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Fandom Falling Apart (Multifandom RP) [CHARACTER SUBMISSION]

Main
Here
OOC
Here
Lore
Here
Other
Here
Full Name
Pit

Alias(es)/Nickname(s)
Pit-kun, Pitty Pat, Pitstain, the Flightless Chicken

Fandom/Universe [type 'original character' if your character is unique]
Kid Icarus (Nintendo)
First appearance: Kid Icarus (Nintendo, NES, 1986)
Latest canon appearance: Kid Icarus Uprising (Nintendo, 3DS, 2012)
Latest appearance: Super Smash Bros. 4 (Nintendo, 3DS/WiiU, 2014)


Alignment [ex. Lawful/Neutral/Chaotic, Good/Neutral/Evil]
Lawful Good (He fights in the name of good, light, and Lady Palutena)

STATISTICS [0 to distribute]
EDR - 10 [150,000]
STR - 13
DEF - 8
ECH - 12
RES - 12
AGI - 13
PER - 13
SKI - 13
INT - 8
CHA - 10
LUK - 0


Age
Physically much older than he looks, but appears to be 15

Gender
Male

Sexuality
Pit is unsure of his orientation, since, due to him aging drastically slower than humans, he is still undergoing rampant puberty.
Probably bisexual with a preference to females.

Species
Angel (flightless)

Appearance [photo/desc or both]
300px-UprisingPit.jpg


Personality
Peppy and chipper, Pit always charges head-strong into his battles with little to no worries about what awaits him. He is also a brave spirit, and won't simply give up mid-way through a fight. However, he can tend to be quite naive, and too cheerful for his own good, one of the reasons why he annoys accomplices such as Viridi, the Goddess of Nature and his clone, Dark Pit.

Backstory
Ages ago, Pit was a rather weak angel, also flightless, but he later had proven himself worthy of the the Goddess of Light, Palutena's Royal Army. Once he became the very last of his kind, he was named the captain of her guard. However, Palutena is soon held captive by Medusa, ruler of the Underworld, since they had a feud dating ages back. On his original adventure, Pit was required to travel throughout the hellish place to collect the Three Sacred Treasures to defeat the horrible creature that was Medusa. Soon enough, his goddess was freed, and they were living happily ever after.

But the story does not end there for the brave, impulsive angel. Roughly 25 years after the incident, Medusa is resurrected, and attacks the Earth with her Underworld troops. Pit, who is much more adept with a variety of weapons, powers, and a limited spell of flight, manages to take down formidable foes such as Twinbellows, Hewdraw, Thanatos (the God of Death), Pandora (the Goddess of Calamity), Dark Pit (a fundamentally destructive clone of himself created by Pandora's Mirror of Truth), and others, before putting an end to Medusa. However, the angel still has to fight against his true enemy - Hades, the God of the Underworld, along with stopping a mysterious alien force called the Aurum, and Viridi, the Goddess of Nature, from destroying human life with her Reset Bombs.

After defeating the Chaos Kin, who turned him into a ring that caused him to possess anything that came into prolonged contact with it, and eventually, Hades, Pit finally settled in peace with even his so-called adversaries for a while. They likely sipped of ambrosia, and chatted into immense laughter on the day of the Underworld God's defeat.

How did they get absorbed into the chaos?
One day, whilst flying throughout the vast skies of the world, under Lady Palutena's Power of Flight and divine supervision, Pit would soon be unexpectedly faced with a tear in the reality fabric of his world. Absolutely shocked, and keeping his distance from it, he witnessed as several familiar foes, such as Underworld troops, the Forces of Nature, and Aurum grunts began to spew out of the purple rip. However, the air of these enemies were much different. If they had eyes, they had purple irises and black sclera. A corrupted film seemed to surround their complexion. And finally, their aura was... sickening, to say the least.

Despite being able to hold off the enemies for a prolonged period of time, the foes became to come quicker, and soon overwhelmed Pit, who was also informed by the Goddess of Light that the Power of Flight would inevitably run out if he remained floating there in place. Their last option was to soar back to Palutena's Temple... or what was left of it. Not only was it still in a bit of shambles after the events of Uprising, but there were several things there, destroying the treasured architecture the palace possessed. Many brand new corrupted enemies began to appear, and they easily defeated the flightless angel, who was then recklessly tossed into a rift.

Strengths [include resistances to damage types]
-Pit has been through a plethora of pain throughout his journeys in Angel Land, having lived through lethal doses of toxin poisonous enough to kill 12 men, being on fire, his wings having been incinerated, being unconscious for prolonged time periods, being turned into a walking eggplant/shrimp tempura, and slashes that would otherwise cause major lacerations and deadly levels of blood loss.
As a result of this feat, all status ailments only have 50% of their regular chance of being inflicted against Pit, and their effects are slightly weaker. Status ailment damage is decreased by 20%.
-Due to his exposure to all sorts of non-physical damages, and familiarity with magic to a degree, his Enchantment and Resistance stats are above average. It allows him to deal 10% more non-physical, non-firearm related damage, and also allows him to take 10% less non-physical damage.
-Pit possesses above-average Strength, which allows him to heft and push heavy objects more easily, and allows him to deal 10% more physical damage.
-His higher Agility allows him to sprint around faster without getting exhausted as often, as well as being able to possibly make more decisions in one turn. His higher Perception allows him to dodge more reliably, and also allows him to use the environment to his advantage, to a degree. Thirdly, his higher Skill stat allows him to operate foreign devices of hurt better, thanks to being highly experienced with 9 different classes of weapons.

Weaknesses [include weaknesses to damage types]
-Pit is naive, and headstrong. As a result, he may make the wrong decision, before he has the time to think it out.
-His below average Intelligence emphasizes this slightly, and furthermore, he is more susceptible to enemy taunts and being fooled by hostiles who can give educated speeches.
-His lower-than-normal Defense means he takes 10% more damage from all physical attacks.
-Pit takes double (2x) damage from Heat-based attacks, and Shock-based attacks. His status resistances do not apply to these damage types' ailments.

Equipment
Palutena Bow

A treasured reconstruction of the first bow he was given on his journey. However, this one is at least 25 times more powerful than the original bow he possessed. Capable of outputting mean charged shots while never running out of ammunition, and being able to split into twin blades, makes it a formidable weapon indeed.
Slot - Primary
Base Damage - 1,500 Magic (rapid fire) / 7,500 - 14,400 Magic (charged shot)
Accuracy Stat - 10/20 (rapid fire) / 19/20 (charged shot)
Noise Level - Low (all enemies within 20m of the shot will be alerted)
Magazine Size - 15 shots
Firing Speed - 3 per action (rapid fire) / 1 per 5 actions (charged shot)
Ammo Recharge - 5 actions
Special Attributes
* Pit will have to wait more than one regular turn in order to fully charge a new charged shot, or to regenerate his quiver. However, he has other weapons to compensate, and unlimited ammunition.
* A charged arrow can penetrate through 2 enemies, but not through cover.
* Damage is flat, as it is a bow.
*Arrows can home onto nearby enemies, unless they successfully dodge them.
* Pit can perform two types of melee attacks with the bow. One is a three-hit combo, which deals 1,000, then 750, then 1,250 Sharp damage, and has a 1.5% chance of causing bleeding per hit. The second is a multi-hit attack where Pit lunges forward and twirls the assembled bow, which deals five hits of 450 Sharp on the first turn, and then 1,000 more on the second turn. Each hit of that attack has a 0.5% chance of causing bleeding. Both of these attacks share a 1-turn recharge.
First Blade
The very first weapon that Pit obtains during the events of Kid Icarus Uprising. Functionally, it is a lightball-firing submachine gun, that doubles as a short sword in close quarters. Not as powerful as the Palutena Bow, but it is useful when it is recharging, or if you need to tackle groups of dispersed enemies. However, in the transition to the corrupt world, it lost its ability to charge shots.
Slot - Secondary
Base Damage - 500 Magic
Accuracy Stat - 9/20
Noise Level - Normal (all enemies within 35m of the shot will be alerted)
Magazine Size - 30 shots
Firing Speed - 10 per action
Ammo Recharge - 5 actions
Special Attributes
* Damage is flat, as it is a firearm-styled weapon.
* In close quarters, Pit can use this to swing at an enemy once per action. It deals 1,000 Sharp per hit, and has a 5% chance of causing bleeding.
Upperdash Arm
A weapon that is acquired late into Pit's journey through the Underworld, it is a feared close-quarters weapon. Although it can no longer fire projectiles, its dashing melee attack is still its modus operandi, and how Pit will use it in Falling Apart. It deals high damage, and has the potential to knock enemies into the air.
Slot - Melee
Base Damage - 8,500 Blunt
Attack Speed - once per 8 actions
Charge Period - 1 action
Status Chance - 75% (knockdown - enemies are pushed up into the air on one turn, and are still vulnerable on the next. However, all incoming damage on them is reduced by 20% until the ailment subsides)
Reach - Long
Special Attributes
* The range is extended to a great degree, since Pit dashes forward a long distance before actually initiating the attack.
* Can reflect projectiles with 75% of their original power, excluding bullets.
Switching between weapons consumes 1 turn.

Special Abilities
-Getup recovery. When Pit is getting up from being knocked down, he will not be fazed by attacks, and will take no damage from them.
-The Power of Flight. Thanks to his continued, yet loose connection to Palutena, the Goddess of Light, he still has access to his treasured Power of Flight, which allows him to soar around in the sky for 2 turns, boosting his Perception up by 3 points all the while. Against other players, the effect is much lesser, only lasting 1 turn, and boosting his Perception by 1 point. He can only use it once every five turns.
Pit has access to Powers, just as he did in Uprising. He can equip up to 4 at a time, and each share a recharge time of 1 turn after their effect subsides. He can find them in loot throughout missions, or as rewards for special games. Powers can be activated in the same action as he does something else.
His default powers are Autoreticle and Health Recovery.
-Autoreticle temporarily renders Pit's hand-eye coordination and weapon aim to be 100 times what it regularly is, greatly improving his accuracy. He will only miss a shot if he rolls a 1 during the time it is active. However, during its active period (4 actions), Pit will deal 10% less, and take 10% more, damage.
-Health Recovery slowly heals Pit's wounds passively. Over 4 actions, the power will heal 15,000 EDR, but if Pit is hit once during this period, the healing stops, despite negating any damage or chance of status ailments or debuffs.

Notable quotes [optional]
"I am Pit, servant of the Goddess of Light!"
"Your days of darkness are numbered. Prepare to meet the light!"
"Hear my voice, evil-doers! And... uh... see my actions?"
"Floor ice cream gives you health."
Voice reference is Antony Del Rio, the wondrous, talented young man who voiced him in Kid Icarus Uprising and SSB4.

Theme song [optional]
 
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(Still not sure if this guy is gonna be used anytime soon, to be honest.)
Full Name
Samuel. Last name is unknown

Alias(es)/Nickname(s)
Sam, Detective Sam, giant talking dog

Fandom/Universe [type 'original character' if your character is unique]
Sam & Max, by Steve Purcell
First appearance: The Adventures of Sam & Max: Freelance Police (Steve Purcell comics, 1987)
Latest canon appearance: Sam & Max: The Devil's Playhouse (Telltale Games, PC/PS3, 2010)
Latest appearance: Poker Night 2 (Telltale Games, PC/PS3/X360, 2013)


Alignment [ex. Lawful/Neutral/Chaotic, Good/Neutral/Evil]
Lawful Good. Well, at least, for the most part.

STATISTICS [0 to distribute]
EDR - 15 [200,000]
STR - 10
DEF - 12
ECH - 3
RES - 3
AGI - 10
PER - 13
SKI - 15
INT - 15
CHA - 15
LUK - 1


Age
Presumed to be a fair age, likely mid/late-30s

Gender
Male

Sexuality
Straighter than a Creamsicle stick

Species
Anthropomorphic talking canine (supposedly an Irish Wolfhound)

Appearance [photo/desc or both]
0000002125.1920x1080.jpg


Personality
Sam, despite his enthusiasm for being a Freelance Police Detective, is a cool-headed fellow, at least, more than his lagomorph work partner. Thanks to his calculated state of mind and his intelligence, so long as he has the assistance from a daring folk or two, he is able to solve several puzzles with ease. He barely ever loses his cool, but when he does, he can act in a very reckless manner for a brief moment. Even though he is a dog by species, Sam seems to act like a regular human male, often times, although with him being a canine, he is still excitable about his occupation.

Backstory
Sam has been a member of the Freelance Police branch for such a long time, that he forgets when exactly he joined. He is almost always accompanied by his trigger-happy, maniacal rabbit partner, Max, on his wild and wacky adventures. Commanded by the mysterious Commissioner for private investigation, vigilante justice, and general enforcement of the law, Sam is definitely no outsider to the extraordinary, through all of his years as a member of the Freelance Police duo.

How did they get absorbed into the chaos?
Max loves to carry out plans that are unreasonably dangerous and reckless, but Sam has a tendency to agree with the lagomorph with half a mind, if he wasn't listening thoroughly. And thus, one day, the sharp-toothed bunny combined a Geiger counter with old radio parts, crystals forged from classified elements, some stardust, and a few other 'techy bits' in an attempt to create a gadget that he claimed could get them to their goals faster. When he first tried to operate this, however, it did not react well with the space-time continuum, and created a fine tear in it, which was, of course, a dark purple in coloration. After a lengthy sentence filled with combined random terms, Sam opted to run away from it, but Max grasped him by the wrist, and questioned what could possibly go wrong. Gulping, and adjusting his tie, Sam proposed he had no choice but to step into one of the first ripples, which sealed after he entered, leaving Max in his own world.

Strengths [include resistances to damage types]
-Sam is extremely good at holding conversations with strangers, and persuading others to do things, as represented by his impressive Charisma stat. As a result, if one doesn't already have knowledge that he is a Freelance Policeman, he could easily gain information by disguising himself as a random and talking with important figures.
-His above-average Skill stat results in him being fairly competent with new technology. His high Intelligence allows him to piece situations together faster, and make reasonable decisions based on them. And his good Perception emphasizes his decent awareness of his surroundings.
-Being as heavy as he is, thanks in part to his large appetite, Sam has a much greater Endurance stat than most other characters, meaning that he can withstand more pain before he needs to seek out means of health restoration, or going down. In addition, his heightened Defense stat means he takes 10% less physical damage as a whole. Talk about a damage sponge! Though, don't use him as a meat shield. He won't appreciate that.
-Less courageous opposition may see his Freelance Police membership as a sign of high authority, and may act even more nervous when Sam is in their presence.

Weaknesses [include weaknesses to damage types]
-Due to his lack of experience with magic, Sam's Enchantment and Resistance stats are horribly low, which means any magical damage he attempts to output will be ridiculously underpowered, and any non-physical damage he receives will dish out 35% more damage to him.
-Being a mortal organism, Sam is weak to Virus damage, and is more susceptible to the effects that it causes. It deals 50% more damage against him.
-Sam is also weak to the Magic damage type, also taking 1.5x damage from those sources, and being more likely to acquire the confusion status ailment as a result.
-Sam also seems to have a bit of gluttony and greed in him. He will eat outrageous levels of food, and will want to take as much loot as he possibly can.

Equipment
Hammer space
. Sam seems to be able to store unrivaled volumes of junk, just inside his policeman coat. He attributes this to a cardboard box that is concealed underneath it.
Magnum Six-Shot
A huge revolver for an equally huge talking dog, anyone that doesn't have a steady hand would find themselves unable to wield this weapon. Its massive barrel grants high power, accuracy, and penetration through cover. However, despite its effectiveness, Sam is usually reluctant to use it, unless his allies are being threatened, or as a last resort when he is cornered by foes. Also, if he decides to reload it, it takes a while, considering that he only has 3 actions per turn under normal circumstances.
Slot - Sidearm
Base Damage - 8,000 Kinetic
Accuracy Stat - 18/20
Noise Level - Extreme (all enemies within 100m of the shot will be alerted)
Magazine Size - 6 rounds
Firing Speed - 1 shot per action
Reload Speed - 2 actions
Ammo Utilized - .44 Magnum Caliber
Special Attributes
* Damage is flat, as it is a firearm.
* Shots to the head of an enemy will deal 250% damage, or 20,000 Kinetic base. However, this can only be achieved if Sam is focused (which will take a turn), and rolls a 20 or higher on the accuracy check.
* Sam can use the revolver's grip to bash an enemy with high force, for 2,500 Blunt damage, in close quarters. He can do this once per turn. The attack has a 10% chance of causing an internal fracture.
* Sam begins with one full cylinder loaded, with a spare one being put in via speedloader. He can only reload when entirely out of chambered shots.

Special Abilities
Resourcefulness
. Not only can Sam pick up on what is surrounding him, and use it to his advantage to a degree, but he also possesses a plethora of miscellaneous detective equipment on him most of the time, such as a magnifying glass, and a notebook to keep track of things. This can assist him greatly, if he takes a turn or two to consider it.

Notable quotes
Sam is notorious for using several filter words when frustrated. He only swears rarely, and when he does it is only mild profanity.
"Holy <string of nonsensical words>!"
"Well, can't think of a reason not to."
"Heh, you crack me up, little buddy!"
"Yes? ... Yes? ... No! ... Yes?" (when on the phone)
Voice reference - David Nowlin, who voices him in Sam and Max: The Devil's Playhouse.

Theme song
 
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animegirl20 animegirl20 billthesomething billthesomething
I hate to pester you guys again with yet another reminder, but if you are interested in the roleplay, you need to update your character submissions with stats, weapon attributes, and skill attributes. Also other things, like how they got dragged into Falling Apart, and strengths and weaknesses.
 
1516825533696.png

FULL NAME: Dark.

ALIAS(ES)/NICKNAME(S): The Lord of Darkness, The Terrible (etcetera) but he most commonly goes by Mr Dark.

FANDOM/UNIVERSE: Rayman.

ALIGNMENT: Lawful Evil. He wants to control the Glade of Dreams, his world, but there's little he can do if the corruption takes his world for itself.

STATISTICS:
EDR - 8 [130,000] - Mr Dark is fairly wispy and ghost like in nature. He can't take a great beating before he goes down. As if you would ever be able to give him a beating.
STR - 6 - again, Mr Dark is a sorcerer, not a weight lifter. He can lift an alright amount, but strength isn't his forte.
DEF - 6 - all he wears is a cloak, and he can't take much of a beating. Defence isn't for him. Luckily, he has 'servants' and 'allies' to take the beating for him.
ECH - 18 - he's an evil sorcerer. What do you expect? He knows a vast array of spells, and powerful spells at that.
RES - 18 - being a magic user, he has natural resistance to it. Not to mention the charms on his hat, which act like magic wards.
AGI - 12 - being quite ghost-like in nature, he is quite agile.
PER - 16 - he is quite good at tracking Rayman. Yes, he has binoculars, but you still must be good at tracking in order to see him wandering around the world.
SKI - 8 - he can cast spells, but that's all he can do really. As if he would need anything else.
INT - 16 - he managed to steal a god-tier magical artefact, kidnap hundreds of tiny creatures before they let on, tricked powerful beings into working for him and defeated a powerful fairy in magic combat. All because he can create traps, outsmart opponents and use dirty tactics to win. Not to mention he came up with the whole 'use the Primordial Orb for evil' thing in the first place.
CHA - 4 - evil people don't typically use words to win, especially when they can, instead, cast fireballs or turn into giant saxophones.
LUK - 0 - meh, he doesn't feel particularly lucky.

