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desdendelle (Avatar by Coffee) from Land of Milk and Honey (Ten years in the joint) Relationship Status: Writing a love letter
(Avatar by Coffee)
#976: May 14th 2020 at 1:27:02 PM

That's good. I have a hard time following RPs that move at breakneck speed.

I'll probably finish my sheet of the Dilapidated Temple tomorrow or the day after.

    Main Character 
  • Name: Wolf. AKA Sekiro.
  • Age: Late twenties to early thirtiesexplanation .
  • Appearance: A starving wolf. Notable features include a white streak that goes from his right eye to his hair, his orange haori (Stealth? What's that?), and his left arm, which is clearly a mechanical prosthetic made from wood, ropes, metal and magic.
  • Personality: On one hand, Wolf is not a good person. A cruel upbringing by a foster father whose parenting skills were next to nonexistent and being subjected to shinobi training (which includes live combat) made Wolf into a one-minded, ruthless person, not above stabbing unarmed old women to keep his cover, reanimating his recently-slain enemies to fight their erstwhile comrades for him and doing what he must no matter the cost.
    On the other, Wolf is deeply loyal to his master and will go to great lengths to protect him, dying countless times in order to further his cause. He is also, as a rule, courteous and polite to people who aren't his target or in his way, and does have a not-small amount of mercy in him, going out of his way to help people he finds on the wayside.
    The result is best described as something in-between a Knight in Sour Armor and a Well-Intentioned Extremist, depending on the situation.
    Oh, and he's also a taciturn guy whose favourite phrase is a growled "I see". Conversation was never one of his strong suites, and neither is etiquette - cooking food, for example, is something that simply did not occur to him.
  • Powers:
    • Wolf is a master shinobi with a whole slew of Charles Atlas Superpowers: he can jump high, fall from great heights without taking too much damage, deflect blows from a guy who can collapse an entire guard tower with a single swing, and deflect matchlock bullets with a sword.
    • Wolf is a master swordsman and fighter; while he specialises in one-on-one fights, he can hold his own against multiple enemies. Notably, some of the Combat Arts he knows such as Ashina Cross and Dragon Flash, fire Sword Beams; another pair (Projected Force and Living Force) allows him to coat his sword Kusabimaru in flames or ghostly energy for a short while; and another trio exists specifically to punish sweeping attacks (High Monk), thrusting attacks (Mikiri, which involves stepping on a thrust weapon) and leaping or flying enemies (Mid-Air Deathblow).
    • Resurrection: Wolf has received the blood of the Divine Child, Kuro, and as such suffers from a sort of resurrective immortality: upon death, he may immediately come back to life. Of course, this comes with limitations and fine print: first, Wolf may not resurrect again immediately after resurrecting, and must kill others to gather more energy to resurrect. Second, from some deaths, such as falling from too great a height, there is no resurrection. Third, dying without Resurrection boots Wolf back to the last Sculptor's Idol he rested at - in this case, the one at the Dilapidated Temple - and causes him to lose memories, money and items. Fourth, dying repeatedly spreads a disease called Dragonrot to those around him - the blood of the Divine Child draws the power required to resurrect Wolf from the blood of his friends and acquaintances; this disease is fatal unless cured by offering Dragon's Blood Droplets at a Sculptor's Idol.
    • Wolf knows three Ninjutsu techniques that require an enemy to be backstabbed in order to be used. Bloodsmoke turns the backstabbed enemy's blood into a cloud of smoke, serving as a distraction; Bestowal uses the enemy's blood to add a temporary covering of cursed energy to his sword, increasing its reach and damage; Puppeteer forces the recently-dead to stay alive as a zombie under Wolf's command for around a minute - enough to get the edge in a fight, but not for a lot else.
    • The Mibu Breathing Technique allows Wolf to breathe underwater indefinitely.
    • Breath of Life: Light and Breath of Life: Shadow allow Wolf to heal himself somewhat by finishing off opponents. Similarly, Breath of Nature: Light and Breath of Nature: Shadow restore his stamina upon successfully killing his enemies.
    • The Shinobi Prosthetic replaces Wolf's left arm. Aside from a grappling hook, it also contains ten Prosthetic Tools, each conferring different advantages. Any three can be "active" at the same time, with near-instantaneous switching, while changes between Tools need some downtime. All of them require Spirit Emblems - small, white, floating manifestations of regret - to use; Wolf can carry a limited amount, which is replenished by resting.
      • The Shuriken Wheel is just that, a shuriken dispenser. It comes in three main variations: Lazulite Shuriken are covered in blessed Lapis Lazuli from the divine realm, and pierce through enemies; Phantom Kunai have phantom butterflies that follow the kunai for extra damage; and Sen Throw is... basically Wolf throwing money at his enemies. Being hit by copper or iron coins thrown at high speed hurts.
      • The Flame Vent is a primitive flamethrower; its flames come in small burst, huge burst, and continued stream flavours. A variant, the Lazulite Flame, uses Lapis Lazuli in order to deal extra damage to apparitions and other profane enemies, although it gives up the ability to burn.
