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Meanken Since: May, 2013
HilarityEnsues Since: Sep, 2009
#852: Mar 31st 2018 at 12:32:13 PM

Heyo. I’ll be signing up as the main four Homestuck Kids, chunkless and slightly aged up.


Main character

  • Name: John Egbert

  • Age: I’m going to age them up a little and say they’re all 18 years old.

  • Appearance: He’s the guy in the blue shirt with the glasses.

  • Personality: John can be succinctly summarized as a goofy guy with a good heart. He earnestly likes corny movies, has a bunch of nerdy hobbies, and is overall the geekiest of the four. He’s also the most straightforward and heroic of the bunch, needing no reason to help other people beyond it being the right thing to do. He is the most levelheaded and emotionally stable of the group in times of crisis, which is why he’s the de facto leader. Very friendly and readily expresses what he’s feeling. Is not a fan of clowns.

  • Powers:

    • Flight: All the Kids gained the ability to fly once they achieved the status of God Tier in their game session.

    • Enhanced Physical Abilities: All the Kids are above what normal humans are capable of in terms of strength, agility, and stamina due to obtaining God Tier status. They also heal from injuries at an accelerated rate, though they are only capable of recovering from things any normal human could. Notably, John has the most physical strength of the Kids. He has enough MANGRIT strength to lift a small car.

    • Wind: John is the Heir of Breath, which gives him the power to generate and control wind to a large degree. He can create small tornadoes with enough power to send people flying, can create strong wind currents lifting objects into the air, and can even turn his entire body into a gust of wind for a couple seconds to dodge attacks when he has the foresight to react quickly enough.

Equipment:

  • Warhammer of Zillyhoo: John’s primary weapon of choice. A large hammer made for bonking and smashing things.

  • Smartphone: For all your smarting and phoning needs.

  • Sylladex: A portable inventory system that John can use to store items in, aka a Bag of Holding. It can't store anything larger than a computer and can only store a limited number of things at a time.

  • Keyboard: All the kids can play an instrument, and John’s is the piano.

  • Backstory: John (and all the Kids, for that matter) is a product of the science known as Ectobiology. This means he was created in a lab via cloning and genetic modification. Despite his unusual method of birth, John easily had the most normal upbringing. He was raised by his parental guardian, who is known only as “Dad”. He enjoyed playing pranks, video games, and had about the interests and hobbies you would expect the average young teenager to have. John was the first Kid to play the game known a SBURB, a reality warping video game that has the end goal of creating a new universe. The goal of the game seemed simple at first: fight against minions and eventually make your way to the Black King and Queen, the game’s final antagonists. John proved to be formidable at the game, and he was the first to obtain his God Tier powers, a set of abilities a SBURB player gains when they die and are revived on something called their Quest Bed. John decided he would try to speed the process of winning the game along by sending a powerful weapon to Jack Noir, an understudy to the Queen who had ambitions of overthrowing his boss. This turned out to have disastrous consequences. Jack ended up killing the Queen, stealing her ring which contained considerable powers, and using those powers to kill the Black Queen. It did not stop there, however. He continued to go on a murderous rampage, killing most of the residents in Derse and Prospit, two moons home to many of the denizens native to SBURB. To make matters worse, Jack jumpstarted an event known as the Reckoning, which wiped out most of the people living on Earth with a rain of meteors. Jack has only become much more powerful and destructive over time thanks to the meddling of an alien who ensured that Jack gained the incredible and terrifying powers of a godlike being known as the First Guardian. He even killed each of the Kids’guardians. John and his friends now seek a way to find a way to defeat Jack Noir and salvage the seemingly hopeless situation they’ve found themselves in.

Supporting Characters:

  • Name: Dave Strider

  • Age: 18

  • Appearance: He’s the dude with the shades in the red outfit.

  • Personality: Dave is significantly more mature than he was as a 13 year old when Homestuck began, but he retains the same basic personality he showed in the comic. Dave is a very calm and collected cool dude for the most part. He is also a somewhat insecure person who has shown himself at several points to worry that he doesn’t measure up to his friends in terms of strength or courage, though he doesn’t show that side of himself very readily. Dave is a very caring person underneath his stoicism and he is known to be self-sacrificing for the people he cares about. He has some strange quirks, like his tendency to speak out loud to himself when no one is talking to him or his occasionally bizarre brand of vocabulary.

  • Powers:

    • Flight: All the Kids gained the ability to fly once they achieved the status of God Tier in their game session.

    • Enhanced Physical Abilities: All the Kids are above what normal humans are capable of in terms of strength, agility, and stamina due to obtaining God Tier status. They also heal from injuries at an accelerated rate, though they are only capable of recovering from things any normal human could. Notably, Dave is by far the most agile of the kids. He can even Flash Step short distances (a few feet or so), but not rapidly enough to the point where he appears invisible or anything.

    • Time: Dave is the Knight of Time, which gives him the ability to mess with time in some specific ways. First, he can summon up to two alternate timeline versions of himself to aid in battle or with mundane tasks. They are essentially clones and will vanish if they are harmed too much. He can also create a red sphere that can stun whatever is caught within it for a couple seconds. This sphere is large enough to cover one average sized person.

    • Phat Beats: Dave is the most musically inclined member of the group, and his main talent lies in his ability to make electronic music.

  • Equipment:

    • Caledscratch: Dave’s trusty sword. It’s a sword – not much else to say about it.

    • Suitarangs: Throwing stars shaped like the four different card suits.

    • Smartphone

    • Turntop: A computer and turntable combo he uses for making music.

    • Sylladex

  • Backstory: Dave Strider grew up in Houston Texas. He was trained basically from birth by his guardian, Bro, to be a hella sweet ninja fighter guy like he was. This involved swordfighting, flash stepping, and a bizarre amount of a puppets with well sculpted posteriors for some reason. Bro was, to be charitable, a bad dad who pushed Dave way too far with his training regimen, but as a kid Dave was highly motivated to improve his skills in the hopes that he would one day be as cool and strong as him. Dave’s life changed forever when his friends began playing a reality warping game called SBURB. This brought him on a strange adventure across time and space in which he, his friends, and an alien race of trolls fought to save the universe form certain destruction. Like John’s guardian, Bro was killed after Jack Noir obtained Becquerel’s powers.

  • Name: Jade Harley

  • Age: 18

  • Appearance: She’s the girl with the dog ears.

  • Personality: Jade has a variety of interests that range from gardening to nuclear physics. She is easily excitable and maintains a bubbly and positive demeanor, though she can get impatient with people who are particularly stubborn or hard to deal with. She’s the most hyperactive of the gang and is not afraid to act goofy or weird whenever she feels like it. Her ascension to God Tier (or dog tier, if you will) involved her gaining some subtle dog traits in the process. As a result, she is compelled to bark at cats when she sees them. Also, she can be a bit naïve sometimes due to her solitary upbringing.

  • Powers:

    • Flight: All the Kids gained the ability to fly once they achieved the status of God Tier in their game session.

    • Enhanced Physical Abilities: All the Kids are above what normal humans are capable of in terms of strength, agility, and stamina due to obtaining God Tier status. They also heal from injuries at an accelerated rate, though they are only capable of recovering from things any normal human could. She also has an enhanced sense of smell and hearing, much like a dog.

    • Space: Jade is the Witch of Space and can mess around with space in a couple different ways. Firstly, she can create portals for travel. It basically works like the portals in the Portal series - she can create a portal in one location, travel to another location and make another portal, and then you have instant travel between the two locations. She can only create two portals at a time. She can also change the size of some objects. Anything that is nonliving and no larger than the size of an average computer can be shrunk down to handheld size or enlarged until it is roughly the size of a car. She must touch the object to do this. Lastly, she can use her powers to lift things into the air. The upper limit is an object the size of a small car.

    • Technology smartz: She’s not a scientist, but she is the most knowledgeable of the four when it comes to gadgets and gizmos.

  • Equipment:

    • Rifle: A long range rifle she got from her grandpa.

    • Electric Guitar

    • Smartphone

    • Sylladex

  • Backstory: Jade grew up in the company of her dog, Becquerel, and her dead taxidermied grandfather. Though Bec has the mind and appearance of a normal dog, he is also a being known as a First Guardian. First Guardians are incredibly powerful reality warping beings who are tasked with protecting the universe they reside in. She appeared to have narcolepsy and would frequently fall asleep at random times, though it was later revealed that these strange occurrences were the meddling of an alien troll named Vriska. Jade spent most of her like on in island in the middle of nowhere. Like the rest of the Kids, she eventually obtained a copy of Sburb and got to know the other three through conversations with them over the internet. She was the last player to enter the game world and by that point, the Reckoning was already about to begin. Jade needed to prototype one item to enter the Medium and the game world proper. John, her server player and the one with the ability to prototype for her, was mind controlled by Vriska and fell unconscious before he could do anything. In a panic, Becquerel prototyped himself, which allowed him to interact with the world of SBURB and destroy the incoming meteors. However, this ended up giving Jack Noir Bec’s powers and turning him from a manageable threat to a nigh invincible monster known as Bec Noir.

  • Name: Rose Lalonde

  • Age: 18

  • Appearance: She’s the blonde girl.

  • Personality: Rose has a passion for writing, particularly when it comes to books about strange creatures from other dimensions. She is highly intelligent, and not afraid to show it when the opportunity presents itself. She is quite snarky and sarcastic and usually takes on the role of the Straight Man when it comes to her friends. Despite this, she is not above a bit of silliness every now and then. It takes her longer than the others to open up to people, but she is a friendly person once she does. Also, she likes drinking.

  • Powers:

    • Flight: All the Kids gained the ability to fly once they achieved the status of God Tier in their game session.

    • Enhanced Physical Abilities: All the Kids are above what normal humans are capable of in terms of strength, agility, and stamina due to obtaining God Tier status. They also heal from injuries at an accelerated rate, though they are only capable of recovering from things any normal human could.

    • Magic: As the Seer of Light, Rose has power over Light and Dark magic. Functionally, what this means is that she can shoot light and dark elemental magic lasers.

    • Violin Skillz: Yep.

  • Equipment:

    • Knitting Needles: These essentially act as wands that make her magic more powerful. These can parry swords, so presumably they’re very durable.

    • Smartphone

    • Violin

    • Sylladex

  • Backstory: Rose grew up in New York with her guardian, simply known as “Mom”. She had a troubled relationship with her mother due to her guardian’s drinking problem, but still cared greatly for her. She spent a lot of time seemingly going against her role as the Seer of Light by studying and communing with dark eldritch creatures, which she continues to have a great fascination with to this day. Beyond that, many of the things mentioned in the previous sections apply to her as well. She met her friends over the internet, entered SBURB, became God Tier, and her mother was slain by Bec Noir.

edited 6th Apr '18 8:31:03 AM by HilarityEnsues

Meanken Since: May, 2013
#853: Mar 31st 2018 at 3:05:16 PM

Review follows

I'm attaching the standard "Do not abuse" note to John's wind power, notably the wind body thing. That should have a significant cooldown, thinking like 2 minutes per use.

Other then that, all was discuseed in the chat and you're good.

Accepted

Imca (Veteran)
#854: Mar 31st 2018 at 3:57:09 PM

I would like to sign up as either the Sakura Empire from Azure Lane, or a chunk less group of ship-girls.

I have some questions first if its okay.

A) Would chunk or chunk-less work better? I can't see if the map and slots still exist.
B)What kind of restrictions would be applicable? And where would the general power range lie? I can't imagine a full-scale 410mm 3rd Year Type Naval Gun would be acceptable, how much would I need to scale them back.
C)Assuming they are needed to be scaled back, can I still call them by there proper names which reference the original size.

edited 31st Mar '18 3:57:16 PM by Imca

Meanken Since: May, 2013
#855: Mar 31st 2018 at 5:29:23 PM

.............

Gonna be honest. I don't think I can take a signup of (sigh) ship girls seriously. Please don't, I'm unlikely to accept it. Don't know enough about the other thing to really comment but are you actually going to stick around this time? I don't recall you hanging around for very long last time around a few years back when I started this.

Imca (Veteran)
#856: Mar 31st 2018 at 6:09:52 PM

A few years ago I was kind of in the middle of establishing life in a new country, and then I kind of fell ill which took away most of my free time from RPing.

These days I am in good health, with a fair amount of stability.

