor, transforming her into Blaze Burnout. In this form, in addition to a small offensive and defensive buff, she gains access to additional ki storage through integrating Pit Stop with the rest of the system as well as a switch on her arm that allows her to enter a state known as Full Throttle, which charges the EX system automatically at a rapid pace that allows her to keep up a more consistent offensive with her charged attacks. Full throttle can only be held up to a minute, however. If kept up any longer, she’ll burn out, losing her stored EX charges and locking out Full Throttle, setting her back to her usual methods of charging for half a minute. Since Pit Stop is busy with the transformation in this state, he can’t be used to repair the bike or control it remotely.
■ EX-HENSHIN: EXTREME FORM
”Time to go all out… T̶͙̩̞̎ ̸̼̀͘Ḥ̷̜̯̄̒ ̶͉̲͔̬̉͊Ī̵͕͇̹̝̿ ̴̟͙̔̑ͅṢ̴̛̉̆̎ ̴̢̭̼̺͠ ̴͖̋̋̈́͝E̸̪̋̎͋͑ ̴̛̛̪̖͗̕N̵͎͈͊̀̑ ̵̲̲̥͆̌D̷͔͍͊͊͝ ̶̲̠̮͕̅͆S̸̪̎̀̎̀ ̵̭͌͝͠͝ ̶̯̿̓N̶̖͍̄̋ ̸͈͔̜̔͊̚Ọ̶̏̎̓͜ ̸͖̘̖̞̂̂̅W̵͖̽!̸̩͎̈́“
Jill kicks both the EX system, Pit Stop, and the bike past their limits. Their forms seem to lose their definition until they fuse into one entity of strange living metal, not quite man or machine. Eight feet tall, coated in extremely tough armor plating, and with an engine running so strong that it distorts time and gravity, the way EXTREME moves becomes extremely erratic; normally moving at a snail’s pace, unable to even jump and taking slow and uneasy steps as she struggles against her own intensified gravity, but moves extremely quickly when attacking, distorting time to create sudden bursts of strength and speed too fast for the mind to process, with a body constantly coated in electricity and extreme heat that brings with it the power of an electrified firestorm. Due to her armor and sheer weight, she becomes almost impossible to knock down in this state. She loses access to her bike attacks, but her remaining moves change in the process:
As EXTREME kicks Jill’s ki output far beyond safe and normal levels, the EX system is considered fully charged for the duration of the transformation.
Though the bike essentially gives her a second healthbar of “armor” in this form, the stress that the transformation places on her mind and body is enough to constantly drain her own vitality regardless of whether the armor is broken through. At most, she can sustain it for up to 99 seconds. After this time limit, or if she decides to cancel the transformation, the three defuse and Jill is left unable to stand and struggling to stay conscious. Though EXTREME has yet to unlock its true potential, its drawbacks mean that it is rarely ever used outside of emergencies.
Jill kicks both the EX system, Pit Stop, and the bike past their limits. Their forms seem to lose their definition until they fuse into one entity of strange living metal, not quite man or machine. Eight feet tall, coated in extremely tough armor plating, and with an engine running so strong that it distorts time and gravity, the way EXTREME moves becomes extremely erratic; normally moving at a snail’s pace, unable to even jump and taking slow and uneasy steps as she struggles against her own intensified gravity, but moves extremely quickly when attacking, distorting time to create sudden bursts of strength and speed too fast for the mind to process, with a body constantly coated in electricity and extreme heat that brings with it the power of an electrified firestorm. Due to her armor and sheer weight, she becomes almost impossible to knock down in this state. She loses access to her bike attacks, but her remaining moves change in the process:
SOULBLAZER
WILD THUNDER
OVERCLOCK KICK
OVERED BUSTER
FINAL SLAM
”U̴̺͊̑͜ ̶̫̲͋ͅS̵͖̘͉͌ ̶̛̲̬̥̲͆̇Ẽ̸̗̠̩͎̂̿̏ ̸̧̎̑̈́L̴̥͆̍ ̷̖͊̂̏̐E̶͈̽ ̸͍̣̗͛͌͒̚S̶̞̉̀̉͠ ̴̼́̈́͠S̵̖̳̬̣̚!̷̪͉̊̈́”
With a wheel on her left arm, Jill can simply move it to create a an electrified, flaming barrier that blocks attacks to her head or body, doing minor damage from those elements if struck in melee. With her general loss in agility, it can’t be used to block low attacks. The trail breaks more easily than Trailblaze in her normal state, but is guaranteed to block at least one hit before breaking.
With a wheel on her left arm, Jill can simply move it to create a an electrified, flaming barrier that blocks attacks to her head or body, doing minor damage from those elements if struck in melee. With her general loss in agility, it can’t be used to block low attacks. The trail breaks more easily than Trailblaze in her normal state, but is guaranteed to block at least one hit before breaking.
WILD THUNDER
”W̴̦̘͉̙̃͝ ̵̰̯̞̇̓̇Ḙ̷̰̿̉̏ ̶̣̠͇̯͑͒̎Ą̸̝̟͓̃̿ ̴̞̬̲̈́͋̌ͅḴ̶͓̠̍͆!̵̪͕̫̭͗̆̾”
A supercharged punch that comes out far faster (though not as fast as her normals in this form) and stronger, sending opponents flying. The punch is ridiculously powerful enough to send an additional, blockable wave of air forwards after the attack that does little damage, but still strong enough to knock a foe off balance. Useful to move in a bit closer while the opponent is staggering.
A supercharged punch that comes out far faster (though not as fast as her normals in this form) and stronger, sending opponents flying. The punch is ridiculously powerful enough to send an additional, blockable wave of air forwards after the attack that does little damage, but still strong enough to knock a foe off balance. Useful to move in a bit closer while the opponent is staggering.
OVERCLOCK KICK
”I̴̡̻͕͇͘ ̴̺͊͒̚ ̸̺̰̗̖̽͛W̸̝͒͆̂̽ ̵̟̼̉̆Ǫ̴̂̆͛ ̷̳̲̃̈́N̸̜̘͉͑̌ ̶̯̬̟͋̈́̉̂ͅ'̸̤̭̏̚ ̷̰̍͂̍̈́T̴͙͎̜̥́͑ ̴͍̺͍̍͜ ̵̧̈́F̴̧̥̳͈̀͛̂͠ ̷̧̾͂Â̸̜̋̑ ̸͔̦̥͚̌̀̈́L̵̥̟̬̆͊̈́ ̸̹̖̚͝ͅL̷̰̟͓̇̅̏͂!̸̥̯̳̽̀͗̕”
Being constantly pulled towards the earth by the power of her own engine, she can’t jump high enough to get nearly as much distance out of this move, tensing for a third of a second to do a glorified dropkick and only travelling a couple meters before hitting the ground and rising from her knees. Par for the course, its power and speed are increased to match, making it look like she simply warped a short distance to the casual observer, but sends any opponent caught flying. Does less damage than Wild Thunder, and if it misses she’ll spend a couple seconds rising to her feet.
Being constantly pulled towards the earth by the power of her own engine, she can’t jump high enough to get nearly as much distance out of this move, tensing for a third of a second to do a glorified dropkick and only travelling a couple meters before hitting the ground and rising from her knees. Par for the course, its power and speed are increased to match, making it look like she simply warped a short distance to the casual observer, but sends any opponent caught flying. Does less damage than Wild Thunder, and if it misses she’ll spend a couple seconds rising to her feet.
OVERED BUSTER
”O̸͍̜̽̒̑̕ ̶̢͉͙̑͝U̴̺̇̂ ̶̤͖͖̼̅͆̿͝T̸̡̏̌̽͋ ̸͖̗͆̋ ̶̦̍̾̚͠Ǭ̶̪͚̄̐ ̶̢̟̽̕̕F̴̛̗͊ ̴͖̺͎̖̉̑ ̴̺̥̘̍̾̏̏͜M̴̻̻̂̈́ ̸̳͗Y̷̧̝̌̈́̑ ̵̞̼͚̿ ̴̥̮̬͑̓̂W̸̳̹̃͛̊͝ ̴͇̑̋̓͋A̸̘̮̼̐̈͋͜͝ ̴͎̟́̄̍͝Y̷͕̔!̴̢̬̊̉͝”
Jill instantly grabs her opponent and swings backwards, throwing them behind her hard enough to create an indent in the earth.
Jill instantly grabs her opponent and swings backwards, throwing them behind her hard enough to create an indent in the earth.
FINAL SLAM
”Ë̸͕́ͅ ̴̡̥̜̐̒̿͝Ṇ̶̜̾͊ͅ ̸̥̣̼͝O̸̠̾́͂ ̵̖̘͘Ú̸̺̽̿͝ ̷͈͇͇͉̉̀͂̓G̶͍̗̅͑̀ ̸̱͖͍̫̂̃̏̈H̷̩͕͒̾͜!̸͉͑̎͠”
Jill’s hand shoots out at astronomical speeds and simply lifts the opponent up and slams them into the ground in front of her, leaving a crater. She spends a few seconds getting back off her knees afterwards.
Jill’s hand shoots out at astronomical speeds and simply lifts the opponent up and slams them into the ground in front of her, leaving a crater. She spends a few seconds getting back off her knees afterwards.
As EXTREME kicks Jill’s ki output far beyond safe and normal levels, the EX system is considered fully charged for the duration of the transformation.