AGE: Undefined. Mr Dark could be eons old, or he could've crawled out of the Cave of Bad Dreams last weekend or something.

GENDER: Male.

SEXUALITY: Heterosexual, but don't expect anything. You know, being an evil monster and all.

SPECIES: Unknown. Some theorise he is the same species as Rayman, some think he is a dark spirit come to claim his revenge...who knows?

PERSONALITY: Evil. Raw, unhampered evil who only wishes for his control to be present over the entire Glade of Dreams. In his wishes, not even Polokus - the ultimate god - can stop him, and he was so close on many occasions. If only Rayman and his friends weren't there...life would be so much easier. Mr Dark is cold, calculating and ruthless in his actions, and doesn't appear to have any love for anyone in his heart. Perhaps that could change if he met the right person..? <3?

Yeah, no, that ain't happening. Even his most loyal servant, or rather slave, is scum to Mr Dark. Poor Darkray. Oh well.

Speaking of Darkray...the clone of Rayman. You'd except that a near-perfect clone of Rayman would be good and fight against evil, but no. He is rotten to the core. While Mr Dark is cruel, efficient and wants complete control, Darkray is manic, psychotic and yearns only for destruction and chaos. The only thing keeping him in line is his unrelenting obedience to Mr Dark. Still, if Mr Dark says so, he would happily tear apart a person limb from limb.

His cruelty has its faults, though. Mr Dark has a slight tendency to toy with and torture his target, which can result in misjudgement and more time for his target to turn the tables on him. Although, with his recent loss being because of it, chances are Mr Dark won't do it again for a while. Unless it would be really fun for him to do it.

BACKSTORY: Virtually nothing is known about Mr Dark. He just...popped up one day and started terrorising the world. He tricked several powerful beings, such as Mr Stone and Mr Sax, to help his cause and act as generals to lead the armies of stone men and wrong notes (amongst others) in the fight for world domination and control. He eventually learned of a powerful artefact blessed by Polokus himself, a being so immensely powerful that anything he dreams of becomes reality, called the Primordial Orb. Different cultures within the Glade of Dreams had different names for it - the Great Protoon, the Heart of the World, etcetera - but the gemstone was still the same. It acted as the source of all magic within the Glade of Dreams, and also kept the world in balance. Not only was claiming it good for Mr Dark's magic, as it provided him effectively endless mana, but he had the world at his fingertips holding it. If anyone were to anger him, or cause him to otherwise smash the orb, the realm would fall into magical instability. He had heard of a powerful fairy who was guarding the Orb, as well as hundreds of servants known as the Electoons, but they were no match for Mr Dark. The only problem was Rayman, a legendary warrior, but Mr Dark had an answer for that too.

He had created a vile copy of Rayman known amongst Mr Dark's army by many names - Shadow Rayman, Raymesis, Evil Rayman, Bad Rayman - but the creature called itself Dark Rayman, or Darkray, after its master. It terrorised civilians, blasted houses and other buildings with dark energies and generally spread discord across the world. It followed Mr Dark's orders to the letter, but even that wasn't enough.

Unable to defeat Rayman at his own base of operations, Mr Dark fled to the shadows with the Orb. Unfortunately, there was something else lurking in the shadows...unbeknownst to Mr Dark, there was a secret rift that opened just as he was to flee, pulling him and the Orb into it. What happened to the Glade of Dreams without the Orb's presence is uncertain, but it is definitely not good.

STRENGTHS: Being an incredible mage, Mr Dark is resistant against Magic damage, Corruption damage and Mind Damage.

WEAKNESSES: He is, however, weak to Blast, Blunt and Sharp.

EQUIPMENT:
MAGICALLY ENHANCED BINOCULARS
Description: Magically enhanced binoculars used by Mr Dark to track his targets. It makes life a lot easier. Using them, Mr Dark can see exactly what Rayman is doing, down to the jump or the punch, even from atop a mountain.
Slot: Tool.
Special Attributes: They automatically focus on what Mr Dark (or any user) wants to focus on - even if they are behind him. They are also incredibly powerful, and can change views to get to really small detail or general detail. They are indestructible.

CLOAK OF DESPAIR
Description: Mr Dark's magically enhanced cloak that provides him with complete coverage.
Slot: Clothing.
Special Attributes: The cloak is heavily magically enchanted so that no-one, except Mr Dark, can take off the cloak. Those who try will be confused and infuriated as the cloak seems to never end, and pulling away the cloth somehow reveals more cloth underneath. Not even things like x-ray machines or even powerful magic can see through it.

HAT OF ETERNAL SHADOW
Description: Ever wonder why that, despite everything, no light can fall on Mr Dark's face? It's the hat.
Slot: Hat.
Special Attributes: The hat casts eternal darkness onto Mr Dark's face, so that none may see what he really looks like, or if he even has a physical form at all. The orbs dangling off of the hat are magical in nature, and grants Mr Dark complete immunity to curses, hexes and other dark magical effects. In other words, they render him immune against status effects and debuffs caused by dark magical attacks.

THE PRIMORDIAL ORB
Description: Also known as the Great Protoon or the Heart of the World, the Primordial Orb is said to contain all the magic in the Glade of Dreams. Recently stolen by Mr Dark, he still had it on his person before the corruption took him.
Slot: Artefact.
Speed: 3 actions.
Special Attributes: The Primordial Orb, at least in any universe except its own, acts as a humongous magical storage. Mr Dark, as well as most magic users, can use this orb to recharge all spent magic as long as it uses mana as opposed to any other source such as ki or universal energies such as the Force. However, in order to use his magic to its full potential, he has to charge it before heading into combat - he can still use some spells.

SPECIAL ABILITIES:
FIREBALL
Description: A simple fireball spell. Most sorcerers can learn this spell with relative ease. It can either be cast normally, or Mr Dark can twin-cast them which causes them to follow a double helix pattern, making them harder to dodge. It can also be charged to create a larger fireball that does more damage and is more difficult to avoid. Alternatively, instead of charging a single fireball he can charge around 5 fireballs that are tiny in comparison, but act like a shotgun.
Base Damage: 3000 Heat, 6000 Heat for large fireball and 1000 damage for small fireballs.
Status Chance: 20% burning.
Power Points: 20.
Firing Speed: 1 action for both normal and storm fireballs, 2 for large fireball.
Special Attributes: As aforementioned, it can be twin cast to make it harder to dodge. The large fireball has a metre diameter, and a slight homing factor making it more difficult to dodge. Can be used even without a charge from the Orb.

FLAME PILLAR
Description: Mr Dark creates pillars of flames to strike or trap the opponent.
Base Damage: 2000 Heat per pillar, but maxes out at 8000 Heat if multiple hit at once.
Status Chance: 10% burning.
Power Points: 10.
Firing Speed: 1 action.
Special Attributes: Can either be cast in a line in front of Mr Dark, or around the target. If cast in a circle around the target, they slowly move inwards to trap the target. The only way out is to either dodge it as soon as it is cast, as the pillars won't be touching yet, or from above. Can be used even without a charge from the Orb.

CONFUSE
Description: Mr Dark casts a cloud of illusion over the target's eyes, changing their perspective on the world.
Base Damage: N/A
Status Chance: N/A
Power Points: 5.
Firing Speed: 1 action.
Special Attributes: Mr Dark casts a shroud of confusion over the enemy's eyes, which completely alters how they see the world. Whether it be upside down, back to front or constantly switching, this can cause enemies to trip, fall over and even attack their friends if used correctly. If the target succeeds a ECH saving throw, the spell fails.

DARK CLONE
Description: Mr Dark's ultimate spell - dark magic creates a copy of the target, which then starts fighting for Mr Dark.
Power Points: 5, but can only be used twice and he has to charge from the Orb beforehand.
Firing Speed: 3 actions, and the clone won't act until the start of Mr Dark's next turn.
Special Attributes: Mr Dark creates a weaker clone of the target. He can only have one clone at a time. The clone will have the same shape, blood, fingerprints etc of the target, except their colour will change to a purple and yellow palette. A clone's stats are all -4 to everything, except Luck, Skill and Intelligence (which stays the same) and they can only use a third of the target's abilities. They deal 1.5x damage to their original. Cloning has no effect on incredibly powerful creatures or beings. He can also create Dark Rayman, or 'Darkray', using this very spell.

DARK RAYMAN
Description: When all else fails, Dark Rayman has Mr Dark's back. A more perfected clone than the ones for Dark Clone, this one is far more intelligent and capable.
Power Points: 5, but can only be used once per mission.
Firing Speed: 3 actions.
Special Attributes: Due to the more advanced nature of Dark Rayman, he has his own skillset. It is very similar to Rayman, except for one ability. Darkray classifies as a Dark Clone, meaning that Mr Dark's limit of only one clone applies to Darkray, too.

1516825569244.png

EDR - 14 [190,000]
STR - 14
DEF - 14
ECH - 12
RES - 14
AGI - 14
PER - 12
SKI - 10
INT - 4
CHA - 4
LUK - 0

HELICOPTER HAIR
Description: The hair on Darkray's head is able to spin like the blades of a helicopter, allowing flight.
Special Attributes: Allows flight for 2 turns straight, until a turn of rest is required. It isn't perfect flight, due to the nature of it, and isn't any faster forward than walking.

DARK MOONBALL
Description: A copy of Rayman's moon energy sphere, now corrupted with evil energies.
Base Damage: 1000 Radiation, 2000 Radiation charged. (It is not technically Radiation that is produced by the move, but a special type of dark energy. The energy weakens enemies similar to Radiation, hence why I'm calling it that.)
Status Chance: 10% weaken.
Power Points: 30.
Firing Speed: 1 action, and fires three balls per action or one charged ball.
Special Attributes: Can be charged to create a bigger, badder ball. A charged ball can ricochet 5 times before fading which can be disastrous in a locked room.

DARK POMMEL
Description: Like Rayman, Darkray can charge up his fist to deliver it at range. The range varies depending on how long it is charged for, but maximum range is 15 feet.
Base Damage: 1000 Blunt, 1000 Radiation.
Status Chance: 5% weaken.
Power Points: --- - pommel is like a regular punch to both Rayman and Darkray. It would be like putting a limit on how often a person can throw a punch.
Firing Speed: 1 action for close range, 2 actions for medium range.
Special Attributes: Darkray can negate the 1000 blunt damage to instead grab the foe, which pulls them closer to him. He can also use this ability to grab ledges further away from him, or do less complex things that a hand can do such as pull a lever, activate a button etcetera.

CHASING MALICE
Description: Darkray enters a state of pure malice, where he follows the targets exact moves but gradually speeds up until he touches them. Touching them is not good for their health.
Base Damage: 7500 Radiation.
Status Chance: 50% weaken.
Power Points: 10.
Firing Speed: 1 action, but is unable to perform other actions until the spell is over.
Special Attributes: Darkray is unable to perform any other action until either the spell fails or the spell hits. Darkray must follow their path exactly, but if they perform something that he cannot perform, or use his own skills to make up for, the spell ends.

TELEPORTATION
Description: Mr Dark collapses into a singularity, then reappears either somewhere he recognises well enough or somewhere he can see.
Power Points: 10.
Firing Speed: 1 action.
Special Attributes: Mr Dark is invulnerable while he is teleporting.

TRANSFORMATION
Description: Not only does his physical appearance, weight and height change but he also gains new abilities. However, he cannot use his spells during this time. He does not lose control over Dark Clones or Minions.
Power Points: 10.
Firing Speed: 3 actions.
Special Attributes: Mr Dark can transform into three creatures - Mr Skops, Mr Sax and Bzzit. These transformations last until he ends it, or until he is beaten unconscious. He can also use this ability to cast minor changes to himself, such as the colour of his clothes or his height (within reason).

1516825630799.png
CHITIN ARMOUR
Description: Heavy, self regenerative armour that takes a bit to crack.
Special Attributes: In this form, Mr Dark gains 10 DEF and 5 EDR but loses 5 AGI. His size is also greatly increased, making it harder for him to dodge (in other words, everyone else gains a +2 to hit him). The chitin is tough to break, because at the end of every turn it regenerates completely. Not even a scratch is left. Do not mistake, this regenerative chitin does NOT regenerate health.

GIANT F**KING CLAW
Description: It's a giant floating claw. What more description do you need?
Base Damage: 3000 Slash, 1000 Blunt (to represent the crushing aspect of the claw).
Status Chance: 10% bleeding, 10% fracture.
Power Points: ---- - similarly to Darkray, using his claw is a thing it can do. It doesn't need magic or PP or whatever to do it.
Firing Speed: 1 action.
Special Attributes: Like Darkray's fist, it can be flung outwards at range. Mr Skops' claw has a full range of 30ft. Like Darkray, he can also use it to grab.

SCORPION TAIL
Description: Don't get stabbed by it. Please. I don't want to clear up your vomit and/or guts.
Base Damage: 2000 Puncture, 75% of 3000 Toxin.
Status Chance: 75% poison.
Power Points: ----
Firing Speed: 1 action.
Special Attributes: Unfortunately for literally everyone, the tail stinger can also shoot forwards 30ft. Dear god, this thing is terrifying. AND it exists in the wild - Mr Dark just stole the look!

TARGETED SHOT
Description: Mr Skops can fire a weak plasma ball from his tail. While the ball doesn't do a great amount, it homes in on the target with incredible accuracy.
Base Damage: 2000 Heat.
Status Chance: 20% burn.
Power Points: 10.
Firing Speed: 1 action.
Special Attributes: Is incredibly difficult to avoid. Targets will have a disadvantage to evade it, and Mr Skops will have an advantage to hit it in the first place (i.e, if an enemy tries to dodge it they must roll twice and use the lowest result as their roll, and when firing I roll two dice and use the highest result as my roll).

1516826483775.png
METAL SHELL
Description: He''s made of metal. 'Nuff said.
Special Attributes: Gains a +5 to DEF and a +5 to RES, but loses 5 AGI.

SONIC BLAST
Description: Mr Dark/Sax (Dax?) emits a loud, earsplitting screech that destroys nearby things in front of him.
Base Damage: 2000 Blast.
Status Chance: 75% stun.
Power Points: 10.
Firing Speed: 1 action.
Special Attributes: Without proper protection, this can cause eardrums to burst causing extreme pain and temporary deafness. While the sound is around him, the actual blasting damage is around 20ft in front of him.

WRONG NOTE
Description: These savage, semi-sentient sound symbols strive to make someone suffer.
Base Damage: 500 Blunt per action, or 1000 Puncture for their spike. There is a 50% they will deal 2000 Slash damage if they are removed from their continuous attack in any other way except defeating them.
Status Chance: 10% bleeding (puncture)
Power Points: 10.
Firing Speed: 2 actions.
Special Attributes: These horrible little creatures thirst for blood - no matter whose it is. It can even latch onto Mr Dark, given the chance. They are easily defeated (10,000 EDR), but can jab with sharp spikes or latch onto an arm or something to deal damage over time. They have jaws like crocodiles, and the only real way to get them to stop biting the object they are attacking is to kill them. Mr Dark has perfect control over them, deciding what they should attack, but only if he is in Mr Sax form. Otherwise, they'll attack the closest target like piranhas. For appearance, see image of Mr Sax.

EXPLOSIVE WRONG BOMB
Description: An explosive variant of the Wrong Note, not only does it blow apart limbs and buildings with relative ease the blast may produce a number of miniature Wrong Notes.
Base Damage: 5000 Blast.
Status Chance: 25% shellshock.
Power Points: 5.
Firing Speed: 2 actions.
Special Attributes: Upon exploding, it is possible for 5 Wrong Notes Minis to appear. They act similarly to regular Wrong Notes except are defeated quicker (2000 EDR) and do a little less damage (400 Blunt per action or 750 Puncture on attack, and 1000 damage on removal) but can be deadly in large numbers. Calculating how many Notes appear goes as following - I roll a d100, and each result has different numbers attached to it. Rolling 1-20 results in no Notes to appear, 21-40 is 1 Note, 41-60 is 2, 61-80 is 3, 81-94 is 4 and 95-100 is a critical success and results in 5 Notes being spawned.

1516825810379.png
TINY ADORABLE DEATH BUG
Description: Due to Bzzit's small size, it is easier to squish but harder to hit.
Special Attributes: In this form, Mr Dark loses 2 DEF and 2 EDR, but gains 4 AGI and a +1 to dodging. He can also fly indefinitely.

PEW PEW
Description: For some terrifying reason, mosquitoes in the Rayman universe can fire death lasers.
Base Damage: 500 Heat
Status Chance: N/A
Power Points: ----
Firing Speed: 1 action, two pellets per action.
Special Attributes: Not much else to say.

VAMPIRE'S MAW
Description: That straw on its face will be your worst nightmare.
Base Damage: 500 Puncture per action.
Status Chance: N/A
Power Points: 10.
Firing Speed: 1 action to trigger, but as long as he needs to after that - unless they pass a strength check against Mr Dark's strength to break out. They will always have one action in the maw.
Special Attributes: Mr Dark regenerates EDR equal to the damage that the puncture damage does. There is, however, another usage of the maw - it acts like a vacuum to suck foes in, but instead of draining their blood he can fire them out at high velocity. They take damage upon impact with something. It can also be used on inanimate objects.

THORN BUSH THROW
Description: Bzzit creates a thorny plant from the surrounding area using dark nature magic, and throws it at the enemy.
Base Damage: 2000 Sharp, 500 Toxic (normally, see Special Attributes).
Status Chance: 10% bleeding, 5% poison (normally, see Special Attributes).
Power Points: 5.
Firing Speed: 2 actions.
Special Attributes: Using available magic from nearby, Bzzit can manifest a thorny plant that can either do nothing at all, or incredible damage. Damage is calculated based on the nearby area - dense natural places like jungles or forests increase damage by 1000 Sharp. Toxic areas such as marshland or sludgepits increase damage by 500 Toxic. Dark areas, such as cursed graveyards or haunted mansions, change the Toxic damage to Radiation (similar to the dark energies produced by Darkray) and the 5% poison chance to 50% weaken. However, places with little to no plant life reduces Sharp damage by 1000 and places of great divine or light influence, such as a church or blessed ground, removes the second stat completely.

SUMMON MINION
Description: Mr Dark creates a minion using his dark magic to overwhelm the enemy.
Power Points: 10.
Firing Speed: 3 actions.
Special Attributes: Below is a detailed list of what Mr Dark can summon (will edit when needed).


Description: A terrifying undead creature, the Zombie Chicken, also known as the Scowler, will drag you into the depths if you let it. The Zombie Chicken is the medium tier soldier in Mr Dark's army.

HERALD OF DEATH
Description: Being undead, the Zombie Chicken is unaffected by many things - death being one of them.
Special Attributes: The Zombie Chicken is completely immune to Normal, Blunt, Sharp, Puncture and Kinetic (i.e non-magical attacks). However, it only has a single EDR point and will be destroyed by any attack that hits it. In two turns after its defeat, it will reconstruct itself to attack once more - unless it was destroyed by holy or divine magic (not light magic - it has to be holy in nature. Flashing a torch at it won't do anything, but flashing a blessed torch at it will) in which case it is destroyed permanently. It is physically incapable of dodging. It can only do two commands - 'defend', where it will stay with Mr Dark (or whomsoever he chooses) and attack everything and anything that comes near (including allies - unless Mr Dark says 'no'), and 'attack', where it will float towards the closest hostile being to bugger them up. It is impossible to hide from the Zombie Chicken, as it uses undead magic to see where everything is, and it can float through walls to get to the target. In fact, cover is rendered useless against it, and it even gains an advantage to attack targets in cover (after all, how can you see and react to an attack by an enemy in the wall?).