Also despite the concept and art, the title does actually take itself fairly seriously, With the tutorial being KMS Bismark sending HMS Hood to Valhalla.... or just a couple missions later

Hell, the actually decently written and coherent story, is one of the reasons it has supplanted Kancolle despite being a Chinese clone that was accused of being Anti-Japanese.

Meanken Since: May, 2013
#857: Mar 31st 2018 at 6:22:43 PM

The very concept is too "Out there" and will clash far too heavily with what we already have in the game. The answer is no.

Imca (Veteran)
#858: Mar 31st 2018 at 6:46:24 PM

Fair enough I guess, though I am curious as to how living weapons styled after ships is too far out there compared to things like Touhou, Sakura Dungeon, or Fate Grand Order.

The ship based parts of them are all equipment that detaches, despite being warship girls they aren't actually ships themselves, that's more an equipment rig.

Meanken Since: May, 2013
#859: Mar 31st 2018 at 6:54:51 PM

I'm not going through every single point but

1-I'm already having difficulty with The Cure being taken seriously when half the groups he summons are teenangers and kids, this is a tad much

2-I am not going to sit here and try to figure out how to nerf or balance weaponry that is typicly mounted to fucking warships

3-Kinda defeats the point of ship based characters when literally nothing happens on the water

And please do not start trying to refute these points, I'm not interested in a debate. The answer is no. Please find something else.

Imca (Veteran)
#860: Mar 31st 2018 at 8:09:33 PM

The problem is that I didn't so much look at this game and go "Who would I wan't to play here" so much as found a pair of characters I wanted to play and approached it from the direction of which RP would they work in.....

And given that the ikkousen are hardcore blood knights the answers are are slim, one is a hardcore believer of strength equals worthiness, and the other has a power lust.... Not many of the RPs have a combat theme where such personalities would work, and those that do tend to focus only on the combat, leaving absolutely nothing else...

So I don't quite get how a pair of living weapons/blood-knights don't work with point 1, nor do I know if point 2 would be all that complicated given that the ikkousen focus on spiritual aircraft, that could be given rather strict limits and shared between the pair.... but that's fine.

Would you at least mind pointing out another RP that might work better in that case?

edited 31st Mar '18 8:10:19 PM by Imca

Meanken Since: May, 2013
#861: Apr 1st 2018 at 1:43:45 AM

Unfortunately I couldn't really say, I have a lot on my plate as it is just running my own things, I don't really keep track of other R Ps on the site. Sorry.

Makaioh Since: Jan, 2015
#862: Apr 16th 2018 at 8:39:59 PM

Having thought long and hard on this subject, I finally decided to bite the bullet to shill a mobile phone game anime whose game isn't even in English anymore for my Chunkless.

Monster Strike
The Team Group Shot

  • Name: Ren Homura
  • Age: 17
  • Appearance: The main character.
  • Personality: Ren Homura is on the surface the perfect Japanese male teenager- studious and outgoing. Looking a bit underneath this facade however is a teen that had to grow up a lot faster than he should have, nursing hurts and insecurities that continue to haunt him to this day. He keeps people not immediate family and close friends at arm's length but those who manage to get into his inner circle gets his loyalty for life. Tends to get into things and has a 'switch flip' mentality to better help focus him when he enters a life or death situation. Likes to goof off and crack jokes to distract himself and others from his own malaise.
  • Powers: A perfectly ordinary Japanese teenager, he's pretty fit due to running around everywhere and receiving boot camp survival training but otherwise an average joe. Has higher than average willpower than most due to repeatedly losing loved ones over the course of his life.
  • Equipment: A regular smart phone in a protective casing colored red and a Strike Ring. The former has the Monster Strike app installed which comes with a variety of functions such as digitally storing/summoning his team of Monsters like a Pokeball as well as the ability to launch them at high speeds in one direction (or outright change trajectories in mid-dash/air). It lacks the pinball function since that would be way too op. The Strike Ring is necessary to use the momentum speeding function and it lets him see trajectory lines that helps with said aiming as well as access Monster abilities like the powerful Strike Shot.
  • Backstory: Ren Homura is someone who was hit hard with a main character halo early on in his life- his father disappeared on him and the rest of his family due to researching Monsters, beings of great supernatural and physical capabilities hailing from a neighboring dimension that could access Earth through portals. From that point on he got involved with time travel, military silencing schemes, doomsday scenarios, and various Lost Lenore situations until he ended up where he is now.

Other Teammates

  • Name: Sakamoto Ryoma
  • Age: Eternally 31
  • Appearance: "The purpose of coming into the world is to accomplish one’s duty."
  • Personality: Easy-going and charismatic, Sakamoto Ryoma is someone that one could describe as a "true man" insomuch as he has a strict moral compass and would fight for his beliefs even when the odds were against him. He's a natural older brother type character that encourages people to continue going forward even when life is hard and a jovial man in general. Despite his positive qualities he can be quite stubborn in his actions and he doesn't ever really 'play fair' since he's known to do sneak attacks or pull out a gun in a sword fight.
  • Powers: Ryoma is a Transcended Monster so his stats are pretty amazing even for a Monster. With Servant levels of physical capabilities along with his pyrokinetic abilities, he's a force to be reckoned with. He's so hotblooded that when he lost a hand in battle, he replaced it with a prosthetic replacement born from his own burning spirit.
    • To be more specific, Ryoma's abilities revolves around being fighting with fire, gun, and sword. He's good at shooting as he is with swording, and he can call upon flames to enhance his attacks such as engulfing bullets fired in a fiery aura to increase piercing abilities or even punch someone with his flaming arm to burn them. The effect of stronger/weaker gravity is nullfied for him so he can fight normally in such areas and he can also cut through strong winds with ease without getting blown away thanks to his specific Null abilities.
    • His Strike Shot is Indomitable Dragon which means he can either shoot out three smaller plasma dragons to fly after his target or go for broke with a single large one. Being dense shaped plasma dragons, they can physically maul things while igniting or melting the target. They also explode when they're about to disappear with firepower akin to a rocket launcher's.
  • Equipment: A katana and a flintlock pistol are his weapons of choice, much more durable than their regular counterparts but still being breakable if a powerful enough force is transmitted. The katana can cut through thick wooden doors with one swing and the flintlock pistol has the power of a Desert Eagle and can shoot off fifty rounds before he has to reload it with his Monster bullet making powers. He also has a prosthetic arm that looks like a skeletal hand covered with lava lamp liquid, but it feels like a real hand and doesn't burn anything he doesn't want it to.
  • Backstory: A revolutionary that had shaped Japanese history and pro-Western advocate, Sakamoto Ryoma died at the young age of 31 when he was assassinated by mysterious attackers at the inn he stayed at. Still, that wasn't the end of the story due to his actions being strong enough to guarantee him a reincarnation into the Monster World and a second chance at life. Later on he would answer Ren's summon and become the kid's mentor/friend, helping him through many violent situations like a good friend would.

  • Name: Robin Hood
  • Age: Middling Forties-ish
  • Appearance: "Any forest is Sherwood as long as I'm around."
  • Personality: A manly man of the same level as Ryoma and Sinbad, he's different in the regard that he can actually be suave with women. More reserved and cool-headed (except when it comes to riches and ladies), Robin Hood is a practical sort that employs all the dirty tricks in the books to get what he wants. Despite his unscrupulous nature, he's a heroic rogue type so he'll never pull off these stunts to people that don't deserve them. Is a tough love fatherly figure type.
  • Powers: Representing the Earth element, Robin Hood is one with the forest. If you fight him in a place with a lot of greenery, chances are it'll be very hard to find the guy since that's his best environment (and he wears really good camouflage). Even outside of such places the man is fast and acrobatic, able to do fancy somersaults and aerial spins while accurately sniping at people with his crossbow. Also very good at making traps, sword fighting, pugilism, and using quarterstaves if you engage him in close combat. Earth is weak to fire but strong against water. Can act normally in gravity situations and he won't trigger and landmines even when he steps over them (he'll automatically deactivate the things with presence alone).
    • Robin Hood's more supernatural elements involves being able to repeatedly craft arrows or bows out of Earth energy with the projectiles being strong enough to pierce through dragon scales via armor-piercing properties to the head to trigger on impact. The same crafting ability can be used to create camouflage, snare traps, or impromptu wooden shields. His Strike Shot is called the Sherwood Arrowstorm, where he fires off a single bolt into the air so that it'll arc downwards after gravity takes over... and then multiples into a hundred bolts to cause an arrow rain.
  • Equipment: A very powerful yet light and compact crossbow. He also has metal armoring here and there for when he has to block melee strikes.
  • Backstory: Ren and his friends found him in the mountains while on a quest to seal a place up. He then gave Ren boot camp training and became his father figure for a bit before slaying a two headed dragon and then left to booze around women for his heroic deed but not before helping the kid grow up to become a true man.

  • Name: Avalon
  • Age: Physically 10
  • Appearance: The Long-Sought Paradise
  • Personality: Avalon is like a robot in nature despite her human shaped core, she'll do as she is programmed and ordered with logical reasoning. Despite the fact that she's a bit mechanical in nature, the girl has a slight hint of humanity to her from a long existence developing a nascent ego, mainly that of stubbornness when it comes to fulfilling her objective. In that manner, she is akin to the child she resembles. Very pure of heart.
  • Powers: Avalon is a Fire element and a Speed type. She doesn't hit as hard as the others physically but she makes up for lack of overall power with sheer rapidity of attacks as well as high movement speed plus fight. The key embedded in her is the actual core of the construct so damaging it will cause the most overall damage, with the red armoring being incredibly enduring and hard enough to easily shrug off gunfire and tank a rocket without fully crumbling.
    • She can shift from a defensive apple-like armored form to a more eldritch backpack sporting arm system that fights by swinging a sword one one side and jabbing with an arm blade with the other. She can swing swords fast enough to shoot off vacuum waves that'll cut into things ten feet away from her as well as fire off Rewind Shots- a round of eight small plasma projectiles shoots off from the attachment's eyes to fly off in the distance before boomeranging back for a surprise attack from the rear. Her Strike Shot is self-sacrificial in nature since it overheats her own modules to greatly damage herself to vent out thick eyebeams strong enough to melt steel in a matter of seconds.
    • Avalon can no-go spacial warps to herself so teleporting abilities geared towards her will fail. Her module can also prolong the life of people who are critically wounded by providing a sort of stasis like effect to them and being hooked into her system can let her repair the nearly dead in a single day if they're not suffering from supernatural curses or the like.
  • Equipment: Avalon is her own equipment, the human form being the personality matrix and the giant key being the core of the whole system. The apple-like backpack is how she can defend herself as well as whoever she's protecting inside and made of special memory metals that can move in an eerily organic manner as well as fly freely against gravity.
  • Backstory: Avalon is constructed a long time ago by an ancient civilization to be a place that could heal those who are worthy of being healing. She is the very same Avalon that brought Arthur back from the brink of Camlann as well as the one who repaired Oragon after he died for a second time. Ren captured her after her honorable defeat in battle in order to get Oragon back.

  • Name: Arthur Pendragon
  • Age: Physically Mid Twenties
  • Appearance: The Good King
  • Personality: Noble, knightly, chivalrous. These words could easily be used to describe Arthur despite the fact that she's a woman. Kind of heart and yet strong of steel, Arthur is one who tries to be tough but fair on everything, including herself. She has a royal quality to her that is only inherent in true kings and does her best to ensure that justice prevails wherever she treads.
  • Powers: Arthur is a Light element Monster so she is strong against dark and resistant to light attacks such as lasers. A skilled swordswoman and knight, she wields European blades in a basic but nevertheless very solid style and knows how to joust and hold court/do politics. She can move around in weird gravity like the others.
    • She can wield Excalibur with ease and even one hand if needed and can shape hardlight swords into existence to wield as needed or throw at high speeds. By taking a few seconds to charge up, she can fire off large concussive sword beams that are super shiny and bright. They have the force of a battering ram but it's pretty easily telegraphed.
    • Her Strike Shot is Knights of the Round, where the power of friendship is transmitted through Excalibur to do a continuously pulse and to layer on multiple folds of impact so a single slash is like being struck repeatedly at twice her normal full powered swings.
  • Equipment: Arthur wears what appears to be an armored dress so she has a bit of protection against more physical attacks than the other unarmored Monsters. Her main weapon is Excalibur, the holy sword itself. Excalibur is unbreakable and heavy, with a shape that makes it hard for people to actually utilize in a fight without practicing long and hard with it. Anyone that tries to use Excalibur that isn't Arthur or a True King will have it be abnormally heavy in their hands as well as blunt. In Arthur's hand, the blade is sharp enough to sheer through rock (considering the whole myth and all).
  • Backstory: Arthur is Ren's strongest Monster back when he was a kid and was being hunted by the JSDF when he stumbled into their secret testing facility. She wasn't at her best during the time due to Monster Strike technology being new and faulty but she did the best she could to protect her charge whenever possible.