Though the bike essentially gives her a second healthbar of “armor” in this form, the stress that the transformation places on her mind and body is enough to constantly drain her own vitality regardless of whether the armor is broken through. At most, she can sustain it for up to 99 seconds. After this time limit, or if she decides to cancel the transformation, the three defuse and Jill is left unable to stand and struggling to stay conscious. Though EXTREME has yet to unlock its true potential, its drawbacks mean that it is rarely ever used outside of emergencies.
■ On the Edge of the Extreme
”W̵͈̚ẹ̴̆͒͜ ̷͈͕͘c̷̘̥͗̐a̷̖̟͐ñ̷̤̟̓ ̸̩͝ś̶͕̤t̴͍̑i̷̢̺͋̈l̴͇̣̀ḽ̵̀̔ ̷̧̉̋g̷͓͒ỏ̷̙̰̕ ̸͎̀f̴̲̯͐ȃ̸̧̩͝r̷̞̟̓̓ẗ̴̲́h̸͖́é̶̯r̷̕͜͠ͅ.̴̱̖́.̶̼̰̓.̸̦̈͛ ̵͍̍Ï̸̗̉ ̵̤̾͛c̴͉͊͊â̵̘͚n̶̽̎͜ ̶̗͓̀f̵̧͈̏̎e̷͕͑̈́ė̷͓̒l̶̥̈́͐ ̶̰̤̽̽ȋ̸̥̅ţ̶͈̉̓.̸̱͐”
Using a Power Stone, Jill links it into the EX-System, allowing it to take on the brunt of the stress created by EXTREME Form. The abilities granted by that form actually change very little, though it removes much of the physical and mental strain on Jill and Pit Stop, rendering it far more safe to use than normal. The normal time limit is still in effect, however, and the EX-System needs a minute to cool off between uses before it can be activated again.
Using a Power Stone, Jill links it into the EX-System, allowing it to take on the brunt of the stress created by EXTREME Form. The abilities granted by that form actually change very little, though it removes much of the physical and mental strain on Jill and Pit Stop, rendering it far more safe to use than normal. The normal time limit is still in effect, however, and the EX-System needs a minute to cool off between uses before it can be activated again.
WEAKNESSES & LIMITS
"Already died once. Not gonna happen again."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Jill can deliver some righteous beatdowns, but she needs breathing room to pull it off. EX Attacks can be devastating, but if an attack doesn’t require EX-Cells to function, it’s likely to require it to get the most out of the move or even for it to be useful in the first place. Persistent opponents that can prevent her from charging will practically cripple her. Despite having many attacks that work at range, she can’t take advantage of the safety that range gives her: She’s all about charging in and using that momentum to keep the attacks coming.
In addition, Jill relies heavily on her bike and the equipment and techniques it grants to be truly effective in battle. She has a lot more trouble excelling in battle if she’s ever separated from it.
In addition, Jill relies heavily on her bike and the equipment and techniques it grants to be truly effective in battle. She has a lot more trouble excelling in battle if she’s ever separated from it.
OTHER
"C’mon, gal’s gotta have a few secrets, right?."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Much of Jill’s equipment is of her own design, including Pit Stop.
"Let’s get this over with."
"Not recorded: Massive levels of BDE." _____________________________________________________ NAME: Jasmine Breicen _______________________________________________ EPITHET: The Witch and the Glutton _______________________________________________ AGE: 19 _______________________________________________ PRONOUNS: She/Her _______________________________________________ HEIGHT: 5’8” _______________________________________________ WEIGHT: 155 lbs _______________________________________________ NATIONALITY: American _______________________________________________ LIKES: Caffeine _______________________________________________ DISLIKES: Nomads |
OVERVIEW
"Can I get through one conversation without someone mentioning my sister?"
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
APPEARANCE
"Yeah, I’m hot as hell now."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Jasmine tends more towards all-black, punk aesthetics, sporting a crop top t-shirt, very short cutoff jeans over ripped leggings, spiked bracelets, and steel-toed boots. Her skin is slightly paler than her sister’s, and she keeps one side of her jet-black hair short, the other side combed over and hanging down to her neck. Her clear blue eyes are framed by a pair of simple black glasses. She has a relatively thin build with little muscle mass, reflecting an utter lack of training, though she’s got curves where it counts. A plump, mysterious black bat-like creature can always be seen somewhere nearby, with a grin and cackle that suggest that it maybe isn’t a bat.
In combat, she transforms into something between a witch and a magical girl, with a jet black dress, thigh high boots, the classic witch hat and a golden staff with a glowing heart at the tip. The outfit has since been altered, however; the skirt, hat, and leggings have been deliberately torn, and she’s added some of her spiked bracelets in the outfit in an attempt to maintain her own individuality.
In combat, she transforms into something between a witch and a magical girl, with a jet black dress, thigh high boots, the classic witch hat and a golden staff with a glowing heart at the tip. The outfit has since been altered, however; the skirt, hat, and leggings have been deliberately torn, and she’s added some of her spiked bracelets in the outfit in an attempt to maintain her own individuality.
PERSONALITY TRAITS
"Oh, you think I’ve got problems?"
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Jasmine is, by default, standoffish, abrasive, and insulting, usually expecting hostility from others and preferring to respond in kind. It’s usually more of a coping method than anything else, and when caught in a better mood, or around those she trusts, she’s surprisingly communicative and down to earth.
In a fight, she tends to get very into it, and raise her voice. It’s more like venting, and she can find it to be more cathartic than she lets on.
In a fight, she tends to get very into it, and raise her voice. It’s more like venting, and she can find it to be more cathartic than she lets on.
BACKSTORY
"I’m still figuring stuff out, I guess."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Jasmine Breicen’s life was, until recently, very boring. She didn’t really know she was Jasmine yet, and was brought up as the younger brother of her far more impressive sibling, Jill. While Jill was, from an early age, interested in both the family legacy and a variety of STEM fields, Jasmine was… not. And it wasn’t that her family resented her or anything. Jill would just show off some crazy new Ki technique or something like that and Jasmine would simply have nothing to show in return. She was never going to match that, so she never tried, and seeing her sister get all that praise still made her feel like she could never be good enough.
Besides, these Nomads, this culture they dominated… There was something wrong with them. She didn’t want to be one, anyways.
So she largely stopped trying to please, content to just go through the motions until college and her family’s wealth spat her out somewhere good. She made a few attempts to establish herself, mostly artistically, but it was never something that ever really went anywhere.
It was only when she realized she was Jasmine that her life took a drastic change.
Her mom was a witch, she made no secret of that. Her grandmother was a witch. And her grandmother’s mother was a witch. Jasmine’s mom made it seem like her side of the family were witches from birth, and Jill clearly wasn’t a witch, so why, when she came out on her eighteenth birthday, was there a demon chewing her out over trying to skirt the contract?
Well, it turned out that the bloodline pact wasn’t dissolved so much as it was severely altered. Her mother found quite a few legal loopholes in the contract, apparently. Most of it was rewritten; namely, the pact now got passed down to the second-born daughter instead of the first. And no one except Beelzebub was too bothered over that, since as far as they knew, there was no second-born daughter. Until then. Luckily, Jasmine got off easy, and as per conditions, she was allowed a single request from Beelzebub to christen their bond. She asked for a new body, and she got one.
Her life got turned upside-down after then. Her attempt at a college education was quickly foiled when she learned that she had to tend to every one of her patron’s ridiculous missions and requests. So she dropped out and went home. And then her sister got involved in chasing some robot around the world. She almost saw her die in the middle of Antarctica on live TV. That was… Something. It was really something. But it was nothing good.
Jasmine left for Gold City, both to watch over her sister during her recovery, and because Beelzebub had taken a particular interest in the Stones of Power...
Besides, these Nomads, this culture they dominated… There was something wrong with them. She didn’t want to be one, anyways.
So she largely stopped trying to please, content to just go through the motions until college and her family’s wealth spat her out somewhere good. She made a few attempts to establish herself, mostly artistically, but it was never something that ever really went anywhere.
It was only when she realized she was Jasmine that her life took a drastic change.
Her mom was a witch, she made no secret of that. Her grandmother was a witch. And her grandmother’s mother was a witch. Jasmine’s mom made it seem like her side of the family were witches from birth, and Jill clearly wasn’t a witch, so why, when she came out on her eighteenth birthday, was there a demon chewing her out over trying to skirt the contract?
Well, it turned out that the bloodline pact wasn’t dissolved so much as it was severely altered. Her mother found quite a few legal loopholes in the contract, apparently. Most of it was rewritten; namely, the pact now got passed down to the second-born daughter instead of the first. And no one except Beelzebub was too bothered over that, since as far as they knew, there was no second-born daughter. Until then. Luckily, Jasmine got off easy, and as per conditions, she was allowed a single request from Beelzebub to christen their bond. She asked for a new body, and she got one.
Her life got turned upside-down after then. Her attempt at a college education was quickly foiled when she learned that she had to tend to every one of her patron’s ridiculous missions and requests. So she dropped out and went home. And then her sister got involved in chasing some robot around the world. She almost saw her die in the middle of Antarctica on live TV. That was… Something. It was really something. But it was nothing good.
Jasmine left for Gold City, both to watch over her sister during her recovery, and because Beelzebub had taken a particular interest in the Stones of Power...
FIGHTING STYLE & ABILITIES
"I’ve got all the power I need, right here!"
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
SKILLS & ABILITIES
"Fireball."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Jasmine never learned how to fight hand to hand. Instead, she uses the dark arts, relying on her uncanny agility and the raw power gained through her pact with Beelzebub to come out on top.
