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SullenFrog (Elder Troper) Relationship Status: I wanna know about these strangers like me
#926: Jan 5th 2015 at 4:26:36 PM

@ Lemurian: Our only concern with Menardi is her Death Scythe attack, chiefly in that it has a chance of inflicting an instant kill. Otherwise, Menardi is accepted.

The Danse Macabre Codex
Lemurian from Touhou fanboy attic Since: Jan, 2001 Relationship Status: Buried in snow, waiting for spring
#928: Jan 6th 2015 at 2:08:10 AM

The way I had thought it was that against most enemies, it can't do more than knock them out, but that animals and lower-end monsters it had a chance of killing. And then in the future, this ability could start being able to kill normal humans and more.

But thank you. smile Shall I have Menardi appear in the current setting?

Join us in our quest to play all RPG video games! Moving on to disc 2 of Grandia!
StephanReiken Since: May, 2010
#929: Jan 6th 2015 at 5:03:56 AM

The last new overlords showed up in the space station which is over a DC/Marvel Earth with Tatu at the helm and monitors watching the actions of everyone

troydenite sword of promised halp from Somewhere South Since: Mar, 2011 Relationship Status: [TOP SECRET]
sword of promised halp
#930: Jan 6th 2015 at 5:54:10 AM

Ask Strat, he'll know. By the way, it's good to see you Lem.

edited 6th Jan '15 5:54:24 AM by troydenite

'Being around you guys makes me go "wtf" instead of pondering the ever increasing dread of time' - EchoingSilence, 2023
Lemurian from Touhou fanboy attic Since: Jan, 2001 Relationship Status: Buried in snow, waiting for spring
#931: Jan 6th 2015 at 12:28:36 PM

Thanks, Troy. smile It feels good to be here.

edited 6th Jan '15 12:28:47 PM by Lemurian

Join us in our quest to play all RPG video games! Moving on to disc 2 of Grandia!
tvtropesnoob Salute the freedom fairy! ._.7 from USA, USA, USA, USA! Since: Feb, 2011 Relationship Status: Robosexual
Salute the freedom fairy! ._.7
#932: Feb 2nd 2015 at 11:47:31 PM

aaaaaaaalright, let's give this a second try

The queen of air and darkness, monarch of the winter 'court, overlord of the unseelie

Queen Mab

Universe:

Dresden Files

Appearance:

In her normal form, she's 5' 11", long white hair that flows down to the small of her back, bears green cat slitted eyes, skin as pale as snow with lips the color of frozen mulberries. Humanoid, though inhuman in beauty. Usually wears a strapless dress or various business garments.

Backstory: (warning, spoilahs)

No one knows when or where Mab came into the world; before the first man had crawled out of the mud the fae exist. Before man did two courts in particular rise to become the great powers of the fairy realm, that of winter and that of summer. At some point in the winter court's history did the old monarch give up her mantel to become mother winter, and so did the crown pass to the queen who's name became Mab. The court has since stood and will continue to stand under Mab's reign, its citizens fighting and terrorizing to their hearts pleasure, the queen herself remained an everwatching overseer. The winter court is known to most races to be a place of nightmares and monsters, and for good reason; they represent winter, violent struggle and brutal survival, a land of predators. The fun of the winter fairies is usually had at other's misfortune. What few know is that the winter court also became the defender of reality itself, the force that stood to push back the assault on Earth from the multiversal threat that was the monstrous Outsiders. For hundreds of thousands of years or longer the winter court has been fighting an eternal battle to keep the Outsiders from breaking in, fighting while also ensuring that no other internal power rose to destroy them. So has been Mab's role, constantly monitoring and directing the battle for all of reality on one hand, and a terrible foe to those who would threaten her realm on Earth with the other. There has been no rest, and she needs none; the queen and her ilk are not human, existing purely to tirelessly fight against any and all threats. So it has been since ages immemorial, so shall it continue into countless years into the future. The winter court of the fae shall never cease fighting and conquering, and its queen shall never cease in her mission, both as a protector of reality against unimaginable foes and as a greatly feared enforcer of her own will in her home reality, of people foreign and those within her kingdom who would dare to stand against her. The game has always been as such, and always will be.

powers/abilities:

Being a Humanoid Abomination force of nature, she's got a...few tricks under her belt, though the trip has stripped her of most of her powers. Strike out means nerfed away. Also, overlords will have an increased resistance to most of her abilities compared to everyone else including mostly being immune to the name-power thing (see below) because that'd get out of hand extremely quickly, what with the others not knowing to NOT tell her their full name.
  • A bit of a primer on dresden verse magic: magic in the dresden verse works by fusing energy with willpower/belief and using it to effect the world around you, more or less. Casting takes 3 stages; the gathering of energy, the formation of the spell, and properly aiming it. The first one depends on location/sources available and the caster, the 2nd depends on personal skill and available foci, and the last can either be done by simply mentally aiming it in a direction or using a focus to...focus the magic. The art of magic and the shaping of it depends on exactly you want to do and what elements it utilizes, with theoretically the sky being the limit on what it can actually do so long as you give it the energy to do it. For this power sheet the first will very rarely come into play — unless she needs extra juice and starts sacrificing virgins or something (no not kidding), and the formation will mostly take care of itself. The aiming is where things get interesting; see, while you CAN just throw it in a general direction, magic is capable of being tied directly to an object or person over a large distance, if one were to gain a piece of them or otherwise something connected enough to provide a spiritual connection. You don't want to let any magic user get ahold of a piece of hair, for instance, and heaven help you if they get a vial of your blood. There are also extended uses for other focuses such as model replicas that incorporate pieces of the environment or voodoo dolls, among other things. Also, the will tends to drive a lot of the power of the spells so generally emotion is infused into the casting, or belief, or something similar to ground it and give it a boost. Names are also a very powerful thing to hold over someone, as they basically represent someone in verbal concept and as such form a very tight spiritual connection to the person. Blood, hair, and names are things you don't usually want to exchange. Mortals can somewhat get away with the names part of things, since the nature of mortals are always changing so the name stops representing them quickly enough, but immortals tend to be absolute so the complete name of one of them is one of the greatest weapons you can wield against them...No, Mab isn't Mab's 'true' name so don't get funny ideas.

  • Also, something to note about the fae; their power directly ties into the amount of influence over the earth. Since Mab is so damn far away from anywhere where she has influence, however, her power is going to start out fairly abysmal, and will be the IC reason for most of the nerfing. She still remembers how to form all of her magic properly, but her energy base for casting has gotten yoinked with the new locale.