  • Name: Tsukuyomi
  • Age: Physically In Her Twenties
  • Appearance:
  • Personality: Tsukuyomi is a mellow and laidback woman most of the time, due to the fact she tries to suppress her own negative qualities (hard enough it became a literal evil side that split off from her sometimes). Calm and logical when not affected by her own divinity manifested moon swings, the goddess is a reasonable authority figure so long as she doesn't get too agitated. Due to being associated with the moon, she has bouts of lunacy every now and then though she does try to either use it on acceptable targets of fly away to places where there's nothing in the way to vent.
  • Powers: Tsukuyomi has great powers due to being one of the Big Three of Japanese mythology, usually tied to darkness and the moon (dark type so weak to light attacks). She can create a veil in the sky that blots out sunshine to turn it into a pseudo-night in a thirty feet radius around herself, create a small orb that counts as a 'moon' to power up things associated to such, and launch eight floating eye drones that can shoot dark lightning bolts at people or weaker energy shots. Her main method of transportation is to fly by sitting on her weird crescent moon. If need be then she can also engage in close combat by smacking people with her staff or using the sharp crescent moon to bisect things. Her Strike Shot is Fly Me To The Moon, where she'll smash into her target at high speed and then drain a fraction of the damage caused to heal herself. Since she's a Speed type, she's fast to attack and dodge but lacks the oomph as some of the others and is more fragile due to not getting hit directly as much.
    • Due to her embodying the moon, she has a Beast Slaying aspect- especially to things that relies on lunar power like werewolves. Due to her legend of killing a certain goddess during a banquet, she is also bequeathed with God Slayer as well so she hurts gods a bit more than usual. It's impossible to directly teleport her to another space due to Null Warp and she can cancel out mines.
  • Equipment: She comes equipped with a ride made from what appears to be moon rocks and solidified darkness plus a staff/magatama combo to use to cast her more special abilities.
  • Backstory: Born from Izanami and Izanagi, she is the second oldest of the Japanese Big Three and has lived for a long time. Due to her actions in the past that made her grow estranged from Amaterasu, she often tries to temper herself in the dark of night or while on the moon. Ren helped her out when her ritual to hold her darker side was tampered with and she went through a Persona-like experience in accepting her own shadow to finally experience 'balance'.

Edited by Makaioh on Oct 18th 2018 at 11:05:02 AM

DefRevenge24601 Strongest In History from Beyond The Void (Experienced, Not Yet Jaded) Relationship Status: [TOP SECRET]
Strongest In History
#863: Apr 19th 2018 at 6:54:36 AM

I'm thinking about a few groups, but I can't decide on one specifically.

Morioh Group:
Source: Jojo Part 4
Chunk: Morioh Town, 1999
Players: Josuke (4), Okuyasu, Koichi, Rohan, Jotaro, Old Joseph (Maybe), Tonio (Maybe), Yukako (Maybe), Hayato (Maybe)

Blue's Group:
Source: Hearts and Heroes
Chunk: Chunkless
Players: Blue, Purple, Jade, Red, Peach, Teal (Maybe), Mark (Maybe)

Dedede's Castle
Source: Kirby
Chunk: Dedede's Castle
Players: King Dedede, Bandana Dee, Kirby, Meta Knight, Sub-Bosses (Maybe), Marx (Maybe)

OG Team 7 + Allies
Source: Naruto
Chunk: Chunkless, or Hidden Leaf
Players: Naruto, Sakura, Sasuke, Hinata, Kakashi, Shikamaru (Maybe), Gaara (Maybe), Sai (Maybe)

edited 19th Apr '18 6:57:37 AM by DefRevenge24601

"DIO is the ultimate being! The being of the future! Dare you not to rival me!"
Meanken Since: May, 2013
#864: Apr 19th 2018 at 7:06:18 AM

As you consider, you should be aware that chunkless groups have a limit of typically 6, at maximum 7 people.

Grey I'll be getting to you later today

GameGuruGG Vampire Hunter from Castlevania (Before Recorded History)
Vampire Hunter
#865: Apr 19th 2018 at 5:57:44 PM

DefRevenge, my personal suggestion is to go with your Naruto idea.

edited 19th Apr '18 5:58:17 PM by GameGuruGG

Wizard Needs Food Badly
Makaioh Since: Jan, 2015
#866: Apr 19th 2018 at 6:07:50 PM

Personally I think the Naruto group is the most straightforward if only there's a lot of people that knows about that franchise.

FallenLegend Lucha Libre goddess from Navel Of The Moon. Since: Oct, 2010
Lucha Libre goddess
#867: Apr 19th 2018 at 6:11:00 PM

I concur. think it would be fun to interact with Hinata with Naruto. And it’s the biggest name. So it would be cool to have them.

Though my biggest advice is to go with the idea you feel most passionate about.

edited 19th Apr '18 6:59:27 PM by FallenLegend

Make your hearth shine through the darkest night; let it transform hate into kindness, evil into justice, and loneliness into love.
CathariSarad Since: Jan, 2014
#868: Apr 19th 2018 at 6:36:13 PM

The Naruto chunk is probably the best suited out of those ideas for this rp. I haven't watched that much Naruto, though I'm sorta wondering which timeframe within the show you'd be taking things from, as I'm not sure who is supposed to be the Hokage or if any of them are.

I don't know enough about Hearts and Heroes to have any opinions on it.

I'm not sure I'd recommend Morioh as a chunk because its setting, and the characters selected, wouldn't be that conductive for state-to-state interaction, though that's mostly my opinion.

If you plan on going with a Kirby chunk, I would probably recommend going with the verse from the Kirby of the Stars/Kirby Right Back at Ya! show.

edited 19th Apr '18 6:39:55 PM by CathariSarad

Meanken Since: May, 2013
#869: Apr 19th 2018 at 10:36:26 PM

As the nerfing discussed on Discord has been implemented, your new dudes are accepted Grey

edited 19th Apr '18 10:36:36 PM by Meanken

TheodoreHastings Since: Jan, 2013
#870: Apr 21st 2018 at 1:49:15 PM

Damn, it's been ages since I posted something in here. Well, here ya go!

Main Character

Name: Majora’s Mask

Age: Ancient

Appearance:

“I shall consume...consume...consume EVERYTHING!”

“Let’s play good guys against bad guys. Are you ready? You’re the bad guy. And when you’re the bad guy, you just run.”

Personality: Majora is a creature of pure malice bound within a mask. Its motives appear to be a textbook definition of Chaotic Evil: no plan, no values, no high aspirations, just spread chaos and destruction for the sake of chaos and destruction. Its apparently playful nature is part facade, part genuine apathy for anything and everything around it. The world is one big sandcastle for the mask to play with, then trample into nothingness.

Majora’s Mask follows the One Ring tradition of inanimate objects corrupting others and turning them into puppets. It promises power, authority, respect, companionship, even love to those who are weak-willed enough to listen to its call. Once worn, Majora’s Mask possesses the wearer and uses their body as a medium for its dark power. While the wearer’s voice and personality are clearly present, the mask remains in the background. It has no problems with pandering to its wearer’s desires, so long as those desires lead to the spread of more chaos.

That said, Majora’s Mask does not particularly care about the hopes or feelings of mortals. People (or whatever creature decides to wear it) are only good for furthering Majora’s destructive legacy. Once they’re broken, they’re discarded and the mask tries the process all over again.

Powers: I’ll split up the powers of Majora’s Mask into two parts: what it can do independently, and what it can do when worn. There will be lots of conditions for this possession ability, and I’ll be offering a generous amount of nerfs in that portion of this signup.

  • Independent:

    • Husk: The little boy pictured above is not a wearer. In the game, he is an image created by Majora’s Mask to interact with Link in the Heart of the Moon. The general belief is that this boy has no face of his own; under the mask there’s just a blank slate of skin.
      • On Battleworld, this body would be nothing more than a frame to let Majora’s Mask talk and travel without getting too much attention. It has the power to fly/float because that’s one of the mask’s abilities, though some of the more observant characters might notice how the boy is subtly following the mask’s movements, as if he’s getting dragged around by it.
      • The husk has a fragile body and can be easily damaged or destroyed, but only harming the mask would make Majora feel pain. If someone destroys the husk, the mask will need to invest dark energy into creating a new one. During that time Majora’s Mask will either need to fight (and most likely flee), or “play dead” and act like whatever created that creepy demon-boy died with him.

    • Majora’s Mask (Combat Form): Assuming the husk’s destruction doesn’t fool anyone, Majora’s Mask will have to resort to force. The first form it can take is essentially just a five foot tall version of itself, with a dozen or so tendrils hanging down behind it.
      • Its fighting style largely relies on swift movements and keeping its tough front side facing the opponent. It spins rapidly to take advantage of the spikes on its mask and the whip-like properties of those tendrils. It can fire a constant energy beam at its opponent, but only after charging up the attack. Strangely enough, that beam is also reflective, and can be turned against the mask if the opponent’s quick enough.
      • Defense is this form’s biggest plus, but it also comes with a huge weakness. While the front of the mask will gradually take enough damage to stop it (unlike in the game) the back is a five foot tall weak spot. Hit it when its back is turned, and Majora’s Mask gets downright stunned.

    • Majora’s Incarnation: Another form Majora’s Mask might take is a goofy-looking creature made from the mask, a skinny pair of arms and legs, and a single eye on the top of the mask. Majora’s Incarnation shows off the playful side of the creature, largely to confuse the opponent with its unpredictability. The biggest benefit of this form is that it’s the swiftest of the three transformations, which makes it ideal for a getaway.
      • Because of its speed, Majora’s Incarnation is also a weakling and a lightweight. While its twiggy limbs give it plenty of reach (the body appears to be ten feet tall) it also makes it an easier target to cripple and bring down. The most unique attack this form offers is a frantic barrage of energy blasts, used to stop an opponent in their tracks. That said, this attack is very weak and is intended to keep the enemy at a distance rather than to do considerable harm.
      • Under almost all circumstances, the appearance of Majora’s Incarnation is a sign that the mask is trying to escape. There’s very few instances where risking harm in this form could be better than using the other two.

    • Majora’s Wrath: The final form Majora’s Mask can take in a fight is also its strongest. Keeping the theme of swift, hard-to-predict movements, the mask stretches its Incarnation arms out into powerful ten foot whips. Again, while the attacks themselves are not especially damaging, the relentless assault paired with its unnatural agility make Majora’s Wrath, at the very least, an incredibly irritating opponent.
      • Fortunately, this new body might also give some of the less Zelda-esque characters a big hint at its weak spot. When you’ve got no clue what part’s armored and what part’s not, go for the head!
      • The appearance of Majora’s Wrath means the mask is ready to fight to the death. It’s offense-oriented, but still fast enough to maneuver past (and often above) many forms of attacks. However, because Majora’s Wrath is the strongest form the mask can take, that also means once the opponent(s) defeats it, Majora’s Mask is as good as dead.

  • Possession: So here’s the trickiest part of this character: figuring out how we can make the mask’s possession ability work in an RP setting. This part of Majora’s Mask’s character is designed to be a fun and interesting way to give some non-combatants a chance to go up against some of the stronger characters, but to keep things fair the following conditions all need to be met:

    • Complete consent from the other player: Fairly obvious. I don’t want to manipulate another player’s character in a way they can’t control, and promise to get approval for the offer via PM. I will subsequently tell Meanken of the approval before putting the plan into effect.

    • Possession is neither lethal nor irreversible: Majora’s Mask can tear itself from a wearer if “the puppet has outlived its usefulness.” The wearer is unharmed by the separation, and wakes up like nothing had happened.

    • Majora’s Mask carries all damage when separated from wearer: If the mask decides to abandon a wearer, all the damage and injuries inflicted on the wearer’s body get transferred to the mask. We don’t want any half-dead children/civilians left when Majora’s Mask moves on to greener pastures! This will also be a good IC reason for the mask to invest in protecting the wearer whenever possible; it doesn’t want to deal with the consequences later on.