HACK AND SLASH
Description: Mr Dark's monstrosity attacks with everything it has, until the last breath...well, metaphorically.
Base Damage: 1000 Sharp x2, 500 Radiation x2.
Status Chance: 20% terrify.
Power Points: ---
Firing Speed: A Zombie Chicken can do this once per turn - the attack can hit twice, however.
Special Attributes: There is a chance that the attack will terrify the target, meaning it has to succeed an INT roll (roll a d20 and get a result of 15 or higher, after bonuses) in order to attack or move towards the Zombie Chicken.

SOUL REND
Description: The Zombie Chicken can also drag its victims down to the Underworld, if it wishes.
Base Damage: 25,000 Radiation damage.
Power Points: ---
Firing Speed: The Zombie Chicken can only do this once per turn.
Special Attributes: The Zombie Chicken opens a portal to the Underworld beneath the target, where fellow Zombie Chickens begin to pull the target down. The target must make 3 STR saving throws (to get a 10 or higher on them) and they break out if they succeed at least one. Breaking out deals damage to the Zombie Chicken, rendering it knocked down. If the move kills the target, another two Zombie Chickens will leave the Underworld in its place, acting under the orders of Mr Dark.



NOTABLE QUOTES:
"You're doomed, Rayman..."
"Hokus Polokus Focus Focus!"
"Muhahahaha! HAHAHAHAAAA..."
"Darkray! Kill them! Kill them all! Now!"


 
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Full Name: Narancia Ghirga

Fandom/Universe JoJo's Bizarre Adventure

Alignment Chaotic Good

STATISTICS
EDR - 7 [120,000] - Narancia is pretty gangly, even for a teenager.
STR - 10 - Despite being built like a pencil, Narancia's still capable of knocking down grown men with a single punch.
DEF - 8 - Childhood malnutrition combined with a thin figure make for a glass cannon like Narancia.
ECH - 15 - Narancia's Stand, Aerosmith, has a wide arsenal of powerful weaponry.
RES - 10 - Having a Stand does not make Narancia any more resistant to magical effects than anyone else.
AGI - 14 - Narancia's pretty fast on his feet, and Aerosmith's speed is well above average compared to some other Stands.
PER - 16 - Narancia might not be the brightest crayon in the box, Narancia can hold his own and even come up with some pretty good strategies on the fly. His Aerosmith's CO2 Radar helps a lot when tracking enemies.
SKI - 10 - If Narancia sees something he's not familiar with, he'd be just as clueless as anyone else, but he might be able to figure it out.
INT - 6 - Narancia never properly finished school, and he struggles with basic math questions like 16 x 55. His education level is roughly somewhere between the 2nd and 3rd grade.
CHA - 7 - Narancia is quick-tempered, foul-mouthed and loud. He's a brat who will react to the slightest implied insult.
LUK - 5 - Usually, out of all the member of Bucciarati's group, Narancia is the first to be attacked by the enemy or affected by their Stand's abilities. However, Narancia is just as lucky as his friends and this luck can help him get out of a bad situation and into a good one.


Age: 17

Gender: Male

Sexuality: Heterosexual

Species: Human

Appearance
CvoPJ-IVYAAqIUQ.jpg

Personality:
Narancia's education does not extend past elementary school (roughly second grade), which embarrasses and angers him when other people mention it. However, by no means does this imply stupidity, as Narancia is capable of countering his opponent's moves. His violent personality and casual disregard of the mayhem Aerosmith causes leads Narancia to often take a violent and direct action and simply destroy whatever is in his path with Aerosmith's tremendous firepower, often catching his sneakier enemies by surprise.

Narancia acts more or less like a brat. Almost as quick-tempered as Fugo, Narancia is loud, foul-mouthed, and violent in his outbursts. He is also reckless, often acting before thinking, causing him various troubles during his journey. Moreover, Narancia is the least serious person of the group, often distracting himself from his mission with his antics. Outside of this, Narancia presents a sweet side to those who get to know him. Valuing friendship above all, he is usually the nicest person to his companions.

Narancia wishes to make up for his lost years as a delinquent. Conscious about his lack of academic education, Narancia is willing to let Fugo tutor him and expressed a wish to go back to school even despite being probably mocked for it.

Backstory:
When Narancia was ten, his mother died of an eye disease. Narancia's father did not love him very much and after his mother died, began to neglect Narancia more and more. Soon Narancia stopped attending school and began staying at his friends' houses, stealing food from restaurants for dinner. Narancia believed that friendship was the most important thing in the world, which allowed him to be manipulated by an older friend. The friend told Narancia to dye his hair blond, claiming that it was the current trend. Narancia obeyed, but the next day, the police arrested him and ordered he be put in the juvenile detention center, where Narancia ended up spending a year inside. Confused, Narancia looked around for information and discovered that his older friend had broken into a house and beaten a woman, before convincing Narancia to change his appearance so that he would be falsely accused while his "friend" would go free.

A year later, at age 15, Narancia was finally released from the detention center, although he had contracted an eye disease from the guards continually beating him up. Rumors sprung up around the town that he had inherited the disease from his mother and that people should stay away from him. He finally realized that because he had told his good friend about his mother's disease the friend had spread the rumor. With nowhere to go and all by himself, Narancia had given up on his life.

However, one day, as he was looking for food in the trash cans, he was picked up by Pannacotta Fugo and from there, met Bruno Bucciarati. After feeding him, Bucciarati called an ambulance to bring Narancia to the hospital. After three weeks in the hospital, Narancia's eye disease was cured, but he was confused as to Bucciarati's motives for helping him. Soon he realized Bucciarati was a mafia member and pleaded for Bucciarati to let him work for him. Bucciarati became angry and told Narancia to go home and attend school. Narancia did as he was told, but kept wondering what made Bucciarati angry. Eventually, he realized Bucciarati was angry for Narancia's own good and which made Narancia desire to work with him even more. Half a year later, Narancia went to see Polpo without telling Bucciarati and passed his test.

How did they get absorbed into the chaos?
While in Venice, Narancia and the rest of Bucciarati's gang came across an unstable purple rift that began sucking in everything around it. The rift had appeared right in front of Trish, who was only mere inches away from being sucked in before Narancia shoved her out of harm's way, only to be pulled into the rift himself.


Strengths
Narancia is a good and loyal friend, who will always have your back once you've earned his trust.
With his slim figure and high Agility stat, Narancia is a pretty fast and flexible fighter.
Narancia's Aerosmith is pretty powerful, capable of dealing large bursts of damage in a short amount of time (assuming he actually hits anything).

Weaknesses
Narancia has a short temper and will react violently to even the smallest insult. His foul mouth and general rudeness during these outbursts can make for horrible first impressions.
Having never properly finished school, Narancia's level of education is around the 2nd grade at least.
Malnourishment as a child has lead to a very weak frame for Narancia. He's certainly no tank.
Being a mortal organism, Narancia is weak to Virus damage, and is more susceptible to the effects that it causes. It deals 50% more damage against him.
Aerosmith may be powerful, but it isn't very accurate. To compensate, Narancia prefers to recklessly unleash his Aerosmith's full arsenal in a short period of time.
Narancia often acts before thinking, which usually causes him many troubles in battles.

Equipment:
Knife

Description: A knife that Narancia always carries with him. Ever the hothead, Narancia is willing to whip it out at the slightest insult or annoyance.
Slash: 2,000 Sharp damage, 2 swipes per action
Stab: 3,000 Puncture damage, 1,000 Sharp damage, 1 stab per action
Slot: Tool
Special Attributes: N/A

Special Abilities
Stand - Aerosmith

Description: Aerosmith is a Stand, a physical manifestation of the user's fighting spirit. Most Stands are invisible to normal humans (non-Stand Users), but can still interact with normal objects and people. Being a Stand, Aerosmith is invulnerable to any harm except against another Stand or other spirit-like beings. Any damage that Aerosmith takes, Narancia will take as well and vice versa.

The Stand (Aerosmith) has the shape of a toy airplane piloted by a very small pilot named Smith inside. The plane itself can be described as a propeller monoplane fighter in a tractor configuration (the propeller situated at the front), given features resembling eyes and a mouth. Its wheels are retracted under the fuselage, and its weaponry includes two machine guns under the wings and a single bomb attached under the fuselage.

Narancia has a unique method of recalling Aerosmith by spreading his arms horizontally and making the Stand land on them like a runway.

Aerosmith is a powerful battle-oriented Stand possessing not only a wide array of powerful weaponry to destroy its enemies, but also boasts above-average nimbleness due to its nature, size, and good range. Moreover, its ability to detect carbon dioxide makes it a great scout and radar.

Aerosmith uses the Enchantment stat when rolling to decide any damage or hit.

Machine Guns
Once per turn, Aerosmith fires a barrage of bullets in a straight line in front of it.
Base Damage - 20,000 Kinetic damage
Accuracy Stat: 10/20 - Aerosmith has poor precision, so Narancia prefers to unleash its full arsenal with reckless abandon in a short period of time to compensate.
Noise Level - Extremely Loud (just above 150 dB)
Magazine Size - Infinite
Firing Speed - 1 barrage per 2 actions
Reload Speed - N/A - Aerosmith fires a continuous and infinite amount of bullets, only stopping when Narancia wills it.
Ammo Utilized - Tracer Bullets
Special Attributes: Assuming the bullets don't hit bone, Aerosmith's bullets shoot through a human body, making them swiss cheese in no time.

Bomb
Once per turn, Aerosmith drops a single bomb over an enemy, exploding with all the power of a grenade.
Base Damage - A direct impact will deal 18,000 Blast damage, while an indirect hit will only deal 7,500-12,000 Blast damage depending on proximity.
Accuracy Stat: 10/20
Noise Level - Extremely Loud (over 160 dB)
Ammo Count - 1 Bomb
Firing Speed - 1 bomb per action
Reload Speed - 1 Action.

Propeller
Narancia sends Aerosmith directly at his opponent, hacking away at them with its propeller.
Base Damage - 1,000 Sharp damage, 3 hits per action, must be in direct contact with enemy.


Notable quotes
"That's 'mister' to you! I'm older then you, damn it!"
"I'm gonna kill you Fugo! I swear by god I'll kill you!"
"Don't push yourself! Just leave the hard stuff to me!"

Theme song
 
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akatsuki-no-yona-episode-5-29.jpg

Full Name
Yona

Alias(es)/Nickname(s)
Lena/Rina

--Fandom/Universe--
Akatsuki no Yona

--Alignment--
Lawful Good

STATISTICS [12 to distribute]
EDR - 10 [150,000]
STR - 3
DEF - 6
ECH - 8
RES - 9
AGI - 12
PER - 11
SKI - 10
INT - 10
CHA - 19
LUK - 12


--Age--
16

--Gender--
Female

--Sexuality--
Heterosexual

--Species--
Human, but reincarnation of the Red Dragon (King Hiryuu)

--Appearance--
akatsuki_no_yona_by_yona42-d9h4bcy.jpg


--Personality--
Yona is very adaptable, has a sweet demeanor, and has a strong sense of conviction. She's always willing to learn, but can still be idealistic even if she realizes that something is harder than it sounds. She can be selfish and demanding of others in her pursuits. When she was still living in Hiryuu Castle, she was ignorant to everything happening around her and only cared about herself or her love. She didn't take the initiative to know the events unfolding around her country despite being a princess. She manages to sway and surprise others to the point that they can’t help but support her regardless of the risks. She has a tendency to say things that can easily be misunderstood or thought of in a romantic nature. She's extremely dense when it comes to romantic or intimate situations.

--Backstory--
Yona is the female protagonist in Akatsuki no Yona, or Yona of the Dawn. She was born in feudal Japan as a princess and a reincarnation of the Red Dragon (King Hiryuu). She was born with a silver spoon in her mouth. Her mother was assassinated when she was young. Throughout her life in sixteen years, Yona grew up without a care in the world, never knowing of strife or unhappiness save for her mother's death. As she was the princess, she was forbidden to go outside for her safety. Due to living inside, she remained oblivious to the affairs of the country though also even to the happenings in the palace. Yona is extremely close to her guard, Hak, and her cousin, Soo-Won, who she has a crush on.

Yona planned on confessing her love for Soo Won to her father one night. She went to her father's room, and a horrible sight laid upon her. She witnessed her father get murdered by the one and only: Soo Won. He explained to her that her father was a horrible man who stole the crown from his father, and planned to become a better king than her father. He demanded the guards and his companion to kill Yona. However, Hak arrived on time, and escaped with Yona.

Hak and Yona traveled to seek the oracle. They met a boy named Yoon on the way. The oracle told her about the dragons, and that she was the Red Dragon, their masters. They went to find the dragons, and found the White Dragon (Kija), Blue Dragon (Sin Ah), Green Dragon (Jae-Ha), and the Yellow Dragon (Zeno). They went off to save the kingdom from Soo Won's grasp.

--How did they get absorbed into the chaos?--
While traveling back to the castle to fight Soo Won, suddenly, there was the rift, and the next thing she knew, she was in a very unfamiliar place. She frantically called for everyone--Hak, Zeno, everyone... but no response. All she has are her clothing she was wearing, her bow, and well... that's all.

--Strengths--
o Fighting with a Bow
o Charisma
o Determination

--Weaknesses--
o She's dense
o Naive
o fighting with any other weapon besides her bow
Yona-and-Ao-akatsuki-no-yona-39780282-500-281.gif


--Equipment--
Her Bow. That's it, basically.

--Special Abilities--
N/A

--Notable quotes--
"I know I have no strengths to offer. It irritates me how weak I am. But let me protect them!"
“To protect you, I'm willing to take up a weapon, even if it means sacrificing someone!”
“Before I question the gods, there are questions I should ask myself!”


--Theme song--


51520148f97967340ea1af2bb464937172ac89d2_hq.gif
 
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Full Name: *Classified*

Alias(es)/Nickname(s): Codename: Unit Sagittarius

Fandom/Universe:[type 'original character' if your character is unique]: OC, UFO Defense

Alignment:[Lawful/Neutral/Chaotic, Good/Neutral/Evil]: Lawful Neutral

STATISTICS [12 to distribute]
EDR - 8 [130,000]
STR - 8
DEF - 8
ECH - 9
RES - 10
AGI - 8
PER - 16
SKI - 15
INT - 12
CHA - 8
LUK - 10


Age: *Classified*-In her 30's?

Gender: Female

Sexuality: Unknown.

Species: Human

Appearance [photo/desc or both]:
1516461312900-jpg.389563

There is a difference between the flying suit Sagittarius and the Commander wears though. Sagittarius has a red crosshair painted on both of her suit's shoulders, while the Commander goes for a badge on the top left of his chestplate.
Personality:
Sagittarius is a laid back soldier. She often doesn't seem to mind the constant danger of battle, calmly taking her time to assess the situation. Out of battle, Sagittarius is often the most likely to speak to somebody, and probably the only one in the squad who tells jokes.
Backstory:
Sagittarius lived a regular life, picking up her laid back lifestyle from her family. XCOM, upon hiring her, thought she wasn't going to be an amazing soldier.
XCOM was wrong. Sagittarius turned out to be one of the best snipers in XCOM, first gaining recognition from the Commander when she saved a soldier's life by taking down an alien that was about to fire at the soldier. She would pull this off many times later, her calm attitude making it difficult to believe that this woman was one of XCOM's finest soldiers.
How did they get absorbed into the chaos?
The Commander
"Hmm. Before I head to the chaos rift, I have realized that a maximum of 4 can follow me to maximize our chances of victory.
Pixels has taken up one of those slots. I am second. Two more slots.
I have, with extreme calculation, decided the XCOM team for this mission.
Sagittarius, upon comparison with other XCOM snipers, has proven to be the best sniper we have available. She's optimal for the third slot-we may need her when we run into powerful enemies that are on their own."
"Gemini is going to take up the 4th slot. Description... soon."
Sagittarius, upon receiving the order to follow to the Chaos rift, didn't even look slightly terrified. She just had a thoughtful look, got her gear ready, and got on the Skyranger for deployment.
Strengths [include resistances to damage types]:
Sagittarius, like her codename, is an amazing sniper. She is at her best when fighting bosses, as she can deal ridiculous amounts of damage to a single target.
Focused: Sagittarius is extremely resistant to PER debuffs. If a PER debuff hits her, the debuff needs to roll again, and if the second roll succeeds, it needs to roll again to finally take effect.
Oh Really?: Sagittarius isn't resistant to taunts or intimidation. But if someone insults her (a debuff that is based on insults, like taunting or intimidation), Sagittarius has a chance to apply the same debuff on the enemy.
For example, if an enemy taunts her, Sagittarius has a chance to taunt back.
Weaknesses [include weaknesses to damage types]
Sagittarius is pathetic in melee combat. If something fights her in melee, she needs to get away ASAP.
Easy to Ambush: Sagittarius loses 6 PER if attacked melee. Horrible idea to be in melee range.
Only One Target: Sagittarius, once she attacks a non-boss enemy, is stuck trying to kill the enemy. However, if the enemy becomes invincible or something to prevent attacking, she'll stop.
Equipment:
Plasma Rifle, damage is flat
Damage: 8000 Heat
Accuracy: 17/20
Fire Rate: 1 shot per action
NOTE: Sagittarius can switch to an aimed shot. The accuracy jumps to 20/20 but takes up 2 actions.
20 shots. 1 reload per mission.

Laser Pistol, damage is flat
500 heat
15/20 Accuracy
6 shots per action
Infinite Ammo
Special Abilities:
Spotter: Sagittarius can shoot at any enemy her allies see. If she's using Spotter to shoot, her accuracy drops by 2. Passive.
Surprise!: Sagittarius flies in the air in an unpredictable pattern, before firing a shot at an enemy's weak point. Deals 10000 heat damage and the target gains a debuff where all damage is doubled against it for the next turn. 4 turns cooldown.
Overwatch: Sagittarius focuses extremely hard on an area in front of her. She gets a free shot on all enemies that take an action in the area. 4 turns coodown.
Notable quotes [optional]
"Chill, I got this."
"No problem, taking the target down."
Theme song [optional]

(NOTES: I'm making an XCOM Squad for 4/5 of my characters. Hope you don't mind, Ashuraa!)
 
Full Name
Mei-Ling Zhou

Alias(es)/Nickname(s)
Mei, Meiby, Mei-bae, Icey, Satan cheeriest person on the planet!

Fandom/Universe [type 'original character' if your character is unique]
Overwatch
First and only canonical appearance so far: Overwatch (Blizzard, PC/XBOne/PS4, 2016)

Alignment [ex. Lawful/Neutral/Chaotic, Good/Neutral/Evil]
Lawful Good

STATISTICS [0 to distribute]
EDR - 13 [180,000]
STR - 10
DEF - 10
ECH - 11
RES - 11
AGI - 7
PER - 12
SKI - 16
INT - 12
CHA - 10
LUK - 0


Age
Physically 31, technically 40 due to a 9-year cryostasis period

Gender
Female

Sexuality
Bisexual

Species
Human
Place of origin: Xi'an, Mainland China

Appearance [photo/desc or both]
Pictured here with her Cryo-Drone, nicknamed 'Snowball'
overwatch___mei_by_mleth-da4qkpb.png


Personality
A kind soul who adores her occupation of climatology, nature, and the ecosystem's organisms, Mei can get enthusiastic about what she does notably quickly. However, her mind is still on the game at any given moment, unless she gets distracted. She wants to preserve a healthy state of nature for generations to come throughout her work, but also shows compassion for her human buddies. Being a scientist, and physically just a young adult, she is always eager to learn new things. Mei can perhaps come off as timid, and she often apologizes when she's afraid she'll cause harm.