  • active:

    • basic ice magic: she is capable of causing ice to appear in some quantity and manipulating its form; this can be used for things such as freezing certain parts of enemies, creating ice spikes to levitate at things, creating slippery ground, freezing parts of a machine off, etc. Her control remains extremely fine, able to target specific parts of the body quickly and her magic will be extremely accurate for whatever purpose it is cast for. Her reserves are extremely low and won't be able to keep up constant casting for long before needing to retreat and rest. It IS possible to draw energy from places other than oneself, though, if she ever gets the opportunity to draw energy from her surroundings or blood or something similarly magically infused.

    • veils and illusions: She is capable of creating illusions such as nonexistent objects and images and sounds, and can turn herself completely invisible (no noise or smell either) 15ish seconds at a time, though that's very draining.

    • Varied general magic: While ice and illusions remain her specialty, she also is capable of utilizing the other elements of the world such as earth — useful for opening up the ground in front of oneself, increasing or decreasing local gravity to a very small extent and causing rocks to fly up — water, air, etc. The effects won't be that spectacular due to not having much magic to draw on at first, but at least the applications remain somewhat varied. Also, as mentioned above the school of magical linking remains a very useful ability, able to track things or directly target magic at long distance targets.

    • gargantuan magic knowledge base: While 99% of her vast power remains gone, her knowledge remains and after several hundred thousand years it's massive indeed. She knows more about manipulating magic than most beings would believe. Besides knowing how to put what she has to good usage, it also functions as a bargaining chip to those who would enjoy tapping into it.

  • passive:

    • Bargaining magic: Probably the magic that she gets the most usage out of is how the deal system works with a fae. See, fae LOVE to make deals; it's their life blood, they almost have an OCD for it. Politics is a hobby and passion for the race, with their queens especially giddy for it. When one makes a deal with Mab, the other party is magically bound to the deal. Should they blatantly break it, it shall be the equivalent of Mab suddenly getting a vial of their blood that doesn't deteriorate until they have made up for the debt they failed to make good on, which means she can freely do all sorts of wonderful magic things to them in order to 'convince' them to repay her. It's an egrigiously bad idea to break one of her deals. The reciprical of this, however, is that Mab herself is similarly bound whenever the deal is made. Mab will NEVER break a deal, period...to the letter. With this power, political games suddenly become games of subtle skullduggery, of both parties carefully writing up the agreements and then seeing to it that the wording is kept to, while trying to gain power over one another in as many ways as possible without outright breaking the contract. This really is the reason why I'm signing up with her; the political games will be delightful.

    • unnaturally grace and beauty: not really a power, but it deserves to be mentioned that she's positively unhuman in movement and aesthetic. The lithest of dancers pails in comparison to a fairy's stride, and beautiful enough to where artists who have seen her and her ilk were stricken mad and could only ever paint of her and her entourage again, desperate to recapture even a little of the beauty they had beheld. The effect isn't quite as spectacular as it would be if she was at full power, but even the smallest of fae makes humans look ugly.

    • Near impregnable mind: Her mind is extremely difficult to break into, whether for control or reading or whatever.

    • Extremely durable: Mab will be able to take blows that would break human's bones and come off with bruises.

    • weaknesses: See the list below, they still apply.

old abilities:

The power she once commanded. Kept around in the list because the wishes will probably involve getting some of this back.
  • Pure slugging abilities:

    • Perfect control over ice and cold and darkness: Her control over them are near reality warping levels; she can glass a city block, she can freeze the fluid in your eyes, reduce everything in a large radius around her to near absolute zero, you name it she can probably do it. This also includes control over the weather. Note that the scale on these abilities is pretty large compared to normal spells; her underling could generate ice waves to cover entire hilltops, so she's a step above that. Most of these abilities described are her 'impulse' spells, what she can do in a pinch. She can increase the power and range by building up for a couple of seconds. For her abilities when she actually winds up for a while, that's further below.

    • Other elements: while not in her domain, she's still certainly not a slouch in most other schools. She can manipulate air masterfully, and create perfect illusions and veils. She can also shapeshift to a very large extent, including turning her humanoid form into a giant or tiny and transforming into ice or wisps.

    • Raw force will magic: Willpower is a physical force in this verse, when one knows how to use it. She is capable of powers such as very heavy telekenesis using this, and to a minor extent can warp the world around her (once she was absolutely furious, and when she spoke the entire world was eviscerated around her by her voice. It probably used this line of power). While among the most physically powerful of her toolsets, this is actually the one easiest to resist; since it's based on affecting the world with her will, someone of strong enough will in turn could throw it back. Though obviously it's not exactly common to be able to do that; harry dresden was the only mortal recently who was strong enough to resist such powers, and he was on a team made up of mortals known for their extreme willpower.

  • Fae abilities:
    • Cloaks and illusions: as mentioned above, she's a master at crafting illusionary and veil-based magics.

  • Demigod-esque abilities:
    • Being the maiden of winter, she has some limited Genius Loci abilities where it's concerned; she seems to be able to percieve things that happen at incredible distances away if it's in a location of her domain, IE someplace cold and dark. Once a servant of hers fell into the murky depths of a lake, and that was enough for her to be able to read its condition even way back in the magical plane. She can also teleport to anywhere in her domain. Anyone that speaks her name with magic automatically draws her attention to them, and is capable of being summoned if someone was to create a magic circle and chant a summoning spell for her.

    • Teleportation: Normally she'd be able to teleport anywhere in her domain, but with the absense of the Never Never (the magical plane in the verse) her ability to move is severely limited. A possibility for a wish, perhaps — to enable her to move across her domain freely without the nevernever at her back — but consider it disabled by circumstance until then. Though she can still do a minor local version, but only up to about 40 feet.

    • Demigod physical attributes: Super strength, super speed, flight and floatation, and resiliant to most conditions such as heat and cold, though the former will weaken her to some extent. Has no need to eat sleep or breath. Also, in series she's completely immortal, but in here she'll merely be extremely durable to damage.

  • other forms of magic:
    • Demigoddess magic duelist: her knowledge of magic and its inner workings goes far beyond what any mortal has ever come close to knowing, and as such is capable of quickly countering most forms of magic that are sent at her in turn. And detecting magic, and understanding the mechanics of most spells that others could use. She's monstrous enough to where the entire wizarding court could fight her at once (300~ wizards) and they'd still only stand a chance if they knew her real name to partially control her with.

    • Other forms of magic: Other forms of magic she can utilize include transfiguration — can happily turn other creatures into forms she wants — and highly powerful curses. Note, however, that unlike her general ice spells curses are more like artillery. They take a while to build up and weave together, with lethal results in exchange for the extra casting time. Depending on the curse, she might have to gather human sacrifices, build exotic foci, or simply stand in one place focusing for a while. These spells are capable, after the charging period, of turning reality against the reciepient to some extent, such as giving them such hilariously (and bloody) bad luck that basically the universe conspires to kill them. Or destroying them at extremely long range. Or causing a massive snowstorm of 'the day after tommorrow' proportions to be generated. Or causing the planet to go into a new ice age, without anyone around to stop her. As a nerf, the amount of casting time is being elongated considerably; it might take her a few minutes to charge up a magical mega punch, suddenly it's going to take her at least a day.