    • Temporary forfeit of Majora’s Mask to the other player: By giving the mask to another player, I am lending the character of Majora’s Mask to that player. Since the voice and personality of the wearer are what’s present, this should not be a difficult transition. My control of the character will be strictly limited to advice/suggestions to the player via PM.
      • If the player does not like or agree with my advice or suggestions, the player is free to pursue their own plans. Should we reach a point where the wearer’s objectives completely contrast with the personality of Majora’s Mask, Meanken, the player, and I will discuss a possible separation. This can easily be explained IC as “the wearer’s will has overpowered the mask, and so Majora’s Mask ejected itself to prevent the relationship from turning on its head.”

    • Wearers are picked only from the weakest tier of combat ability: Majora’s Mask will recognize that its power has been greatly diminished, thanks to the Cure. It will no doubt conclude that it can’t possess anyone it wants anymore, and therefore has to target weaker victims. Since Majora’s Mask easily fits a child, it seems safe to assume that children (with their generally impulsive decision making) are its puppets of choice.
      • This will also mean that Majora’s Mask will only be able to possess non-combatants, or fighters with mook-levels of combat abilities. Anyone stronger will be considered too powerful (let’s call it “strong willed”) to ensure Majora’s Mask won’t become a puppet itself. Given its preference for children/childish creatures, it will be focusing its attention on the youngest characters on Battleworld.

    • Majora’s Mask does not gain any abilities, resistances, or immunities through its wearer: While the wearer will have access to the power Majora’s Mask can bestow on them, no new abilities, resistances or immunities to certain attacks or ailments will extend to Majora’s Mask. For example: if the wearer can turn invisible, that ability won't encompass the mask. If the wearer is a fish-person, and is harmed less by water-based attacks, the mask will not be protected by that resistance. This might be a little too nitpicky, but better to cover this detail just in case!

Now let’s talk about the more general abilities a character can have by donning Majora’s Mask. While I clearly don’t intend to use it to its full extent, the source of reference for these abilities come partly from the Skull Kid DLC in Hyrule Warriors, seen here.

The reason I’m using a noncanonical game as my reference is because Majora’s Mask is OP by its very nature. Among the most obvious example (throwing the goddamn moon onto Termina), the mask allows Skull Kid to transform people into monsters (even turning Link into a Deku Scrub), poison entire ecosystems, create a never-ending winter, infest the ocean, and revive a kingdom of the undead. There’s no way I could make excuses for even half of the canonical powers!

  • Flight: As stated in the husk section of independent powers, Majora’s Mask has the ability to float and fly at will. This ability would be extended to the wearer with greater control than the husk. Conditions on how fast/high the wearer can fly would still be subject to the character’s physical limitations; nobody’s going mach one or scavenging through Death Star rubble outside the atmosphere.

  • Dark Energy (Protection): Enveloping themselves in the mask’s power, the wearer can create a brief shell over part of their body (one limb, the torso, the head, etc.) that absorbs damage from an enemy attack. This is a barely-a-second defense against something that would’ve seriously harmed the wearer, like a gunshot. Using this ability continuously is a surefire way to lose the fight.

  • Dark Energy (Blasts): As a lover of destruction, Majora’s Mask is a big fan of Ao E attacks. Attacks using its magic are explosive, expanding outwards in short distances from the wearer in dark purple domes. Strength largely depends on charge time, but all these attacks undoubtedly value coverage over actual damage.

  • Eye Beams: The mask unleashes a constant beam of dark energy from its luminescent eyes. This is the only precise attack Majora’s Mask can offer the wearer, and it takes several seconds to charge the attack. Best used either from cover, or for a sneak attack.

  • Knowledge from Majora’s Mask: Never to be overlooked by my RP style, the wearer will also have access to whatever information Majora’s Mask has to offer. This would include whoever Majora’s Mask encountered on Battleworld before the wearer, and whatever it learned from those interactions. However, the exchange in knowledge is mutual; Majora’s Mask will also have access to the wearer’s knowledge and memories.

Equipment: Majora’s Mask has only one item on its husk when arriving on Battleworld: the Fierce Deity Mask. This dangerous mask will be given to Link sometime soon after arriving on Battleworld, to help “make this game more fun.” Details on this mask’s power will be provided in Link's portion of the signup.

Backstory: According to its previous owner, Majora’s Mask is “an accursed item from legend that is said to have been used by an ancient tribe in its hexing rituals.” Those who wear the mask are bestowed with an evil power, and legends say that the mask caused destruction so powerful that is was sealed away by the very tribe who used it.

Thousands of years later, Majora’s Mask has somehow resurfaced. With the ancient tribe long dead, no one knew of its horrifying power. The mask traveled from hand to hand, always threatening to wreak havoc on the world whenever someone dared to put it on.

Over time, it fell into the hands of the Skull Kid, who used its power to not only corrupt his former friends the Four Giants, but also to drag the moon itself down on the country they swore to protect. Using the Ocarina of Time given to him by Princess Zelda, Link and his impromptu fairy companion Tatl managed to prevent Termina’s destruction by freeing the Four Giants, and reversing time whenever the moon threatened to crash into Clock Town.

Its first plan thwarted, Majora’s Mask discarded Skull Kid and soared into the still-descending moon, where it invited Link to confront it for a final showdown. Inside the Heart of the Moon, Link, Tatl, and Majora’s Mask would suddenly realize they had left Termina far behind them.

They had arrived on Battleworld.

Side Characters

Name: Link

Age: Somewhere between 9 and 12 years old. Since the Kokiri (the isolated race of forest folk who raised him) never age, there’s never been a real reason to count years. Given the theme of the game, it seems safe to assume that Link is on the brink of entering puberty.

Appearance:

“The Hero of Time”

“HYAAAAH!”

Personality: First and foremost, Link wants to be a hero. He wants to head out into the world, save the innocent, and defeat evil. While most of Battleworld might view that goal as a pipe dream at best and a death wish at worst, Link has managed to accomplish a lot with minimal assistance. By the time he arrives on Battleworld, Link will have already saved his native kingdom of Hyrule, and be just a hair away from ridding Termina of the destructive power of Majora’s Mask. One of the first decisions Link will make upon arriving on Battleworld will be to head out to confront the most evil creature he learns about, whether that’s Shao Kahn, Majora’s Mask, or even Nyarlathotep. Can’t say the kid ain’t courageous.

Yet despite his repeated confrontations with evil, Link remains the embodiment of snow white innocence. At times, it might be easy to mistake that innocence for stupidity, but the fact remains that he knows very little about his own world, let alone any other. His default interaction with people is to treat them like they’re already his friends. He believes that every person has the power to do the right thing, even if they don’t think they have the strength to do it. To say he thinks in black-and-white almost seems like an understatement; in his eyes, the world is filled with goodness and generosity, and the only bad parts are painfully obvious monsters that are evil given physical form. To Link, the world is made up of an increasing ninety percent white, and a decreasing ten percent black.

Because he views the world as something to be treasured and protected, Link is almost unbelievably selfless. He places the needs and wishes of others before himself, which can sometimes lead him to some considerably dark places: on two separate occasions, Link poses as local heroes who had recently passed away, just so their villages wouldn’t feel sad or lose hope. Link’s selflessness also means he rarely mentions his past or his personal issues—specifically, his feelings of abandonment and fear of change.

Since the Kokiri don’t have much use for the subjects, Link has (at most) a barely passable level of education. Science, history, literature, or any sort of abstract thinking will go straight over his head. Pretty much any form of etiquette (including table manners) will be beyond him, though he’ll do what he’s told because he doesn’t want to make people mad. He understands basic math thanks to handling rupees, but bring up fractions or negative numbers and he’s bound to get confused. Frankly, it’s a miracle that he knows how to read and write; just be prepared for lots of spelling errors if he needs to write big words.

Still, Link’s lack of education also means that he finds learning fun! It’s a new adventure for him, so he’ll take any lessons with the enthusiasm of a perfect student. Admittingly, just because he’s never walked into a classroom doesn’t mean he’s clueless when it comes to using his head. While he might not know what to call it, Link does know a lot about physics, geometry, and critical thinking thanks to the hundreds of puzzles he’s had to solve in his adventures. Link also enjoys stories, puzzles, and has a deep love for music. He even knows how to play several instruments, including the trumpet, drums, guitar, and of course his trusted ocarina.

Link’s age is also a factor in his personality. Although he becomes an adult in Ocarina of Time, Majora’s Mask is the real game where Link learns to grow up. He has an impulsive decision-making style, and doesn’t always think of the repercussions of his actions. He inherently trusts adults, and thinks of other children as potential playmates. Link has the sense of humor of a boy in elementary school, and while he’s never been introduced to the conception of cooties, Link also hasn’t reached the age where he pays much attention to gender or the opposite sex. His ability to detect when someone is lying to him is still in its early development, though his gullibility is also due to his firm belief that everyone is a nice person until proven otherwise.

Finally, there’s the elephant in the room: Link doesn’t talk. The reasons for his silence aren’t explained in Ocarina of Time or Majora’s Mask, but since he clearly has a voice it seems safe to assume he just chooses not to speak. On Battleworld, Link will express himself through noises and gestures, but never through speech. Tatl’s power of observation will help cover most of the problems of getting Link’s point across, but he can also write or draw whatever he wants to “say.” In rare instances, Link might be forced to whisper what he wants to say to Tatl, then let her repeat it to the others present. Otherwise, Link will never say a word.

Powers: Link has some magic abilities, but the vast majority of his strength lies in his equipment. To help keep this signup sheet even, let’s consider some of the key items a form of Link’s magic.

  • Spin Attack: Link holds his sword behind his back while protecting himself with his shield, held to the front. As the attack charges, Link’s sword gathers an aura of magical energy that shifts from blue to bright orange when fully charged. Once ready, Link swings his sword around himself in a big horizontal spin, releasing the magical energy three (when half-charged at blue) to six (when fully charged at orange) feet around him in an Ao E strike. The magical strike loses power as it moves outwards, and this attack cannot be stronger than getting struck by Link’s sword directly during the spin attack.
    • Downsides to this magical attack include strictly limited mobility (Link cannot dodge, or turn his shield to cover his sides) and the fact it only affects targets on the same horizontal plane; opponents who manage to move above or below the spin attack’s wave of Ao E magic will not be harmed.

  • Masks: When Link wears one of these four transformative masks, he turns into a different race of people inhabiting Termina. Once in these forms, Link cannot change into another mask or revert to his normal self for a set amount of time that will count as a cool down period. Use of items in the first three forms is limited to the musical instrument (trumpet, drums, and guitar respectively), deku nuts (a stun item), deku sticks (long twigs), bottles, the pictograph box (literally just a camera) and the Knight's Shield (for Goron and Zora use). The fourth form cannot use any items at all.

    • Deku Link: The Deku mask allows Link to take the form of a Deku Scrub, a small forest creature made of wood. Measuring at about three feet tall, Deku Link is even smaller than his Hylian body, which makes it useful for hiding and fitting into small places. The biggest advantage to this form is its lightness. While there are no flower pads on Battleworld for Link to use, the Deku mask gives him the means to control his descent in flight or free fall. While in mid-air, Deku Link can produce two giant flowers and rotate them behind him like helicopter propellers, allowing him to control his direction and cover considerable distance before landing. While flying, Deku Link can also drop deku nuts below him, which create a blinding flash on contact with the ground.
      • A much smaller advantage to the Deku Scrub form is its brief ability to hop over small bodies of water. This could be a more subtle means to cross some obstacles, but it comes with some notable risks. If the body of water can’t be crossed in less than seven strides, Deku Link loses momentum and falls in the water to be swept away.
      • Far as attacks go, the only noticeable strike is the Deku bubble: a magical ability where Deku Link creates a bubble in his mouth to shoot at an enemy or object. It’s quiet and moves in a way his other ranged attacks can’t, but it’s also incredibly weak. Deku bubbles also cost magical energy, so their use is also limited.
      • As the first form Link turns into (the Skull Kid transforms Link into a Deku Scrub at the start of the game), Deku Link is undoubtedly the weakest form. Its attacks are a nuisance at best, and its defense can be broken without much effort. Plus, as a creature made of wood, Deku Link is dangerously vulnerable to fire, and is buoyant in water. If Link is using this form in a fight, he’s probably not trying to hurt the opponent directly.