Her magic is nothing complex, but it's extremely powerful. Her true specialty lies in aerial combat: In the air, her spells have a drastically reduced prep time at the cost of being only slightly weaker. However, she can only use an aerial spell once before she hits the ground. She prefers to fight in the air, using her strange mix of offense and mobility to hit hard while zipping around the battlefield.
Her magic is nothing complex, but it's extremely powerful. Her true specialty lies in aerial combat: In the air, her spells have a drastically reduced prep time at the cost of being only slightly weaker. However, she can only use an aerial spell once before she hits the ground. She prefers to fight in the air, using her strange mix of offense and mobility to hit hard while zipping around the battlefield.
SIGNATURE MOVES
"Oh, you’re still up? Fireball."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
■ By My Command
”Get off your ass, Beez!”
Jasmine commands Beelzebub to move for her. He moves surprisingly quick for a bat of his physique, able to cross the battlefield in a short time. He can be used as a platform for a jump, as a sort of “reflector” to bounce/pass projectile spells at different angles, to fly around and distract enemies, and as a sort of satellite that floats around Jasmine and shields her from projectiles. Beelzebub keeps the insane durability of his unsealed form, taking next to no damage from all but the strongest attacks, but he’s fairly easy to knock around, and can be sent flying out of position by a solid hit.
Jasmine commands Beelzebub to move for her. He moves surprisingly quick for a bat of his physique, able to cross the battlefield in a short time. He can be used as a platform for a jump, as a sort of “reflector” to bounce/pass projectile spells at different angles, to fly around and distract enemies, and as a sort of satellite that floats around Jasmine and shields her from projectiles. Beelzebub keeps the insane durability of his unsealed form, taking next to no damage from all but the strongest attacks, but he’s fairly easy to knock around, and can be sent flying out of position by a solid hit.
■ Hell's Grimoire
”Goddamn vancian bullshit…”
Jasmine opens her tome and reads one of her spells aloud, memorizing its meaning. This allows her to prepare a single use of a ground spell to use instantly, without taking time to focus, whether she’s on the ground or in the air. Memorizing a spell takes longer than simply casting it, and after casting it, she will need to memorize it again. She can only keep one spell in memory at a time.
Jasmine opens her tome and reads one of her spells aloud, memorizing its meaning. This allows her to prepare a single use of a ground spell to use instantly, without taking time to focus, whether she’s on the ground or in the air. Memorizing a spell takes longer than simply casting it, and after casting it, she will need to memorize it again. She can only keep one spell in memory at a time.
■ Enemy Step
”SWORDTRICKGUNTRICKSWORDROYALGUARD”
Jasmine kicks into her enemy and uses them as a platform to jump off of. She leeches off a bit of ki in the process, recharging any spells she's used during an air combo.
Jasmine kicks into her enemy and uses them as a platform to jump off of. She leeches off a bit of ki in the process, recharging any spells she's used during an air combo.
■ Air Hike
”Too slow!”
Jasmine creates a platform under her feet with ki for a midair jump and sprouts a beautiful pair of butterfly wings for a quick air dash, slower descent and increased air control. She can do this either parallel to the ground for extra height or perpendicular to it for extra distance.
Jasmine creates a platform under her feet with ki for a midair jump and sprouts a beautiful pair of butterfly wings for a quick air dash, slower descent and increased air control. She can do this either parallel to the ground for extra height or perpendicular to it for extra distance.
■ Air Ride
”Woohoo!”
Jasmine extends her staff into something resembling a rocket-propelled broomstick. Instead of riding it in the traditional fashion, she prefers to ride it like a skateboard. Though she can’t use spells while she’s busy trying to keep her balance, she can fly freely, make melee attacks with the fire from the jet as well as shoot a steady stream of weak projectiles from the staff, though they don’t hit with enough impact to stun. A single hit is usually enough to knock her off, and she takes more damage from wiping out this way.
Jasmine extends her staff into something resembling a rocket-propelled broomstick. Instead of riding it in the traditional fashion, she prefers to ride it like a skateboard. Though she can’t use spells while she’s busy trying to keep her balance, she can fly freely, make melee attacks with the fire from the jet as well as shoot a steady stream of weak projectiles from the staff, though they don’t hit with enough impact to stun. A single hit is usually enough to knock her off, and she takes more damage from wiping out this way.
■ Hell’s Odyssey
”Slice ‘em!”
The rim of Jasmine’s hat becomes incredibly sharp with spinning sawblades of shadow as she throws it forwards like a frisbee. It moves forwards a set distance before spinning in place for a couple seconds and returning to Jasmine’s hand, though she can call it back to herself prematurely. She can use this as a platform for another jump. She can also throw it around herself in a circular motion before it returns.
The rim of Jasmine’s hat becomes incredibly sharp with spinning sawblades of shadow as she throws it forwards like a frisbee. It moves forwards a set distance before spinning in place for a couple seconds and returning to Jasmine’s hand, though she can call it back to herself prematurely. She can use this as a platform for another jump. She can also throw it around herself in a circular motion before it returns.
■ Explosive Flames
”Fireball!” / ”Triple shot!”
Jasmine shoots a ball of hellfire almost as big as her own body at her opponent. In the air, she quickly shoots a trio of fireballs in a slight spread pattern that propels her backwards.
Jasmine shoots a ball of hellfire almost as big as her own body at her opponent. In the air, she quickly shoots a trio of fireballs in a slight spread pattern that propels her backwards.
■ Chilling Gale
”Dodge this!” / ”Twister!”
Jasmine sends a trio of large, tough to see sickles of air at her opponent. In the air, it creates a tornado under her that she can ride on for a little while.
Jasmine sends a trio of large, tough to see sickles of air at her opponent. In the air, it creates a tornado under her that she can ride on for a little while.
■ Icicle Spear
”Chill ‘em to the bone!” / ”Freeze!”
Grisly spears of ice come up straight from the ninth circle, under her opponent's feet. In the air, she turns upside down and shoots a freezing jet of water from her hand that quickly hardens into supernaturally cold ice, trapping any opponent that gets caught and providing a handy pillar platform.
Grisly spears of ice come up straight from the ninth circle, under her opponent's feet. In the air, she turns upside down and shoots a freezing jet of water from her hand that quickly hardens into supernaturally cold ice, trapping any opponent that gets caught and providing a handy pillar platform.
■ Thunder
Thunder and lightning! / ”Infinite power!”
Jasmine creates a thundercloud that advances slowly in a straight line, shooting down a steady stream of powerful lightning all the way. She can jump on this and use it as a platform. In the air, she shoots out some weak yet plentiful arcs of lightning.
Jasmine creates a thundercloud that advances slowly in a straight line, shooting down a steady stream of powerful lightning all the way. She can jump on this and use it as a platform. In the air, she shoots out some weak yet plentiful arcs of lightning.
■ The Devil's Music
”[Doot doot]”
Jasmine summons a magical saxophone and plays a little tune. This creates three large magical bubbles that slowly float forwards in a sine wave pattern. These orbs explode violently if touched or struck, though they don't harm Jasmine and she can use them for a nice extra jump if need be. In the air, she summons a trumpet, and only creates one bubble.
Jasmine summons a magical saxophone and plays a little tune. This creates three large magical bubbles that slowly float forwards in a sine wave pattern. These orbs explode violently if touched or struck, though they don't harm Jasmine and she can use them for a nice extra jump if need be. In the air, she summons a trumpet, and only creates one bubble.
■ Hands of Hellfire
”Back OFF!” / ”Happy birthday!”
Jasmine charges power into her hand and quickly pushes forwards, summoning a point-blank explosion that sends enemies flying if they’re unfortunate enough to be in range. In the air, it functions as a grab where she holds an opponent in place and applies a trio of magical explosive charges that get set off when the opponent next takes damage.
Jasmine charges power into her hand and quickly pushes forwards, summoning a point-blank explosion that sends enemies flying if they’re unfortunate enough to be in range. In the air, it functions as a grab where she holds an opponent in place and applies a trio of magical explosive charges that get set off when the opponent next takes damage.
■ Temporal Rending
”Time stands still…” / ”Tricked ya!”
Jasmine creates the ethereal image of a glowing clock face and focuses until the hands stop, forcing time to a standstill. The spell in effect only allows for a sort of pre-programmed attack; Jasmine summons twenty knives and places them in a sphere around her opponent. She returns to her initial position and time resumes, sending the knives flying towards them. These knives do little damage compared to other spells, but there are quite a lot of them. In the air, Jasmine simply sends eight of them at her opponent in a spread pattern from behind before returning to her original position.
Jasmine creates the ethereal image of a glowing clock face and focuses until the hands stop, forcing time to a standstill. The spell in effect only allows for a sort of pre-programmed attack; Jasmine summons twenty knives and places them in a sphere around her opponent. She returns to her initial position and time resumes, sending the knives flying towards them. These knives do little damage compared to other spells, but there are quite a lot of them. In the air, Jasmine simply sends eight of them at her opponent in a spread pattern from behind before returning to her original position.
SUPER MOVES
"Die already!"
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
■ Demonic Meggido in Rhapsody: Bullet Hell
”LORD OF THE FUCKIN’ FLIES, BABY!”
Beelzebub flies forwards and multiplies into an innumerable swarm of flaming bats, flying together in tough to dodge formations. Each bat explodes on contact, though at the end, the real Beelzebub will latch onto the opponents face and start biting until he can be thrown off.
Beelzebub flies forwards and multiplies into an innumerable swarm of flaming bats, flying together in tough to dodge formations. Each bat explodes on contact, though at the end, the real Beelzebub will latch onto the opponents face and start biting until he can be thrown off.