    • high mental capabilities: Her thoughts move much faster than that of a human's and process much more. Her mental fortitude is extremely hard to penetrate, necessitating a being of similar power to break hers. She seems capable of both mind reading and of manipulating the minds of others, once or twice moving someone's memory around for her benefitAlso she's technically capable of seeing the future...buuuut that's being disabled for RP purposes.

  • weaknesses:
    • Iron weakness: Iron is a severe inhibitor to her; not only is its mere contact severely painful but also disrupts a lot of her powers upon contact. Being stabbed by something like a nail is pure torture

    • Unable to lie: She cannot at all tell a lie, period. Also, as stated earlier, she cannot break a vow...though, this only follows the WORD of a vow. One had better make sure the wording allows for no loopholes. She's gotten deceptively able at getting people to believe what she wants without saying much Though, I dont have nearly as much experience so...mebbe it wont be that bad

    • Summon compulsion: If summoned, she is compeled to wherever it is that she was summoned to. Can technically resist, but nearly impossible. It's like extremely bad OCD when she's summoned.

    • triple questions begets an answer: demanding a question of her 3 times will force her to answer it, oddly.

    • Incapable of murdering mortals: ...now that's a plot twist now isn't it? Probably get taken care of by the first wish and I get super creative until then. It can technically be gotten around by having said mortal incur a debt to her and having her decide to repay it with their life.

personality:

Mab is not a human, nor does she think like one. She does not act, she happens. She is never conflicted, for she is absolute. Mab is the winter personified, and so what people usually think when they think of her is her glacier cold ruthlessness. When Mab wants something, pretty much nothing will stop her from gaining it, and her pursuits are made more or less completely without emotion. She's cold, violently proud, pragmatic, logical and mathematical in thinking. She's extremely predatorial; most people would reccomend never drawing her eye because even a single conversation with her will be enough to potentially bring you ruin. She revels in bloodshed and mainly uses force and fear to further her power, meeting enemies with brutal tactics and much worse punishmenst for those that scorn her. There are no people to Mab, only tools and how useful they are, and is ever power hungry. She's very adept at using them as well; one does not run the extremely treacherous and ever power hungry winter court without being able to play the game of schemes yourself. Mab knows that, despite all her power, it is not her physical prowess that makes her powerful but rather her mind. The various nations are always caught up in complex games of politics and skullduggery, and has mastered the art of out gambiting most of her opponents in the universe.

Despite her voilent nature, Mab will only very rarely resort to it when dealing with other beings; she and the rest of the fae MUCH prefer dark whispers and dark deals to get their way. She has almost an impulsive need to weave contracts with others, instinctively bargaining when the opportunity presents itself to ensnare some poor fool into her web. Most of the time dealing with her is a matter that requries the utmost of care; the queen will always get what she wants out of you and more. No matter what she offers you, in the end it's always going to be for her benefit, and yet her deals intoxicate most people so that they cannot help themselves. She can offer much to those who know how to deal with her, and uses such diplomacy to get most of her actions done, people seeking power or other desires constantly coming to her to bargain, and wind up more or less selling their soul without even realizing it. She prefers to not take direct action and operate solely through agents, if only to give her the ability to cut ties should anything go wrong and because she's wise enough to know that stepping onto the battle field itself would be the equivalent of two countries going nuclear; even if one side won, there would be so much destruction that it probably wouldn't be worth it. She places an extreme amount of pride in her ability to manipuate and outgambit others. Historically she hasn't exactly been unjustified in that; by now most things on Earth are instantly wary whenever she shows up in person to conduct diplomacy. From dragons to gods and devils, she usually outsmarts them all.

While most only consider the terror she brings to the table, she is much more than that. Mab is, in her own way, an extremely honorable woman. The universe shall fall before she breaks her word, and she is by far the most duty bound of all the fae. She takes her duties as protector of the universe as her reason for living; queen Mab is not a person but a role that she fulfills, a physical embodiment of how the universe must be kept alive and safe at any and all costs, with the ruthlessness needed to fulfill the latter part of that delcaration. The only thing that exists in her mind is her duty, and what she needs to do in order to fulfill it. She does not complain and would never consider acting any different; she is not a person, just a creature that fulfills her role, no more and no less. The only other thing for her is her love for her daughters — the one single human emotion she has left — and that rarely comes up in her decisions. Note however that keeping the universe 'alive and safe' doesn't necessarily have to mean that the citzens of it are happy or free. If she had an opportunity to make all the universe her slave, she'd take it.

Despite her horrible repuation, she isn't the monster some claim she is. Unlike most of the winter fae, Mab will not deliberately harm you if you have proven to be no threat to her nor have offended her. If she cannot fathom a usage for you, you usually will be simply pushed out of her business. She is ruthless and cruel to those who have earned her displeasure but she is NOT axe crazy. Even if you become her enemy, she rarely bears grudges and will treat the conflict with a business like air, her sadistic side only surfacing if someone makes it personal. As such, it's usually very easy to tell if you're about to get in her way and will give you the opportunity to get out of it before crushing you.

While she's most notable for her behavior and goals, she isn't devoid of personalty either. She enjoys the fear that she strikes into others and has a penchant for black humor and biting sarcasm, though perpetually presented as being very classy in her ways. She remains somewhat quiet and subtle when not actively engaging in anything and seems distant and foreign to those who speak to her, like an arctic wind wisping by. She does become a Large Ham at times though, usually for displays of status or power when appropriate. Despite her pride and ruthlessness, when the right people choose to flip her off she's more amused than she is angry, even pleased in a few very rare cases. One reaaaaaaaaaally shouldn't count on that though. She hightly enjoys hgh class behavior such as dancing, a major patron of the arts (most of the fathers of her children have been artists, such as mozart), and — save for the glee she shows at certain actions — never loses her poise.

Other things that relate to her fae include that one should remember that Mab will ALWAYS repay her debts, those that she owes and to those that owe her. Mab does not forgive. Mab does not forget. Everything will be exacted with a vengeance. If you slight her, it's not a matter of if but a matter of when. She has no trouble serving her vengeance cold. Things such as gifts are foreign ideas to her and even mildly insulting, everything must be done through bargains. And lest of all, forget not that while she is incapable of lying, she is so practiced at the game of half truths and leading someone to the wrong conclusion with tecnically correct words that it's no guard at all. It might even benefit her more than anyone, seeing as how it also means she is incapable of lying to herself.