    • Goron Link: A large bulky creature made of solid rock, the Gorons are the uncontested heavy-hitters of Zelda races. The Goron mask offers Link incredible defense, as well as some of his strongest melee attacks. What it lacks in speed (with two costly exceptions) it makes up for in strength and durability.
      • One of the most peculiar advantages to this tank-type form is that it can also be swift under special circumstances. If he curls into a ball, Goron Link can roll on the ground at a much faster speed than he can on his feet, up to something like 7-10 mph. The downside is difficulty in turning and complete vulnerability; hit Goron Link while he’s rolling, and he’s going to tumble out of that Sonic the Hedgehog curl and faceplant on the ground.
      • Goron Link’s magic power is turning that rolling ability and cranking it up to unmaneuverable levels. Rolling in place for a five second charge, Goron Link builds up a fiery aura around himself, generates large spikes on his body, and bursts forward in a rush of speed.
      • Zooming at the target with speeds around 40 mph, this mad dash could be an incredibly powerful attack...if the opponent couldn’t see it coming a mile away. The charge period is noisy and obvious, not to mention Goron Link can’t really change his trajectory without stopping the charge. Then there’s the painful repercussions of missing the target, such as hitting something like a wall or another sturdy obstacle. Hit or miss, the attack is a heavy drain on magical energy, so it’s not something he can use repeatedly. Strong as it is, this attack is definitely reckless and has a wide margin for error.
      • Just as Deku Link’s physical benefits/issues stem from his body being too light, Goron Link’s benefits/issues stem from his body being too heavy. As a race that literally eats rocks for food, Gorons can weigh tons. Transforming in a place that can’t support that kind of weight (like something as simple as the second floor of a building) will result in Goron Link painfully sinking through the surface like the walking boulder he is. Among other things, this means that Goron Link cannot swim, and will certainly drown if he falls into water.
      • Gorons have a high resistance to fire and heat because they make their home in volcanic environments, but this also means they’re helpless in the cold. For all their rock-solid durability, temperatures under forty degrees Fahrenheit makes Gorons shiver and cry; the Cure will have carried this weakness of the race to Goron Link.
      • So with absolutely no ranged attacks and only a risky ability to close the gap between him and his opponent, Link will be reserving the Goron mask for close-ranged fights against enemies that can take a super-heavy punch.

    • Zora Link: The final transformative mask Link will start with on Battleworld turns him into a Zora, an aquatic race of fish-like people who make their homes in oceans, rivers, and lakes. The obvious advantage to using the Zora mask is that it allows Link to breathe in and travel swiftly through water. However, Zora Link can also offer some unusual offensive and defensive advantages.
      • Whether in the water or out, Zora Link has an even level of speed and strength, with the added benefit of having a larger body (and therefore longer range) than Hylian Link’s melee attacks. The fins on Zora Link’s forearms can act as shields, sharp melee weapons, and can even be detached and thrown like twin boomerangs! The downside to that last attack is that while the fins are in flight, Zora Link is defenseless save for the Knight's Shield and will likely have to resort to evading.
      • Zora Link’s magical ability envelops him in an electric barrier, capable of shocking anyone who touches it while keeping him safe from harm. The barrier drains magical energy pretty fast, so Link doesn’t use it more than a few seconds at a time. Obviously, the barrier is much more effective as a defensive measure than an offensive one, though using it while under attack could create a temporary resistance to one of Zora Link’s weaknesses: electricity.
      • While the Zora mask allows Link to explore an entirely new field of the Battleworld map, it also comes with the elemental weaknesses of both of its preceding forms. Zora Link has a weakness to fire and ice, as well as electricity while in the water. The physical advantages for this form seem to be weighed against the elemental disadvantages, so unless there’s a clear benefit to being able to fight underwater, Link would probably just choose to fight in his own body rather than use the Zora mask.

    • Fierce Deity Link: A mask that will be given to Link soon after his arrival on Battleworld, the Fierce Deity mask is a mysterious and ominous weapon that transforms Link into a powerful warrior. Boosting his attack and speed beyond all other forms, Fierce Deity Link is a full-force berserker. The massive double-helix blade he wields is capable of close and long-range attacks by shooting sword beams at his target. This is Link at his strongest; if he loses in this form, it’s doubtful he ever had a chance to begin with.
      • What Fierce Deity Link gains in attack and agility, he loses in defense and durability. Without a shield or any real means to protect himself, Fierce Deity Link has to rely on maneuvering around his opponent’s attacks. An equally important problem is that unlike the other three masks, the Fierce Deity form consumes magical energy just by being used, and loses even more with those powerful sword beams. If the Deku bubble, Goron charge, and Zora barrier drain magical energy, Fierce Deity hemorrhages it. This mask offers a bright flame with a short wick, limiting its use to less than a few minutes.
      • I should also point out that my plan for this mask is to only use it in completely dire situations, like a fight against Nyarly. The reason why Link’s reluctant to use it goes beyond how exhausting it is to use—he doesn’t trust the thing. It was given to him by an enemy, and after using it once Link will be convinced that the Fierce Deity mask is just as evil and twisted as Majora’s Mask. He’s scared that using it too much will somehow corrupt him, but he’s nevertheless adamant about keeping the mask away from everyone else. Something to imply another One Ring item even though that’s not actually what the Fierce Deity mask is designed to represent.

    • The Mask of Truth: A non-combative mask that allows Link to see into the minds of animals. Ever wonder what your dog's thinking about? Link can attest that she's thinking about belly rubs and when you're going to feed her next!
      • An important side note about this mask: it cannot read the minds of intelligent beings that simply appear to be animals (i.e. Morgana, Kuybey, Mao), so it holds little strategic value. Link just likes animals, and wants to make sure they're happy!

  • Ocarina of Time (and its other forms): Thanks to the Cure, the Ocarina of Time has lost almost all of its power. While Link can still use it and its counterparts as musical instruments, there are only four songs that still have their original effects:

    • Epona’s Song: A callback to the Ocarina of Time game, this tune was created by Malon’s mother back on Lon Lon Ranch, and a certain foal has come to adore it. When Link plays this tune, it calls to his trusty steed Epona, who will leave the Heart of the Moon and travel to Link’s location.
      • The obvious setbacks to using this song is getting Epona through portal security. So we don’t have to worry about a confused and startled guard attacking a baby horse, Link will probably either not use this song outside the Common Room, or use it when both he and Epona are already in the same chunk.

    • Song of Storms: Another callback to Ocarina of Time, Link paradoxically learned this song as an adult so he could use it as a child on the person who taught it to him. He relearns it in Termina from the ghostly Composer Brothers. On Battleworld, the Song of Storms will cause rain to fall in the chunk Link’s presently in (or in a considerably smaller area depending on the chunk player’s request).
      • This is a power that needs to have both its strength and coverage approved by the chunk’s player. No storm will be stronger than a modest downpour and maybe some distance thunder, and any objections/refusals by the chunk’s player will be honored.

    • Song of Healing: A song original to Majora's Mask (though the reverse of Saria's Song in Ocarina of Time), this bizarre melody was taught to Link by the Happy Mask Salesman. The Song of Healing can heal troubled souls and banish evil spirits. While the use of this song will not result in the creation of a new mask like it does in the game, it can nevertheless serve as a form of exorcism.
      • Some important restrictions to this song include its inability to lift curses or cure anything essential to a character's being (such as Dante's half-demon lineage). "Healing troubled souls" means that Link can ease a spirit (ghost, phantom, regrets of the mortally wounded) into departing this world for the afterlife; it has no more effect on a healthy person's emotional state than any other piece of music. The Song of Healing also cannot be used for combat, and—obviously—cannot banish anything without the player's prior consent.

    • Elegy of Emptiness: The last effective song, and another original to Majora’s Mask. Link learned this tune from Igos du Ikana, the undead ruler of the Ikana kingdom. This song creates an eerie dummy of Link in whatever form he plays the song in (Hylian, Deku, Goron, or Zora. No Fierce Deity dummies). Since the dummies have the same height and weight as the form it’s copied from, they’re mostly just useful as either decoys or dead weight.

  • Other Magical Items:

    • The Lens of Truth: An item that allows Link to see through visual illusions. Use drains magical energy, and cannot dispel other sensory illusions nor dispel visual illusions for others, unless they take the item from Link.

    • Fire, Ice, and Light Arrows: Rather self-explanatory, each form of these arrows are surrounded by a magical elemental aura: fire, ice, and holy/blessed magic. Each shot costs magical energy, and the light arrows cost twice as much as the other two. In other words, they can’t be spammed effectively.

Equipment: As stated above, Link’s biggest strength lies in his wide range of weapons and items. His hammerspace pouches allow him to switch between long range damage/stun weapons, to short-range offensive and defensive moves, to stationary and even mobile explosives. Link is nowhere near the strongest protagonist on Battleworld, but his sheer versatility in combat makes him a powerful ally and a dangerous opponent.

  • Razor Sword: A modified version of Link’s Kokiri Sword, the Razor Sword offers a stronger, sharper blade without losing much in terms of speed. While the strongest strikes are dealt by the larger of the two fused blades, Link can flip the weapon to strike with the smaller, duller edge if he chooses to.
    • An important detail to note about the Razor Sword is that—unlike its predecessor and successor models—it can be broken or lose its sharper edge. When Link finally reaches the point where the Razor Sword buckles, he will need to find someone who can either mend the blade, or replace it.

  • Mirror Shield: A child-sized Spartenesque shield with a reflective surface depicting “The Man in the Moon.” The Mirror Shield can easily cover most of Link’s body from attacks, but his head and feet will generally remain exposed. Despite what one might expect, this shield’s reflective surface is incredibly durable, and doesn’t shatter on impact like its name might suggest.
    • The interesting feature about this item is that it can bounce images (but more importantly light) off its surface. In Termina, Link uses this quality against undead enemies to stun them with reflected sunlight. He’ll no doubt try the same tactic on Battleworld, probably with...varying results.

  • Knight's Shield: Obtained in the Colosseum of Castlevania, this shield is considerably larger and heavier to use than Mirror Shield, and requires one of his adult forms (Goron or Zora) to properly hold.

  • Giant’s Wallet: Capable of storing 500 Rupees. Since there’s no conversion system for these apparently abundant multi-colored gems (and Link barely understands how his own world’s currency works), Link won’t object to whatever crazy amount of money people choose to give him for these little jewels.

  • Hero’s Bow: One of the Zelda series’ classic weapons, Link’s bow and arrows can be shot either as a normal projectile, or charged with three elements of magical energy (see above). The quiver Link carries can hold 50 arrows at a time.

  • Bombs: Another classic Zelda weapon, these large bowling-ball shaped explosives can be placed or thrown a short distance. The short wick gives Link about three seconds to get to cover before the bomb explodes. The gunpowder it uses won’t be nearly as potent as modern weaponry, but it can still crush obstacles like boulders and stone/concrete walls. The bomb bag Link carries allows him to bring 40 bombs at a time.

  • Bombchus: A mechanical modification of the classic bomb, bombchus have the ability to scurry across the ground (and even onto walls and ceilings) before exploding. While it might be tough for someone other than Link to time and aim these explosives correctly, their ability to stick to the ground and move over most surfaces could make a decent stealth tactic.
    • Unfortunately, what bombchus gain in mobility they lose in potency. Since the little machine needs room for the tracks and engine, the store of gunpowder is considerably smaller than its immobile counterpart. It can still puncture a big hole in walls and tear off a huge chunk of boulders, but it’s not going to be doing much more than that. Like regular bombs, Link can carry up to 40 bombchus at a time.

  • Deku Nuts: A seed found inside Deku Babas. Impact on a hard surface (generally the ground) causes a bright flash that can temporarily blind an opponent, like a naturally occurring flashbang. Link can carry 20 deku nuts at a time.

  • Deku Sticks: The stems of Deku Babas. These long twigs are relative sturdy, and can be used as weak melee weapons in a pinch. As wood, they are also flammable, and can be used as improvised matches or torches. Like deku nuts, Link can carry up to 20 deku sticks.

  • Hookshot: The Zelda equivalent of a grappling hook. Link can use this device to wrap around/latch onto a sturdy object up to fifteen feet away, pulling him towards the object. It’s great for covering distances quickly, but Link’s completely vulnerable mid-flight. The Hookshot also needs a chance to fully retract before Link can use it again, so don’t expect him to be swinging around like Spiderman!

  • Magic Beans: In Ocarina of Time and Majora’s Mask, planting a magic bean in soft soil sprouts a leafy platform which can carry Link to hidden areas. On Battleworld, it’s just a fast-growing plant that sprouts even more magic beans. The only other notable thing about them is that magic beans are perfectly edible, so you can technically plant a whole lot of them, water them, and harvest an easy meal. Not an incredibly useful item, but who knows? Maybe Link will someday end Battle-World hunger!