■ Ravenous Shadows
”More, more, MORE!”
Jasmine touches Beelzebub and attempts to fully summon him using her shadow as a medium, manifesting as a large, ethereal figure that floats behind her, a large claw clasped around a gruesome, oversized meat cleaver. Though Beelzebub can go no further than four feet away from her in this state, he can assist her in combat, attacking both with the cleaver and with powerful grapples from his free hand, his strength well-suited to tossing even the heaviest foes around like a ragdoll. The shadows that make up this makeshift body are far weaker than Beelzebub himself, and can be shattered by a sustained assault to end the spell early. In addition, Beelzebub can’t recharge Jasmine’s spell slots in this state, ground or air spells, so she can only attack so many times before she needs to dispel the ritual.
Jasmine touches Beelzebub and attempts to fully summon him using her shadow as a medium, manifesting as a large, ethereal figure that floats behind her, a large claw clasped around a gruesome, oversized meat cleaver. Though Beelzebub can go no further than four feet away from her in this state, he can assist her in combat, attacking both with the cleaver and with powerful grapples from his free hand, his strength well-suited to tossing even the heaviest foes around like a ragdoll. The shadows that make up this makeshift body are far weaker than Beelzebub himself, and can be shattered by a sustained assault to end the spell early. In addition, Beelzebub can’t recharge Jasmine’s spell slots in this state, ground or air spells, so she can only attack so many times before she needs to dispel the ritual.
■ Jazz Juice
”GottagofastgottathinkfastgottamovefastthatwayIstayaliveandyougetyourasskickedyagotit?!”
Jasmine unveils one of her “potions” (comprised of coffee, several energy drinks, mashed up Cheetos and Doritos, extra sour candy, Pixy Stix, mayonnaise, ketchup, mustard, barbecue sauce, an egg, at least three pickles, unspecified secret ingredients, and something from Beelzebub’s own cupboard) and chugs it, subsequently achieving the Nirvana of all caffeine highs. Her speed and reflexes increase to ludicrous levels, achieving a bullet time-esque effect as well as being able to accomplish feats such as jumping off projectiles and being able to teleport as an additional “spell”, and being able to spam her other air spells as much as she wants. This lasts about a minute, after which point she crashes, becoming incredibly sluggish for a while. This can be given to other Nomads as well for the bullet time effect, but if they have any heart conditions or have consumed literally any caffeine or sugar that day they would be wise to stay away from it. In fact, it’s wise to stay away from it in general.
Jasmine unveils one of her “potions” (comprised of coffee, several energy drinks, mashed up Cheetos and Doritos, extra sour candy, Pixy Stix, mayonnaise, ketchup, mustard, barbecue sauce, an egg, at least three pickles, unspecified secret ingredients, and something from Beelzebub’s own cupboard) and chugs it, subsequently achieving the Nirvana of all caffeine highs. Her speed and reflexes increase to ludicrous levels, achieving a bullet time-esque effect as well as being able to accomplish feats such as jumping off projectiles and being able to teleport as an additional “spell”, and being able to spam her other air spells as much as she wants. This lasts about a minute, after which point she crashes, becoming incredibly sluggish for a while. This can be given to other Nomads as well for the bullet time effect, but if they have any heart conditions or have consumed literally any caffeine or sugar that day they would be wise to stay away from it. In fact, it’s wise to stay away from it in general.
■ Devil Trigger: Essence of Gluttony
”It’s not enough, IT’S NOT ENOUGH!”
Enhanced by a Power Stone, Jasmine takes on even more of Beelzebub’s power, to the point that her body transforms due to an overflow of demonic essence. Emerging from a burst of flames as an ashen, winged devil reminiscent of a phoenix, she gains the ability to fly nimbly and cast spells without limit, as well as regenerate her vitality. Her usefulness in close quarters increases due to her enhanced strength, able to summon talons near her feet to grab opponents or summon a smaller version of Beelzebub’s cleaver to tear into them.
Enhanced by a Power Stone, Jasmine takes on even more of Beelzebub’s power, to the point that her body transforms due to an overflow of demonic essence. Emerging from a burst of flames as an ashen, winged devil reminiscent of a phoenix, she gains the ability to fly nimbly and cast spells without limit, as well as regenerate her vitality. Her usefulness in close quarters increases due to her enhanced strength, able to summon talons near her feet to grab opponents or summon a smaller version of Beelzebub’s cleaver to tear into them.
WEAKNESSES & LIMITS
"If this is gonna turn into some kinda lecture… fuck off."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
While Jasmine’s ground spells pack a punch, they take long enough to prepare that they frankly leave her wide open. She also possesses next to no melee training or ability in general. As an aerial fighter, she relies heavily on open space and a lack of anti air moves keeping her grounded. While Beelzebub does a good job of covering for Jasmine’s lack of skill, he can only go so far.
OTHER
"Ok, that’s enough, get out of my life."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Unlike the rest of her family, Jasmine is an absolutely terrible actor. SHINING’s plans for an anime starring her have since shifted to replace her with an alternate voice actor.
"... Hmph."
"I’m not much for conversation." _____________________________________________________ NAME: Isabella Levai _______________________________________________ EPITHET: The Black Knight of SHINING _______________________________________________ AGE: 66 _______________________________________________ PRONOUNS: He/Him _______________________________________________ HEIGHT: 6’3” _______________________________________________ WEIGHT: 216 lbs (unarmored) _______________________________________________ NATIONALITY: Spanish _______________________________________________ LIKES: Vodka _______________________________________________ DISLIKES: SHINING |
OVERVIEW
"It’s about time I turned things around."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
APPEARANCE
"At least I aged nicely."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
At six feet and three inches, Isabella has an intimidating yet beautiful aura, showing few signs of aging. He has olive-toned skin and a near-permanent frown, but the first thing one will likely notice about him is his massive, full head of unkempt yet luxurious, snow white hair that stretches down to his knees.
When transformed, he slightly increases in size while donning armor resembling a cross between typical Justice Rider garb and the armor of an ancient dark knight, covered in plate with a glowing blue visor shining behind a slitted metal faceplate. His helmet features a prominent set of horn-like protrusions, and features an opening in the back from which his hair spills out.
When transformed, he slightly increases in size while donning armor resembling a cross between typical Justice Rider garb and the armor of an ancient dark knight, covered in plate with a glowing blue visor shining behind a slitted metal faceplate. His helmet features a prominent set of horn-like protrusions, and features an opening in the back from which his hair spills out.
PERSONALITY TRAITS
"I need to become stronger..."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
While he has the outward appearance of the strong, silent type, Isabella is a rather socially awkward person, and has difficulty with interacting with others. He is unsure of how to forge and maintain connections and refrains from speaking when he has nothing to say.
Under the surface, he struggles with depression and his own sense of self-worth, leading to a variety of self-destructive tendencies both in and out of fights.
Under the surface, he struggles with depression and his own sense of self-worth, leading to a variety of self-destructive tendencies both in and out of fights.
BACKSTORY
"Whole lot of failure."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Born from the union of a human and a demon, Isabella grew up raised by his demonic parent. Their financial status was… inconsistent, and Isabella had to help make ends meet. Growing into a passionate young man with a growing sense of frustration, he was eventually approached by SHADER, a secret organization bent on creating a utopian society through cybernetics, genetic modification, and the occult. He accepted their request to join them, and after thorough testing, he was bonded with the demon Leviathan and gifted the Infernal Gear, a cursed device that allowed him to utilize the full power of his demonic blood.
A firm believer in SHADER’s ideals, he became a highly valued operative that eventually came into conflict with the then newly-formed Justice Riders. He fought the original team of five many times, though after being defeated and convinced of the righteous nature of SHINING’s goals, he officially joined the team as the sixth Justice Rider: Justice Rider Sombra. After defeating SHADER, he remained an effective and popular member of both the Justice Riders and SHINING, a popular trait being his cold, silent attitude, though he retained a major rebellious streak with a particular dislike of the direction the organization was taking.
Now, he lacks much of his former influence. Still an effective combatant, he often works in the shadows, doing the work SHINING would rather not have broadcasted. Though whether he truly remains loyal to the organization is a mystery.
More recently, he joined Justice Rider Blaze in the fight against Oh-One, assigned as backup and an occasional mentor, as well as to make sure the younger Rider stayed on script. He has since followed her to Gold City after the incident, overseeing Jill’s recovery and sending reports back to SHINING.
A firm believer in SHADER’s ideals, he became a highly valued operative that eventually came into conflict with the then newly-formed Justice Riders. He fought the original team of five many times, though after being defeated and convinced of the righteous nature of SHINING’s goals, he officially joined the team as the sixth Justice Rider: Justice Rider Sombra. After defeating SHADER, he remained an effective and popular member of both the Justice Riders and SHINING, a popular trait being his cold, silent attitude, though he retained a major rebellious streak with a particular dislike of the direction the organization was taking.
Now, he lacks much of his former influence. Still an effective combatant, he often works in the shadows, doing the work SHINING would rather not have broadcasted. Though whether he truly remains loyal to the organization is a mystery.
More recently, he joined Justice Rider Blaze in the fight against Oh-One, assigned as backup and an occasional mentor, as well as to make sure the younger Rider stayed on script. He has since followed her to Gold City after the incident, overseeing Jill’s recovery and sending reports back to SHINING.