Everything the fairy queen does is to further her own goals, and her own goals are for the universe to always be stable.

mooks:

exact ones still pending choosing, but naturally most of them will be her sidhe. Pretty much garunteed is the Leanansidhe — second most powerful fairy in the court after Mab and her handmaiden, not on Mab's level but in the tier just below— and after that start taking general units such as Fetches (shapeshifters that feed on fear), cait sith and his line of malks, and other species of fairy. The extremely powerful ones will be brought to a lower level using the same IC reasons that she herself starts out somewhat depowered.

edited 3rd Feb '15 11:45:55 PM by tvtropesnoob

"Your Sig is now charmingly out of date" — Vox, 7/6/2016
GeekCodeRed Did you know this section has a character limit? from A, A, B, B, A Since: Sep, 2010 Relationship Status: TV Tropes ruined my love life
Did you know this section has a character limit?
#933: Feb 2nd 2015 at 11:52:42 PM

Well, I can't wait for Sifuri to get into the Eclipse challenge. Maybe Mab can make Elsa defect? tongue

They do have medals for almost, and they're called silver!
Stratofarius huzzaaaaaaaah Since: Aug, 2011
huzzaaaaaaaah
#934: Feb 3rd 2015 at 2:26:40 AM

Ahem,

Perfect control over ice and cold and darkness: Her control over them are near reality warping levels; she can glass a city block, she can freeze the fluid in your eyes, reduce everything in a large radius around her to near absolute zero, you name it she can probably do it. This also includes control over the weather.

Nerf.

and to a minor extent can warp the world around her (once she was absolutely furious, and when she spoke the entire world was eviscerated around her by her voice. It probably used this line of power)

Nerf.

A possibility for a wish, perhaps — to enable her to move across her domain freely without the nevernever at her back — but consider it disabled by circumstance until then.

Fitting that it's called nevernever, because she's never never getting that.

She's monstrous enough to where the entire wizarding court could fight her at once (300~ wizards) and they'd still only stand a chance if they knew her real name to partially control her with.

100, maybe.

These spells are capable, after the charging period, of turning reality against the reciepient to some extent, such as giving them such hilariously (and bloody) bad luck that basically the universe conspires to kill them. Or destroying them at extremely long range. Or causing a massive snowstorm of 'the day after tommorrow' proportions to be generated.

The curses will be approved on a case by case basis but these ones will never happen. Maybe the bad luck one...

Her mental fortitude is extremely hard to penetrate, necessitating a being of similar power to break hers. She seems capable of both mind reading and of manipulating the minds of others, once or twice moving someone's memory around for her benefit

Mind manipulation is gone. And you can either keep mental fortitude and nerf mind reading or keep mind reading and nerf mental fortitude.

Incapable of murdering mortals: ...now that's a plot twist now isn't it? Probably get taken care of by the first wish and I get super creative until then. It can technically be gotten around by having said mortal incur a debt to her and having her decide to repay it with their life.

Here's a deal: I'll let you come in right now but that stays until the end of the crossover, and it doesn't apply to Seekers.

exact ones still pending choosing, but naturally most of them will be her sidhe. Pretty much garunteed is the Leanansidhe — second most powerful fairy in the court after Mab and her handmaiden, not on Mab's level but in the tier just below

I think you mean 'way below'.

Basically take the sheet and nerf it a whole lot more. If you need to know if it's okay, ask the heavy hitters of Eclipse- Ahriman, Dio, Greed- and if Mab can beat them with her hands tied behind her back whilst having an unsatiable itch on her two feet then it's too powerful. If Mab can stand toe to toe with them, bring it back to me for another look over.

edited 3rd Feb '15 4:03:42 AM by Stratofarius

TrashJack from Deep within the recesses of the human mind (4 Score & 7 Years Ago) Relationship Status: is commanded to— WANK!
#935: Feb 3rd 2015 at 8:11:34 AM

  • Name: King Bowser Koopa
  • Universe: Super Mario Bros.
  • Appearance: It's good to be the king.
  • Powers:
    • Size: Not so much a power in and of itself, but Bowser's base height in this RP is 9'3" (282 cm; estimated) and his base weight is 2,600 lbs (1,180 kg; estimated) [figures obtained from this fansite; Nintendo's never given solid figures and his size shifts very often]. Any appearances where he was larger or smaller have been chalked up to size-shifting magic and/or various power-ups (such as Super Mushrooms or meat). While it does mean he can easily crush smaller enemies beneath him, it also makes him rather slow. He also may not be able to enter rooms with low ceilings, and floors can buckle and collapse under his weight.
    • Super Strength: To match his immense weight, Bowser also bears strength well beyond an ordinary human being's.
    • Fire Breath: Specially designed for roasting pesky plumbers, Bowser's fire breath has multiple variations. Bowser is capable of directing the shot, but once it leaves his mouth, he can no longer control which way it goes.
      • Fire Shot: A small burst of flame that goes rocketing forward indefinitely until it hits something (be it a living being or an inanimate object).
      • Fire Breath: A continuous stream of flame extending a few feet from Bowser's mouth. The length of the flame shortens and eventually extinguishes after about ten seconds of continuous use.
      • Fire Roar: A more powerful variation of the Flame Breath. It burns hotter, but it wears out quicker and requires more time to recharge than the standard Flame Breath.
    • Claws and Teeth: Bowser's claws and teeth are razor-sharp, and can withstand a great deal of force. The claws in particular are strong enough for a super-sized Bowser to climb a skyscraper (as seen in the final boss fight of Super Mario 3D World). The Koopa Claw and Flying Slam attacks seen in the Smash Bros. series utilize his natural weapons quite well.
    • Impervious Shell: The gigantic, green shell on Bowser's back can withstand any and all damage applied to it. He can tuck his limbs, tail, and head inside to protect himself, and the spikes on its back protect him against jumping attacks. However, just because the shell is invincible does not mean that Bowser himself is, even when he hides inside it. It just leaves his enemies with a smaller and more difficult target to hit. It also does not protect him from harmful substances such as lava or acid (although the shell itself would still be perfectly fine afterward), and strong enough impacts on non-spiky parts of the shell can knock his extremities back out of the shell while simultaneously stunning him. Bowser's mobility suffers greatly when he's inside his shell, so he will have to pop out his arms and legs eventually.
    • Magical Affinity: While he is not an expert in magic, he is not unfamiliar with its use (by way of his Magikoopas creating magical items specifically for him). If he were to come across any magical artifacts that do not require a large attention span and/or literacy in a certain language to use (for example, a magic wand would work if he is informed quickly and concisely on how to use it; a spell book would not, even if it was written in Bowser's native language), he will be able to use them.
    • Vehicular Experience: While Bowser has no knowledge in how to maintain and repair vehicles (that is what lackeys are for), he has used such things before (most notably the Koopa Clown Car, as well as the various go-karts he's raced in).