  • Pictograph Box: A primitive camera that can capture one sepia toned photograph. To take another picture, Link will have to discard the photo already in the pictograph box.

  • Bottles (x7): Simple glass bottles with a cork top. Link can carry all sorts of things in these bottles, and just like in the games, he’ll inevitably end up storing some bizarre things in them like the soul of a ghost, or a princess!

  • Masks (Innert): Apart from the four transformation masks, Link also has a variety of twenty other masks. Whatever abilities these masks once had have been removed by the Cure, but Link may still choose to wear them from time to time; some of them can be quite expressive!

  • Pen and Notepad: A gift from Yukari Takeba, a member of the SEES and Link's first friend on Battleworld. It's tough sharing your thoughts when you don't speak, so these tools help Link communicate with those around him. Unfortunately, they do not correct his often atrocious spelling.

  • Light Pen: A gift from Mirajane Strauss, a wizard of Fairy Tail. Since it's a product from the Fairy Tail gift shop, it has Mirajane's name and face on it. This magic pen allows Link to write messages in the air, allowing everyone present to read it without having to pass around his notepad. Though like the pen and notepad, the light pen can't correct his spelling.

  • Bomber’s Notebook: Last but not least, Link will be carrying the handy notebook given to him by Jim, the leader of the Bombers Secret Society of Justice. As the newest member of the Bombers, it’s Link’s job to learn what’s troubling the people of Battleworld, record his findings in the notebook, and find a way to solve everyone’s problems. Even in another dimension, a Bomber’s job is never done!

Backstory: After defeating Ganon and bringing peace to Hyrule, Link returned the Master Sword to its pedestal and returned time to its original course. As he stepped away from the Master Sword, Link’s faithful guide and companion Navi flew away without a word. Determined to learn why his friend abandoned him, Link set off on a new adventure to track down Navi.

A month of traveling brought Link into the kingdom of Termina, where he was ambushed by a mask-wearing Skull Kid and two fairies. After knocking Link off his horse, robbing him while he was unconscious, and an unfortunate set of events that followed, one of the Skull Kid’s fairies got left behind with Link: a light colored, hot-blooded sprite named Tatl. The two agreed to a truce until Tatl could be reunited with her little brother Tael, and Link could recover the ocarina the Skull Kid stole from him.

The duo entered Clock Town in the midst of preparations for its yearly Festival of Time, which was scheduled to be held in just four days. As the days passed by, the citizens of Clock Town realize that the moon had drawn closer and closer to the city. By the end of the third day, the moon was ready to crash into the town and wipe out all of Termina. Finally managing to track down Skull Kid, Link retrieved the sacred Ocarina of Time, and turned back time three days. In their brief encounter, Tael begged his big sister and Link to locate the four giants, and to summon them over Clock Town. Only the power of these massive guardians, could stop the moon from crashing into Termina.

So after playing the Song of Time, Link and Tatl found themselves three days in the past: plenty of time to start their search for the four giants. After making many friends and vanquishing evil monsters along the way, Link and Tatl succeeded in reviving the four giants to their former glory. This time, when the moon made its final descent on Clock Town, the four giants appeared and stopped it in its tracks!

His plan thwarted, Skull Kid gave out an angry cry and collapsed. The mask he wore—the source of his evil magic—had discarded Skull Kid like the spent shell it believed him to be. With a final vow to consume the world, Majora’s Mask flew into the moon and amplified its power, trying to collide with the planet despite the four giants’ strength. In a mocking gesture of chivalry, the mask left a portal to the moon open for Link and Tatl, daring them to try and stop it on its own turf.

Accepting the challenge, Link and Tatl entered the portal and prepared for their final showdown with Majora’s Mask. When they awoke, they found themselves in a strangely serene field with a lone tree at the top of a gentle hill.

Strangest sight of all, a white door stood in the Heart of the Moon; one that seemed to lead to nowhere. Believing that their foe lay beyond that door, Link and Tatl opened the door...and were introduced to the Battleworld.

Name: Tatl

Age: Unknown (At the very least, older than Tael)

Appearance:

“Hey listen, IDIOT!”

Personality: A fair example of the non-romantic tsundere, Tatl spends a great deal of energy berating Link for his carelessness and general stupidity. She insists that once she can rescue her little brother Tael from Skull Kid, she’ll part ways with Link. Till then, she’ll stomach Link’s idiocy and try to steer him away from things that’ll undoubtedly get him killed.

Tatl has a rather cynical look on the world, largely because she’s been focused on keeping Tael away from all its dangers for so long. Although it’s not clear how old she is, it’s obvious that Tatl has a great deal more life experience than Link does. She knows plenty of things that her companion does not, and recognizes when to push Link away from situations where he shouldn’t get involved.

Tatl has a mischievous side, but also a strong grip on how far a prank should go. She’s a decent liar, but mostly because nobody can break the poker face of a floating lightbulb with wings. She rarely gives complements or apologizes, but when she does, she means them.

Thanks to her in-game purpose, Tatl is incredibly observant. It may not look like it, but she does have the same senses as Terminans and human beings. She can spot small ticks in a person’s face and speech patterns, and will call someone out when she thinks they’re lying to her and Link.

An admittedly obvious point to make about Tatl is that she has no knowledge of the other dimensions that compose Battleworld. While she may understand them better than many natives, the customs and laws of reality in Termina are all she knows. This means that when things on Battleworld don’t work the way they do back home (“why isn’t there any money in this grassy field?”) she’s bound to break her composure. The first person to introduce her to chicken dinners will blow her fucking MIND!

It can be very easy to find Tatl’s personality grating, which makes Link’s relationship with her seem all that more miraculous. Despite all the taunts and name-calling, Link still sees her as his friend. This fact hasn’t escaped Tatl, and while she might never admit it aloud, she appreciates how Link puts up with her and follows her advice. After all, this stupid kid’s not all that different from Tael.

Powers:

  • Strategist: Tatl is a support character who can’t fight on her own. Her primary use in-game and on Battleworld will be to analyze the patterns and movements of Link’s opponent, and offer some tips on how to beat them.
    • Now to any opponent with half a brain, it’ll be pretty obvious that this flying lightbulb is acting like a second pair of eyes for Link. They might try to take her out of the fight first, though they might find that challenge a lot more trouble than it’s worth.
    • For starters, Tatl is tiny, and very fast for her size. While she can’t take more than a single hit, it’ll take time to track her movements and shoot for where she will be, not where she is. It also doesn’t help matters that Tatl’s focus is on the enemy anyway, so she’ll be able to track and predict her potential attacker’s movements as well.
    • While the opponent’s busy getting rid of the advisor, they’re most likely vulnerable to the threat right in front of them. There’s very few things that’ll piss Link off more than attacking his fairy companion.

  • Revive: Fairies in the Zelda series can revive Link when he’s fallen for good. While Tatl might not be able to bring someone back from the dead, she can use her magic to completely heal a near-death comrade.
    • I’m adding this ability for its dramatic potential. Fairy companions like Tatl have never used this ability in the games because of the implications about what happens to the fairy after Link is revived. It seems safe to say that using this ability would kill Tatl. That sacrifice needs to be earned.

Equipment: Does her big mouth count?

Backstory: Born from the fairy fountain in the heart of Clock Town, Tatl and her little brother Tael have wandered Termina for what might’ve been ages. One stormy night, they sought shelter in a fallen tree, where they found a shivering Skull Kid crying all alone. They huddled together for warmth during the night, and by morning had become friends.

Tatl and Tael stayed with the Skull Kid as his playmates, and soon became his partners-in-crime in his infamous pranks. A few days before Link arrived in Termina, one of these tricks brought the Skull Kid in contact with a mysterious mask. Once he wore it, he gained incredible power that he used to pull off devastating “pranks” that ruined entire lives.

By the time Link made his way to the forests, Tatl had determined that the Skull Kid was out of control. She planned to leave him and take Tael somewhere safe, but before she could act she and Tael were separated. Forced to turn to the Skull Kid’s latest victim, Tatl and Link joined forces to reunite the fairy siblings and stop Skull Kid before time ran out.

Tatl had finally caught up to Tael when Majora’s Mask threw down the gauntlet. Promising to return, Tatl accompanied Link to the Heart of the Moon for the final showdown.

She has yet to learn that the little brother she tried so hard to save is now an entire dimension away…

Chunkless Room: Heart of the Moon

A disturbingly serene setting of a grassy field rolling up to a small hill. A large outstretched tree stands alone on the hill, under a bright sun and clear blue sky. Birds chirp, the wind blows, everything appears to be beautifully at peace. Were it not for the child wearing Majora’s Mask under the tree, Link might believe he had somehow skipped the battle and already brought peace to Termina.

Far from the tree sits a treasure chest. Inside, Link will find a self-replenishing number of arrows, bombs, bombchus, deku nuts, and deku sticks, and magic beans.

Out in the field, Link’s faithful steed Epona grazes. She appears calm, and perfectly content to roam this strange place until Link calls her.

Facing away from the tree is a white door. It stands alone in the grass, supported by nothing and—judging by the fact one can walk behind it into more of the grassy plain—apparently leading nowhere. Opening this door leads into the Commons Corridor, where a new adventure begins.

Edited by TheodoreHastings on May 22nd 2019 at 11:58:56 AM

Meanken Since: May, 2013
#871: Apr 22nd 2018 at 2:26:25 PM

All good, you're accepted. Consider yourself added at the same time as Grey's new group.

TailsDoll I have a plan. Since: Apr, 2012
I have a plan.
#872: May 15th 2018 at 3:53:48 PM