FIGHTING STYLE & ABILIES
"My power shall be absolute..."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
SKILLS & ABILITIES
"Quick. Dirty. Brutal. The essence of a good fight."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
As a Nomad, Isabella never pulls his punches. He uses his own take on the Justice Rider style, focused on blunt, powerful strikes to vital areas. He’ll do whatever he can to end the fight and end it fast. In addition, he is still possessed by Leviathan, who uses his hair as a medium to tear through the enemy.
By loading bullets formed from his own dark ki into the Infernal Gear and pulling the trigger, he can transform into an armored demonic form that allows him to reach his true potential. Armed with a morphing Axe/Sword combo, Tritone, he can execute opponents with a variety of brutal techniques supplemented by dark magic.
By loading bullets formed from his own dark ki into the Infernal Gear and pulling the trigger, he can transform into an armored demonic form that allows him to reach his true potential. Armed with a morphing Axe/Sword combo, Tritone, he can execute opponents with a variety of brutal techniques supplemented by dark magic.
SIGNATURE MOVES
"Now I’m motivated..."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
■ It’s Personal, Alright
”Typical.”
If an opponent moves directly behind Isabella’s back, Leviathan immediately responds by forming his hair into a grizzly maw and rising to grab and slam the enemy into the ground.
If an opponent moves directly behind Isabella’s back, Leviathan immediately responds by forming his hair into a grizzly maw and rising to grab and slam the enemy into the ground.
■ Hell’s Roar
”Sing for me.”
Leviathan lets loose a deafening roar that resonates violently with ears, electronic and magical sensors and equipment, and the very soul. This does no damage, but staggers enemies momentarily and dispels nearby stage effects such as traps.
Leviathan lets loose a deafening roar that resonates violently with ears, electronic and magical sensors and equipment, and the very soul. This does no damage, but staggers enemies momentarily and dispels nearby stage effects such as traps.
■ Dark Shroud
”Useless…”
Isabella uses dark magic to manipulate shadows, congealing them into a large cloak. This cloak can be used to shield from smaller projectiles like bullets and outright deflect larger ones like spells. It can also be used to hide his attacks behind it, though the cloak is destroyed on a single melee hit or repeated ranged attacks.
Isabella uses dark magic to manipulate shadows, congealing them into a large cloak. This cloak can be used to shield from smaller projectiles like bullets and outright deflect larger ones like spells. It can also be used to hide his attacks behind it, though the cloak is destroyed on a single melee hit or repeated ranged attacks.
■ Devil Buster
Crush them.
Leviathan manifests as a giant claw and grabs at the opponent. If he grabs an opponent, Leviathan slams them back and forth over his head. If Leviathan grabs a suitable projectile, Isabella spins around again as the pair throws it right back with increased force.
Leviathan manifests as a giant claw and grabs at the opponent. If he grabs an opponent, Leviathan slams them back and forth over his head. If Leviathan grabs a suitable projectile, Isabella spins around again as the pair throws it right back with increased force.
■ Stinger
Hyah!
In Sword Mode, Isabella quickly slides a few feet across the ground with sword outstretched in a stabbing position.
In Sword Mode, Isabella quickly slides a few feet across the ground with sword outstretched in a stabbing position.
■ Round Trip
Hmph!
Isabella throws his weapon at the enemy. As a sword, it flies towards its opponent before spinning in place for a few seconds, while as an axe, Isabella chucks it with all his force, sending it flying until it either hits an opponent or a wall. Either way, he can call it back to his hand at any time.
Isabella throws his weapon at the enemy. As a sword, it flies towards its opponent before spinning in place for a few seconds, while as an axe, Isabella chucks it with all his force, sending it flying until it either hits an opponent or a wall. Either way, he can call it back to his hand at any time.
■ Chilling Slice
”I can see right through you.”
In Axe Mode, Isabella steps forward and swings Tritone at lightning speed, aimed at a vital area.
In Axe Mode, Isabella steps forward and swings Tritone at lightning speed, aimed at a vital area.
■ Beast of the Depths
Tear them apart.
In Axe Mode, Isabella uses Tritone to snag the opponent from underneath and toss them behind him into Leviathan’s waiting maw with a quick chord, biting them with impossibly sharp teeth before tossing them aside.
In Axe Mode, Isabella uses Tritone to snag the opponent from underneath and toss them behind him into Leviathan’s waiting maw with a quick chord, biting them with impossibly sharp teeth before tossing them aside.
■ Chokehold
”Pathetic.”
Isabella lifts his opponent by the neck and squeezes hard before tossing them aside, either behind him or on the ground in front of him to set up for further attacks.
Isabella lifts his opponent by the neck and squeezes hard before tossing them aside, either behind him or on the ground in front of him to set up for further attacks.
SUPER MOVES
"You shall not forget this devil’s power... You are not worthy as my opponent!"
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
■ Darkness Advent
”... Rider Kick.”
Isabella charges large amounts of darkness from the surrounding area into his foot, then performs his own variation of the iconic leaping kick at his opponent. The dark energy swirls throughout the opponent’s body before turning into jagged spines as it attempts to leave through the skin and return to its original position, manifesting as a black explosion. This attack can also be performed as a standing roundhouse kick.
Isabella charges large amounts of darkness from the surrounding area into his foot, then performs his own variation of the iconic leaping kick at his opponent. The dark energy swirls throughout the opponent’s body before turning into jagged spines as it attempts to leave through the skin and return to its original position, manifesting as a black explosion. This attack can also be performed as a standing roundhouse kick.
■ Leviathan’s Wrath
”Make sure there’s nothing left of them.”
An enhanced version of Devil Buster, where Leviathan grabs and continues to slam the opponent until they manage to escape.
An enhanced version of Devil Buster, where Leviathan grabs and continues to slam the opponent until they manage to escape.
■ Jet Black
”Blow them apart.”
Isabella summons his own Rider Machine; a modified Harrier Jet called Jet Black, to hover over the arena and attack with a full arsenal of machine guns, missiles, and bombs. It takes half a minute to arrive after being called, and leaves once it either sustains sufficient damage or runs out of ammunition.
Isabella summons his own Rider Machine; a modified Harrier Jet called Jet Black, to hover over the arena and attack with a full arsenal of machine guns, missiles, and bombs. It takes half a minute to arrive after being called, and leaves once it either sustains sufficient damage or runs out of ammunition.
■ Devil Trigger: Essence of Envy
”What’s yours is ours.”
Using a Power Stone, Isabella loads it into the Infernal Gear, raising its power to greater extremes. He temporarily detaches Leviathan from himself, the beast tunneling through spacetime until it’s under Isabella’s opponent, at which point it grabs them from underneath and leaps into the air before slamming them back into the ground. When it returns to Isabella, it temporarily gives him the ability to replicate one of his opponent’s moves
Using a Power Stone, Isabella loads it into the Infernal Gear, raising its power to greater extremes. He temporarily detaches Leviathan from himself, the beast tunneling through spacetime until it’s under Isabella’s opponent, at which point it grabs them from underneath and leaps into the air before slamming them back into the ground. When it returns to Isabella, it temporarily gives him the ability to replicate one of his opponent’s moves
WEAKNESSES & LIMITS
"I can’t lose… Not yet."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Though intimidating, Isabella’s greatest weakness is a lack of range and mobility. He excels at an unflinching advance, but opponents who can manage to keep away regardless will have him at a major disadvantage. In the few situations where he can be summarily outmatched in a straight-up brawl, he also lacks the mobility or versatility to come up with a decent response.
OTHER
"..."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
"Shall we dance, angel?"
"Sorry, I’m a little tough to pin down." _____________________________________________________ NAME: Rosier Levai _______________________________________________ EPITHET: The Passion of the Brush _______________________________________________ AGE: ??? _______________________________________________ PRONOUNS: Varies _______________________________________________ HEIGHT: 6’10” (in heels) _______________________________________________ WEIGHT: Varies _______________________________________________ NATIONALITY: ??? _______________________________________________ LIKES: Artistic Expression _______________________________________________ DISLIKES: Feeling Stuck |
OVERVIEW
"Let me get a better picture of you, angel."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
APPEARANCE
"You’ll be sure to remember it, won’t you?"
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Rosie’s form shifts and changes regularly, often shifting slightly to appear more appealing to whoever they are currently speaking to, but there are a few constants. Their skin is toned an ambiguous shade of bronze, and they have deep purple eyes contoured with expertly-applied makeup, though one of their eyes is perpetually covered by their head of thick, well-kept brown hair that goes down past their hips. They typically wear tight, dark gray pants, an understated gray coat, black gloves, and a stylish black beret. No matter how they appear, they always seem to radiate a quiet aura of otherworldly beauty.
PERSONALITY TRAITS
"I’m nothing complicated, angel. I just want to live doing what I love."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Despite their status and history in the grand cosmic order, Rosie is a mellow, unambitious person. They have little attachment to worldly desires and would generally prefer to pursue their passion. Still, they have an exceeding capacity for empathy and emotional intelligence, and become the most invested when concerned with the wellbeing of those they care about.
In battle, they share the same detached demeanor, though they let their playful side show. They often take a particular interest in seeing what their opponent can do, not for the sake of expertly studying and countering their movements, but for the sheer fun of experiencing what they’re capable of.
In battle, they share the same detached demeanor, though they let their playful side show. They often take a particular interest in seeing what their opponent can do, not for the sake of expertly studying and countering their movements, but for the sheer fun of experiencing what they’re capable of.
BACKSTORY
"It’s a very long story, angel. Mind if we stick with the short version?"