Backstory
Copied from the Overwatch Wikia! I'm sorry, the lore is a big spoonful for me, and plus, I couldn't wait much longer.
Mei is a scientist who has taken the fight to preserve the environment into her own hands. Though many blamed the planet's escalating, unexplained climate phenomena on the advent of new technologies, the rapidly growing population of Omnics (robotic lifeforms that wish to live in harmony with biological organisms), and drastically increased consumption of resources, the true cause remained unknown. To find a solution Overwatch established a series of Eco-Watchpoints at remote, critical locations worldwide.

Mei-Ling Zhou was a member of this multiyear initiative. A peerless climatologist, she had introduced cutting-edge innovations in the field of climate manipulation that protected at-risk areas in Asia and beyond. She was assigned to the program's monitoring station at Eco-Watchpoint Antarctica, when disaster struck - a sudden, catastrophic polar storm battered the installation and cut it off from the outside world, leaving the facility damaged and the scientists stranded. As their supplies dwindled, they entered cryostasis in a last-ditch effort to survive until a rescue attempt could be made.

But that rescue never came. It was years later when the team's cryogenic chambers were finally discovered. Mei, still in hibernation, was the only survivor. The world Mei awoke to had gone through considerable changes: Overwatch was no more, the serious climate issues had worsened, and none of the Eco-Watchpoints were in operation. Any clues that they had uncovered were lost. After the fact, Mei has decided to continue her work on her own. Equipped with a portable version of her climate-manipulation technology, she travels around the world, hoping to re-establish the eco-network and track down the causes of the threats to the planet's ecosystem.

How did they get absorbed into the chaos?
One day, whilst researching potential causes for ecosystem damage at a former Eco-Watchpoint in the snowy mountains of the Middle Eastern nation Lebanon, Mei-Ling was shocked to discover unidentified particles of matter, that glowed a bright, whitish-purple. Eager to call over another research crew, she reversed the process she had utilized to scale the mountain. Unfortunately, seconds later, a dark rift opened up in the sky above her, and, despite her attempts to hang on to one final ledge tightly, it happened to be slated in ice, and as a result, her gloved fingers slipped and she was sucked into the multiverse crisis.

Strengths [include resistances to damage types]
-Mei has above average health, at 20% higher than the average hero in Falling Apart, or 180,000 EDR points. In addition, she has one extra point of Resistance that allows her to resist 5% of all incoming non-physical damage. So, her survival factor is higher than some other characters.
-Mei boasts an additional point of Enchantment, due to her experience with manipulating temperatures. However, she doesn't have any natural magical abilities, so this is just in case she has to rely on magical items.
-Mei's Skill stat is very high, thanks to her plethora of experience with several technologies throughout her life, and time as a scientist. As a result, she should be more capable when it comes to operating new equipment and hacking into control panels.
-Her above-average Perception allows her to potentially utilize vantage points in the environment, or make use of hazards on enemies, such as explosive barrels. This also gives her slightly better ranged vision of hostiles, and dodging ability. Her higher Intelligence (well, d'uh! she's a climatologist) allows her to calculate her decisions more thoroughly before actually carrying them out, and grants her additional resistance to taunts and mind-based debuffs.
-Loving snow, having worked in cold environments, and with freezing temperatures for as long as she can remember, Mei's body has naturally become resistant to heat's clashing opposite. As a result, all Ice damage she takes is reduced by 90%, and is completely immune to both the chill and freeze ailments.
-Her immune system has also toughened immensely as a result, and Virus damage is reduced by 1/3rd of its original damage when hitting her.

Weaknesses [include weaknesses to damage types]
-Mei, despite not being directly weak to Heat damage, tends to become panicked in overly warm environments, or when the damage type hits her, as she is not really adapted to it, and the heavy gear she wears is already warming to a high degree.
-Due to it not having much prominence in the cyberpunk world of Overwatch, Mei is weak to Magic damage, taking 50% extra damage from it, and is more likely to gain the confusion ailment.
-She is also doubly weak to Radiation damage, and is more likely to contract the weakening ailment.
-Her equipment is quite hefty, and weighs her down notably. As a result, she has lower Agility than most heroes. This limits her actions per turn, and how long she can sprint for before getting exhausted.

Equipment
Endothermic Blaster

A portable variant of Mei-Ling's former temperature-altering technology, the Endothermic Blaster is capable of producing a steady stream of hypercoolant particles in order to chill targets at close ranges. Alternatively, she can consume an eighth of a fill-up to produce a razor-sharp icicle that deals a high amount of both Ice and Puncture damage at long ranges. Loaded with a liquid formula of the particles with a simple twist of a handle on the side, this thing can be used to hinder enemies in a variety of situations.
Slot - Sidearm (but also occupies the Backpack slot! It's heavy, and needs particle tanks)
Base Damage - 750 Ice per particle hit (beam), 7500 Ice / 1000 Puncture (icicle)
Accuracy Stat - 15/20 (beam), 17/20 (icicle)
Noise Level - Low (all enemies within 20m will be alerted when used)
Status Chance - 100% chill after 3 actions of continuous exposure, 100% freeze after 5 actions (beam)
10% pindown (icicle)
Magazine Size - 200 particles
Firing Speed - up to 25 particles per action (beam), 1 shot per 2 actions (icicle)
Reload Speed - 2 actions
Ammo Utilized - Hypercoolant Particle Tanks
Special Attributes
* Damage is flat. Despite being a relatively new particle weapon, its functions are regulated.
* Mei's endothermic beam is highly accurate at close ranges, but the longer she holds down the trigger of her weapon, the less precise it becomes, as with all rapid fire weapons. For every 12.5 particles dispensed continuously, the accuracy reduces by 1 point.
* One icicle consumes an eighth of a complete fill-up, or 25 particles.
* The icicle deals double damage if it comes into contact with an enemy's head, or other weak spot. This does not apply to the beam.
* The beam has limited range. Mei can only hit things that are 20 metres (~65 feet) away from her or less.
* Neither the beam nor the icicle can penetrate surfaces, unless they are relatively weak, like glass panes.
* The icicle is a slow-speed projectile, and the beam is considered such too, so they are dodged regularly, unlike bullets.
* Mei begins with just one fill-up of hypercoolant particles loaded into the weapon, with two tanks in reserve, which translates to a default ammo count of 200/400. No infinite ammo here!
Mountain Boots
A passive equipment piece, Mei can utilize these to amplify her ability to scale mountains and other high surfaces. When she falls from a high surface, the damage she sustains is reduced immensely, and if she lands on an enemy, she deals a little above the falling damage she would have sustained normally, along with extra Puncture damage.
Slot - Boots
Effect - Increases mountain climbing, and surface scaling ability. Reduces fall damage by 50%. Upon landing on an enemy, inflicts 150% of the damage she would've sustained without the boots, plus an additional 10% of that damage in Puncture.
Status Chance - 5% bleeding / 5% internal bleeding/fracture

Special Abilities
Ice Wall

Utilizing a wide-scale function of her endothermic device, Mei can produce a rigid wall of ice, that stands about 15 feet high. It provides cover from enemy attacks until it collapses, and can also act as a roadblock, to prevent less mobile enemies from advancing. However, it also prevents allies from passing through, unless they have special abilities that would allow them to do so. Mei can also generate the wall beneath her feet, allowing her to get to areas that would otherwise be inaccessible, or take forever to reach. She can also use it before she lands to break a fall, and negate any falling damage.
Duration - 2 turns
Recharge period - 3 turns
Power Points - 10
* The Ice Wall has 30,000 EDR, and is doubly weak to Heat.
Cryo-Freeze
Mei suddenly encases herself in a thick coat of ice, and huddles up within the comfort of it. Thanks to her natural adaptation and liking to the cold, she heals while she's encased in the ice, and is additionally immune to all damage, debuffs, and knockback she may have suffered otherwise. After use, all debuffs and ailments she had previously are cured.
Healing - 60,000 EDR (15,000 per action)
Duration - 4 actions
Recharge period - 5 turns
Power Points - 5
Note - Mei can also cancel her Cryo-Freeze prematurely, though she will not gain full healing, and all debuffs and ailments will remain applied to her.
Icy You!
Mei releases her Cryo-Drone, Snowball, to seek out the nearest adversary. Once the enemy is located, the drone will begin applying hypercoolant particles to them rapidly, chilling them, and also place a recon tag on them, which will allow Mei's teammates and her to see the tagged foe as a cyan silhouette through walls. However, before using any of her other equipment or ice abilities, she has to wait for Snowball to return to her.
Duration - 1 action (releasing Snowball), between 1 and 3 actions (locating an enemy, or failing to do so), 2 actions (returning to Mei)
Recharge - None. It should be balanced enough, considering while Snowball is out, she cannot do anything related to her endothermic equipment.
Tagged Period - 2 turns
Damage - 7,500 Ice
Status Chance - 75% chill
Rate of Success - 75%
Notes - Alternatively, Snowball can be used to record video footage of the enemies ahead, in order to provide reconnaissance.
Blizzard
Her Ultimate Ability. Named aptly for its intense cooling effects (and the company that created her character), Mei releases her Cryo-Drone, Snowball, and tosses it to bounce on the ground in front of her once. Then, Snowball will hover in place, spinning as it produces harsh wind gusts and a chilling snowstorm that harms enemies within a 10 metre radius. It is very effective as an area denial tool.
Firing Speed - 1 action to activate
Duration - 3 turns
Recharge - 18 turns (reduced by 3 with every Cooldown Orb)
Damage - 18,750 Ice per turn
Status Chance - 100% chill after 2 turns' exposure, 100% freeze after 3 turns' exposure
Special Notes:
* While Blizzard is active, Mei cannot use Icy You!, as Snowball is responsible for both attacks.
* She can toss it through windows and to upper balconies, as well. Think of grenades from most FPS games.
* Snowball instantly retreats once Blizzard subsides.
* While Snowball is scouting for enemies during Icy You!, she can command the drone to use Blizzard. However, Snowball will not instantly return afterward, and cooldown will still be applied.
Quick melee
This allows Mei to swiftly punch any nearby enemy in the same action that she does anything else. It is also more powerful than a regular blow, but she can only use it once per turn.
Damage - 3,500 Normal
Firing Speed - Once per turn (in the same action as anything else)
Reach - Short (she is only using her hand!)

Notable quotes [optional]
"Our world is worth fighting for!"
"I guess you could say our performance is a-Mei-zing! *giggles*"
"Sorry! Sorry, I'm... sorry, sorry..."
"Hopefully we can use what we've gathered for a good cause! Well... I guess we are."
"Hah, let's see you get past this!"
"Dòng zhù! Bùxǔ zǒu!"
"Freeze! Don't move...!"
"Mei checking in!"
Voice reference is Elise Zhang, who voices her in the Overwatch game in both English and Mandarin Chinese.


Theme songs [optional]

 
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Full Name: *Classified*

Alias(es)/Nickname(s): CODENAME: Unit Gemini

Fandom/Universe [type 'original character' if your character is unique]: UFO Defense: OC

Alignment [ex. Lawful/Neutral/Chaotic, Good/Neutral/Evil]: Neutral Good

STATISTICS [12 to distribute]
EDR - 10 [150,000]
STR - 8
DEF - 12
ECH - 8
RES - 12
AGI - 13
PER - 14
SKI - 12
INT - 16
CHA - 7
LUK - 0


Age: Classified, though XCOM didn't do a good job concealing the fact this guy is in his late 20's.

Gender: Male. XCOM TRIED to conceal it, but failed because Power Suits don't change the wearer's voice.

Sexuality: Actually classified this time.

Species: Human

Appearance [photo/desc or both]
PLAYSTATION--XCOM%20UFO%20Defense%20_Nov30%201_47_01.png

Gemini's suit is different from Pixels in the fact that Pixels doesn't have any decor on it's suit, while Gemini has crossed wrenches as a symbol on his back.
Personality:
Gemini is a loyal soldier to XCOM, obeying orders without hesitation-a near-complete opposite of Sagittarius' cool-headed personality. Gemini can be seen repairing his hovertank when not deployed.
Backstory:
Gemini was an engineer before joining XCOM. Gemini originally started out as an engineer for XCOM, merely building gear for XCOM's forces. However, when the aliens decided to go attack the XCOM base Gemini was at, Gemini found himself under attack, with only a Plasma Hovertank (a mini robot hovertank) to protect himself. Gemini surprisingly managed to fight his attackers off by activating the Hovertank. XCOM took note of this, and moved Gemini from engineer to soldier-Gemini didn't protest for some reason.
Ever since, he's made some non standard modifications to his tank and gear.
How did they get absorbed into the chaos?
The Commander
"Right. Sagittarius has been deployed."
"Gemini has been selected for his extreme loyalty and his skill in controlling his Plasma Hovertank. However, Gemini will also be deployed to repair XCOM and allies' gear once a mission has been completed."
Gemini, upon receiving orders, wasted no time in heading to the Skyranger.
Strengths [include resistances to damage types]
Loyal: Gemini is extremely resistant to attempts to convince him to fight XCOM-even mind control has trouble controlling him. Rolls causing Gemini to turn on his allies need to successfully roll three times to work.
Genius: Gemini is trained with robots and machines. Gemini gains a +2 roll to hacks, and he doesn't have to be close to pull it off, as he can simply order his hovertank to hack enemy machines.
Minesweeper: Gemini is adept at recognizing traps, making him good at spotting things like landmines or pitfalls.
(If Gemini triggers a trap, and the trap succeeds, the trap needs to roll again successfully to work.)
Weaknesses [include weaknesses to damage types]
Hot-headed: Gemini is extremely vulnerable to taunts unlike the rest of his squad. A taunt roll vs him gets a +2 to it.
Alone: Gemini, if his Hovertank is destroyed, goes berserk and loses 5 aim for his next turn, and can only fire his Laser Rifle.
Overload: Gemini takes double damage from Mind damage, and is vulnerable to Mindshock.
Equipment:
Hovertank/Plasma
The tank is a large grey disc with a turret on top of it. The turret is at the far back on top of the disc. A blue aura is underneath the tank, which the tank hovers on. The back of the tank is painted red and has a giant engine in the middle of the back.
EDR: 10
STR: 4
DEF:10
ECH:4
RES:10
AGI:6
PER:7
SKI:7
INT:7
CHA:5
LUK:0
The tank counts as a robot and is immune to mind related debuffs.
Half damage from Kinetic, Blunt, Heat, and Sharp Damage. Double damage from Water, Magic, Shock, and Ice.
Plasma Cannon (tank weapon)
255 shots
5000 Heat damage
1 shot per action
14/20 accuracy
No reloads

The tank can ram for 500 blunt damage. 1 action.

Gemini:
Heavy Laser
10/20 accuracy
1000 Heat damage
7 shots per action
Infinite Ammo
Double damage vs robotic enemies

Proximity Mines
3 Mines
5000 Blast to all in the radius
2 actions to throw.
The mines explode when an enemy enters the radius of the mine.

Repair Kit
Gemini has 10 uses of the kit. He restores 3000 EDR to a robotic ally.
Special Abilities:
Watchdog: 2 turn cooldown. Gemini orders his tank to scout an area. All enemies in the area suffer a -2 PER debuff and lose invisibility debuffs. Can be used out of battle to scout areas.
Mobile Cover: Gemini orders his tank to serve as cover for allies. Damage done to allies in cover is split between the tank and the ally using the tank as cover. Will stop once ordered to. 3 turn cooldown.
Enraging Alarm: Gemini orders his tank to activate a loud alarm that taunts all enemies, and inflicts a -2 SKL debuff on all enemies that were close to the tank. Alerts nearby enemies. Stops once ordered to. 3 turn cooldown.


Notable quotes [optional]
"Gemini, ready to go!"
"Hovertank! Fire!"

Theme song [optional]

(Aaaaand that's it for the XCOM squad! Will now cool down my CS making powers.)
 
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1518803057889.png
(Since there is no canon height, nor any real world objects to be able to compare him to, I shall say that Spyro is about 5 foot in height, from claw to horn.)

FULL NAME: Spyro the Dragon.

ALIAS(ES)/NICKNAME(S): The Purple Dragon.

FANDOM/UNIVERSE: Spyro - specifically, the Legend of Spyro (as opposed to Classic Spyro or Skylanders Spyro).

ALIGNMENT: Certainly, good. He probably falls somewhere in between Lawful and Chaotic - he typically tries to do things peacefully, but he is often willing to make sacrifices if he has too. Unless you are an Ape - in which case, you are f*cked.

STATISTICS
EDR - 14 [190,000] - Spyro has been through quite a lot. From fighting Malefor, the Dark Master, to Gaul the Ape King which has forced him to travel through arctic cold to volcanic heat, he has become resilient and sturdy. Besides, he is also a dragon.
STR - 12 - able to fling enemies into the air, shatter stone and gore monkeys right through bone, he must have some muscle under all that purple.
DEF - 14 - he has dragonhide. 'Nuff said. His wings can deflect spear-like tails being thrust into him, and his natural hardiness has seen him through many difficult situations.
ECH - 14 - he can manipulate a myriad of elements ranging from the classic Primordial elements to even more powerful elements such as Time and the Aether.
RES - 12 - he also can resist the devastating effects of such manipulation. Besides, dragons are often resistant to magic with them being heavily magic themselves - purple dragons especially.
AGI - 16 - he may not be as big and strong as the other dragons, but he certainly uses his size to his advantage. Much quicker and nimbler than most enemies he faces, he has learned to be able to dodge with a surprising grace, dash forward to skewer enemies or even leap over them. Not to mention his (sort of) flight.
PER - 10 - he has eyes. They work as well as you suspect they might.
SKI - 4 - yes, Spyro has many elements under his control but he is also a dragon with claws as opposed to meaty flesh fingers. He's going to have a hard time using a gun or anything that requires being dexterous.
INT - 8 - other than his great lingual skills, Spyro shows no real skill in the brain department. Perhaps he is incredibly intelligent, but due to his 'odd' and misguided upbringing he is quite naive and not very wise.
CHA - 8 - he's a dragon. Sure, he's a friendly dragon but most people would still probably stay away from him. After all, in most storytales, dragons eat people. Perhaps Spyro does as well.
LUK - 0 - he doesn't seem particularly lucky - at least, not in a way that would assist him in battle.

AGE: Unknown. He is a young adult by dragon standards, but how old that is in human years is unknown. Dragons are fabled to live forever, after all.

GENDER: Male.

SEXUALITY: Considering he has a very potential love interest in the shape of Cynder - technically, it isn't established but it is heavily implied considering they ran away together - there is a high likelihood he is heterosexual.

SPECIES: Purple Dragon. Fun fact, purple dragons are not only special in the Spyro universe but have special properties in the Dungeons and Dragons universe too, being stronger and rarer than regular dragons. In the context of the Spyro, Legend of Spyro, universe, a purple dragon is a dragon only born once every ten generations and can wield multiple elements at once (regular dragons can only wield one - usually, anyways. Cynder can also wield more than one, but in fairness she was also corrupted by evil energies so...you know). They can even wield elements that no other dragon can, such as the Aether element or the Time element.

PERSONALITY: Unlike his Classic counterpart, LoS Spyro is far more mature and selfless in nature. He is compassionate about others, willing to risk his life for theirs, and has no evil in his heart (except, you know, when he gets tainted by Dark Aether). He does not really believe in destiny, instead preferring his own path, and disagrees with what people say their destiny is. Being chosen for a job is one thing, but being forced into something because you are that thing is another story. He is incredibly courageous, and is willing to save others from any situation if he believes their is good in their heart.