  • Later Powers:
    • Giga Bowser Transformation: If regular Bowser towers over most of the cast, then Giga Bowser is nothing less than a Kaiju. His height, weight, and strength all increase exponentially, and many of his attacks gain elemental properties (such as fire, ice, electricity, and darkness). However, Bowser's already rather lacking intellect diminishes further when in this form, to the point where he can no longer distinguish between friend and foe.

  • Personality: Unlike many of the villains in this RP, Bowser is no Chessmaster. He is the very definition of brute force. However, he's not just a dumb brute. Despite numerous failed conquests of the Mushroom Kingdom, his army, the Koopa Troop follows him out of a genuine sense of loyalty, which indicates that Bowser is very charismatic, at least when it comes to his people. Indeed, while he has often yelled at or threatened his troops when they have failed him or done something that is stupid even by his standards (such as not locking the gate to his fortress behind them, thus allowing the Mario Bros. to just waltz right in), he has also shown a degree of forgiveness and understanding toward them (such as allowing some of his men to leave the Koopa Troop on friendly terms to go live peacefully in a little village).

  • Make no mistake, however, Bowser's goals are villainous. His two major goals are to take over the Mushroom Kingdom (as well as any other worlds he feels like conquering), and to marry its monarch, Princess Peach Toadstool. The latter may or may not be due to a genuine romantic affection toward her, but she does not reciprocate his feelings, especially considering he kidnaps her every week or so (although at certain points, they have been considered friendly enough to race around in go-karts or compete in sporting events). The only real obstacle to these goals is, and has always been, Mario (there's another guy too, but I forget his name; I think it's "Louie" or something). For this, he bears a great hatred toward Mario (which, again, seems to occasionally subside long enough for them to race go-karts or compete in sporting events). Thus, killing him has often been a goal in and of itself.

  • He has been both comical and ruthless, a big softy and a vicious beast, an Ineffectual Sympathetic Villain and a major threat to the universe. But Bowser is a villain first and foremost, and he's one of gaming's best.

  • Mooks: The Koopa Troop, the army that Bowser commands. Many of Mario's most famous enemies return for this RP.
    • Goomba/Kuribo: This is THE basic enemy. These chestnut-men (or are they tiny mushroom-men?) are very squishy, and they usually aren't that bright. They usually attack by charging head-on or by leaping into the air to perform a Headbonk. Occasionally, you may see some jumping around in large, green boots.
    • Koopa Troopa/Nokonoko: The mook that gives the Koopa Troop its name. These turtles possess an impenetrable shell, similar to Bowser's own (albeit far smaller and without spikes). However, attacking a Koopa Troopa from above will cause it to either retreat into its shell, get flipped over, or be knocked outside of it wearing nothing more than a wife-beater shirt. Koopa Troopas with green shells will walk in a straight line unless something solid obstructs their path (and they will walk off of cliffs if ordered to), while Koopa Troopas with red shells are smart enough to do it if they notice an edge to the platform they walk along. Their shells provide no protection from fire, however.
    • Koopa Paratroopa/Patapata: A Koopa Troopa with wings. Attacking it will cause the wings to fall off, rendering it a normal Koopa Troopa. Green Paratroopas do not fly, opting instead to leap forward, land, and leap again. Red Paratroopas do fly, however (albeit not very quickly).
    • Lakitu/Jugemu: A relative of the Koopa Troopas which fly along in clouds. Of all of the creatures that make up the Koopa Troop, they are the ones who tend to get the most legitimate work in the Mushroom Kingdom, such as referees and cameramen. On occasion, they can be knocked off of their clouds when attacked, leaving it free for their assailant to hijack. The Lakitus in the Koopa Troop lob Spiny Eggs at their enemies, which become . . .
    • Spiny/Togezo: Creatures which act similar to Koopa Troopas. However, while Koopas can walk on either two or four legs, Spinies are only ever quadrupedal. In addition, they bear spiked shells, which protect them from direct attacks. They are still vulnerable to fire, however, and unlike the Koopas, all of them walk off of cliffs.
    • Bob-omb/Bomhei: A walking, mechanical bomb. This black powder grenade is wound up with a key on its back. If it sees an enemy, the fuse on its head lights up, and it will explode soon after. It can be picked up and thrown away before it happens, though. They come in other colors, such as pink, blue, and red, but they are functionally identical.
    • Hammer Bros.: Some of Bowser's most elite minions. These Koopas only ever stand upright. They'd have to, of course, as they lob what appear to be claw hammers at their foes. They are often encountered in pairs, hence, "Hammer Bros."
    • Magikoopa/Kamek: A Koopa with magical prowess. They can cast harmful spells at their enemies, as well as aid their allies with their magic. They also fly around on broomsticks. Magikoopas are among the highest-ranked members of the Koopa Troop as well as among the most intelligent, to the point that many of them (including Kamek and Kammy Koopa) have been advisers to Bowser himself (Kamek in particular having raised Bowser during his early childhood).
    • Koopatrol/Togenoko: The crème de la crème of Bowser's army. Every Koopa Troopa in the Koopa Troop aspires to be one of these guys. They are clad in spiked armor and wear a spiky helmet, to deter attacks from unarmed assailants. The Koopatrols often serve as guards in Bowser's Castle, serving as the last line of defense against intruders.

edited 3rd Feb '15 8:15:40 AM by TrashJack

Stratofarius huzzaaaaaaaah Since: Aug, 2011
huzzaaaaaaaah
#936: Feb 3rd 2015 at 11:24:03 AM

And by that, I mean accepted. I only ask that you wait so that I can fit you in with noob's character.

Yeah, I know I said new signups would have to wait but... it's Bowser!

tvtropesnoob Salute the freedom fairy! ._.7 from USA, USA, USA, USA! Since: Feb, 2011 Relationship Status: Robosexual
Salute the freedom fairy! ._.7
#937: Feb 3rd 2015 at 12:15:35 PM

[up][up][up]starting to think that bolas isn't the best measuring stick, huh. Alright give me a couple o days for a retooling for a...non bolas-y build

edited 3rd Feb '15 12:23:02 PM by tvtropesnoob

"Your Sig is now charmingly out of date" — Vox, 7/6/2016
TrashJack from Deep within the recesses of the human mind (4 Score & 7 Years Ago) Relationship Status: is commanded to— WANK!
#938: Feb 3rd 2015 at 2:25:17 PM

[up][up] Fine by me. It'll give me time to get completely caught up on this RP.

tvtropesnoob Salute the freedom fairy! ._.7 from USA, USA, USA, USA! Since: Feb, 2011 Relationship Status: Robosexual
Salute the freedom fairy! ._.7
#939: Feb 3rd 2015 at 9:47:57 PM

Hmm...that any better?

edited 3rd Feb '15 11:18:22 PM by tvtropesnoob

"Your Sig is now charmingly out of date" — Vox, 7/6/2016
Stratofarius huzzaaaaaaaah Since: Aug, 2011
huzzaaaaaaaah
#940: Feb 4th 2015 at 12:17:18 AM

Better. But due to the finnicky nature of my current state of mind, do wait until you at least get one more GM's opinion the sheet.