The Seed Family & The Project at Eden's Gate

     Joseph Seed/The Father 
  • Age: 44
  • Appearance: The Father.
  • Personality: Befitting his title, Joseph Seed is a devoutly religious and paternalistic man. Considering himself God's chosen savior, Joseph Seed holds himself responsible for humanity and for each and every human, as they can only be saved through his work. While he is deeply empathetic and more than happy to bring new people into his family, he is resentful of those who refuse to heed his word. As a self-styled priest, Joseph prefers words to violence and is slow to anger, though he's not afraid of letting his followers bloody their hands in his stead.
  • Powers: Joseph is supposedly just an average human, but he's expressed hearing a prophetic voice in his head, and has survived multiple catastrophic vehicle accidents with nary a scratch. He may very well have God looking out for him.
  • Equipment:
    • The Book of Joseph: This bible was handwritten by Joseph Seed himself, containing his life story and the origins of his movement. It is one of his most prized possessions.
  • Backstory: Joseph Seed was born and raised in a poor neighborhood in Rome, Georgia, the middle child of his siblings. His early life was fraught with abuse, as he was beaten by his parents and enslaved in the foster care system. One day as a child, Joseph heard the voice of God, commanding him to save as many souls as possible from the "punishment" that would be enacted upon the world, and he continued to hear the Voice speak to him several more times. Joseph rescued his brothers from their fates and started the Project at Eden's Gate so he could prepare as many people as possible from the collapse of society.
     John Seed 
  • Age: 32
  • Appearance: The Inquisitor.
  • Personality: College-educated and personable, John Seed is the most intelligent of the Seed siblings, but also the most maniacal. Having been abused extensively throughout his childhood, John Seed takes sadistic glee in forcing the Project's enemies to confess their sins under torture and duress. While he presents a warm guise as the "face" of the Project, he is easily angered and and is envious of anyone who receives Joseph's attention more than him. Due to surviving a deeply unpleasant youth, John considers himself to be a superman, and he likes himself more than the Project.
  • Powers: Though he is just an average human, John Seed is an ace pilot and has proven to be effective at gathering information through extortion and torture.
  • Equipment: N/A
  • Backstory: John Seed was born and raised in a poor neighborhood in Rome, Georgia, the youngest child of his siblings. Once a friendly youth, John Seed was physically beaten by his father, and later psychologically pressed by his foster family. These abuses taught John Seed how to present himself to the masses, and gave him a deep sadomasochistic bent. Using his skills, John graduated at the top of his class and became an acclaimed lawyer in Georgia. Joseph Seed recruited John while the latter was redeveloping Rome, and enlisted him as the family's "reaper", gathering resources, intel, and people for the Project's uses.
     Jacob Seed 
  • Age: 47
  • Appearance: The Soldier
  • Personality: Heavily scarred by his experiences in the Middle East, Jacob Seed shows no emotion and takes no joy in serving the Project. Instead, he adheres to a social Darwinist philosophy where might makes right, the strong survive, and the weak are condemned to be culled like sheep in a herd. While he uses the Project as an excuse to conduct his military experiments, he is fanatically loyal to Joseph and would gladly sacrifice his life for the Father. As the Project's Head of Security, Jacob is the most physically violent of the siblings.
  • Powers: Jacob Seed is a former Army marksman and a trained militant. As such, he is highly skilled in the use of the sniper rifle. Befitting for someone with a social Darwinist philosophy, Jacob is incredibly durable and strong.
  • Equipment:
    • MBP .50: This .50 BMG chambered rifle is capable of piercing through thick cover at a long range.
    • 1911: A semi-automatic handgun that's easily concealed and effective at short range.
    • Combat Knife: Good for cutting meat. Cull the herd.
  • Backstory: Jacob Seed was born and raised in a poor neighborhood in Rome, Georgia, the oldest child of his siblings. As the oldest and strongest of his siblings, Jacob often tried to protect his younger siblings from abuse. When the Seed brothers were forced into child labor by their foster parents, Jacob burned down the farm they were staying at. As a result of his rebelliousness, Jacob spent time in the juvenile correctional system, where he showed great discipline and leadership skills. When he was of age, Jacob joined the Army 82nd Airborne Division, serving several tours on the front lines of Iraq and Afghanistan. Near the end of his tour, Jacob and his best friend were separated from their unit. Stranded out in the desert, Jacob was forced to kill and cannibalize his partner to survive. The experience landed Jacob in a military hospital as he was now unfit for service, but he quickly ran out of money and was forced onto the streets where Jacob and John found him. Jacob was enlisted by Joseph to lead the Project's security, protecting the Project from any external threats through guerilla training.
     Faith Seed 
  • Age: 24
  • Appearance: The Siren.
  • Personality: As the Project's "Siren", Faith is affectionate and welcoming on the surface, but manipulative deep down. She uses her playful facade to lull her victims into a state of ease where they can be easily assessed and controlled for the Project's purposes. More patient than her brothers, Faith prefers to break down the Project's enemies through talking to them. If that doesn't work, she resorts to drugging her victims.
  • Powers: Faith Seed is just an average young woman with a knack for controlling people.
  • Equipment:
    • The Bliss: This drug is created from a mutated strain of nightshade. As it is processed into a liquid, the Bliss can be used as a powerful hallucinogenic that can be used for brainwashing the Project's victims into submission, and as such, Bliss is commonly used during the Project's baptisms. Prolonged exposure to the Bliss can potentially damage the frontal lobe of the brain, turning the victim into a zombie-like "Angel".
  • Backstory: Faith, formerly known as Rachel Jessop, was born in Hope County, Montana. Rachel was ostracized by her community at a young age, and abused by her parents. Without any friends to turn to, she resorted to drug use as an escape. The young Rachel was quickly discovered by Joseph Seed after he was reunited with his brothers, and he adopted her as his sister, Faith Seed. Faith's role within the Project is to retain Joseph's existing followers, produce the drug known as Bliss, and to manipulate any outside forces into submission.

Edited by TailsDoll on Sep 1st 2018 at 5:02:44 AM

"@[=g3,8d]&fbb=-q]/hk%fg"
HilarityEnsues Since: Sep, 2009
#874: May 19th 2018 at 2:22:44 PM

Alrighty, here’s my extra chunky signup for the Mushroom Kingdom from Paper Mario The Thousand Year Door.

First, here is an ability from Super Paper Mario that I’m giving everyone in the Chunk, mostly for the sake of making sure they can interact with the rest of the world like normal people.

  • Flip: Each character, including NP Cs has an ability called “flipping”, which allows them to change from their 2d paper thin forms to 3 dimensional forms. As far as what being “paper” means in the 3D plane, I’m just going to say it means they’re very, very thin and flat. They can still be harmed just as easily as a 3D person. Being paper thin makes them more evasive to attacks and lets them go through tight spaces, but it also makes basic interactions with the rest of the world very cumbersome. (Note: As I've discussed with Mean, Paper Mario characters CANNOT do this outside their chunk. While in other chunks, they revert to 3D and stay there.)

  • Main Character
  • Name: Shadow Queen
  • Age: At least 1000 years old.
  • Appearance: A ten-ish foot tall shadow demon with a crown.
  • Personality: The Shadow Queen can be surprisingly agreeable to people who are willing to do things that are in her interest. She has spared some people that her forces defeated in battle on the basis that they might be useful to her at some point in the future. That said, she is utterly ruthless to everyone who is intent on thwarting her ambitions, killing or torturing virtually everyone who has ever tried to end her reign. She is typically a rather serious person, having little time for frivolities or jokes.
  • Powers: As a powerful demon and witch, the Shadow Queen has a vast array of powerful abilities.
    • Demon hands: Can summon a group of disembodied hands to grab enemies with.
    • She can also recover her health a bit by eating people.
    • Lightning: She can hurl dark bolts of lightning at her foes. These can even pierce magical forms of defenses with repeated use.
    • Poison: She can breathe poisonous clouds at her foes.
    • Power Lift: Can use magic to augment her physical capabilities. This puts her physical strength and toughness on a level roughly even to Bowser.
    • Levitation: A power she shares with her Shadow Demons. Lets her float a bit above the ground.
    • Dark Wave: The Shadow Queen releases an explosion of dark energy that covers a large area in all directions around her. Requires her to charge before using.
  • Equipment: Nothing notable.
  • Backstory: The Shadow Queen is an ancient demon that appeared in Rogueport one day over a millennium ago. She ended up killing many of the inhabitants, and enslaving those who remained in her way. She created a vast army of monsters to help her with her ambition to conquer the world, as well as the Crystal Stars – incredibly powerful artifacts that contain the power of the very heavens. Her plan was eventually foiled when four heroes – consisting of a Toad, Boo, Koopa, and Goomba - rose up against her, stealing the Crystal Stars and using their power to seal the Queen away in a tomb. With her last breath, the Queen cursed the heroes, damning their souls to be trapped in a box until their deaths.

Nearly a millennium later, her loyal servant Beldam would orchestrate the events that would lead to her rebirth into the world. Mario and his friends arrived in the Palace of Shadow with the Crystal Stars, the presence of which broke the seal on her tomb and allowed her to return once again. During the battle, the Shadow Queen used her demonic powers to make herself invincible to Mario’s attacks. Just as Mario was trying to figure out a way to defeat her, calamity struck as the Mushroom Kingdom was whisked away into the Battleworld. The Shadow Queen benefitted greatly from the chaos. Mario and friends found themselves unconscious and inside the Battleworld, and the Shadow Queen would begin her days as the Mushroom Kingdom’s new ruler.

  • Supporting Cast
  • Name: Beldam
  • Age: At least 1000 years old.
  • Appearance: Yup.
  • Personality: Beldam is nasty, rude, and an all-around jerk to most people. She is very loyal to the Shadow Queen.
  • Powers:

    • Curses: Beldam can attack people with curses that make her foes temporarily weaker and slower. To what extent these work is up to the discretion of the effected player, of course.
    • Ice Magic: Beldam’s main form of offense. She can attack with beams of ice, icicles, or create cold winds.
    • Invisibility: Beldam can hide in the shadows, making her form invisible. She cannot attack or defend herself while doing this.
    • Levitation
  • Equipment: Nothing notable.
  • Backstory: Beldam is the one who masterminded the Shadow Queen’s resurrection in the first place. She spread rumors far and wide that there was an incredible treasure behind the Thousand Year Door, which is the entrance to the Palace of Shadow. She found a chest containing a map to the locations of all the Crystal Stars. However, the Four Legendary Heroes who sealed the Shadow Queen away put an enchantment on the chest that kept it from being open by anyone who wasn’t pure of heart. Knowing this, Beldam gave the chest to Peach, who opened it and later gave it to Mario. This would set into motion the events that led to Mario finding the Crystal Stars and unknowingly reviving the Shadow Queen.

  • Name: Grodus
  • Age: Unknown
  • Appearance: Ga ha ha ha!
  • Personality: Grodus is a maniacal villain who leads the X-nauts and has dreams of world domination. He cares little for his subordinates and treats them as nothing more than disposable pawns. He is incredibly arrogant and has a bad habit of taking on people he probably shouldn’t, as evidenced by the fact that he tried and failed to make the Shadow Queen do his bidding.
  • Powers/Equipment: Grodus’ powers come from his magical technology, so they’re basically one in the same thing.
    • X-Naut Rod: A technomagical rod that can fire beams of fire, ice, and lightning.
    • Forcefield: He can create defensive shields that protect him from harm. Something like automatic gunfire will tear through them, of course.
    • He is also a brilliant scientist capable of making all sorts of gizmos and gadgets.
  • Backstory: Little is known about Grodus’ past. What we do know is that he is the leader of a group of high-tech aliens that live on the moon called the X-Nauts. He ended up kidnapping Peach and tried to use her as a bargaining chip to obtain the Crystal stars to revive the Shadow Queen, though this plan didn’t quite work out as he hoped. The Queen ended up beating him within an inch of his life, sending him packing back to the moon.

  • Name: Mario
  • Age: 24
  • Appearance: Ya hoo!
  • Personality: Mario is a straightforward hero who helps people because it’s the right thing to do. He always takes it upon himself to save the Mushroom Kingdom whenever it is threatened, which is surprisingly often. He is brave, adventurous, and would do just about anything to protect his kids.
  • Powers/Equipment: **Ultra Hammer: A powerful hammer that can be used for serious bonking. Mario can use this to perform special moves like Quake Hammer, which causes a shockwave as he smashes the ground, and Fire Drive, which sends a trail of flames in front of him.
    • Ultra Boots: A good deal of Mario’s fighting style is based on jumping on people, so naturally he has special shoes that help him out with that. In addition to making his stomps hurt that much more, they also make his feet immune to spikes and fire.
    • Mushrooms: Mario has a variety of mushrooms that he can eat to heal his injuries. These can also be found in pretty much every shop in the Mushroom Kingdom.
    • Can shoot fireballs from his hands.
  • Backstory: Mario is a legendary hero who once stopped Bowser from taking over the world. Later on he would go on a quest to rescue Peach and find the Crystal Stars, fighting many enemies along the way. Unfortunately, gathering these Stars didn’t lead him to treasure as the rumors told him they would, but instead brought about the rebirth of an ancient demon.

  • Name: Luigi
  • Age: 24
  • Appearance: The man in green.
  • Personality: Luigi is rather timid compared to his more well-known brother. He usually takes a more passive role in the face of danger, content to let Mario take care of things for the most part. That said, he can be just as courageous as his brother when it really counts.
  • Powers:

    • Super Jump: Even more than his brother, Luigi is an exceptionally good jumper. He can jump over small buildings and land on foes with
    • Green Missile: Going to borrow a little from Smash here. Luigi can launch himself like a missile, which sends his body flying with some pretty impressive force. He can also misfire while using this move, which makes it more powerful but also more difficult to control.
    • He can also shoot fireballs from his hands, like his brother.
  • Equipment: None notable.
  • Backstory: Luigi has lived a fairly low profile life compared to his brother. While there are books detailing his adventures in a far-off land called the Waffle Kingdom, the stakes seem to be considerably lower than anything Mario’s been involved in. That said, seeing the danger that the Mushroom Kingdom is in has invigorated him, causing him to take a much more active role in things.

  • Name: Peach
  • Age: Probably around Mario and Luigi’s.
  • Appearance: Peachy!
  • Personality: Peach is a very gentle and pure person who is always willing to put the needs of her friends and citizens above her own. She shows compassion even to people who really don’t like her or have kidnapped her several times. Though she can be a little naïve sometimes, she is quite intelligent and has a good amount of common sense.
  • Powers:

    • Healing: Peach can use her powers to heal the wounds of herself or other people. As usual, this power can’t be used to heal lethal wounds or something a person couldn’t normally heal from on with time.
    • Levitation: She can float through the air for pretty long periods of time.
    • Turnips: She can pluck turnips from just about anywhere and use them as weapons. Despite the fact that they don’t look particularly harmful, getting hit by one of these is like getting hit by a brick.
    • Strength: She’s surprisingly strong for how dainty she is. At the very least, she can easily swing a frying pan one-handed with no effort.
  • Equipment:

    • Frying Pan: Ostensibly for cooking, but Peach uses this primarily as a weapon.
    • Parasol: Can be used to slow her descent, as well as block certain attacks. It ain’t exactly a magic forcefield though, so she can’t use it willy nilly.
  • Backstory: Peach has an unfortunate tendency to get kidnapped. First it was by Bowser, and then she was taken by group of people from the moon called the X-Nauts, a nefarious group who wanted to use her magic map to find the Crystal Stars. Eventually she was taken to the Palace of Shadow, where she was possessed by the Shadow Queen and forced to fight Mario. Though she was eventually freed, she would find out that the Shadow Queen was not defeated and remains very much alive.

