Well, on one hand, some kind of action would be a good way to get a grip on how everyone fights, along with being a neat climax.
On the other, in my experience, introducing a bunch of characters at once tends to err on the side of a clusterfuck, so trying to get our screwballs together while also introducing and characterizing a bunch of assholes they have to fight might be tricky. Not that it can't be done, of course, but I'm not sure about either what the antagonists would look like, or about how the arc would go even without any.
Speaking of our screwballs there's so many friggin' zany ones. Probably one of the wildest groups I've seen in an OP game. I dig it.
Well, there's prooobably not going to be a lot of PvP anyway, but capabilities will still naturally unfold as we play. Although, I tended to like knowing the relative strengths of the crew when it came to designing the arc foes because it helped me in coming up with their own strength hierarchy, which can be pretty important in character dynamic.
Also, I imagine you're waiting on one or two more apps, but any idea on when we might start? o:
My two cents on the power levels: I recall trying something in a One Piece game ages ago with power levels. I'm not saying we should use it but I'll share my experiences and you can decide.
Basically, the game had three main crews on one island, and to help sort out any potential PvP worries I attempted to implement something from the series. Basically, everyone had a power level descriptor that explained how strong they were relative to the other PCs. These were Captain (the strongest, such as Luffy), Monster (Zoro, Sanji), Medium (Franky, Brooke) and Low (Ussop, Nami). I think I remember coming up with this after taking part in a game in which I felt like four or five players in the crew seemed to want their characters to be Monsters (even though we weren't using the system).
In theory, it was meant to balance out crew strength, but in practice no one wanted their character to be 'Low' as you could imagine, and looking at the current cast maaaaybe Claribel would be Low I guess (but she could just as easily be medium)?
Of course, chances are it'll evolve naturally anyway, just like we can figure the relative strengths of the Straw Hats to each other after considering Enies Lobby and Alabasta, since their opponents had their own ranking system.
Name: Claribel Donner Age: 17 Gender: Female Race: Human Height and Weight: 5'4'', 100 lbs
Bounty: 0 Beli Personality: Claribel is about as carefree as they come. When it comes to people, she is generally pretty dismissive of most, often right to their faces. Her rudeness doesn't stop there, as her honesty often comes to mouth before anything resembling restraint. She is also stubborn and single-minded: when she sets herself to something she's probably not stopping until it's done. She can be quite clever when she has the care for it: combat, for instance. She also tends to take some things for granted, as her upbringing wasn't exactly the most normal. One thing she cannot stand is the mundane, thought not because she dislikes it, but because it doesn't stick in her brain at all. She seeks interesting people and situations, sometimes to the point of recklessness. One might even say that's what she lives for. She certainly has a bit of rebellious, teenage spirit, as she occasionally does things if she thinks something interesting will come out of it.
History:
Claribel has been familiar with the modern sea of pirates for a long time, as she came into this world on the vessel of what would become a pirate ship. At first, it had been the vessel of a lucrative business as an upscale passenger liner, but it was no stranger to pirates, as it weathered numerous scuffles in the East Blue Seas thanks to the strength and wit of Flors Donner. However, as it so often does, tragedy struck, in a form. After a journey that took place while Claribel was at the tender age of 3, a passenger who had been wounded in a pirate attack sought to press charges against Flors Donner and his estate, the legal avenues proving successful, the hefty fees damaging the company beyond repair. Though he was required to turn over his ship to account for bankruptcy, he denied this, running off with his ship, daughter, wife, and trusted crew. Now he was at an impasse: having fought pirates for such a length, he had no desire to enter their ranks, let alone with a woman and child on board, but the Government had scorned him, so he was now technically an outlaw. As he struggled with his options, the answer came to his from the mouth of his wife, Isabel, who said something he'd never have considered with the safety of his wife and daughter to consider.
Flors Donner became a pirate. But with a wife and child he could not afford to take a bounty, so while he flew the black flag symbolizing freedom, he never pillaged or killed. No, he targeted those who'd plagued his business for years on end, aiming at pirates. Not at first, of course: while he was one of the strongest men he'd known, his crew tough and loyal, if small, and Isabel was getting better with a rifle for those worst case scenarios, he wasn't convinced they were safe. So Flors turned to the newspaper, following the paths of pirates, arriving like a bountiful wind in their ashy wake. He went from town to town to find those who had been left behind by the Marines, and relighting their fire, giving them purpose. And so the Inferno Pirates sailed to the day where the sight of their flag would strike fear in the hearts of pirates and hope in the heart of the common man.