      • The Loaded Axe is a short, spring-loaded axe that can be used to break wooden shields or doors. The Sparking Axe variant uses a mechanism to set the axe aflame and cause a large explosion (that seemingly doesn't hurt Wolf) on impact, while the Lazulite Axe adds Lapis Lazuli to the mix to make it especially capable against illusions, dispelling, stunning or damaging them.
      • The Shinobi Firecracker spreads firecrackers in an arc before Wolf, or in a circle around him. It doesn't do a lot of damage, but it's good for distracting enemies or frightening beasts.
      • The Loaded Spear is a folding extendable spear that can be used to tug enemies closer to Wolf, or yank poorly-fitting fitting armour and the like off them.
      • The Mist Raven uses feathers from the eponymous, elusive bird to enable a short-distance Flash Step which leaves burning feathers on its wake.
      • The Loaded Umbrella is an iron folding umbrella. Wolf can use it to deflect attacks, shelter under it, or use it as a makeshift shield. Two variants, the Suzaku Lotus Umbrella and Phoenix's Lilac Umbrella, protect against fire and ghostly energy respectively, and enable the Projected Force and Living Force Combat Arts.
      • Sabimaru is a short sword that can be used in tandem with Kusabimaru. Its blade is covered with deadly, fast-acting Blue Rust Poison.
      • Divine Abduction is a pair of red fans that can be used to create strong gusts of wind. They usually only spin enemies around, but some enemies like the corrupted monks of Senpou Temple get "sent away" permanently. A variant, Golden Vortex, causes enemies to sometimes drop money or items when spun around, as a "donation".
      • The Finger Whistle is a bony finger that serves as a whistle. By focusing, Wolfcan make its voice heard only for a single target. A variant, Malcontent, can stun demons, apparitions and the like by reminding them of their past lives; however, it only works for three times on each target.
  • Equipment: Wolf carries a surprising amount of items on his person. However, he cannot carry a lot of each, and must replenish his supply at a Sculptor's Idol every so often.
    • The red Blade of Severance, properly named "Gracious Gift of Tears", is a cursed sword capable of killing the undying. It kills any person that draws it, and only because of his power of Resurrection can Wolf use it, but even he cannot keep it drawn for long. The Mortal Draw is a Combat Art that involves drawing it, which shoots quite the impressive Sword Beam.
    • Healing Gourd: A gourd of medicinal waters, made by Ema the physician. Constantly refills itself, but after ten swigs must be given a longer time to refill.
    • Spiritfalls: five remnants of heroes of the land that came back as Headless. By using them with Spirit Emblems and taking the correct stance, Wolf can receive their inhuman benediction, which lasts for a short while. Ako confers attack strength; Gokan confers stamina; Gachiin helps stealth; Ungo confers resistance to damage; and Yashariku confers a large increase to attack strength at the cost of an increased vulnerability to damage.
    • Divine Confetti: Confetti made using holy water. Confers increased damage upon Wolf's sword, and makes it able to damage Apparitions.
    • Fine Snow - cold, sweet rice given by the Divine Child of the Rejuvenating Waters. Heals over time. Wolf has exactly one serving of this, and it is precious, for it is Rice.
    • Homeward Idol - a worn, oft-used idol of the Buddha. Returns Wolf to the Sculptor's Idol at the Dilapidated Temple.
    • Coloured gourds: Purchased from the Memorial Mob, these medicinal gourds each serve to reduce the harm of a specific thing: the Green Mossy Gourd against poison, the Mottled Purple Gourd against unnatural terror, and the Withered Red Gourd against fire. Each contains five swigs, after which they must be left to refill.
  • Backstory: Twenty years ago, after the final battle of Ashina Isshin's rebellion against the Shogunate, the great shinobi, Owl, found an orphan wandering the battlefield collecting swords from the fallen. Impressed by his grit, for he didn't flinch when Owl cut his face with his sword, Owl took him in, named him Wolf and trained him in the shinobi arts.
    Wolf was then given into the service of Kuro, the Divine Child, bearer of the Dragon's Blood. Three years ago, Hirata Estate, in which Kuro lived, was attacked by bandits, and Kuro was kidnapped. Wolf lost his will to live afterwards, but a tip from Ema the physician spurred him into action; despite finding Kuro in the Moon-View Tower in Ashina Reservoir and attempting to escape the province, they were stopped by Ashina Genichiro, who cut off Wolf's left arm and kidnapped Kuro.
    Wolf was found by the Sculptor and brought to the Dilapidated Temple, where he met Ema and Hanbei. He made his way to Ashina Castle, where he fought Genichiro. Genichiro was killed by Wolf, but would not stay dead, as he had imbibed the Rejuvenating Sediment, which made him into a red-eyed demon.
    Wolf finally found Kuro, and discovered that the latter wanted to sever the ties of immortality, as he saw the corruption it brings to the hearts of man. Therefore, Wolf gathered the necessary ingredients: he journeyed to Mibu Village in the Ashina Depths to take the Shelter Stone, to the Guardian Monkey's pool in the Sunken Valley to take the Lotus of the Palace, and to Senpou Temple on Mount Kongo where he received the Blade of Severance from the Divine Child of Rejuvenation.
    He returned to Ashina Castle only to find his supposedly-dead foster father attempting to kidnap Kuro. They crossed blades and Wolf killed Owl.
    Now wreathed in the Minamoto aroma, Wolf was about to journey to the Minamoto Palace to get the Sakura Dragon's tears when the Dilapidated Temple was transported away...