He is shown to be willing to accept his mistakes and thrives to make up for them. Spyro is still an adolescent, though, and since he also spent the first years of his life thinking he was a dragonfly he is slightly naive about the world and can be reckless at times. Despite this, however, he does show great promise in being the leader of the most powerful species to ever exist.

BACKSTORY: Even before Spyro was hatched, the rumours about his colour spread across dragonkind like a wildfire. This, in turn, attracted the attention of...not so good people. Malefor, the First Purple Dragon (operating as the Dark Master at the time) ordered his Ape Army - lead by King Gaul - to steal the egg. However, this plan failed as the elder dragon Ignitus - the Guardian of Fire - took the egg and sent it down a river in hopes that the egg would avoid trouble. Gaul instead destroyed all but one egg, which he took so that his Dark Master could corrupt the egg and turn the innocent Wind dragon inside into a black dragon.

So, Spyro's egg floated downstream, unaware of the chaos happening in the Dragon Temple. Eventually, it floated ashore the banks of a dragonfly village where two dragonfly lovers, Flash and Nina, fell upon it. They nursed it and it happened to hatch the same day as their biological son, Sparx, so decided to adopt it and call it their son. So, Spyro was born.

Life was fairly normal for Spyro whilst he was growing up. The village eventually accepted that the large (to them) purple dragonfly was part of them, and life continued. However, one day, while Spyro and Sparx were playing in the woods they were ambushed by a group of Apes. Wanting to protect his brother, Spyro unlocked the secret Fire within him and burnt his attackers to a crisp. When he approached his parents about it, they admitted the truth and said they found him as an egg and that he was really from a war-torn land upriver.

So, his adventure began. In discovering who he truly was, he met Ignitus - who told him the other Guardians were kidnapped so that their energy could be used to open a portal that should never be opened - and eventually learned of the destiny and true power of the Purple Dragon. He freed the other Guardians, who taught him new elements, and eventually faced off against Cynder. After defeating Cynder, and saving her from the portal that had opened just before their fight, he had learned that she was a Wind Dragon who was corrupted by the Dark Master. He also learned that the portal Cynder opened was the portal that would allow Malefor to enter the world, presumably to destroy it.

Spyro's adventure was not over yet. He battled through multiple hardships - from being forced to fight in an Arena to being corrupted by the Dark Aether when fighting Gaul - just to get to Malefor. After defeating Malefor, banishing him to the centre of the planet for all eternity, he and Cynder flew away far from it all to live their lives together and in peace.

However, until one day, when a portal opened in front of where they were flying. The air currents were forcing Cynder into the portal, until Spyro sacrificed himself for her. He has no idea what happened to her, as he was absorbed into the portal. Since the portal opened virtually just after his battle with Malefor, not all of his powers were returned to him.

STRENGTHS: Being a dragon with many elemental manipulation abilities, Spyro has gained resistances against Heat, Ice and Shock.

WEAKNESSES: However, his mind is affected quite easily - especially since the Dark Aether got to him - and evil energies do more to him. As a result, he is vulnerable to Mind, Corruption and Radiation.

EQUIPMENT: He is a dragon with no hands or pockets to carry anything with. What exactly are you expecting him to be able to carry?

SPECIAL ABILITIES
DRAGON COMBAT
Description: Being a dragon, Spyro was born with claws and a whip like tail that hurts way more than a punch to the face.
Base Damage: 500 Slashing for Rakes, 800 Slashing for Whips.
Status Chance: 10% bleeding for Rakes and 20% bleeding for Whips.
Firing Speed: Same as regular punches and kicks.
Special Attributes: Changes Normal Damage moves (Punch and Kick) to Slashing, and slightly increases damage. Effectively, punches become 'Rakes' which involves Spyro slashing his claws across the enemy and kicks become 'Whips' which involve Spyro whipping the enemy with his thin tail (and the sharp bit at the end of it). However, he is completely unable to perform Normal damage in any way.

SKEWER
Description: Spyro charges and gores the enemy with his two horns, possibly pinning them to the ground.
Base Damage: 2500 Puncture damage.
Power Points: 20.
Firing Speed: 1 action.
Special Attributes: If it hits, the enemy must make a STR saving throw against Spyro otherwise they are pinned to the ground (so, both the enemy and Spyro roll a d20 and add modifiers, and whoever gets the highest result wins). Failure to pin has no real negative effect on Spyro. If Spyro does pin an enemy to the ground or a nearby wall/similar surface, he gains an advantage to hit his first breath attack (as long as it is immediately after the pin and no other actions are performed beforehand) and his critical strike chance is doubled (I'm aware at the moment his Luck is 0, meaning he has no critical strike chance, but in case he is buffed in any way during the roleplay I am writing it down). It is impossible for Spyro to pin any creature considered large or above with this particular move. Beware the horns.

RECKLESS HORN DIVE
Description: Spyro leaps into the air before diving horn first into an enemy. Hard to hit, but very effective in killing things.
Base Damage: 4000 Puncture.
Status Chance: 10% pindown.
Power Points: 10.
Firing Speed: 2 actions - one to leap into the air, and one to strike.
Special Attributes: Spyro can perform this action from higher up - enemies have an advantage to dodge (if they so choose) - which transfers half of any falling damage he would've suffered from him to the enemy (as well as dealing the 4000 damage). However, if this move does miss, Spyro crashes into the ground head first dazing him temporarily and removes the fall damage negation. His daze means that he is incapable of fighting for 2 actions, and he cannot dodge two actions worth of attacks against him (in other words, he loses the first two actions of his next turn and automatically fails dodge rolls for attacks that would collectively require 2 actions to dodge). A strong move, but punishes Spyro hard if he misses.

PARTIAL FLIGHT
Description: For a dragon, Spyro seems pretty weak when it comes to flying...maybe he needs to go to the gym and beef those wings up.
Firing Speed: 1 action to take off, 2 actions to land safely.
Special Attributes: Spyro can only 'fly' for 4 actions (he can do this on and off, though) before he gets tired. However, being tired does not mean he immediately drops to the ground - he can gently glide to the ground instead. This, as a direct correlation, makes Spyro immune to fall damage under normal circumstances. Spyro can carry one medium or smaller creature with him during his flight, but must succeed a STR check of over 12 to do so (except for really light/small creatures, of course).

FIRE STREAM
Description: Only able to be learned in situations of dire need, dragons can learn the Fire element to incinerate foes that stand in their way. This classic use of the Fire element, the Stream, breathes fire from the user's mouth and nostrils in a cone shape in front of them.
Base Damage: 3000 Heat.
Status Chance: 10% burning, 50% ignite.
Power Points: 15.
Firing Speed: 1 action.
Special Attributes: There is a 50/50 chance that items that are triggered or highly susceptible to fire, such as explosives, flammable oil or perhaps magical effects triggered by fire will be activated or 'ignited' by the move.

ELECTRIC ARC BREATH
Description: Spyro is a purple dragon, which means he can manipulate more than one element at a time. Electricity happens to be on of those elements. Spyro can breathe a line of lightning in front of him, that can travel between targets.
Base Damage: 1500 Shock.
Status Chance: 10% paralyse.
Power Points: 15.
Firing Speed: 1 action.
Special Attributes: Arcs to nearby enemies, dealing damage to them (due to Spyro's Electricity manipulation abilities, the lightning doesn't arc to those he considers allies or bystanders). It can also arc between electric devices, overloading them, and does double damage to robotic enemies.

ICE SHARD BARRAGE
Description: Ice is also one of the elements Spyro can manipulate, which shows clearly as he can somehow breathe high velocity icicles.
Base Damage: 600 Ice (x5).
Status Chance: 10% chill (if all five successfully hit, this becomes 20% freeze).
Power Points: 15.
Firing Speed: 1 action.
Special Attributes: None that isn't described above.

SHAKING EARTH SHOT
Description: Spyro fires green blasts of Earth energy, which can seriously knock an opponent around.
Base Damage: 1,500 Blunt (+ 1,000 Blunt if knocked prone by the move).
Status Chance: 20% prone (regardless of STR).
Power Points: 15.
Firing Speed: 2 actions.
Special Attributes: If this move successfully hits, the creature must make a STR save against Spyro's ECH. If they fail, the target is flung across the battlefield for 20 feet, knocking them prone and dealing extra damage. This, however, can happen regardless of strength (the order of things would be I roll the d100 for chance, and if I fail they roll strength check). If knocked prone, the target must pick themselves up before moving or attacking with melee (which costs 2 actions). They can use ranged abilities, such as magic, from a prone position.

IGNITUS' FURY
Description: The ultimate in Fire attacks, this Fury will devastate all the stand near it.
Base Damage: 10,000 Heat and 2,000 Blast on fire wave, 1,000 Heat (x5) for the individual meteors that fall during it.
Status Chance: 50% burning.
Power Points: 5.
Firing Speed: Once per 5 turns, and takes the entire turn to activate.
Special Attributes: Spyro rises into the air, bursting with Fire energy, and initates two attacks - first, a powerful fire wave that spreads around him in a 15ft /5m radius and burns all those who are unlucky enough to be near. While the wave is charging and firing, Spyro also unleashes a barrage of meteors from his body that spread around the whole radius. Due to the sheer number and distribution of the meteors, each creature caught in the attack will be subject to 5 meteors each. Of course they can dodge the meteors normally but due to the nature of the fire wave, they gain a disadvantage to dodge that part of the attack. Leaves Spyro exhausted after use, meaning he must regain his breath for a turn (he cannot act, but can still dodge and move) and cannot use fire breaths for another turn (it's after he regains his fire breaths back when the five turn cooldown starts).

TIME FURY
Description: "The purple dragon can wield many abilities that others cannot, including time itself." - The Chronicler.
Power Points: 5.
Firing Speed: Similar to his other Fury, it requires the entire turn to activate. However, it can only be used once per mission, else the Time Stream would suffer for it.
Special Attributes: Spyro can encase himself and nearby allies in a Time Crystal, which freezes them in time until they are freed from the crystal. Any buffs, debuffs, damage over time effects and so on are simply paused during this time, and will carry on as soon as the Crystal is shattered. Those trapped in the Crystal formed are unable to perform any actions at all, and are rendered somewhat helpless until the Crystal is destroyed - however, they are completely immune to damage of any kind. The Crystal formed has 150,000 EDR and shatters after too much damage is dealt releasing those inside. However, if the Crystal is touched by someone who Spyro recognises as an ally, the Crystal immediately shatters anyway. Regardless of how the Crystal is broken, Spyro faints and is considered helpless until the mission ends. Even if he is revived via magic, potions or other aid, he is unable to attack or fly.

NOTABLE QUOTES:
"I know this is not the path you would choose for me, but I have to walk my own path...and do what I know is right."
"Follow my lead!"

 
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Face McShooty


Fandom/Universe: Borderlands

Alignment: Chaotic Neutral

STATISTICS [12 to distribute]
EDR - 7 [120,000]
STR - 16
DEF - 7
ECH - 1
RES - 6
AGI - 16
PER - 13
SKI - 11
INT - 12
CHA - 19
LUK - 4


Age: 27

Gender: male

Sexuality: hell if i know

Species: human

Personality: Face McShooty is insane and wants to be shot in the face. He'll stop at nothing to convince people to shoot him in the face.

Backstory: Face is from the planet Pandora, where he's a psychopathic bandit. He'd go around at first, taking supplies and performing criminal acts; while his gang would always shoot people in the face. Over time, tensions would rise between Face and the rest of his gang; especially with their goliath leader. With the loot being fought over all the time, each gang member would end up being shot in the face, dwindling their numbers. Face McShooty witnesses each gruesome demise, slowly wondering if the time he will be shot in the face is coming. Fortunately, this never comes to pass, for McShooty ends up being the sole survivor, but all is not pleasant.

Always wondering if his time will come, Face McShooty eventually realizes it never will, making him feel left out. To anyone else, this would make no sense; but to a psychopath, Face McShooty had a dream that was never achieved. The only way McShooty could get someone to shoot him in the face was to join many gangs and screw up majorly; enticing those in charge to display their authority over useless psychos. But, on the harsh wilds of Pandora, bandits die daily; coincidentally, those McShooty wanted to shoot him in the face.

How did they get absorbed into the chaos? There he stood, at the edge of a cliff in Thousand Cuts; as always, Face was screaming tohave someone, anyone, shoot him in the face. To his eventual happiness, a certain Vault Hunter came along; they accepted the request and took aim at the obsessive psycho. Finally, Face McShooty's dream will come true.....or not. A huge gust of wind knocked the poor psycho over the edge of the cliff, making the Vault Hunter's shot miss by mere millimeters. "Noooo, shoot me in the face! Hurry." The psycho pleaded, plummeting into the crevice below. It looked like the true end of ole McShooty.

Destiny worked in his favor again, as a mysterious portal opened at the bottom, mere seconds before he would have landed to his demise. The psycho would find himself in a strange place entirely; with no familiar faces.

Strengths: Very charismatic and ultimately obnoxious, Face McShooty easily brings smiles to people's faces with his inane ramblings.Has a 50% resistance to any physical damage (kinetic, puncture, blunt, etc.) dealt to his head. Being already insane, Face McShooty has a 75% resistance to any moves made to taunt, coerce, or mess with his mind.

Weaknesses: He's bloody insane, and always wants to be shot in the face. So, don't expect him to dodge as often. 50% weakness to all magic damage.

Equipment:
Studded Gloves
2000 blunt damage, per strike.
Accuracy 20/100 (he's insane, don't expect him to intentionally aim)
2 strikes every action.
Special Abilities:
Shoot me in the face! (passive): He's always rambling and screaming during battle, making enemies target him, particularly in the face.
Not in the arm, not in the leg, not in the spine; in the face. Every time this happens, increase chance of enemy's hit being critical by 50%.

Need it, want it, need it, have to have it! (passive) He's just so damn hilarious, that allies nearby can't help but find McShooty's rambling amusing. They get healed 250 EDR every turn; laughter is the best medicine after all.

THANK YOU! (passive): Upon being hit in the face by an attack, Face McShooty spends the next available action triumphantly celebrating. His insanity gets to new heights and his passive healing is powered up; increasing by 50 for every 1000 EDR Face is down by, effectively immediately.

Notable quotes: "Shoot me in the face; what are you waiting for?!"
"I'm gonna sing a song; shoot me at the end of it!"
"Knock Knock; who's there? Shoot me in the face! End of joke!"
"Couldn't help but notice you haven't shot me in the face yet; curious as to why!! Maybe you're weighing the moral pros and cons, but let me assure you that- For the love of god, shoot me in the god damn face! What are you waiting for!?!"

Theme song [optional]
 
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Full Name: Baldwin

Alias(es)/Nickname(s): The Leper

Fandom/Universe: The Leper hails from Darkest Dungeon.

Alignment: Neutral Good. Baldwin fights against the evil of the Hamlet, but for unknown reasons.

STATISTICS [12 to distribute]
EDR - 16 [210,000] Baldwin, even without armor, can soak up quite a few hits.
STR - 16 Baldwin needs to be pretty strong to use a sword that heavy.
DEF - 16. Baldwin has RIDICULOUS amounts of defense. Probably thanks to the heavy armor he wears.
ECH - 1. Baldwin has absolutely no magic to speak of.
RES - 16. Baldwin has surprising amounts of RES.
AGI - 4. Baldwin is slow, not horribly slow, but slow.
PER - 4. Baldwin actually tries to get hit. I don't know why.
SKI - 4. Baldwin has difficulty hitting with his sword because it's so slow and heavy.
INT - 10. Baldwin does not demonstrate any special abilities with intelligence.
CHA - 13. Baldwin is skilled at taunting enemies to attack him.
LUK - 10 Baldwin is known to get in the occasional critical hit.


Age: IDK

Gender: Male

Sexuality: I have no idea

Species: Human

Appearance [photo/desc or both]

250px-Leper.png

Personality: Baldwin is a mysterious man. He tends to speak in poetry, and keeps an aura of calm.
It's implied this is the case because Baldwin, having seen many hardships in his life, has silently endured them all.

Backstory: It's heavily implied that Baldwin was a king, and a popular one. However, one day Baldwin contracted leprosy and exiled himself from his people, which the people did not take well, as evidenced by the sorrow that was expressed upon Baldwin's self exile.
Baldwin himself traveled to an odd place called the Hamlet to fight the evil nearby.

How did they get absorbed into the chaos?
One day, Baldwin, along with 3 other heroes, were traveling through some ruins to explore it.
As the quest was making progress, Baldwin noticed a rather odd treasure chest. The Leper took a key and opened the chest.
What happened next was Baldwin flying through a concealed portal, that would eventually lead to the main hub for the heroes fighting the corruption.
Strengths [include resistances to damage types]
Fated: Baldwin, if he misses, rolls again. If he gets 1 from 10, the attack counts as a hit.
Hard Noggin: Stun rolls vs Baldwin are less likely to happen. (-15 to a stun roll out of 100 as an example)
Weaknesses [include weaknesses to damage types]
Slowdraw: Baldwin moves last in the first turn of combat.
Sickly: Disease related debuffs rolls against Baldwin are more likely to happen. (+1 to a disease roll out of 10 as an example.)
Equipment
Heavy Executioner's Sword
7500-12500 Sharp
Accuracy: 75/100
Attack Rate: 1 attack per action
Special Abilities:
Baldwin can only use these abilities if he's near the or at the front of the battle!

Intimidate:
Baldwin, for 15% of his normal damage, swings his sword at an enemy, attempting to intimidate them for an increased accuracy of 95/100. If the attack hits they gain a debuff of 20% more damage incoming and lose 20% of normal damage. Baldwin himself gains the attention of all enemies (taunt). Takes up entire turn.

Withstand: Baldwin uses his entire turn to taunt the enemy, while steeling himself for the enemy's attacks.
Baldwin takes 75% of all damage incoming until the battle ends. Heals himself for 9 stress (will explain later).

Solemnity: Baldwin heals himself for 6000 EDR. Knockback, Bleeding, Disease, and stat debuffs lose 25% of their chance against him. Takes up entire turn.
(Example-100% chance to knockback Baldwin goes down to 75%)
Notable quotes [optional]
"Blood in the mud."
"Petals must fall."
"Rain in the forest."
"Summer before the Fall."
"Fog before sunrise."
"The tide rises. And the tide falls."
Theme song [optional]

NOTE: Baldwin doesn't suffer mental debuffs like the rest of the heroes, instead running on a Stress system. (Mind Control is an exception)
Basically, Baldwin has a stress bar that goes up to 200. He starts at 0.
Baldwin critting or killing an enemy decreases his stress by 3-7. It goes down by 2-5 if he sees an ally crit, and 5-7 if an ally uses a move that would remove a mental debuff on Baldwin.
Baldwin witnessing an ally getting critted (or himself getting crit), being knocked down to 0 EDR causes his stress to go up by 5-10. If hit by a mental debuff Baldwin does not suffer the debuff but instead takes an increase of 10-15 stress. Baldwin can also take 10-15 stress damage witnessing an ally die and 5-7 seeing another ally at 0 EDR.
If Mind Controlled Baldwin takes 4-6 stress damage per turn (increase in stress) until the control ends.