As for the toddler on board, Claribel's childhood was spent among the sailors, learning their names and their stories, picking up some useful seafaring knowledge and skills to boot. After a while, that was: not because she was young when she was taught. When it came to combat she learned much quicker. But while the crew initially believe it to be a matter of interest, or talent, the truth would be learned later. Isabel had become stricken with grief upon learning of the death of her parents, news of which was relayed to Claribel. And yet, some hours later, Claribel was upset, not sure of why her mother was sad. After being told once more, she was satisfied, until the next morning, when Claribel was once more confused about her mother's mood. The young girl had known that her mother was sad, but she couldn't remember why.
After she'd forgotten the death of her grandparents yet again, Flors was getting concerned, and began to seek out some medical advice. Claribel had always been a bit absent minded, but this was a bit much. After some study, there was a hypothesis that seemed to fit what Flors knew of his daughter: Claribel had a memory disorder. She could only remember things that were interesting to her the first time. Otherwise, she would need to be told repeatedly. Even then, however, she still risked forgetting again after a while.
Claribel certainly didn't forget that. She even got a bit worried: what kind of things had she forgotten? If something became boring to her, would she forget about it one day? She couldn't just decide what was genuinely interesting to her or not either. After some thinking, she finally concluded that if she was going to have problems remembering things, then she should just get as many interesting memories as she could.
Through her teenage years, Claribel would finally start helping a bit more out on the ship, mostly aiding in the sailing until age fifteen, where her father allowed her to start fighting alongside the rest of the crew, where she showed that she did have a good deal of strength. But once the novelty of that wore off, she was starting to get bored: she'd been on the boat for her entire life, after all. She had to come up with something.
Then, almost two years later, opportunity knocked. After a battle with pirates, the crew looted a Devil Fruit, and Flors sent the quartermaster to work on getting a buyer. Claribel wasn't having any of that though. In the dead of night, she went to where the Fruit was kept and ate as much as she could stomach (less than half) before leaving the rest and leaving the boat in the middle of the night, only leaving a note explaining that she'd left. Chances are they were going to be pissed, but Claribel was happy. Not that she was now free: she always had been. But now all the adventures and stories she'd had with them were good memories, and would probably never become boring, so she'd never forget them. Now she had to contend with the day to day: figuring out how to get along alone while also working out the kinks of her tricky Fruit. But six months after striking out, three of them on the legendary Loguetown, she's starting to get a bit bored of her locale, wondering when she's going to get to start the interesting life she'd been looking for.... It can't start in a boring way, after all!
Abilities:
Echo Echo Fruit (Eko Eko no Mi)
A paramecia-type Devil Fruit that bestows Claribel with the ability to create echoes where there otherwise wouldn't have been any. The only requirement is that she must be near the origin of the noise within the last minute. Then, with her hands, she can manipulate the air to recreate the sound, one of her hands emitting pulses of faint white light as she does so. It doesn't need to be identical, however, as she can also manipulate where it goes, though some applications of her ability are unbeknownst to her: she can make a sound pass back and forth over a person, making them hear one thing several times, or she can redirect the whole wave at once onto a single point, creating a much louder resonance in a small area, attacking the eardrums. However, every time she makes a sound repeat, it steadily decreases in volume, like any echo. Deaf opponents or any with ear protection are more resistant to her abilities, as they can't hear her misdirection. It's worth noting that her control of sound is limited to the medium of gases. Liquids aren't workable (such as water, the bane of Fruit users) and solids more so, meaning she can't redirect or copy sounds she can feel from the ground or hear while underwater (though if the sound is loud enough it enters the air, however muffled, that's another story).
Rod Fu - Claribel is tough enough to hold her own, using a sturdy iron rod as a bludgeoning instrument.
Navigation - Claribel's time at sea has made her into a reliable navigator as well as a talented cartographer. She is not only knowledgeable regarding weather and world events, but is also well capable of using tools such as maps, compasses and sea charts.
Techniques: Claribel doesn't yell out her technique names in the middle of battle, but that doesn't mean they can't be named!
Echo – Claribel takes a sound or phrase just emitted and repeats it. She can change the location it comes from as long as it's fairly close by. The volume is decreased slightly, however.
Echo Pop – A natural extension of her Echo. Claribel takes a sound, usually a very loud one like a gunshot or the bang of her rod hitting something hard (like a skull!), and repeats it numerous times in quick succession, usually right by someone's head. The result is a sudden burst of disorienting sound that often leaves the target venerable to further attack. It's tricky to pull off, since it requires more precision, so Claribel isn't capable of it yet!