Bstarman Since: Apr, 2011
#941: Feb 6th 2015 at 8:05:00 AM

Name: Victoream (The Gorgeous Sir Victoream) and Mohawk Ace (True Identity Unknown)

Universe: Zatch Bell/ Ancient Mamodo Arc (Immediately Prior to Defeat)

Appearance: Behold!

Powers (Victoream):
*Ancient Mamodo: As a mamodo, a kind of demon-like entity from another dimension, Vicotream's physical traits such as strength, speed, durability, and stamina all exceed normal humans. Mamodo physiology is also responsive to training, and their recuperative qualities, while nowhere near proper regeneration or similar abilities, are noticeably higher as well.
*Detach and Take Off: Victoream has the unique ability to cause his head to detach. The separated head has a limited ability to move, mostly only able to rotate in place at extremely high speed or float very slowly. The head and body are still somehow connected, with Victoream suffering any pain his body experiences as normal. Also, Victoream’s ability to control both body and head while detached is limited.
*Spells: As a mamodo, Victoream is able to launch powerful attack-spells and cause strange effects whenever his partner reads the corresponding lines from this spell-book.

  • Magurga -A powerful attack spell which causes a “V”-shaped laser to fire from Victoream’s head. The laser does not move extremely quickly, but slowly expands as it leaves its point of origin, and is powerful enough to cut clean through solid stone. Additionally, by combining this simple spell with his detach and take-off ability, Victoream can cause a destructive shower of attacks. This version has a very random firing pattern which, while making dodging and predicting the attack difficult, can also result in friendly fire. Victoream has even shot his own body using the technique.
  • Magur Yo-Yo –This close-range spell transforms Victoream’s hands into buzz-saw like structures while also allowing his arms to extend considerably. Using this technique, Victoream can maintain an effective combat distance.
  • Chagur –A simple charging spell which causes one of the five orbs on Victoream’s body to shine with light and energy. While chagur has not been shown to cause any relevant effects on its own, it is integral in the casting of Victoream’s most destructive attack. Chagur charges must be accumulated one at a time, and are consumed when Victoream’s ultimate attack is cast, but it is not entirely clear as to whether the charges can be held. (In the video games, the chagur charges can be held for an indefinite amount of time in battle, needing only a full charge and the final incantation to release. Presumably, there is some expense to maintain the charges such that extended periods are not practical)
  • Chagur Imisdon –Victoream’s greatest attack spell he himself used, which can only be fired after all five of the orbs on his body are filled with light. Victoream strikes a “V”-shaped pose, and a gigantic “V”-shaped laser fires from his whole body. In many ways, chagur imisdon is very much a more powerful version of is magurga spell. But the power scale is completely different.
  • Shin Chagur Imisudon –While Victoream did not use this attack in his battle, he is later shown to have this spell when he aided Zatch in the final battle. As such, Victoream will not have access to this spell immediately, but rather will gain access to it after substantial growth. Shin chagur imisudon is simply an upgraded chagur imisudon, although little else is known about the mechanics of the spell. (Something to discuss with GM, as well as maybe one or two more spell to unlock)
Powers (Mohawk Ace): Mohawk Ace is a healthy adult male, whose appearance indicates some history as either a punk, a rebel, or perhaps even a gang member. As such, he would be above average physically, but not martial arts proficiency. Additionally, in his current state, his heart and mind are sealed; he does not experience any emotions other than the anger used to power spells, and he takes little to no initiative without Victoream’s direct order. It is possible that he may eventually be freed from this condition.

Personality : Victoream is brash, arrogant, and not very bright. He is conceited and narcissistic, as shown in the nickname he gave his partner and the manner in which he mocks his opponents when he believes himself to be superior, and can be easily influenced by flattery. He often forgoes strategy and planning, instead relying on his power to overwhelm foes; he is, however, not completely mindless, and is shown to grasp complex plans and tactics such as misdirection, simply preferring not to use them. At his core, Victoream is extremely childish, often responding to failure with anger and shouting, losing his head in his fury.
Mohawk Ace is an enigma. Other than his appearance, we are never given any indication of his original personality or any of his history. It is likely he has a rebellious or bellicose nature, but specifics are unknown. In his current state, Mohawk Ace is essentially a puppet; he has no emotions and little to no personal initiative, but is therefore immune to fear and is completely loyal to his mamodo. If the condition was ever removed, he would have no memory of his previous battles alongside Victoream, and it is entirely possible that he would be unable to read Victoream’s spellbook, as his heart was manipulated in order to do so as he currently does. (However, there may be some way to re-sync with the spell book, at GM’s discretion).

Mooks: (As the characters will, at some point, lead an army, they may choose to summon a group of soldiers from their home universe as troops. These troops will not recieve any of the power boosts that the main P Cs will, however. Victoream has never had any sort of subordinates. I submit to the GM’s decision as to what should be done here.

edited 6th Feb '15 9:58:45 AM by Bstarman

Homes verses Moriarty, Aristotle versus MASHY-SPIKE-PLATE!
Stratofarius huzzaaaaaaaah Since: Aug, 2011
huzzaaaaaaaah
#942: Feb 6th 2015 at 9:48:44 AM

I think he seems fine. Other G Ms?

troydenite sword of promised halp from Somewhere South Since: Mar, 2011 Relationship Status: [TOP SECRET]
sword of promised halp
#943: Feb 8th 2015 at 6:33:25 AM

Yes and yes and yes.

edited 8th Feb '15 6:34:30 AM by troydenite

'Being around you guys makes me go "wtf" instead of pondering the ever increasing dread of time' - EchoingSilence, 2023
Stratofarius huzzaaaaaaaah Since: Aug, 2011
huzzaaaaaaaah
#944: Feb 8th 2015 at 6:37:47 AM

Then let's work on getting you guys into the game.

Bstarman Since: Apr, 2011
#945: Feb 8th 2015 at 8:23:21 AM

I'm sorry, a few things have come up lately and I'm a mite busy. Could you please put me on a wait list until I get use to my new schedule? I want to really get into this, but I have a lot of stuff coming up in both work and recreation. I'll see how things go, then I'll get back to you, okay?