  • Name: Bowser
  • Age: Dunno.
  • Appearance: He is very beeg, around the same height as the Shadow Queen.
  • Personality: Gruff, surly, and a bit of a jerk. Bowser is often pretty comical with how over the top his ego can get, though he has proven before that he can be a very worthy adversary. Despite his longstanding rivalry with Mario and his desire to conquer the Mushroom Kingdom, he is willing to put the past aside and work with his enemies, especially now that the Shadow Queen took over “his” Kingdom.
  • Powers:

    • Fire Breath: He has a short range flame breath attack.
    • Big Strong Turtle: Bowser is quite strong, being able to dish out powerful attacks and take a serious beating. He can also retreat into his shell to protect himself and do spinning attacks.
    • Getting huge: When preparing for battle, he can grow even larger and more powerful by eating chunks of meat that he can seemingly pull out of nowhere. Max size is 20 feet tall.
  • Equipment: Iron arm braces, “those flailing nubbins he calls arms”.
  • Backstory: Bowser once came very close to taking over the world when he obtained the Star Rod, a magical device capable of granting wishes. This made him virtually invincible, and it was only thanks to the efforts of Mario, Peach, and the Star Spirits that power the rod that he was eventually defeated. After that he went back to his old tricks and tried to steal Peach and the Crystal Stars, though this didn’t work because he was always one step behind Mario. With the Shadow Queen taking over and many of his minions defecting to her, Bowser has decided to join forces with Mario and his friends so that they can take her down.

  • Chunk
  • Name of the World: The Mushroom Kingdom
  • Description: The Mushroom Kingdom is a large kingdom that contains several smaller locations, which are expanded upon in the section below. Here is a map of the place to give you a general idea of the layout.
  • Contents/Locations:
    • Rogueport: The first area you enter when you go into the Mushroom Kingdom. Full of bandits and all sorts of scoundrels looking to make a quick buck. Has a boat that provides easy access to Keelhaul Key and other key locations. Seems to be that the mob boss Don Pinata keeps order around here, for the most part.
    • Palace of Shadow: The Shadow Queen’s place of residence. It is a very large castle that is teeming with demons and monsters. It can be found by traveling through a tunnel and going underneath Rogueport. Not exactly the friendliest place, though you can go here if you wish to speak with the Queen directly.
    • Creepy Steeple: A big spooky mansion populated with Boos and other varieties of undead. It’s right next to Twilight Town, which is full of strange looking doll-like inhabitants.
    • Keelhaul Key: A tropical island just off the coast of Rogueport. It’s idyllic, and a great place to soak in the sun. Legend says there’s also quite a bit of gold hidden away there, if you know where to look. Careful, though. There are also some spooky ghost pirates lurking around.
    • Glitzville: A small floating city that you can get to from Rogueport by taking a blimp. The main attraction is the Glitz Pit, an arena where people come from all over the world to fight in televised matches. There are also several stands selling many different kinds of food just outside the arena.
    • Petalberg: A village with a lovely river if you ever feel like going for a swim. Be absolutely enthralled as an elderly Koopa tells you that things were better before everyone started talking about weird things he doesn’t understand like “chunks” or who the “Best Girl” is.
    • Boggly Woods: A forest home to the Punis, which are small grey fuzzy creatures. They all live in a massive tree that is fittingly enough called The Great Tree. This tree has a door and is hollow on the inside, making it essentially a gigantic building more than anything else.
    • Poshley Heights: A fancypants little town populated by the Mushroom Kingdom’s one percent. Has quite the shopping district if you have the wallet for it.
    • Fahr Outpost: A village of Bob-ombs where it snows year-round. Is pretty much the Bob-omb version of Russia, going by the weather and their very thick accents. It has a large canon that can shoot you to anywhere else in the kingdom..
    • X-Naut Base: The eeeevil lair of the X-Nauts, where you can find all sorts of cool tech shit. Is located rright next to Fahr Outpost.
  • Specialties:

    • In addition to the powers inherent in many of the inhabitants, everyone who enters the Mushroom Kingdom gains the Flip ability. You can even fold yourself into a paper airplane, a paper boat, a tube, or any other myriad number of shapes.
    • The presence of the Shadow Queen has disrupted the day-night cycle. It is now always night whenever she is present, though it becomes day again whenever she leaves the chunk.
    • There are also a variety of magical items that anyone can purchase from the various shops in each town. These include mushrooms and other foods that replenish health when eaten, along with one-time use offensive items like fire flowers or Thunder Bolts.
  • Population: The Mushroom Kingdom is vast and contains many different species.
    • The townsfolk is primarily made up of Toads (mushroom people), Goombas (…also mushroom people, but more smoll and with sharp teeth), Koopas (bipedal turtles), and Bob-ombs (living bombs).
    • It also has some Dragons. Though few in number (there are only three that are known about in the entire Kingdom), their presence strikes immense fear in the populace. One of them, Bonetail, is undead and is considered to be one of her most powerful servants. Consider these part of the Shadow Queens Elite Mooks.
    • Demons: The Shadow Queens magical army. They are dark purple creatures that look similar in appearance to Beldam and the Shadow Queen herself. They are capable of mounting long range magic attacks, making them and their allies invisible, as well as providing status buffs/debuffs. They are devoutly loyal to the Shadow Queen and will kill anyone at her command without question.
    • Shy Guy: A highly organized military force that will do anything to protect their kingdom. They may not look like much, but they are capable of forming some pretty formidable combat teams. Some of them are adept at spying, some are medics, and some are even encased in fire for some reason. A bit loony, but a threat nonetheless.
      • Anti-Guy: Every man has his price, and for Anti Guys, their price was the lifetime supply of Lemon Candies that she offered the deadly warriors in exchange for their loyalty. Also known as Deadly Guys because of their sheer power, these are pretty much Shy Guys on steroids, though they aren’t as great in number. They are quick, nimble, and hit like a truck when they get you with one of their acrobatic attacks. Generally, pretty friendly as long as you’re not hostile, though. They’re the only kind of individual Shy Guy that is getting their own blurb here since they’re much more powerful than any other kind.
    • Chain Chomps: Metal spheres with sharp teeth that act like dogs. Pet them at your own risk, though.
    • X-Naut: A group of weird alien space men with a great deal of technological prowess. They essentially act as the Kingdom’s research and development department.
    • There are also the skeletal Dry Bones, Celfts (living, spikey rock people), and a variety of other beings from the first couple Paper Mario games.

edited 29th May '18 5:18:53 PM by HilarityEnsues

ANGRY_DEMON_NOISES [HELLISH DUBSTEP INTENCIFIES] from The dark continent Since: Apr, 2018 Relationship Status: You cannot grasp the true form
[HELLISH DUBSTEP INTENCIFIES]
#875: Jun 5th 2018 at 7:43:48 PM

Main Character

  • Name: Akuma
  • Age: 30
  • Appearance: MESSATSU!

  • Personality: Akuma lives and will eventually die by the code of the warrior, he will never fight an opponent with an unfair disadvantage or one who can't fight to their fullest. He seeks to hone his skills by challenging the best warriors to duels to the death, for him the only true method to achieve power is by your own hands, no matter how dark or evil it is, Akuma despises those who seek other methods to achieve that strength and considers them "weak". Akuma has a soft spot for children, stemming from his harsh childhood and disgust towards fighters like Dan, who he deems as "clowns".

  • Powers:

    • Enhanced Strenght: While most fighters break boards, Akuma breaks slabs of stone as a training method, his body has surpassed the limits of humanity due to the 'Dark Hado'.

    • Enhanced Speed and Reflexes: Akuma is able to move much faster than a normal human, he can move and react fast enough to dodge a bullet, trough continuous fire is beyond him.

    • Enhanced Durability and Endurance: While his durability is lacking compared to the rest of his abilities, Akuma's skin is still virtually knife proof, he can also exert himself much longer than a normal human.

  • Satsui no Hado (殺意の波動 Satsui no Hadō, "Surge of Murderous Intent"): Also known as the Dark Hado, it's a dangerous energy stemming from the user's rage and bloodlust, those that fail to harness it will die a painful death while those that succeed will have their power skyrocket and their body and minds warped. Akuma is capable of using several techniques by channeling it although he has yet to master it completely:

    • Gohadoken (豪波動拳 Gōhadōken, "Great Surge Fist"): Akuma gathers dark Hadou into his hands and shoots out a deadly blast of purple energy.

    • Shakunetsu Hadoken (灼熱波動拳 Shakunetsu Hadōken, "Scorching Heat Surge Fist"): Akuma shoots out a Gohadoken embued with thermal energies that light the opponent ablaze.

    • Zanku Hadoken (斬空波動拳 Zankuu Hadoken, "Slashing Air Surge Fist"): it is executed the same as a regular Hadouken, albeit in midair. Akuma thrusts his hand and fires an airborne Hadoken from a single hand.

    • Goshoryuken (豪昇龍拳, "Great Rising Dragon Fist"): is a more powerful version of Shoryuken, a powerful uppercut, and is only used by those who have mastered the assassination art.

    • Tatsumaki Zankukyaku (竜巻斬空脚, "Tornado Slashing Air Leg"): A powerful spinning kick combo attack Akuma uses while he jumps and is in the air.

    • Ashura Senku (阿修羅閃空, "Asura/Fighting Demon Flashing Air"): Akuma widens his stance, glows red, then lifts one knee and "glides" along the ground to another location with his eyes aglow. In reality, he is projecting his body into the astral plane, while using this technique Akuma cannot be hit nor attack his opponent.

Super Combos

  • Messatsu Gou Hadou (滅殺豪波動, "Annihilating Great Surge"): is a much stronger purple version of the Shinku Hadoken that inflicts a great deal of damage, it manifests itself as a continuous stream of energy and can be used in the air as well as on the ground.

  • Tenma Gou Zankuu (天魔豪斬空, "Sky Demon Great Slashing Air"): Akuma jumps and shoots out a barrage of Gouhadokens at the enemy while in midair.

  • Raging Demon (瞬獄殺, "Instant Prison Murder"): Akuma's ultimate technique, a move so dangerous not even Goutatsu could use it. Akuma imbues his fist with Dark Hado before striking his opponent's vital points 16 times, 8 of them representing the cold hells, and the other 8 the burning ones. When the final strike lands the sins of his opponent destroy their soul completely. this move cannot work on artificial beings, those with no soul or with a pure heart and should his opponent stop him before the final strike the move will have no effect. Akuma can only use this move once a day safely.

  • Master Martial Artist: Akuma was trained by and surpassed one of the best martial artists in his world, he is skilled enough to take on multiple skilled opponents like Ken, Ryu, and M.Bison without breaking a sweat.

  • Equipment: His fists!

  • Backstory:

    • The life of the man that would be known as Akuma wasn't always trapped in chaos. He started his life as the son of a farmer and former assassin, one day he and his brother Gouken had their lives turned upside down when the son of a man their father killed took his revenge upon them, left without a family and home, Akuma and Gouken braved the wilderness in search of safety.

    • He would soon find himself under the wing of their father's former teacher, Goutetsu and be trained in the Ansatsuken or killing arts, he would soon find himself participating in underground tournaments in Tokyo, where his lust for violence grew as he began to harness the 'Dark Hado', he would returns to his master and seek help in mastering the art.

    • Soon his master gave him and his brother a choice, down the mountains, was a village where the men that killed their father lived, now older and with families, while his brother choose to forsake the dark aspect of the killing arts, Akuma...took another option, he accepted the power of the 'Dark Hado and slaughtered all that lived there, soon he challenged his master to a fight, killing him and taking his title, he would then wandered the Earth now as Akuma, master of the fist before finding himself here.

Is this good enough or should I nerf anything?

edited 5th Jun '18 7:44:35 PM by ANGRY_DEMON_NOISES

There is a point where we needed to stop and we have clearly passed it...but let's keep going and see what happens

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