Shoosh – Claribel redirects the voice of a person away from their intended target. If someone is trying to yell for help, then Claribel can redirect the sound so that it travels backwards, for instance. This doesn't affect the volume of the sound though, and she has trouble catching the further echoes. A yell in a narrow hallway will carry both ways no matter what she does, but someone yelling from a boat in the ocean to a nearby shore is out of luck if Claribel wants them to keep quiet.
A-pu-pup! Shoosh – A more precise version of the standard technique, Claribel 'grabs' a sound, effectively quieting it down, redirecting it in the same bubble, so to speak, without letting the sound bounce off another surface and echo naturally. Imagine a sound as a superball, bouncing madly, each bounce making the noise that reverberates and become audible. Were Claribel to grab that sound midair, redirecting it back and forth until it naturally petered out, she would create a silence from a sound, in effect. Like Echo Pop, this technique is beyond her current ability due to the focus and precision required.
Traits:
Improved Perception: She has an easier time hearing the echos and reverberations left by other things, and has better hearing for it. However, it's dependent on conditions: it a crowded street, there's so much noise it's hard to focus on any particular sound unless it stands out, but in silent room, she can probably hear the fast heartbeat of a hiding person. Aside from mere perception, she can't do much with it. Being able to tell if someone is lying or not based on their heartbeat would be to difficult even in ideal conditions for instance. Focus is also important: in the heat of battle, differentiating sounds is certainly trickier.
Inventory:
Iron Rod: Sturdy enough to trade blows and noisy on the right surfaces. It's straight, cylindrical, and a bit less than a meter long.
Tone Dials (TDs): Claribel almost always has a pair around her neck or over her ears.
I've written a number of things for the Dangan Ronpa fandom, but I wanted to share this one since, unlike my other stuff, it's more directly interactive: the plot is moved through suggestions in the form of commands by readers such as you! If you've heard of MS Paint Adventures or Prequel Quest, it's kind of like that! Except I can't draw, so it's more like that just text only. Give it a look!
Catching flashes of the others argument, Virgil thought it was wiser to keep out of it. Not that he had nothing to say, but...
Focusing back on Bluebird, he began, "Well...I think I get it. I mean, sure my power could be dangerous, but I've never really used it at levels that could kill someone. But it's not like Batman's code or anything, I just... Most of my rogues are street punks. Superpowered, sure, but I don't that means I should kill them."
Scratching his head, Static said, "Okay, maybe I don't get it. I ended up in the middle of those drones, so I can figure what would have happened if I'd stayed. It might not be 'hate' but it didn't feel too far off." But then again, Virgil wasn't quite sure: was it possible to save those drones? He didn't want to think about it.
Taking a breather, Static couldn't help but overhear Superbeast and Marvel celebrating. Static would have joined them normally, but something was eating at him.
Sure, on their end of things, the mission went well, but that wasn't right. They'd been the distraction, hadn't they? Yet it was Flash's team that had the most casualties and resistance. But maybe that was just how things were with the League? This was Virgil's first mission afte-
"Hey hotshot. That was some good teamwork back there."
"Huh? Oh, hey," Static responded. A smile coming to his face at her compliments, Virgil was reaffirmed that he didn't do too bad.
"Oh, you mean that little thing?" Snapping his fingers, discharging a bit of electricity, Static recalled, "Well, the name is 'Static'. Heck, when I first got my powers I woke up with a bunch of metal junk stickin' to me. There were a lot of those zombies, so my normal go-to might have been to chuck a car at them or something else heavy, but there wasn't one on hand and I had backup, so it just came to me. I still need to figure out how much juice it takes to zap one of them though: normally I keep it about taser level..."
Slowing down, Static asked, "Hey, was it me, or did you stop firing for a minute back there? You run out of ammo?"
Electrical charge pinning both Static and Bluebird to his saucer, he wasted no time in getting up and off the ground, avoiding the debris. A few magnetic deflections here or there didn't hurt anything either.
Following the charge after Wonder Woman, he kept altitude low enough and his flight steady enough for Bluebird to keep pressure on.
After some minutes, the chaos quieted down ,the team arriving in the safe zone. Moving towards the ground, Static landed his saucer, releasing the charge. Wiping his forehead, he let out a sigh of relief before cheering, "Hey, we did it!"
Turning back to look at the technofied Metropolis, he was briefly overwhelmed: he couldn't even spot where the tower they'd just taken out had been, and it was no doubt one of many.
Recalling the original goal, he called, "Hey, what about the others?"
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