Homes verses Moriarty, Aristotle versus MASHY-SPIKE-PLATE!
Stratofarius huzzaaaaaaaah Since: Aug, 2011
huzzaaaaaaaah
#946: Feb 9th 2015 at 12:28:58 PM

Sure thing. Everyone else, please head to the discussion thread and the roleplay thread. You can make your opening post where your character shows up in the space base the Overlords currently call home. Do note that although the Overlords are there, your character will see no one. It's just so Tatu can introduce himself.

Chabal2 Since: Jan, 2010
#947: Feb 28th 2015 at 10:06:48 PM

It occurred to me that what all the superpowers being stolen these days, it might be handy to have a reference list of everybody and their powers.

Behold, everyone I think is still in Eclipse, errors are likely.

The Master

The Joker wallflower'd

Anub'arak

Sauron

Amon

Vaas

Alduin

Greed

Zeal

Davros

Desco

Tesseract

Medusa

Aku

Yuyuko

Teridax

Dio

Ahriman

Eggman

Blackfire

Lambda

Chase

Menardi

Bowser

Tira

edited 3rd Jun '15 1:50:25 AM by Chabal2

Meanken Since: May, 2013
#948: May 30th 2015 at 6:43:40 PM

  • Name-Tira
  • Universe-Soul Calibur
  • Appearence-Here
  • Powers/Equipment
    • Ring Blade-Tira's signature weapon is a large rounded blade that looks very much like a deadly hula hoop. Tira has plenty of experience using this weapon, and its unusual nature lends it to a unique fighting style that can catch many trained fighters off guard
    • Acrobatics-Tira's main strength in any given battle is her acrobatic ability's. She can bend herself much further then the average person, jump extremely high, and she can do all sorts of midair spins and other sorts of moves. Again, this typicly has the effect of throwing her opponent off, making her a highly unpredictable opponent when combined with her ring blade.
    • Soul absorption-As an agent of Nightmare, who's main objective is to consume as many souls as possible, Tira has the ability to steal the souls of her dead (And I'll stress that they need to be dead before this can work, she can't steal the souls of the living) foes so that she can give them to Nightmare. The souls themselves provide no benefit to her, as they need to be absorbed into a vessel such as Soul Edge in order to be of any use.
  • Backstory-Tira was raised as an assassin by an organization known as the Bird of Passage, which was a group of paid assassins. They were disbanded while she was still a girl and she was taken in by a normal family. Unfortunately, she had grown addicted to brutal murder while she was a part of the group, and said family ended up dead quickly. She remained on the run, carving a bloody path through anyone in her way, until she heard the tales of the man called Nightmare, who was in the middle of his rampage through Europe. Tira proceeded to seek him out and become his servant.
  • Personality-Tira can be best described as a homicidal Bipolar woman. One moment she will be cheerfully toying with her prey, acting like everything is a fun game, including hacking people to limbs. The next, she will drop the pretenses and teasing and just rip the target apart in the bloodiest way possible, insulting and threatening them all the while. The mood changes can be caused reliably by blunt force trauma to the head, but she can randomly change her mood at any moment.
  • Mooks-No human mooks, but she's been shown to use birds (Ravens, I believe) to do scouting and other simple tasks for her.

edited 30th May '15 6:44:17 PM by Meanken

RhymeAndTreason Witchcraft! from a wonderful killing chamber Since: Jun, 2014 Relationship Status: Sinking with my ship
Witchcraft!
#949: May 30th 2015 at 6:45:53 PM

This is probably a terrible idea, so I'm doing it anyway.

  • Name: Lumine note 

  • Universe: Mega Man X (X8)

  • Appearance: "You really don't have a grasp of the situation, do you?"

  • Powers:

    • Shapeshifting: As a New-Generation Reploid, Lumine was built with a Copy Chip, allowing him to take the form and powers of any Reploid whose DNA Data (Long story, do not ask why or how androids have DNA) is recorded on it. Beyond the vague statement of "hundreds of old model Reploids," presumably including the various Maverick generals from the preceding seven games, the only Reploids Lumine is definitely known to have data on are fellow New-Gens Optic Sunflower, Gravity Antonion, Dark Mantis, Bamboo Pandamonium, Gigavolt Man O' War, Earthrock Trilobyte, Avalanche Yeti and Burn Rooster, as well as the Maverick leader and the series' overall Big Bad, Sigma. Also, as a result of the New-Gens' ability to rewrite their DNA at will, albeit not to entirely new forms, they are entirely immune to any virus... Unless the virus is inherent in the DNA of one of their forms and they choose to allow it to affect them, like Lumine did with Sigma's DNA and the Maverick Virus. Also, damage transfers between forms: If Lumine has his arm cut off as Optic Sunflower, as an example, it will stay cut off as Earthrock Trilobyte.

      Short descriptions of Lumine's known forms:

      • Optic Sunflower is a Reploid designed to oversee the 'Helios' VR/Hard Light system of a southern European military base known as the Troia Base. Sunflower wields laser-based weaponry: he can fire a large laser from his face, which can rotate 360 degrees in any direction, in a continuous stream for slightly under half a minute, as well as call in a giant laser blast from above. He can also use Helios to manipulate the surrounding environment in minor ways, like changing it's visual appearance or rearranging objects and creating platforms. Explosives are his weakness.

      • Gravity Antonion is a short ant-based reploid, who formerly ran an Australian scientific institute known as 'Primrose,' studying anti-gravity. His powers are gravity based: He can at will rotate the gravity of an area the size of a large room 90, 180, or 270 degrees, walk on walls and ceilings, and, in a pinch, create gravity wells up to about five times his size. He also incredible lifting strength, lifting giant blocks more than four times his size with ease. He can also apparently store things in his gravitational anomalies, or at least drop the aforementioned giant stone blocks from them. Darkness-based weaponry is highly dangerous to him.

      • Dark Mantis is a military Reploid stationed in south Africa. He mainly uses the scythes on his arms in combat, but can also launch Dark Runners, homing boomerangs made from darkness, and volleys of Black Arrows, arrows made of darkness. When desperate, he can use a technique called Death Energy to extend his scythes into giant beam scythes larger than he is. He also has incredible agility, being able to leap several metres vertically and horizontally, and for whatever reason he gets even faster and more agile in the dark. Light-based weaponry is highly dangerous to him

      • Bamboo Pandamonium is a gigantic military Reploid stationed in an old Chinese rocket centre called the Booster Forest. Pandamonium can spontaneously generate missiles called Green Spinners to fire at foes, fire grenades from his back, and also use the Yodantotsu, an extremely powerful lunging attack that punches through Ceratanium like it was nothing. Obviously, Pandamonium has very high physical strength. Highly affected by fire.