If the stress hits 100, Baldwin takes it two ways...
75% of the time he becomes Afflicted. His stress stays at 100 and can keep increasing.
Which leads to Fearful (Baldwin becomes afraid of the battle and tries to flee/standing still), Paranoid (Baldwin has a 33% chance to refuse buffs and heals from allies), Masochistic (Baldwin's DEF and RES are halved and has a 33% chance to run forward, trying to get himself hit. And he has a 33% chance to refuse buffs and heals), Abusive (Baldwin has a 33% chance to hit an ally), Selfish (Baldwin goes forward if he's in the back or back if he's in the front if a 33% roll succeeds), Hopeless (Baldwin loses all hope and suffers a 25% damage loss) and Irrational (Baldwin goes insane and has a chance to do everything mentioned earlier. Upon hitting a single effect Baldwin will not activate another negative effect.)
If Baldwin causes an afflicted effect, it does not count as an action. (Example: Baldwin, selfish, runs from the battle. Does not count as an action and Baldwin still has 1-2 actions left.)
The effect remains until the mission ends or the stress bar goes to 0. If the stress bar goes to 0 the affliction is lifted.

If the Stress hits 200, Baldwin will knock himself down to 0 EDR and heal 40 stress. If he was already at 0 EDR, he instantly dies.

25% of the time however he becomes Virtuous. His stress goes down to 40, and while it can go up to 100 Baldwin cannot get an affliction nor can his stress go past 100.
Which leads to Stalwart (33% to heal 15 stress every turn), Courageous (33% to give all allies a buff. The buff removes 1-2 from a mental debuff roll out of 10.), Focused (33% chance to boost an ally's accuracy by 4 AND Baldwin's ACC jumps to 18/20), Powerful (Baldwin gains a passive 10% buff to damage and has a 33% chance to give all allies the same 10% damage boost), and Vigorous (Baldwin has a 33% chance to heal himself for 4000 EDR every turn.)
 
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FULL NAME: Miles Prower.

ALIAS(ES)/NICKNAME(S): Tails, the 'Chosen One', the Fox.

FANDOM/UNIVERSE: Sonic the Hedgehog (however, there are slight differences mainly in order to boost his age and reduce his OPness - by making him more human. After all, otherwise he'd be able to lift ten tonnes, run at the speed of sound and so on).

ALIGNMENT: Chaotic Good.

STATISTICS:
EDR - 6 [110,000] - Tails is pretty brittle compared against his friends. Unlike Shadow, who can withstand a laser that can blow up half the Moon, and Amy, who can withstand being crushed by a boulder her size, Tails can't really withstand all too much.
STR - 10 - Although Tails is the weedy, nerdy guy he is also an engineer - it sort of evens out.
DEF - 8 - Tails can't really defend against things himself, and relies on his tech to do it for him.
ECH - 4 - He has little to no experience with magic or using Chaos abilities (for future reference, although I doubt it'll actually pertain to anything important, I'm classing Chaos Force abilities as ECH and RES based.)
RES - 6 - Similar to his DEF, he relies on tech to protect him. He isn't one to to be in the front lines, anyways.
AGI - 20 - Tails can fly and use his extra appendages to accelerate beyond normal speeds, and his intellect and dexterous fingers make him more agile than the average guy.
PER - 12 - He has quick eyes, but it is mainly his brain that is quick. His eyes are just normal eyes.
SKI - 18 - He has experience with a myriad of weapons, from grenades to laser guns to mechs, and he has built them all. His incredible intellect make this possible.
INT - 20 - He has an IQ of over 300 - something that humans couldn't even measure. I think that qualifies enough to be 20 INT, don't you?
CHA - 6 - Tails is a nerd through and through. While he does have friends who like him for his personality, he does speak quickly and awkwardly, rendering him fairly inept at social interaction. Yet, despite this, he has had multiple love interests and girl friends...how that has happened I don't know. But yes, he can often talk too much and talk into far more detail than is required.
LUK - 2 - It is a miracle that half of his inventions don't blow up. Besides, he can perform critical hits every now and then. (To be honest, I had points to spare so just dumped them here :P)

AGE: 19 (another change so I'm not RPing as a 10 year old :3).

GENDER: Male.

SEXUALITY: Heterosexual.

SPECIES: Half human, half fox.

PERSONALITY: Tails is a very sweet and gentle soul. While still showing signs of the timidness from his youth, he is a lot more confident from his time as a hero. He doesn't need any reward or enticement to help out - he does it simply because he's a nice person. Despite his apparent great intelligence, he is not one to brag about it. He respects that his intelligence is his own, and not everyone has it.

He prefers working with his machines above all else, and becomes very insulted by those who mock his intellect or his inventions. He typically talks way more than he needs to, especially when it comes to his machines, and often confuses and annoys his friends with it - some find it endearing, however. He is big mouthed, and can sometimes reveal a plan a little earlier than desired. This especially happens when he is intimidated. While not terrified of lightning anymore, he still flinches at it.

Ultimately, he is a hero until the very end. He is willing to sacrifice himself for his friends - something that not all people can say with honesty. In short, he is a gentle mannered nerd with a love for heroism and technology.

BACKSTORY: Tails' story is quite the sad one, not that you could ever tell from his gentle and uplifting personality. He was born on the same day as Robotnik (Eggman)'s conquest for the world, and his village was the first target of the wrath of his robotic army. It was clear from the second he was born that he was meant for greater things, so his father commanded the doctor to retreat with the newborn. Nothing survived the onslaught, and the village was burned to a crisp. Whilst retreating, the doctor had suffered a terrible injury.

He grew up alone. The doctor had died only a few years after the event, and from then Tails was forced to live in the wild by himself. There, his intellect was put to the test - he was incredibly smart, but he was still young and naive. He struggled to live for years, usually always sleeping with an empty stomach, until he came across an old plane. His mechanical affinity allowed him to fix the plane with ease, and even upgrade it. He soon discovered that the plane belonged to Sonic, and soon the pair became friends.

For years after that point, they fought Eggman at each turn. Gaining new friends and allies along the way, such as Amy, Knuckles and Shadow, Tails felt truly happy. They went on many adventures together, discovered so many wondrous things about the world, but eventually life caught up with them.

Sonic and Amy settled down, leaving Tails to his lonesome. Still, it was not like the loneliness of his youth - he still kept in contact with his friends. He kept especially close to Shadow - oddly, since Shadow was the silent and solitary one of the group - as his mechanical knowledge was greatly useful to Shadow's friend, Omega. Omega was a robot, after all. Until, one day, he was in his workshop when a portal opened behind his door. Unaware, he left his workshop to immediately fall into it. That was the last his friends had ever heard of him.

STRENGTHS: His mind is a fortress, with knowledge and intelligence being vastly superior to almost anyone. As a result, Mind doesn't affect him as much.

WEAKNESSES: However, Magic seems to have more of a punch against him.

EQUIPMENT:
CHAOS GENERATOR
Description: Using a Power Ring, Tails has managed to create a generator that can generate Chaos Force and energy. Due to the interdimensional nature of the Chaos Force, it does not need to be in the same universe as Tails for him to be able to manipulate it.
Speed: 1 turn to heat up - does not consume any of Tails' actions. It takes two actions to teleport it to himself.
Special Attributes: The Generator sits in his room back in the base. It consists of a golden ring with many different probes in it. The ring, and the generator itself, floats off the ground. It need be, it is able to be carried around although it does not need to be. Power Rings create as much energy as a nuclear reactor, without any emissions or radiation, except since Tails also uses it to generate Chaos Force it does leak Chaos into the universe it resides in. Due to the unknown effect of having a new Force introduced into a universe, he can only use the generator when needed - he cannot leave it on as he sees fit. The Generator can transmit energy to Tails' gadgets using Chaos Control, and can teleport gadgets to him in the same way. However, he can only do this once the Generator is heated up. If somehow broken, he must spend a mission 'off' (i.e not be on a mission during the time anyone else is) to fix it. He can also teleport it to him and plug it into devices that need power, if he needs to.

EBC - ENERGY BALL CANNON
Description: Tails' main weapon. It is a red arm cannon that warps to his hand, and can fire strong energy spheres to burn his foes.
Slot: Primary.
Base Damage: 5000 Heat, 1000 Shock (fixed damage).
Accuracy: 15/20.
Noise Level: Low-Medium.
Magazine Size: Infinite, as long as his Generator is running.
Firing Speed: 2 actions per shot (it is a slow moving weapon, after all).
Reload Speed: N/A
Ammo Utilised: Energy.
Special Attributes: If this weapon were to destroy/kill the target, the ball continues forward and hits whatever is behind it. This weapon does not have to be carried, as it is teleported to Tails' hand, and does not require ammunition. However, it does require the generator to be working to use. Otherwise, it just sits in Tails' room until picked up and attached manually. Without the generator, it only has one shot in it. If the ball contacts energy, for example if someone were to try and electrify it to destroy it, it instead gains in mass and continues forward. In other words, it absorbs any raw energy in its path. This increases the size of the ball and adds half the damage of the energy absorbed as extra damage.

BATTLEWRENCH
Description: Tails is experienced with a wrench - and this monkey wrench hurts like hell if struck with it. Especially for robots.
Slot: Melee.
Base Damage: 1000 Blunt x2, or 3000 Blunt x2 against mechanical, digital and electrical objects such as a robot, a machine or even a cyborg's limb.
Status Chance: 50% 'stall' (the area that is struck loses all mobility for one turn) and 10% 'shutdown' (enemy completely stops for one turn) - this only applies to robots and entirely mechanical objects. A plane or car would suffer the same way, for example.
Speed: 2 swings per action.
Special Attributes: Does triple damage against robots due to the fact that Tails knows structural weaknesses and vulnerabilities in mechanical and digital enemies - robots are his jam, after all, and with his past fighting Dr Eggman and his robot army he has experience shutting them down.

MEDIBOT
Description: A flying robot equipped with nanobots programmed to heal.
Status Chance: 20% energise (restores 2 PP to random moves that have lost PP - does not have to go to the same move).
Power Points: 5 - but, he only loses PP if the Medibot is destroyed. Otherwise, it costs no PP.
Speed: 2 actions. Healing activates at the start of each turn, before returning to Tails. The healing activates three times before returning.
Special Attributes: Due to the fact that the Medibot can fly, it can move to any of Tails' allies - even if they are flying (unless they are trapped and nothing can access them). The Medibot hovers aboe the target and emits nanobots to the targets, healing them. Healing either stops when the Medibot is destroyed (15,000 EDR with 12 DEF and 12 RES) or when it needs a refill (3 heals). It can be redirected to another target, if the original target is fully healed. Heals 20,000 EDR per turn. Since it uses nanobots, it can also be used to repair electronic and mechanical beings.

SHIELDBOT
Description: Similar to Medibot, except Shieldbot applies a forcefield to the target instead of healing.
Status Chance: 10% overclock (every attack made against it that turn is automatically deflected).
Power Points: 5. Like Medibot, no PP is used if the Shieldbot is not destroyed.
Speed: 2 actions. Like Medibot, Shieldbot is active for 3 turns.
Special Attributes: Protects against all forms of damage. However, there is a 25% chance that an attack may penetrate the shield, still doing damage to whoever is inside. If this happens, there is a 50% that the shield will 'shudder', meaning that the next attack will go through as usual. Shieldbot can be destroyed too, with 10,000 EDR and 10 DEF and RES.

FLASHBANG
Description: Tails loves bombs. Perhaps a little too much. This is just one example of his pyromaniac tendencies.
Status Chance: 75% mindshock (also deafens).
Power Points: 10.
Speed: 1 action.
Special Attributes: Since Tails is likely to shout out 'Flashbang!' before throwing it, the status chance is only 25% likely to affect his allies AND they gain an advantage to save against it. Tails automatically defends against the saving throw, since he threw it. Cover gives an advantage to save against it, but may still deafen like usual.

SPECIAL ABILITIES:
DOMINATE MACHINE
Description: Due to his technical skill, machines are putty in his hands.
Status Chance: 75% shutdown, 10% control.
Speed: 2 actions.
Special Attributes: Tails flies up to a machine enemy, and attempts to hack them. If he fails, he is left open to an attack that he cannot dodge (in other words, he gains disadvantages to dodge and defend against attacks made by the target he tried to hack, until the next turn). If successful, the machine shuts down for two turns - rendering it unable to dodge, attack or otherwise act. If Tails gets a critical success, he is able to control the target - changing it to an ally. Most robots, however, would probably have a reboot protocol for such a thing, meaning that at the end of their turn the robot automatically makes a INT saving throw against Tails' own INT.

IQ 300
Description: Tails has an IQ of 300, and an incredible successful career as a mechanic.
Special Attributes: Passively, Tails gains a +5 to repair, hack and build. He can work out puzzles and problems quicker, giving him a +3 against puzzles, decoding and other such things. The +5 and +3 apply to all stats (although, I can only imagine it applying to INT and maybe PER). This only applies in non urgent situations (basically, anywhere that isn't the middle of a battle where he can be beaten up).

TWIN TURBINE TAILS
Description: Tails roots himself in, then spins up his turbine like tails to knock and enemy prone.
Base Damage: 1000 Blunt, plus another 2000 Blunt if successful.
Status Chance: 50% prone.
Speed: 2 actions.
Special Attributes: Tails turns around, grabs something then spins his tails up to blast them with high velocity winds. Anything in a line can be affected by this. Anything that is considered large or bigger gains an advantage to resist the status chance.

CRUSHING TAIL
Description: Tails whips his tails at the enemy, which considering their ability to spin like a turbine and their ability to break metal hurts them a lot.
Base Damage: 3500 Blunt.
Status Chance: 20% fracture.
Speed: 1 action.
Special Attributes: His tails are strong enough to crush metal robots, hence the strength of the move.

FLIGHT OF THE FOX
Description: Tails can either use his tails to fly, or to speed up along the ground.
Power Points: 10.
Speed: 2 actions, and full turn for speeding up.
Special Attributes: He can either fly like a helicopter for two turns (even when carrying something), before needing rest, or accelerate to about 400 kmph (slightly slower than the fastest racecar in our world). He can keep the speed up for about 5 turns before needing to slow down and rest.

SUPER FORMS
Description: To iterate - I do not imagine this to be a thing in the RP. I am just mentioning it to ensure its canon existence.
Special Attributes: Under very specific situations, which are incredibly unlikely to occur adventuring in the multiverse since he needs objects specific to his universe, Tails can transform into Super Tails, Hyper Tails (Hyper Tails seems very similar to Turbo Tails, so I usually just combine the pair) and Titan Tails. With the seven Chaos Emeralds, he transforms into Super Tails. He gains invulnerability and becomes incredibly quick and strong (and gains four bird creatures that fly around and destroy enemies), for a time. Hyper Tails requires the Chaos Emeralds and a lot of Power Rings but his abilities are intensified even more (and is permanent). Titan Tails, however, is beyond powerful. Requiring multiple Hyper Tails, form different parallel universes, to fuse with each other, Titan Tails has the ability to rewrite physics, instantly destroy beings powerful enough to wipe out entire universes and to recreate said universes. He is stronger than any and all gods combined. There is a lot more to each of these, but considering I do not expect this to be a thing ever I am satisfied with the TL; DR version.

NOTABLE QUOTES:
"My names is Miles Prower, but everyone calls me Tails."
"I know I can do this!"
"I'm not ready to give up, just yet!"
"Yeah!"
"I've built a TV out of paper clips and reprogrammed a super computer using dishwashing detergent and a toothpick. So look, fixing a propeller on a biplane? That's about as difficult as taking a nap."

 
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Little Mac (W.I.P)

Alias(es)/Nickname(s): Mac, Mac Baby

Fandom/Universe: Punch Out!!

Alignment: Neutral Good

STATISTICS [12 to distribute]
EDR - 12 [170,000]
STR - 14
DEF - 12
ECH - 0
RES - 6
AGI - 18
PER - 14
SKI - 10
INT - 11
CHA - 10
LUK - 5


Age: 17

Gender: Male

Sexuality: Heterosexual

Species: Human

Appearance [photo/desc or both]

Personality

Backstory

How did they get absorbed into the chaos?

Strengths
- As a boxer who is constantly fighting opponents twice his size and strength, Little Mac is used to blows that would destroy any normal human. As a result, he takes one quarter (0.25x) less damage from Blunt attacks.
- Little Mac's combined speed and strength make him an excellent hit-and-run fighter, allowing him to get up close and personal with an enemy while avoiding enemy attacks.
- Little Mac's attacks can allow him to do a lot of damage, however, he has to watch that he doesn't use up all his Stamina and become Exhausted.
- As Giga Mac, Little Mac can increase his Strength, letting him dish out twice as much damage as before without having to worry about using up all his Stamina.
- Giga Mac's Defense also increases, and he takes twice as less damage from Physical sources while only taking half as much damage from Blunt sources.
- When his health drops to 0, Little Mac has a slim chance of getting back in the fight up to two times per encounter.

Weaknesses
- As a human being, Little Mac takes twice as much damage from Virus Attacks.
- Almost all of Little Mac's attacks require him to be within close range of his enemy, meaning if the enemy is out of reach or inaccessible, Little Mac won't be doing any damage for that turn. This also means Little Mac is at a disadvantage when the enemy is proficient in long-range combat or has an ability that would punish him for being too close.
- All of Little Mac's attacks deal Blunt damage, meaning he is at a huge disadvantage against enemies who are resistant to it.
- Little Mac is very susceptible to Magic attacks due to his low Resistance stat, he does not do well against magical opponents unless he can find a way to rush towards them and beat them down as quick as possible.
- While Exhausted, Little Mac is more vulnerable than ever and his attacks are less effective.
- Little Mac isn't one for words, meaning communicating with his teammates will be very difficult.
- While Giga Mac, Little Mac's Intelligence is drastically decreased making him very susceptible to Taunts.

Equipment
Boxing Gloves

Special Abilities
Stamina
Description: All of Little Mac's attacks cost Stamina, whenever Mac takes damage he loses 5 Stamina and whenever he misses an attack, he loses an amount depending on the attack. When Little Mac's Stamina reaches 0, he becomes Exhausted until his next turn and his Strength, Defense, Agility, and Perception is halved. While in this Exhausted state, all attack or evasion rolls Little Mac makes are with Disadvantage (Little Mac rolls two dice instead of one and uses the lowest rolled value as his roll). All attacks made against Little Mac while he is Exhausted gain Advantage (The attacker must roll two die and use the highest rolled value as their roll). At the beginning of every turn or when Little Mac spends a turn doing nothing, Little Mac regains 5 Stamina.

Hook
Medium Damage; Doing a hook multiple times on a certain area will increase the damage done; when performed on the head it may a chance to stun; a roll is made for each hook when dodging
Description: Little Mac performs a horizontal punch while bending at an angle near or at 90 degrees.
Stamina Cost: 2 Stamina on a successful hit, 4 Stamina on a miss.
Base Damage:
Status Chance: When performed to the head there is a 1 in 20 chance that a hook will stun the target. This chance is increased by 1 to a maximum of 5 for every hook performed to the head afterward.
Speed: 2 Actions
Star Meter: Fills by 5% per successful Hook.

Jab
Description: Little Mac throws two straight punches at his opponent. Each punch must be rolled separately to hit.
Stamina Cost: 1 Stamina on a successful hit, 2 Stamina on a miss.
Base Damage:
Speed: 2 Jabs per 1 Action.
Special: When Little Mac performs 4 Jab actions (as opposed to the actual jabs themselves) in a row, Little Mac lets loose a flurry of jabs which cost another 2 Stamina to perform but fill his Star Meter by 10%.
Star Meter: Fills by 2% per successful Jab.