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
A very, very long time ago, Rosier was an angel. They like to say that they were a pretty important one, too. When they’re asked about why they aren’t one anymore, their answer often changes. Sometimes they say that they were a little too zealous. Sometimes they answer that they simply got bored, or that being a perfect embodiment of light and good was too stressful.
Regardless, they were a demon from that point on, a creature of lust and temptation. They enjoyed their job for the most part, though for whatever reason, they sometimes felt like their heart just wasn't in it. It was only around the mid-19XX’s when they really began to realize their true calling: Art. There was something that struck them about Earth’s natural beauty. It wasn’t eternally perfect like in their first home, nor was it eternally tarnished like in their second. It was varied, fleeting, and somewhere in between the two extremes. It was something they felt deserved to be captured.
They began to travel across the world, painting whatever they found to be worth painting, and making a quick buck selling whatever they thought was worth sharing. While it was something of an odd set of decades for the devil, it was very much fulfilling, and they never stopped travelling regardless of what friends or foes they made along the way, though they often settled for the occasional bit of mercenary work or similar odd jobs.
That is, until they fell in love with a particularly infamous hero.
And had a child.
Parenting was certainly a strange new experience for Rosie, especially since the father never stuck around. Nevertheless, they loved their son Isabella in a way they had never loved anything or anyone before, and they shifted their efforts towards parenting until he was old enough to leave the nest. Well, perhaps he went through a lot after he left it, but… it was a complicated situation. One that Rosie was never quite sure how to navigate.
Afterwards, Rosie returned to their artistic endeavors, up until they got involved in the quest for the Stone of Power. They were a strictly neutral party, often changing sides depending on whoever was offering the biggest paycheck at the time. In the end, they fought to defeat Oh-One in the final battle, walking away with a decent paycheck. They took a well-earned vacation in Gold City afterwards, partially to relax, and partially to keep an eye on their son.
Regardless, they were a demon from that point on, a creature of lust and temptation. They enjoyed their job for the most part, though for whatever reason, they sometimes felt like their heart just wasn't in it. It was only around the mid-19XX’s when they really began to realize their true calling: Art. There was something that struck them about Earth’s natural beauty. It wasn’t eternally perfect like in their first home, nor was it eternally tarnished like in their second. It was varied, fleeting, and somewhere in between the two extremes. It was something they felt deserved to be captured.
They began to travel across the world, painting whatever they found to be worth painting, and making a quick buck selling whatever they thought was worth sharing. While it was something of an odd set of decades for the devil, it was very much fulfilling, and they never stopped travelling regardless of what friends or foes they made along the way, though they often settled for the occasional bit of mercenary work or similar odd jobs.
That is, until they fell in love with a particularly infamous hero.
And had a child.
Parenting was certainly a strange new experience for Rosie, especially since the father never stuck around. Nevertheless, they loved their son Isabella in a way they had never loved anything or anyone before, and they shifted their efforts towards parenting until he was old enough to leave the nest. Well, perhaps he went through a lot after he left it, but… it was a complicated situation. One that Rosie was never quite sure how to navigate.
Afterwards, Rosie returned to their artistic endeavors, up until they got involved in the quest for the Stone of Power. They were a strictly neutral party, often changing sides depending on whoever was offering the biggest paycheck at the time. In the end, they fought to defeat Oh-One in the final battle, walking away with a decent paycheck. They took a well-earned vacation in Gold City afterwards, partially to relax, and partially to keep an eye on their son.
FIGHTING STYLE & ABILITIES
"I suppose you could say I know a thing or two."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
SKILLS & ABILITIES
"They say I’m rather flexible."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Rosie’s fighting style is typically as smooth and fluid as they are themselves; they can stay light on their feet with swaying dodges and graceful swings of the knife in one moment, only for their opponent to find themselves with a heel on their throat or that knife in their back the next. It’s all about finesse and well-applied force, switching from serenity to brutality whenever the opportunity presents itself. They typically use their palette knife (actually the sealed form of their greatsword, Rembrandt), coated in shadow magic to turn it into a proper blade. Though if a bit more range and power is needed, they’re perfectly comfortable using the same magic to turn their boots into literal stiletto heels, putting their fantastic legs to work with a variety of kicks.
At range, using their paintbrush, they can leave ink in midair that can be used to make what they paint reality. With much room for creativity and stylistic flair, it’s their preferred method of fighting by a long shot.
When they get motivated, they’ll typically unseal the magics binding their immortal being, returning both themself and their greatsword to their true shadowy forms as they brush off their fast and brutal demonic fighting style.
As an ancient being, Rosie is well-trained in being able to sense all varieties of ki and magical energy.
At range, using their paintbrush, they can leave ink in midair that can be used to make what they paint reality. With much room for creativity and stylistic flair, it’s their preferred method of fighting by a long shot.
When they get motivated, they’ll typically unseal the magics binding their immortal being, returning both themself and their greatsword to their true shadowy forms as they brush off their fast and brutal demonic fighting style.
As an ancient being, Rosie is well-trained in being able to sense all varieties of ki and magical energy.
SIGNATURE MOVES
"As long as there’s music, I’ll keep on dancing."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
■ Cross Section
Rosie grabs their paintbrush and quickly draws a line through their opponent, which cuts through them as if it were an imperceptibly fast swing from a very sharp sword. Best suited for long ranges, though it will cut through any obstacles or projectiles between them instead if at all possible.
■ Pointillist Barrage
Rosie draws several dots over their opponent. When they, gunshots sound from midair to turn those dots into bullet holes. Takes more time to set up than Cross Section, but can’t be blocked by thrown projectiles.
■ Dark Bomb
Rosie draws a circle and draws a line through one of its edges, creating a large, cartoonish bomb with a lit fuse, exploding either after a few seconds or upon contact with an attack or enemy. Instead of flames, it explodes into a jet-black, ink-like sludge that digs into the flesh with countless tiny spikes and impedes movement as it hardens, though Rosie is immune to these effects. It will eventually crumble after a few seconds, an attack hits it, or the opponent manages to break free. An undetonated bomb can be “paused” if they cut the fuse with Cross Section, and “resumed” if they restore the fuse with their Restoration skill.
■ Gale Stroke
Rosie draws a swirl in the air which materializes as a strong wind that rages for several seconds. Does no damage, but can slow opponents moving against the wind, be used to roll around a Dark Bomb, extend the distance of their Nevermore dash (in the direction the wind is blowing), and remove stage hazards that were set up.
■ Happy Little Trees
Rosie draws a heavy dot into the ground, which manifests as a seed which erupts into a hearty, full-grown oak tree. It can send an unwary opponent skywards, but it can also be used as cover. It can be chopped down with Cross Section, allowing the tree to fall onto the enemy.
■ Restoration
Rosie draws whatever was missing from a broken object, restoring it as if it had never been broken. For example, a tree that he had previously cut down, or a Dark Bomb with a cut fuse. It can be used out of combat, though it’s still limited to inorganic matter or plant life, and especially large or complex subjects may be too much for this power to handle.
■ Nevermore
Feathered wings of shadow sprout from Rosie’s back for a moment, allowing for a quick burst of vertical or horizontal movement on the ground or in the air. If Gale Stroke is active, the distance of this dash increases dramatically. In demon form, the move becomes Forevermore, and Rosie corkscrews through the air while forming a spear of shadow in front of them. If they use the move to ascend upwards next to an opponent, they’re sliced and driven up with them by their wings.
■ Twilight Bliss
Rosie spins in the air towards an opponent like a ballerina, with a leg extended. If they hit their target, they’ll catch them between their thigh and their lower leg. The momentum carries their opponent to the ground face-first as they rest on top of them and crush them with their leg.
■ Fallen Angel
Rosie coats their heel in shadow and raises their leg high into the air for a devastating axe kick. If it hits, they grinds their heel into their downed opponent for additional damage. If the opponent is already on the ground, they can elect to skip the kick. In demon form, they launch four Dark Blades down into them after they land the attack for additional damage.
■ Round Trip
Only usable in demon form. Rosie throws their sword at their foe. It spins around in place for a bit for additional damage before returning to them. In the meantime, they fight using a secondary knife made of shadows that works the same as their knife in their normal form.
■ Stinger
Only usable in demon form. Rosie leaves a trail of dust behind them as they spread their wings and zoom towards the enemy with Rembrandt held forwards, either on the ground or in the air. If it hits, a second, larger blade of shadow emanates from the hilt and slams into the opponent again for additional damage.
■ Dark Blades
Only usable in demon form. Rosie summons a longsword made of darkness, similar to a smaller version of Rembrandt, behind themself that then sails through the air straight towards the enemy in an attempt to stab them.
SUPER MOVES
"You look a little tired. Let me tuck you in."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
■ Blade Formation
Rosie snaps their fingers, summoning eight Dark Blades that constantly circle around them for a while until they simultaneously shoot off in all directions. In demon form, they can command these blades in a variety of other formations, such as switching to rotate around their opponent, raining down on them from above, or firing straight at their opponent from behind Rosie in rapid succession.
■ Devil Trigger
Rosie’s body turns to shadows as they reveal their true demonic form, cloaked in shadows with luxurious white hair. Their strength and speed increases, Rembrandt’s blade extends as it returns to its true greatsword form, and they get access to some moves they can’t use otherwise, but they lose access to their art-based special moves in this form.
■ Doppelganger
Rosie traces their own shadow and creates a duplicate from it. It shares all of their moves in Devil Trigger form and can be directed freely in battle. It can only be maintained for a limited time, and can be destroyed with sufficient force.