      • Gigavolt Man O' War is a Reploid designed as a living power generator for the Australian city of Megalopolis. Capable of floating through the air at roughly the speed of a car, producing fist-sized jellyfish Mechaniloids to harry enemies, and generating extremely powerful bolts of electricity, the Thunder Dancer, which unfortunately take some time to charge, and where they will strike is indicated by glowing spots. Weak to earth-based weapons.

      • Earthrock Trilobyte was designed to run a mine in Canada. His power, the Crystal Wall does, well, pretty much what it says. The Crystal Walls come in two forms: purple crystals with flat tops that can slide along the ground (or ceiling) to ram enemies or even crush them against the wall, and yellow-orange ones with pointed tips that remain in place and can be tipped over to fall on enemies. The crystals form beneath the ground and rise up to where Trilobyte needs them, dragging with them anything of value. His Bound Blaster fires up to three weak energy spheres that rebound whenever they hit something and fade after a short time. His armor is nearly impervious to attack, but it's easy to knock off with a strong enough impact or gravitational anomalies.

      • Avalanche Yeti formerly ran an environmental control station in Antarctica, crucial to maintaining the world's nearly ruined ecosystem. He can shoot icicles with his Drift Diamond and cause the weather to change, if only to heavy snow or to giant snowflakes that instantly freeze whatever they touch. Physically, highly strong. Can move freely through snow at high speeds. Electricity is highly effective against him.

      • Burn Rooster runs a waste disposal centre in South America. His Flame Burner is a flamethrower in his mouth, his Melt Creeper produces a fire on the ground that very slowly moves forwards, and his Enkoukyaku is a diving, flaming kick. He can also produce giant pillars of fire. Can (oddly, considering the animal he was based on) hover at running pace. Doesn't do well with cold and ice based attacks

      • Sigma, one of the greatest combat Reploids ever built, and one of the most dangerous villains the world has ever known. Possesses a powerful laser blade that can cut through nearly anything, can hover freely, fire from his palms energy bullets that rebound off surfaces until they hit their target (up to eight at a time), as well as gigantic energy blasts from his palms, and lasers from his eyes that set fires that instantly melt even Ceratanium wherever they hit. Extremely resilient, very fast, and incredibly strong. Also, immune to fire, apparently, since he can stand in his own flames unharmed.

      • Default Form: Despite being a Reploid, Lumine is neither stronger nor tougher than most humans, not having been made with combat in mind, although he still has much better eyesight than a human. He can float around freely at a pace comparable to jogging lightly or walking quickly, and can survive in the void of space. Lumine can use one power from each of his copied forms in his default form, one at a time, by swapping out the crystal on his chest for another one generated from the DNA Data, which takes a short time. However, as mentioned, he can only have one power, one at a time. He also gains the weakness of whoever he's copying: for instance, if he was using the Yodantotsu, he'd be weak to fire, or if he's using Death Energy, he'd be weak to light.

    • Second Form: In emergencies, Lumine can take on a more powerful version of his normal body, designed for combat. the most readily-apparent change is the addition of six wings that can be used to fly at high speeds, or be folded over Lumine as a highly effective shield. Can also create a spherical energy barrier around Lumine, which will dissipate after taking enough damage. Capable of instant short range (a few feet) teleportation. Can also manipulate the surrounding area somehow, changing the floor of a palace on the Moon to a floating platform in a golden, cloudy sky. This is never actually explained. Unlike Lumine's other forms, this one only carries over damage when transforming back from this form, not into this form.

      A list of Lumine's second form's combat abilities (which are mostly variations on "throw energy spikes at 'em!"):

      • Refrain: shoots thin lasers from the tips of his upper and lower pairs of wings. Takes a second to charge up and where they will hit can be seen by a faint line of purple light. Can be fired several times in succession.

      • Legato: shoots lasers from the same wingtips that, while initially fired away from the target, curve back around and shoot towards them in a pincer formation.

      • Bel Canto: generates a ring of small energy bolts around Lumine that slowly expands outwards. There are two holes in opposite sides of the ring. One of his weaker attacks. Lumine is immobile during this attack

      • Grave: Fires large bolts of energy from his hands upwards, which then rain back down. After raining down, they rise back up to attempt to hit the target again. Lumine is immobile during this attack.

      • Unison: Grave, but sideways.

      • Paradise Lost: The golden, cloudy skies become a dark, slowly swirling vortex, while Lumine folds his wings over himself in defence, and teleports every five seconds, but cannot attack while preparing Paradise Lost. After a few minutes, the debatably-illusory area goes completely pitch black, and Lumine's foes die instantly. What happens under the cover of darkness? What does this attack even do? Who knows, because the game sure as hell never explains.

  • Personality: Lumine is at first somewhat soft-spoken, unfailingly calm, and intelligent, but as a conversation wears on it will eventually become very clear that he's also stark raving mad and entirely sociopathic.

    Lumine firmly believes in the superiority of New-Generation Reploids over everything, and especially his own superiority. He describes it as evolution, the best live on and their predecessors will fade; assisted in this case by the New-Gens wiping out all life on Earth. He has nothing but disdain for humans and old model Reploids, seeing them as inherently inferior, albeit occasionally useful as pawns or forms to use.

    Lumine is also utterly obsessed with the idea of creating a new world inhabited solely by his brethren, and with wiping out the 'corrupt' Earth, and all upon it. Lumine's new world would be on the moon by preference and ease of access, since he was designed as the director of the Jakob Orbital Elevator.

    Rather talkative, especially when explaining how he's superior to everything and whoever he's talking to is inferior and a waste of life, or when talking about his plans for a new world.

  • Mooks:

    Any number of Mechaniloids under Lumine's command, such as the Bulbrite line, the Batton Bones, Bustards, Bindholders, and Protectorals.

    Also, lesser New-Gens such as the mass-produced Guardroids, few of which were built with the DNA Data necessary to transform (except possibly into other Guardroid models),and even fewer of which can become anything significantly more powerful than themselves: for instance, the Copy Sigma in the Gateway is a effective threat almost as powerful and capable as the real one, while the ones scattered throughout the Sigma Palace are Elite Mooks at best.

    Also, Lumine's eight previously-described minions: Optic Sunflower, Gravity Antonion, Dark Mantis, Bamboo Pandamonium, Gigavolt Man O' War, Earthrock Trilobyte, Avalanche Yeti, and Burn Rooster.

edited 31st May '15 12:44:43 PM by RhymeAndTreason

TrashJack from Deep within the recesses of the human mind (4 Score & 7 Years Ago) Relationship Status: is commanded to— WANK!
#950: May 30th 2015 at 7:02:46 PM

[up][up][up] IIRC, didn't Tatu turn the Joker into a black spot on the Space Base wall a month or two of our time ago?

edited 30th May '15 7:03:48 PM by TrashJack


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