Uppercut (4 Stamina, 4 Actions)
Description: Little Mac performs a punch that travels in an upwards vertical line to deal a serious amount of damage.
Stamina Cost: 4 Stamina on a successful hit, 8 Stamina on a miss.
Base Damage:
Status: 6 in 20 chance to Stun when performed to the head.
Speed: 3 Actions
Special Attribute: When Little Mac reduces an enemy's HP to 0 using an Uppercut, it fills his Star Meter by an additional 20%.
Star Meter: Fills by 10% on a successful hit.

Star Punch: (5 Stamina, 10 if Missed, Bonus Action) Very Heavy Damage; When Little Mac fills up at least 100% of his Star Meter, he can perform a Star Punch which can deal a serious amount of Blunt Damage; For every 100% interval, with a max of 300%, the damage is multiplied (200% = 2x, 300% = 3x)
Description:
Stamina Cost: 0 Stamina on a successful hit, 5 Stamina per Star on a miss.
Base Damage:
Status: 10 in 20 chance to Stun when performed to the head.
Speed: Bonus Action
Star Meter: Reduces Star Meter to 0% whether hit or miss.

Swift Dodge
Description: When Little Mac is targeted for an attack, if possible, he can choose to put more effort in his attempt to dodge.
Effect: When rolling to evade an attack, Little Mac can roll with advantage (Little Mac rolls two d20's, using the higher of the two rolls).
Stamina Cost: 2 Stamina on a successful dodge, 4 Stamina on a failed one.
Speed: Reaction
Special Attribute: If Little Mac successfully dodges this way, he may move once in any direction he chooses. If Little Mac fails to dodge, he will not be able to use Swift Dodge until his next turn.
(Reaction, 2 Stamina; When rolling to dodge an enemy's attack, Little Mac can choose to roll with advantage (Little Mac will roll two die and use the higher rolled value as his roll). If Little Mac succeeds with his dodge, he may move one space in any direction. If he fails, Little Mac loses 4 Stamina instead of the required 2 and cannot use Swift Dodge until his next turn.

Desire to Win
Description: When it seems like Little Mac is done for, the fighting spirit and desire to burns within him, letting him get back up for another round.
Effect: When Little Mac's HP is reduced to 0, he may roll a d20. If Little Mac rolls 19 or 20, half of his HP and Stamina is restored. Desire to Win can only be used once per encounter.

Giga Mac
Description: Mac's fighting spirit and adrenaline become so strong that he turns into a slow, hulking beast of a boxer.
Effect: When Little Mac's Star Meter reaches Max (300%) he may transform into a larger, more powerful version of himself. His Strength and Defense increase by 6 points, while his Intelligence, Agility, and Charisma decrease by 6 as well. All of Little Mac's attacks gain additional damage and effects while transformed and all Physical damage he takes is halved. Giga Mac also loses no Stamina when missing attacks or taking damage, however, an opponent may make an attack when Giga Mac misses a punch. After three turns, Giga Mac turns back into Little Mac, returning his stats to normal and completely refilling his Stamina bar. Little Mac may only turn into Giga Mac once per encounter.
Speed: Bonus Action
Star Meter: Reduces Star Meter to 0% after transforming into Giga Mac, but keeps any Star Power gained when turning back into Little Mac.

Doc Louis: Twice per encounter, Little Mac can use his turn to slip away from the fight for a short rest, regaining all of his Stamina and a helpful tip about the enemy from his Coach, Doc Louis.
Description: Little Mac takes a short rest while learning some useful knowledge about his opponent(s) from his coach, Doc Louis.
Effect: Little Mac slips away from the fight for one turn, regaining all of his Stamina and 1/8th of his HP and also learning a useful fact about the enemy he's facing. Once per use, Little Mac may roll a d20 and if he rolls a natural 20, Doc Louis will share his chocolate bar with him, regaining 3/4th's of his health instead of 1/8th. Doc Louis may only be used twice per encounter.

Notable quotes
"Haha! Whoo hoo! Yeah!"

Theme song [optional]
 
Full Name: Magenta Magenta

Alias(es)/Nickname(s): Magent Magent, Magento Magento

Fandom/Universe: JoJo's Bizarre Adventure: Steel Ball Run

Alignment: Neutral Evil

STATISTICS [15 to distribute]
EDR - 9 [140,000]
STR - 10
DEF - 8
ECH - 0
RES - 10
AGI - 15
PER - 15
SKI - 12
INT - 11
CHA - 7
LUK - 10


Age: Less than 31

Gender: Male

Sexuality: Heterosexual

Species: Human

Maugentta.jpg

Personality:
As a henchman to the President of the United States, Magenta Magenta was a quick and efficient assassin whose main task was eliminating the enemies of the Commander-in-Chief. He believed in doing his job as safely and with as little effort as possible, so much so that he once had one of his victims hold a ruler so he could properly measure the distance after his left eye was taken from him.

Magenta Magenta dislikes people that make him look like a fool or that look down on him, and will often act in spite of them, even attempting to kill them if he feels like they've betrayed him. To those types of people, Magenta Magenta prefers longer, more painful deaths. Contrastly, Magenta Magenta is very nice to people he does like and thinks very highly of people who go out of their way to help him. This often doesn't go both ways as Magenta Magenta's voice is described as being whiny, nasally, gravelly, and gross. This combined with his habit of doing gross things like licking snot coming from his runny nose or the spittle on his hands from coughing make him seem like a disgusting and annoying person. Magenta Magenta also has a penchant for silly and sometimes nonsensical jokes, like pretending to cry and making it look like he's crying chunks of ice.

Despite being an assassin, Magenta Magenta often complains about his work or his environment and will whine when things seem too hard or uncomfortable. From this stems a love of technology as Magenta Magenta believes that it can make his job and his life much easier, and he will often praise new inventions if they seem useful and convenient to him. When Magenta Magenta first learned about the creation of the airplane, he suggested to his partner that they should've hunted down their target in an airplane as it would have been faster and more comfortable than traveling by dog sled.

Backstory:
When first seen, Magenta Magenta is alongside his partner in crime, Wekapipo, waiting to ambush Gyro and Johnny. His disgusting habits are commonly noted by his partner, and upon battle, he quickly shows his capabilities by disabling Gyro's steel balls with his defensive Stand. Getting carried away, Gyro is able to outwit him and heavily scars his face, figuring that Magenta Magenta is dead.

This is later shown to be false when Magenta Magenta ambushes his ex-partner while trying to kill the promoter of the Steel Ball Run, Steven Steel. Magenta then wraps himself with dynamite in an attempt to blow Wekapipo up, but the impact sends him into a river where he preserves himself using 20th Century Boy as he hopelessly awaits rescue by Steel Ball Run jockey, Diego Brando. He soon "stops thinking" as Diego is unable to save him, leaving Magenta to rest forever at the bottom of the river.

How did they get absorbed into the chaos?
Abandoned and left to rest at the bottom of the river, it almost seemed like a waste to leave a professional assassin with abilities as special as his just sitting there. And so, a portal was created at his position to bring him directly onto the Monarch's ship. Grateful for being rescued, Magenta Magenta would agree to help Monarch and Testuya save the multiverse.

Strengths:
- Magenta Magenta's Stand, "20th Century Boy", can protect Magenta Magenta from any damage when activated, making sure he can survive attacks where others wouldn't.
- 20th Century Boy can even protect Magenta Magenta from things such as drowning, freezing to death or even poison, but only for as long as he keeps it up.
- Magenta Magenta is a very efficient assassin, constantly moving himself to safer places where he can kill effectively and efficiently while avoiding putting himself in positions that would be dangerous or require more effort.
- Magenta Magenta's revolver, when equipped with its silencer, allows him to attack his enemies silently.

Weaknesses:
- As a human being, Magenta Magenta is vulnerable to Virus damage, and so it deals 50% more damage to him.
- Because of his irritating voice, constant complaining, scarred face, and some disgusting habits, Magenta Magenta is not pleasing to the eyes or ears of others. There are times when he can get on his teammates' nerves.
- While Magenta Magenta is using his Stand, 20th Century Boy to protect himself, he renders himself completely immobile, meaning he can't do anything while using his Stand. This leaves him open to surprise attacks that he might not think are coming or to enemies who may trap him in precarious situations.
- Without his Stand, Magenta Magenta is nothing more than your average man with a gun. Because of this, and his below-average defense stat, Magenta Magenta is at risk of dying or at least being severely injured when a particularly powerful attack is aimed his way, and there isn't enough time to call his Stand.
- 20th Century Boy isn't the fastest Stand. As a result, it takes a bit of time to summon it (2 Actions) normally.

Equipment:
Revolver

Slot - Sidearm
Base Damage - 6,000 Kinetic
Accuracy Stat - 16/20
Noise Level - High (Near Silent while suppressor is equipped) (all enemies within 50m of the shot will be alerted)
Magazine Size - 6 rounds
Firing Speed - 1 shot per action
Reload Speed - 2 actions
Ammo Utilized - .36 Magnum Caliber
Special Attributes
* Damage is flat, as it is a firearm.
* Shots to the head of an enemy will deal 250% damage or 15,000 Kinetic base. However, this can only be achieved if Magenta Magenta is focused (which will take a turn), and rolls a 20 or higher on the accuracy check.
* Magnet Magnet begins with one full cylinder loaded. He can only reload when entirely out of chambered shots.

Special Abilities:

IRRITATING VOICE
Description:

Magenta Magenta's voice is so terrible that it can cause enemies (and allies) to dislike him.
Effect: In combat, when an enemy hears Magenta Magenta speak, they must roll a d20, subtracting their Intelligence modifier from the value after rolling. If the enemy rolls a value of 20 or higher, they can't help but try to kill Magenta Magenta just to stop him from talking.

Out of combat, Magenta Magenta has an additional -2 penalty when rolling to persuade, intimidate or deceive PCs and NPCs through words.
Speed: Passive (Always active).

STAND - 20TH CENTURY BOY
d00013b7b120c1f538e201dfd98cdac632aa2519_hq.jpg

Description: 20th Century Boy is a Stand, a physical manifestation of the user's fighting spirit. Most Stands (Including 20th Century Boy) are invisible to non-Stand Users, but can still interact with ordinary objects and people.

20th Century Boy appears generally like a hollow piece of armor, composed of a headpiece, two large shoulder pads from which hang two long, branching straps, and a shell at its back from which grow two more comparatively plain straps. Blank-eyed, its head bears two long, vertical antennae; a bolt runs through it from shoulder to shoulder; and it is marked by a motif resembling a small hand of three simple fingers, both on its head and at every end of its branching straps.

ABSOLUTE DEFENSE
Description:
Whenever Magenta Magenta activates 20th Century Boy and kneels to the ground, he becomes impervious to all damage.
Effect: All energy and incoming projectiles are redirected away from Magenta Magenta into the earth or air, making him immune to any damage, be it from Stands attacks, bullets, explosions or anything. It even protects Magenta Magenta from other dangers like drowning. While 20th Century Boy's Absolute Defense is active, Magenta Magenta is unable to move or perform any action until he dispels it. It does not cost an action to dismiss 20th Century Boy as it disappears immediately.
Speed: 2 Actions

LAST SECOND DEFENSE
Description:
When Magenta Magenta notices an attack heading his way, he quickly attempts to summon 20th Century Boy to protect him from all damage.
Effect: When Magenta Magenta would be hit by an attack that he can see, he may roll a d20 to attempt to summon 20th Century Boy quickly. On a roll between 11-20, Magenta Magenta summons 20th Century Boy and deflects some, most or all of the incoming damage depending on the roll. On 11-15, Magenta Magenta takes 50% of the damage. On a 16-18, Magenta Magenta takes 25% of the damage. On a 19, Magenta Magenta only takes 10% of the damage received, and on a 20 he receives no damage at all. If Magenta Magenta rolls a 10 or under, 20th Century Boy fails to appear in time and Magenta Magenta takes full damage from the attack. If Magenta Magenta takes damage this way, he will be unable to summon 20th Century Boy until his next turn.
Speed: Reaction (Magenta Magenta must have at least one action that he hasn't used yet, or an unused action from his last turn to activate this ability).

Notable quotes:
Once I decide to 'take revenge,' I always 'take revenge.'
Looks like I'm gonna have to teach you that people who don't have anything to lose are the scariest types, Mr. Smartass!
It took us two goddamn weeks to get to this shithole from Chicago... But using that machine (airplane), we'd have gotten here in no time, not even enough time to feel cold!
We're approachin' a golden age, you know?!
You're too damn analytical!

Theme song
 
Full Name: Marcus Wright


Alias(es)/Nickname(s) N/A


Fandom/Universe Terminator: Salvation: Final Battle


Alignment Chaotic Good


STATISTICS [0 to distribute]

EDR -13 [180,000]

STR - 13

DEF - 13

ECH - 7

RES - 13

AGI - 12

PER - 10

SKI - 11

INT - 10

CHA - 10

LUK - 0


Age: 33 (All the time)


Gender: Male


Sexuality: Hetrosexual


Species: Terminator Hybrid


Appearance:


Personality: Marcus is prone to emotional, mostly violent outbursts at the very mention of his brother or anyone else he killed. Once he has something in his mind, nothing will distract him from doing what he is going to do. Not even obstacles stand in his way. His intentions are clear from the start. He is loyal to a select few and betrayal hurts him more than most. Starting a fight with Marcus will often take a bad turn as he will not stop fights until a friend tells him to. He does have good intentions and justice influences him.




Backstory: Terminator: Salvation Final Battle is the continuation of Terminator Salvation. In this timeline, Marcus has given up his life to save John Connor’s and he is buried as a Resistance member. However, John and the others had gone on with the war with Skynet. Though during this time, a new threat appears by the name of Thomas Parnell, an escaped Serial Killer. Skynet “enlists” Parnell as a way of ridding of the Human Resistance by his own bloody ways.


Parnell gains way too much of Skynet’s knowledge way too fast, and he is addicted to the new power he is given by being hooked to Skynet’s knowledge .Seeing the AI’s mistake, Skynet resurrects Marcus from the dead to give him a new mission. To alert John and the Resistance that it wants John’s help against Parnell’s power.

Marcus wakes up, finding himself with a new grown heart that grew in his backup systems. Scared, he rushes to John’s HQ and knocks. John, thinking it’s a trap seeing Marcus alive again, holds a gun up. Marcus quickly reassures him and the Resistance that it is really him and Skynet wants John’s help.


Now confused, John needed to look up what was happening. He noticed his resistance soldiers were being killed in various bloody ways and it was horrible. He didn’t like to see that and the others didn’t as well. John asks Skynet what it’s problem is and it is being taken over by Parnell and John realizes if he can’t stop Parnell, then the Resistance AND Skynet are dead altogether.


So he bites his tongue and transfers his being into a terminator temporary to stop Parnell inside Skynet altogether. However, this ends as John’s human body dies and he is placed into a terminator body permanently. Marcus leads the charge against Parnell and his bloody terminators.


John’s human body is buried and Marcus wins the war with Kate and the others.


John reassures Kate this was the right thing to do.


Parnell is made into a cyborg so he never bothers anyone again.


How did they get absorbed into the chaos? Through a portal or timeline jumping


Strengths: Marcus is a marksman, which he is proficient with various guns of the future. He also has double the strength of a normal human.


Weaknesses: Marcus is however immune to shots in various locations of his terminator body where his human parts are located. This causes damage to him when they are hit.


Equipment:


Plasma Rifle- = +2 at very long range, +1 at long range, -1 at close range, -2 at point blank

Ithaca 37- +6 at point blank, +3 at close range, -3 at long range, -6 at very long range


Special Abilities:

Regeneration: Marcus is able to regenerate his organs and skin due to backup systems in his body.


Notable quotes [optional] So that’s what death tastes like.

What day is it? What year? [...] What happened here?"


Theme song [optional] Alice in Chains- Roost
 

1523333043290.png
Princess Celestia

Fandom: My Little Pony: Friendship is Magic

Alignment: Lawful Good


STATISTICS
STR - 13
DEF - 15
ECH - 12
RES - 10
AGI - 9
PER - 13
SKI - 10
INT - 13
CHA - 8
LUK - 0



Age: Over a thousand years old.

Gender/Sexuality: Female, heterosexual

Appearance:
Often likened to the sun, Celestia is an alicorn of regal stature. Standing at about 5'9 at the shoulder, she commands respect and dignity. Celestia adorns regal armour upon her hooves and her neck crafted from gold, and her crown protrudes through her mane. Celestia's mane moves in a flowing, waving fashion no matter where she is, wind or not.

Personality:
Calm and Dignified, a millennia of being the sole leader of the equestrian population has shaped Celestia into a protector, politician and teacher. Her surface appears motherly and protecting, and indeed Celestia has a very inbuilt maternal affection for those under her rule and friendship. However, Celestia is also a pony herself - and as such has her own sense of humour, a limit to her seemingly endless patience and her own hubris in the form of overconfidence. Celestia is by no means a bragging pony, but centuries of peace and unchallenged rule have led her to be expectant of respect, something she may not garner in a new strange world. Celestia has impressive mental endurance as well, her grit and determination having shown through her years of continuous rule. In other words, a pony that nears perfection in the eyes of the public, but not so much in herself. She harbors great guilt for her thousand year banishment of her sister Luna, whom she loves dearly.

Backstory:
Not much is known about her early days, but it is known that from birth Luna and Celestia were both alicorns. before Princess Luna and she stood up to Discord, he ruled over Equestria, keeping it in a state of unrest and unhappiness. Celestia and her sister saw how miserable life was for Earth ponies, unicorns, and Pegasi alike, so she and Luna searched for and discovered the Elements of Harmony and defeated Discord. Since then she has been a regal leader for several millenia, serving alone once she was forced to banish Luna. Luna had grown angry due to not being respected or as celebrated as her sister, and thus transformed into nightmare moon and attempted to take the night forever. Thanks to these actions Celestia was forced to banish her to the moon, where she remained for a thousand years.

Now Celestia feels her magic being altered, weakened even. Worlds are colliding, and the portals are unstable. Despite the protest from her sister and student, Celestia has transported herself to where she has found the source of these collisions to be, a strange version of earth. Now it is up to her to solve what is affecting Equestria's magic before it's too late.

Skills:
Political Language

Celestia has ruled for over a thousand years, and as such is well attuned to politics and the art of manipulation. She is a convincing and charismatic leader, and is able to defend herself in wit as well as she can her own physical form.

Flying Skill
With over a millennia to perfect it, Celestia is an expert flier and is capable of great agility within the air. While not as fast as the fabled rainbow dash, she is extremely quick with her wings and in the human world would easily keep up with a commercial class plane.

Magic Proficency
Experience is the greatest teacher. Celestia is very well attuned with her natural magic and has a great plathora of spells, ranging from offensive, defensive and supportive depending on what is required. Her magic is usually revolved around light, and she has difficulty casting magic that has darker sources or requires a source of negative emotion. Celestia draws her mental power from will, as she has learned to personally support herself through will rather then love, and as such her power is immense and does not fluctuate as much as those who rely on such drives.

Powers/Abilities:

Magic
Easily her strongest powers, Celestia has immense magical power and proficiency, so much so that she is responsible for the raising and lowering of Equestria's sun. While the sun is definitely smaller and works on different rules to ours, it is a clear example of her power, as well as being her source of her magic. Celestia's magic drives from her will and the unyielding light and heat of the sun, and because of this her magic is strongest at day, weakest at night.

Flight
Self-explanatory. Celestia's wings gift her with the ability to fly, and she can reach speeds earthly creatures are not capable of.