WEAKNESSES & LIMITS
"You’ve got quite the fire in you, angel."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Rosie fights only decently at close range and excels at longer ranges, but falters at medium ranges where Cross Section is the only attack with the lack of setup time they need to be effective. Anyone with the luxury of fighting comfortably in that range can shut down Rosie’s ability to fight back if they can keep up with their attempts to move out of it. In demon form, the same concept applies to long-range combat while they cover their mid-range weaknesses.
All of their paintbrush attacks are based on their own perception. If their vision is impaired, they become useless even if “aimed” correctly.
Though they are immortal, Rosie needs strength to maintain their physical form, and it can be dispersed if they take enough of a beating. At least, until they can gather enough power to remake it. Though decent, their endurance is nothing special, and they are especially vulnerable to holy and light-based attacks.
Rosie rarely takes fights seriously; being immortal, they rarely find stakes even in what others might consider a life or death battle. By the time they do start taking it seriously, the opponent may already have the upper hand.
All of their paintbrush attacks are based on their own perception. If their vision is impaired, they become useless even if “aimed” correctly.
Though they are immortal, Rosie needs strength to maintain their physical form, and it can be dispersed if they take enough of a beating. At least, until they can gather enough power to remake it. Though decent, their endurance is nothing special, and they are especially vulnerable to holy and light-based attacks.
Rosie rarely takes fights seriously; being immortal, they rarely find stakes even in what others might consider a life or death battle. By the time they do start taking it seriously, the opponent may already have the upper hand.
OTHER
"Come now, let’s not stretch this out."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
"No matter what, I persevere."
"I am not someone who enjoys fixating on details such as these." _____________________________________________________ NAME: Seshat _______________________________________________ EPITHET: Ancient Guardian _______________________________________________ AGE: 4,042 _______________________________________________ PRONOUNS: She/Her _______________________________________________ HEIGHT: 6’7” _______________________________________________ WEIGHT: 420 lbs (unarmored) _______________________________________________ NATIONALITY: Egyptian _______________________________________________ LIKES: Pizza _______________________________________________ DISLIKES: Disorder |
OVERVIEW
"You would be wise to direct your attention elsewhere."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
APPEARANCE
"Irrelevant."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
At first glance, one sees a mysterious figure, around 6’7”, clad from head to toe in fancy-looking white powered armor outfitted with various strange weapons, looking down an assault rifle through a glowing blue visor, with a glowing ankh present on the left shoulder. She is often mistakenly described as a robot, though that would only be half-true.
Under that layer of armor lies… another layer of armor. Black and grey platemail layer together to create an imposing stature, complete with a glowing magic tower shield and spear. She has no helmet for this layer of armor, revealing a brown face with stern yet strangely beautiful features, her eyes and eyebrows marked by kohl, her right eye in particular being marked with the Wadjet symbol. Strange glowing green lines can be seen at the base of her neck that trail down underneath the collar of her armor.
And under that lies her true self. A featureless, stone, vaguely humanoid and almost ethereal-looking body that would look quite strong… if it weren’t weathered and covered in cracks. Green magical energies leak out across her body from these imperfections, though the six-pointed emblem on her chest seems to be deliberately made. A protrusion on her right arm can be used to project a glowing green blade of magic, while winglike structures on her back project an ethereal green, fiery light.
Under that layer of armor lies… another layer of armor. Black and grey platemail layer together to create an imposing stature, complete with a glowing magic tower shield and spear. She has no helmet for this layer of armor, revealing a brown face with stern yet strangely beautiful features, her eyes and eyebrows marked by kohl, her right eye in particular being marked with the Wadjet symbol. Strange glowing green lines can be seen at the base of her neck that trail down underneath the collar of her armor.
And under that lies her true self. A featureless, stone, vaguely humanoid and almost ethereal-looking body that would look quite strong… if it weren’t weathered and covered in cracks. Green magical energies leak out across her body from these imperfections, though the six-pointed emblem on her chest seems to be deliberately made. A protrusion on her right arm can be used to project a glowing green blade of magic, while winglike structures on her back project an ethereal green, fiery light.
PERSONALITY TRAITS
"I perform quite well enough on my own.."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Though weary with age, Seshat remains proud and steadfast in her quest to protect humanity. She always believes herself to be in the right and looks down on those who would try to argue with her methods and her vast wisdom, especially if they happen to be mortal. Unfortunately, this can come across as unbearably stubborn, to the point that even those who share her goals tend to find her insufferable.
She does have a softer side, though it’s rarely seen by others. She actually tends to become rather bored when there isn’t anything going on that demands her attention, and makes an effort to keep up with relatively newer forms of entertainment when she can.
She does have a softer side, though it’s rarely seen by others. She actually tends to become rather bored when there isn’t anything going on that demands her attention, and makes an effort to keep up with relatively newer forms of entertainment when she can.
BACKSTORY
"It’s ancient history now. Literally."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
In ancient times, there was a legendary warrior who wandered the Mediterranean world, who triumphed over any who dared to challenge him. No one was sure whether this was due to his own skill or the enchanted sword he wielded, and this remained a mystery when he finally met his fate and the sword was shattered into forty-two pieces. They were eventually recovered by the court sorcerers of an Egyptian pharaoh, and each piece was used to create a warrior to serve him.
Seshat was one of these warriors; a creature formed from earth and magic. Though the specifics of her creation were lost with the Library of Alexandria, it was clear that Seshat and her brothers and sisters were an even greater force than the weapon they were made from. They fought to defend and expand the pharaoh’s reign, and did so excellently until his death. It was only a matter of time her brother Horus suggested that they take the pharaoh's place, and expand their domain even further. After all, they were almost godlike; far stronger than any feeble human could ever hope to be. Who better to stand above them and maintain Ma’at? Though most of Seshat’s brothers and sisters agreed with this plan, Seshat was vocal in her opposition. She was joined only by her sisters Mafdet and Isis, who shared her more level-headed approach.
Debate raged on until it was clear that they would tolerate mere words no longer. Horus challenged Seshat and her allies to stand against their siblings through battle.
And so she did. Through some mix of strategy, skill, and miraculous luck, the three had managed to triumph over thirteen times their number. It had not been without cost: Mafdet had lost her life, and Seshat’s core had been knocked from her body amidst the maelstrom of melee and magic, and had been lost in the flow of the Nile. With her own life fading as well, Isis concocted a plan to save her sister, giving Seshat her core before she succumbed to her wounds. In but a single night, the forty-two had been reduced to one.
Out of some mix of shame and sorrow, Seshat felt that she could not continue to serve Egypt any further. Seshat gathered the cores of her comrades and melded them with her own, with the exception of the one piece she had lost. She began to travel the world, searching for artifacts of immense power, similar to the one that had created her, and began to either destroy them or seal them away if the former was not an option, as well as opposing those who would threaten the world’s balance, especially if it involved said artifacts.
While a century meant nothing to Seshat, millennia of travel and battle began to leave their effect on her, perhaps an effect of the loss of her original core, perhaps an imperfection in her own creation or perhaps something else entirely. It did not matter to her: As her body grew frail and aged, she supplemented it with armor and weapons to protect it, for she would keep fighting no matter what.
Her exploits had continued to the present day, including an attempt to stop the attack on Cairo. While she had little interest in how she was perceived, she still knew one thing for sure. The balance of Ma’at was being threatened, and she would make sure that it shall remain undisturbed.
Seshat became heavily invested in the fight against Oh-One, regarding the stones as a matter of utmost importance. She only occasionally consorted with other groups in the struggle, however, though she fought with all her might in the final battle. Afterwards, she travelled to Gold City, making sure to keep a close eye on the stone.
Seshat was one of these warriors; a creature formed from earth and magic. Though the specifics of her creation were lost with the Library of Alexandria, it was clear that Seshat and her brothers and sisters were an even greater force than the weapon they were made from. They fought to defend and expand the pharaoh’s reign, and did so excellently until his death. It was only a matter of time her brother Horus suggested that they take the pharaoh's place, and expand their domain even further. After all, they were almost godlike; far stronger than any feeble human could ever hope to be. Who better to stand above them and maintain Ma’at? Though most of Seshat’s brothers and sisters agreed with this plan, Seshat was vocal in her opposition. She was joined only by her sisters Mafdet and Isis, who shared her more level-headed approach.
Debate raged on until it was clear that they would tolerate mere words no longer. Horus challenged Seshat and her allies to stand against their siblings through battle.
And so she did. Through some mix of strategy, skill, and miraculous luck, the three had managed to triumph over thirteen times their number. It had not been without cost: Mafdet had lost her life, and Seshat’s core had been knocked from her body amidst the maelstrom of melee and magic, and had been lost in the flow of the Nile. With her own life fading as well, Isis concocted a plan to save her sister, giving Seshat her core before she succumbed to her wounds. In but a single night, the forty-two had been reduced to one.
Out of some mix of shame and sorrow, Seshat felt that she could not continue to serve Egypt any further. Seshat gathered the cores of her comrades and melded them with her own, with the exception of the one piece she had lost. She began to travel the world, searching for artifacts of immense power, similar to the one that had created her, and began to either destroy them or seal them away if the former was not an option, as well as opposing those who would threaten the world’s balance, especially if it involved said artifacts.
While a century meant nothing to Seshat, millennia of travel and battle began to leave their effect on her, perhaps an effect of the loss of her original core, perhaps an imperfection in her own creation or perhaps something else entirely. It did not matter to her: As her body grew frail and aged, she supplemented it with armor and weapons to protect it, for she would keep fighting no matter what.