Physical Strength
Being an alicorn of well over a thousand years, Celestia has great physical strength derived from her earth pony magic. She is able to accomplish feets that would be extremely difficult for a creature her size with ease, and has great stamina to boot.

Weaknesses
Failure is apparent in all, even one such as Celestia. Celestia's source of guilt, her sister's punishment is an extremely sensitive spot in her history for her, and as such she finds herself emotionally weak when her past actions are questioned. In terms of physical weakness, while definitely one of the most powerful opponents to set foot upon this broken world, Celestia has her limits and cannot last forever. Her magical stamina is large but not infinite, and while she favours a longer fight due to her lack of needing physical stamina being burnt out of magic would result in her being extremely vulnerable, as it draws upon her physical strength when her stamina draws low. This is quite dangerous for Celestia, as if she were to continue using magic she would use up all of her energy and kill herself from exhaustion.

Perhaps Celestia's biggest weakness is her reluctance for violence. Even when required Celestia will always press for a diplomatic and peaceful resolution, as years of calm on her nation have made her quite reluctant to break the peace she has had in her lands and the lands she has come to. While Celestia is not naive, her almost passive approach to conflict can result letting herself be manipulated as well as being attacked without aggressive retaliation, draining her magical energies.

Gear
With only her magic to use, Celestia's only equipment is her royal armour that offers little protection and is more ceremonial then protective. Even so, it does offer some protection to her frontal chest and hooves.

Quotes:
"You persisted in the face of doubt, and your actions led to you being able to bring the real Princess Cadance back to us. Learning to trust your instincts is a valuable lesson to learn."

"Far better that I have a student who understands the meaning of self-sacrifice than one who only looks out for her own best interests."

"And yes, sometimes I have let Twilight take care of an incident that I could have cleared away easily. But I do not do this because I am cruel, or because I want to play a joke on Twilight... I do this because I am her teacher, and sometimes, this is how she must learn."



Theme Song | Visual Backstory


 

View attachment 424718
Princess Celestia

Fandom: My Little Pony: Friendship is Magic

Alignment: Lawful Good


STATISTICS
STR - 13
DEF - 15
ECH - 12
RES - 10
AGI - 9
PER - 13
SKI - 10
INT - 13
CHA - 8
LUK - 0



Age: Over a thousand years old.

Gender/Sexuality: Female, heterosexual

Appearance:
Often likened to the sun, Celestia is an alicorn of regal stature. Standing at about 5'9 at the shoulder, she commands respect and dignity. Celestia adorns regal armour upon her hooves and her neck crafted from gold, and her crown protrudes through her mane. Celestia's mane moves in a flowing, waving fashion no matter where she is, wind or not.

Personality:
Calm and Dignified, a millennia of being the sole leader of the equestrian population has shaped Celestia into a protector, politician and teacher. Her surface appears motherly and protecting, and indeed Celestia has a very inbuilt maternal affection for those under her rule and friendship. However, Celestia is also a pony herself - and as such has her own sense of humour, a limit to her seemingly endless patience and her own hubris in the form of overconfidence. Celestia is by no means a bragging pony, but centuries of peace and unchallenged rule have led her to be expectant of respect, something she may not garner in a new strange world. Celestia has impressive mental endurance as well, her grit and determination having shown through her years of continuous rule. In other words, a pony that nears perfection in the eyes of the public, but not so much in herself. She harbors great guilt for her thousand year banishment of her sister Luna, whom she loves dearly.

Backstory:
Not much is known about her early days, but it is known that from birth Luna and Celestia were both alicorns. before Princess Luna and she stood up to Discord, he ruled over Equestria, keeping it in a state of unrest and unhappiness. Celestia and her sister saw how miserable life was for Earth ponies, unicorns, and Pegasi alike, so she and Luna searched for and discovered the Elements of Harmony and defeated Discord. Since then she has been a regal leader for several millenia, serving alone once she was forced to banish Luna. Luna had grown angry due to not being respected or as celebrated as her sister, and thus transformed into nightmare moon and attempted to take the night forever. Thanks to these actions Celestia was forced to banish her to the moon, where she remained for a thousand years.

Now Celestia feels her magic being altered, weakened even. Worlds are colliding, and the portals are unstable. Despite the protest from her sister and student, Celestia has transported herself to where she has found the source of these collisions to be, a strange version of earth. Now it is up to her to solve what is affecting Equestria's magic before it's too late.

Skills:
Political Language

Celestia has ruled for over a thousand years, and as such is well attuned to politics and the art of manipulation. She is a convincing and charismatic leader, and is able to defend herself in wit as well as she can her own physical form.

Flying Skill
With over a millennia to perfect it, Celestia is an expert flier and is capable of great agility within the air. While not as fast as the fabled rainbow dash, she is extremely quick with her wings and in the human world would easily keep up with a commercial class plane.

Magic Proficency
Experience is the greatest teacher. Celestia is very well attuned with her natural magic and has a great plathora of spells, ranging from offensive, defensive and supportive depending on what is required. Her magic is usually revolved around light, and she has difficulty casting magic that has darker sources or requires a source of negative emotion. Celestia draws her mental power from will, as she has learned to personally support herself through will rather then love, and as such her power is immense and does not fluctuate as much as those who rely on such drives.

Powers/Abilities:

Magic
Easily her strongest powers, Celestia has immense magical power and proficiency, so much so that she is responsible for the raising and lowering of Equestria's sun. While the sun is definitely smaller and works on different rules to ours, it is a clear example of her power, as well as being her source of her magic. Celestia's magic drives from her will and the unyielding light and heat of the sun, and because of this her magic is strongest at day, weakest at night.

Flight
Self-explanatory. Celestia's wings gift her with the ability to fly, and she can reach speeds earthly creatures are not capable of.

Physical Strength
Being an alicorn of well over a thousand years, Celestia has great physical strength derived from her earth pony magic. She is able to accomplish feets that would be extremely difficult for a creature her size with ease, and has great stamina to boot.

Weaknesses
Failure is apparent in all, even one such as Celestia. Celestia's source of guilt, her sister's punishment is an extremely sensitive spot in her history for her, and as such she finds herself emotionally weak when her past actions are questioned. In terms of physical weakness, while definitely one of the most powerful opponents to set foot upon this broken world, Celestia has her limits and cannot last forever. Her magical stamina is large but not infinite, and while she favours a longer fight due to her lack of needing physical stamina being burnt out of magic would result in her being extremely vulnerable, as it draws upon her physical strength when her stamina draws low. This is quite dangerous for Celestia, as if she were to continue using magic she would use up all of her energy and kill herself from exhaustion.

Perhaps Celestia's biggest weakness is her reluctance for violence. Even when required Celestia will always press for a diplomatic and peaceful resolution, as years of calm on her nation have made her quite reluctant to break the peace she has had in her lands and the lands she has come to. While Celestia is not naive, her almost passive approach to conflict can result letting herself be manipulated as well as being attacked without aggressive retaliation, draining her magical energies.

Gear
With only her magic to use, Celestia's only equipment is her royal armour that offers little protection and is more ceremonial then protective. Even so, it does offer some protection to her frontal chest and hooves.

Quotes:
"You persisted in the face of doubt, and your actions led to you being able to bring the real Princess Cadance back to us. Learning to trust your instincts is a valuable lesson to learn."

"Far better that I have a student who understands the meaning of self-sacrifice than one who only looks out for her own best interests."

"And yes, sometimes I have let Twilight take care of an incident that I could have cleared away easily. But I do not do this because I am cruel, or because I want to play a joke on Twilight... I do this because I am her teacher, and sometimes, this is how she must learn."



Theme Song | Visual Backstory



She doesn't have an EDR stat.
Also, instead of just giving a blanket overview of what she's capable of, perhaps you should look into making separate abilities for the character using the RP's elements? Sorry if I'm being rude; I just don't want her to be overpowered, even though she is a celestial being.
 
She doesn't have an EDR stat.
Also, instead of just giving a blanket overview of what she's capable of, perhaps you should look into making separate abilities for the character using the RP's elements? Sorry if I'm being rude; I just don't want her to be overpowered, even though she is a celestial being.

Fair enough, it's difficult to balance - I did essentially copy and past this character sheet from what remains, Because A) I'm a lazy asshole and B) I didn't see much need to rework her. As this is a farm more balanced and combat based roleplay (From what I've read) I'll see if I can make her justifiably weakened. As for EDR stat, I'll definitely put that in and not look it up because I definitely know what it means.
 
Alright let's see if my lazy ass is at all interested in this one.
TAKE 72


S_Icon_Agent_2.png

[Marie] "Agent 3! Can you hear our song?"

Full Name
Marie (We do not learn her last name)

Alias(es)/Nickname(s)
Agent 2

Fandom/Universe
Splatoon/Splatoon 2
(fated appearance in upcoming Smash Bros 5. Has appeared in the Splatoon manga)

Alignment
Lawful Good

STATISTICS
EDR - 7 [120,000] : Marie is an "Inkling", and therefore very fragile.
STR - 13
: Marie is professionally trained, and is more than a match against a human in terms of raw strength
DEF - 9
: Despite being strong, she isn't very sturdy, and can't take a hit very well.
ECH - 2
: Marie's universe does not utilize magic in any capacity (although the Octarians may disagree), so she can't exactly cast spells all that well.
RES - 5 : Nor can she resist magical attacks.
AGI - 16
: However, she is a speedy fellow, and can move from place to place very quickly.
PER - 14
: As an agent of the Squidbeak Splatoon, she's expected to be observant.
SKI - 13 : Another expectation is her ability to pick up a foreign weapon and understand how it works.
INT - 16
: Marie is naturally cunning and intelligent, with a very quick wit.
CHA - 13 : She is also one half of the outrageously popular group the Squid Sisters.
LUK - 4
: Idunno, I had points remaining.

Age
17 to 19

Gender
Female

Sexuality
Unknown? Heterosexual?

Species
"Inkling" - Half kid, half squid.
Splatoon_Wiiu.png

As a "squid", Marie can maneuver around at about the sprinting speed of a normal human. She can slip through about anything that could fit the tiny "inner" squid through - functionally a few centimeters in width - as seen in the image below:
fadd405ceddf36d3ef4d86543875fbf5c09d5280_hq.jpg

As a "kid", an "Inkling" can do about anything a normal human could. The only notable difference is that they have no bones, their limbs are held rigid by either some form of cartilage (like our ear lobes) or pneumatics (like a spider's limbs).

Of INCREDIBLY IMPORTANT NOTE; "Inklings" are very short creatures, from 1/2 to 1/3 the height of a normal human. Despite this, or perhaps due to this, they are incredibly robust creatures capable of stunning feats of strength and agility... for their size.

Appearance
Hotaru.%28Splatoon%29.600.2124501.jpg

splatoon___marie__3_sniper_by_djumd-d9afsl0.png

splatoon___marie_icon_by_kumoridragon-d923kjd.png

S_Icon_Agent_2.png
Personality
Marie is quieter and not as excitable as her cousin, Callie. She is very witty and is characterized with biting sarcasm, which often takes the form of a bratty, prone-to-complaining "Inkling". Most of the time, however, her mood is too mild for her wit to cause any serious harm, and she usually means well. She dislikes intense, stimulating activities, and is a little prone to laziness. She is not a fan of tomatoes.

Backstory
Having risen to stardom over time as part of the "Squid Sisters" with her cousin (not her actual sister) Callie, Marie enjoyed life near the top for some time. Then, the Octarians captured the Great Zapfish. With the help of Captain Cuttlefish and Agent 3, the Squidbeak Splatoon as a whole defeated D.J. Octavio and saved the day.
No more than two years later, the Octarians struck again, capturing Callie in the process, and Agent 3 and the Captain were off on something of a business trip. Marie enlisted the help of the newly-recruited Agent 4 to help her rescue Callie and the Great Zapfish again.
After that, all was well. Until...
How did they get absorbed into the chaos?
Not long after rescuing the Great Zapfish a second time, Marie saw an eerie portal of sorts, presumably left by the explosion of Octavio's Octobot King II. Being one normally consumed by curiosity, there was no choice but to venture to the other side...

Strengths [include resistances to damage types]
* Marie is professionally trained in the art of warfare, meaning she can pick up about any weapon small enough for her and quickly become relatively proficient with it.
* As an "Inkling", she can tolerate high amounts of toxic substances, and is completely immune to the toxic effects of "Inkling" ink. She takes 0.5x toxic damage from attacks, and no toxic damage from "Inkling" ink-based attacks.
* Lacking any brittle bones, "Inklings" can tank blunt damage relatively well. Marie takes 0.5x blunt damage.

Weaknesses [include weaknesses to damage types]
("Characters can be weak or resistant to any given type of damage besides Normal.")
* Marie may be a professional, but that doesn't cancel out the fact that "Inklings" are small creatures. This means she takes 2x normal damage, and has, as seen above, a very low EDR stat.
* This also means her normal punch and kick moves are weaker, doing 200 normal damage per punch, 400 normal damage per kick.
* Being a fragile "Inkling", Marie does not handle sharp or puncture damage very well. She takes 2x sharp and puncture damage.
* Because Marie is an "Inkling", she cannot tolerate water in any form. Be it ice, liquid water, or even very humid air, an "Inkling's" oily form cannot stay cohesive in the excessive presence of water. She takes 2x ice damage and water damage. She is very prone to drowning, and cannot swim.
* "Inklings", too, are biological constructs, and take 2x virus damage.

Yes, I do realize this puts me at a disadvantage. Frankly, I like the challenge.

Equipment
Hero's Charger
Description- The Hero's Charger is a military-grade "Inkling" weapon. It consumes "Inkling" ink to fire, and can, as the name implies, "charge" a shot for an additional action to increase the range and potency. Even so, it's still a small weapon and deals little base damage.
Slot- Primary
Base Damage- 800 Kinetic, 100 Toxic (due to the projectile being "Inkling" ink)
Accuracy- 18/20
Noise Level- Medium
Magazine Size- 10 "charges"
Firing Speed- 1 shot per action
Status Chance- 5% stun chance
Ammo Utilized- Ink Tank. Comes standard with most "Inkling" weapons, and can be recharged by simply diving into one's ink. When no ink-able surfaces are nearby, it will slowly charge on its own.
Special Attributes
*
This weapon can "charge" its shots, effectively overlaying up to 10 (yes, the entire tank's worth) charges in one shot. Per "charge", the released projectile deals 800 kinetic and 100 toxic damage, and adds 2% stun chance. At full (exceedingly rare) charge, it does 8000 kinetic and 1000 toxic damage, and has a 25% stun chance.
* This weapon uses "Inkling" ink to run, and can cover surfaces - and enemies - in the sticky, opaque stuff. The stuff is somewhat toxic to non-"Inklings", which can cause problems when struck with it. It is also very surprising, and may stun unaware targets.

Hero's Splattershot
Description- The Hero's Splattershot is a military-grade "Inkling" weapon. It consumes "Inkling" ink to fire a barrage of ink pellets at the enemy. While a small weapon, and weak even to "Inkling" standards, the ink it fires is slightly toxic to non-"Inklings".
Slot- Sidearm
Base Damage- 20 Kinetic, 20 Toxic per pellet (6 per shot)
Accuracy- 8/20 per pellet
Noise Level- Low
Magazine Size- 30 "rounds"
Firing Speed- 1 "round" per action
Status Chance- 2% stun chance per pellet
Ammo Utilized- Ink Tank. Comes standard with most "Inkling" weapons, and can be recharged by simply diving into one's ink. When no ink-able surfaces are nearby, it will slowly charge on its own.
Special Attributes
*
This weapon fires very fast. It releases 6 "pellets" of ink per "round" fired. A dice is rolled for accuracy for each pellet.
* This weapon uses "Inkling" ink to run, and can cover surfaces - and enemies - in the sticky, opaque stuff. The stuff is somewhat toxic to non-"Inklings", which can cause problems when struck with it. It is also very surprising, and may stun unaware targets.

Hero's Splat Bombs
Description- The Hero's Splat Bombs are military-grade "Inkling" weapons. They hold a large amount of "Inkling" ink, and will detonate, spreading the ink over a small area and covering anyone in the blast.
Slot- Secondary
Base Damage- 500 Blast, 250 Toxic
Noise Level- High
Magazine Size- 3 bombs, equivalent to 10 "rounds" each
Status Chance- 25% stun chance, 5% mindshock chance.
Ammo Utilized- Ink Tank. Comes standard with most "Inkling" weapons, and can be recharged by simply diving into one's ink. When no ink-able surfaces are nearby, it will slowly charge on its own.
Special Attributes
*
I'm not sure how you want bombs etcetera to work, so feel free to tell me what I'm missing.
* This weapon uses "Inkling" ink to run, and can cover surfaces - and enemies - in the sticky, opaque stuff. The stuff is somewhat toxic to non-"Inklings", which can cause problems when struck with it. It is also very surprising, and may stun unaware targets.

Hero's Ink Tank
Description- The Hero's Ink Tank is a military-grade "Inkling" Ink Tank. It can hold ink in a large number of different unit sizes, ranging from the insignificant "pellet" to the sizable "charge".
Slot- Back
Magazine Size- 10 "charges", 30 "rounds", 60 "flicks", 180 "pellets", 360 "droplets", (approximately 6 liters)
Conversions:
* 6 "droplets" equal 1 "flick"
* 6 "pellets" equal 1 "round"
* 2 "flicks" equal 1 "round"
* 3 "rounds" equal 1 "charge"
OR
* 1 "charge" equals 36 "droplets"
* 1 "round" equals 12 "droplets"
* 1 "flick" equals 6 "droplets"
* 1 "pellet" equals 2 "droplets"
Special Attributes
*
Essential to the operation of most "Inkling" weapons, and can be recharged by simply diving into one's ink.
* While submerged in ink, the Ink Tank charges 1 "charge" (36 "droplets") per turn.
* While not submerged in ink, the Ink Tank still charges! While on the back of an "Inkling", it can charge 3 "droplets" per turn.

Special Abilities
Is Secretly A Squid
Description- All "Inklings" can transform freely into and out of more compact "squid" forms. Unfortunately, in this more compact form, they must stow their gear and are unable to use it.
Usage Time- Takes one action to transform.
Duration- Unlimited
Recharge- None
Special Attributes
*
The player's Strength (STR) and Skill (SKL) drop to 0 temporarily, as they cannot attack and cannot handle tools in this form.
* The player's Agility (AGI) increases by 4 points temporarily, as they can move around much faster.
* If the player is wearing an Ink Tank, it will recharge much faster now.
* As a "squid", an "Inkling" is very maneuverable in their ink. If it is there, they can swim through it. As a squid they can also slip through grates, vents, and even cracks as narrow as a few centimeters. I'm not sure how often that will become beneficial, but it's there.
* If an "Inkling" were to stay perfectly still while in their ink, they would be totally invisible to the naked eye... except for the giant splotch of "Inkling" ink.

But Actually A Kid
Description-
All "Inklings" can transform freely into and out of their more compact "squid" forms at will, with little consequence.
Usage Time- Takes one action to transform.
Duration- Unlimited
Recharge- None
Special Attributes
*
The player's stats return to normal.
* This does not erase status effects.
* If the player is wearing an Ink Tank, it will no longer charge faster.

Notable quotes
* "I know you're a little star-struck, but you're going to have to get over it."
* "Yes, that Marie. You know, from the Squid Sisters?"
* "Wait, you've never heard of me? For eel?"

Theme song





Did I miss anything, AshuraaHunter AshuraaHunter ?
 
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