Her exploits had continued to the present day, including an attempt to stop the attack on Cairo. While she had little interest in how she was perceived, she still knew one thing for sure. The balance of Ma’at was being threatened, and she would make sure that it shall remain undisturbed.
Seshat became heavily invested in the fight against Oh-One, regarding the stones as a matter of utmost importance. She only occasionally consorted with other groups in the struggle, however, though she fought with all her might in the final battle. Afterwards, she travelled to Gold City, making sure to keep a close eye on the stone.
FIGHTING STYLE & ABILITIES
"Tenacity preserves what time does not."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
SKILLS & ABILITIES
"My techniques and equipment have been honed over thousands of years."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Seshat was never formally trained under any formal fighting style. Instead, she fights using a variety of weapons and armor sets with skills that she has accumulated and refined through fighting and studying worldwide over thousands of years, with the odd magic spell thrown in here and there.
To offset her fragility, Seshat uses two layers of armor that she has collected over the years. Instead the armor simply dampening blows, it has been supplemented by her own sealing magic that negates the damage to Seshat herself entirely, transferring that stress into the armor plating itself, until it eventually melts into a series of hieroglyphs on Seshat’s body for a few hours until that magical stress is properly vented. On all layers of armor, she will use her body’s boosters for an extra bit of speed, though she can only really be considered “fast” once the armor is gone.
The third, outer layer is comprised of the weapons and armor plating of various robots, most prominently a high-tech assault rifle, which she uses in conjunction with a few other scavenged pieces of equipment to keep foes at bay at longer ranges.
The second layer of armor could be considered cutting edge and ahead of its time… About a thousand years ago when it was forged, give or take a century or two. Wielding this set of platemail alongside a mighty tower shield and a long spear, Seshat becomes more aggressive, blocking and shunting aside blows with her shield and thrusting deftly with her spear, augmented by the odd shield bash and a couple of magical spells.
Seshat’s final layer is her true form, and with it she fights with strength, speed, and raw magical power echoing the era of the height of her power. Gaining the ability to fly and teleport, Seshat fights both with beauty and desperation reminiscent of a cornered animal, using her arm-mounted laser blade of ki and magical energies. With no armor to protect her aged body, she is beyond fragile in this form.
Seshat can sense ki as well as magical energies, and the visor of her power suit can allow her to see heat signatures as long as it’s active.
To offset her fragility, Seshat uses two layers of armor that she has collected over the years. Instead the armor simply dampening blows, it has been supplemented by her own sealing magic that negates the damage to Seshat herself entirely, transferring that stress into the armor plating itself, until it eventually melts into a series of hieroglyphs on Seshat’s body for a few hours until that magical stress is properly vented. On all layers of armor, she will use her body’s boosters for an extra bit of speed, though she can only really be considered “fast” once the armor is gone.
The third, outer layer is comprised of the weapons and armor plating of various robots, most prominently a high-tech assault rifle, which she uses in conjunction with a few other scavenged pieces of equipment to keep foes at bay at longer ranges.
The second layer of armor could be considered cutting edge and ahead of its time… About a thousand years ago when it was forged, give or take a century or two. Wielding this set of platemail alongside a mighty tower shield and a long spear, Seshat becomes more aggressive, blocking and shunting aside blows with her shield and thrusting deftly with her spear, augmented by the odd shield bash and a couple of magical spells.
Seshat’s final layer is her true form, and with it she fights with strength, speed, and raw magical power echoing the era of the height of her power. Gaining the ability to fly and teleport, Seshat fights both with beauty and desperation reminiscent of a cornered animal, using her arm-mounted laser blade of ki and magical energies. With no armor to protect her aged body, she is beyond fragile in this form.
Seshat can sense ki as well as magical energies, and the visor of her power suit can allow her to see heat signatures as long as it’s active.
SIGNATURE MOVES
"I will make short work of you."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
■ All Layers
■ Overboost
Seshat’s back armor plating folds away over the course of a second to reveal her wings, which she pours a massive amount of ki into in order to move in a single direction at high speeds, though the exact speed depends on how much equipment is currently weighing her down.
■ Third and Final Layerr
■ Mafdet Missile
Only useable on the third and final layers. If an opponent has been in her line of sight for a second or so, she can fire a fireball homing missile from her suit’s shoulder-mounted missile launcher at them. This is only accurate at mid-to-long ranges: The missile’s maneuverability is lacking enough that it will sail straight over the heads of most close-range opponents. On the first layer, it is simply a magical arrow fired from Seshat’s palm. It is far weaker than its third layer counterpart, though it tracks its targets competently at all ranges.
■ Third Layer
■ Wadjet’s Protection
Only useable on the third layer. Seshat raises her arm and uses her suit’s energy shield to reflect attacks, sending melee opponents flying back and sending projectiles back towards their origin. It does not repel throws, however.
■ Pakhet’s Ray
Only useable on the third layer. Six laser cannons unfold from the back of Sashet’s armor and fire. The lasers will travel at the speed of light, but the cannons take a second to unfold each time they fire.
■ Maahes’ Blessing
Only useable on the third layer. Seshat aims her rifle and fires a ball of holy fire at the ground from its grenade launcher. It will stay there until an opponent gets too close to it, in which case it will explode.
■ Exceed Orbit
A small drone pops out from Seshat’s power armor. This drone automatically intercepts one projectile every second with a quick laser beam. It’s destroyed if hit with a melee attack, however.
■ Second Layer
■ Khnum’s Charge
Only useable on the second layer. Seshat holds her tower shield forwards and charges towards the enemy. If an attack hits her before she reaches the opponent, she’ll swipe it aside with her shield and stab forwards with her spear, covering a surprising amount of distance.
■ Set’s Storm
Only useable on the second layer. Seshat holds her spear skywards and utters an ancient spell. Lightning shoots down onto the head of the spear, which then arcs into the surrounding area.
■ Maahes’ Strength
Only useable on the second layer. Seshat swings her shield forwards, breaking an opponent’s guard, and then steps forwards, ramming it into them.
■ Final Layer
■ Aten's Light
Only useable on the final layer. Seshat’s body flares for a moment before arcane energies expand to form a deadly sphere of holy fire around her.
■ Zero Shift
Seshat’s signature technique, only useable on the final layer. Seshat’s form shimmers for the slightest of moments before she instantly appears in a different location.
SUPER MOVES
"I will not falter."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
■ Assault Armor
An improved version of Aten’s Light. Seshat sheds an entire layer of armor at once in a blinding explosion of ki and magical energies that does tremendous damage. The only viable way to use this technique is when she is on her third or second layer. Using the technique without channeling the stress into her armor would result in her death.
■ Mafdet Missile Massacre
Seshat shoots her palms forwards and channels magic through her fingers, shooting off ten glowing magic missiles that track their target. If she is still on the third layer, she will supplement this with fireballs generated from her suit’s missile launchers, bringing the total projectile count up to forty-two.
■ Beyond the Bounds
Only useable on the final layer. Seshat flies forwards in an all-or-nothing rush and slashes at her foe with all her might. She will then constantly Zero Shift around the opponent while striking at various angles several times. After the opponent is staggered, she roars and tackles them to the ground, forgoing her blade in favor of using her brute strength to beat them down with her bare fists. She finishes by drawing the shattered khopesh that serves as her core from her body and stabbing it into her opponent, and melding the sword back into her body.
■ Shadows of the Past
Seshat’s power stone super. Channeling the remnant memories of her siblings, she summons them all as phantoms beside her, which all simultaneously channel a beam of magic as wide as a city street that destroys everything in its path.
WEAKNESSES & LIMITS
"It can’t be the end. Not yet..."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Seshat’s moves are specialized enough to do well in certain situations, but the layers of armor they are tied to are far less durable than a Nomad who made these their focus would be, even if that durability adds up. If her current moveset has an advantage, then she’ll need to fight well to maintain it.
On the third layer, while she can fight defensively at longer ranges, her damage output is lacking. Her melee skills are also lacking while she’s holding her rifle, and she is very susceptible to throws. Her mobility is also abysmal, leaving it easy for faster foes to get into her vulnerable range.
On the second layer, she fares better offensively, but she has no way of fighting opponents at long ranges. Her slower style lends her best to poking away at mid range along with the occasional charge. Her shield bashes are powerful at very close ranges, but they’re rather sluggish.
On the final layer, Seshat is at her fastest and most powerful, with skills suited to fighting opponents up close and personal, but she is also at her weakest; an almost literal glass cannon not much more durable than a regular human. Under all that armor lies the most fragile nomad of all.
Seshat can progress through her layers of armor at her own pace, but she has no way of getting them back in the middle of battle. If she misjudges her opponent, she may have screwed herself out of an advantage.
On the third layer, while she can fight defensively at longer ranges, her damage output is lacking. Her melee skills are also lacking while she’s holding her rifle, and she is very susceptible to throws. Her mobility is also abysmal, leaving it easy for faster foes to get into her vulnerable range.
On the second layer, she fares better offensively, but she has no way of fighting opponents at long ranges. Her slower style lends her best to poking away at mid range along with the occasional charge. Her shield bashes are powerful at very close ranges, but they’re rather sluggish.
On the final layer, Seshat is at her fastest and most powerful, with skills suited to fighting opponents up close and personal, but she is also at her weakest; an almost literal glass cannon not much more durable than a regular human. Under all that armor lies the most fragile nomad of all.
Seshat can progress through her layers of armor at her own pace, but she has no way of getting them back in the middle of battle. If she misjudges her opponent, she may have screwed herself out of an advantage.
OTHER
"Begone."
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