    Support Cast 

The Sculptor

  • Name: The Sculptor. AKA Orangutan, Sekijo.
  • Age: Old.
  • Appearance: Looks like a monkey, and for good reason, too.
  • Personality: Grumpy and taciturn, the Sculptor is struggling with hatred, resentment and the Karmic debt he incurred by killing so many people. He has a softer side, but it's buried under the above; it's mostly visible when he's drunk - he's fond of his "tea" - or, rarely, in his actions.
  • Powers: The Sculptor is a retired shinobi, formerly known as "Orangutan", and knows quite a lot about the shinobi arts. He also isn't stupid. However, his left arm was cut off years ago by Ashina Isshin in order to prevent him from becoming Shura, and Sculptor isn't much of a fighter any more. He's a decent mechanic, maintaining the Shinobi Prosthetic for Wolf, but a bad sculptor: no matter what he tries to sculpt, the Buddhas always have faces of wrath.
His one "power", if it can be called that, is that if he is pushed over the edge, he'll turn into the Demon of Hatred, a building-sized demonic monkey with a mass of flames in place of his left arm. The Demon is incredibly strong, incredibly tough, and can throw fireballs. It's also a completely sadistic being with laser-tight focus on hurting others. Understandably, the Sculptor does not want to turn into a Demon that will have to be put down.
  • Equipment:
    • A set of sculpting tools that can also be used to upgrade the Shinobi Prosthetic.
    • A necklace of sentimental value.
    • Technically speaking, the Dilapidated Temple is his.
  • Backstory: The Sculptor was a rogue, masterless shinobi that trained together with his partner, Kingfisher, in the Sunken Valley where the monkeys lived, and, after a time, came to move like one. It's unclear how or when, but at one point he parted ways with Kingfisher.
    He is the one that, while under the employ of Isshin and the Ashina clan, found Ema on a battlefield and saved her, although he sent her to his friend Dogen rather than subject her to the life of a shinobi. Later on he had his left arm cut off by Ashina Isshin and retired, although he kept the Shinobi Prosthetic Dogen made for him.
    It is he that found Wolf after Genichiro cut his arm and affixed the Shinobi Prosthetic to the stump.

Ema, the physician

  • Name: Ema. AKA The Gentle Blade.
  • Age: Probably late twenties to early thirties.
  • Appearance: A proper lady.
  • Personality: Kind, serious and level-headed. Protective of those she cares about, as is exemplified by her nagging Isshin to not strain himself, the fact that she tried her best to save both Kuro and Wolf despite Immortal Severence requiring the death of one of them, and, in a future that is not to be, attempting to cut down Wolf when he choses to betray Kuro.
  • Powers: Ema is a competent physician, having invented both the Healing Gourd Wolf uses and a cure to Dragonrot. She's also a good swordswoman, having been trained in the Ashina-ryu by Ashina Isshin himself, and is almost a match for Wolf himself.
  • Equipment: A decent sword.
  • Backstory: Ema was an orphan that wandered the land, starving, and she would've if she didn't encounter Orangutan one day. The shinobi fed her and took her in, but quickly enough sent her to his friend Dogen, who took her in as his daughter and heir. She became a doctor in the service of Ashina Isshin and, after Kuro was kidnapped by Ashina Genichiro for the first time, led Wolf to his location on Isshin's orders. She continued to help Wolf in his journey, first to save Kuro, then to achieve Immortal Severence.

Hanbei the Undying

  • Name: Hanbei the Undying.
  • Age: Unknown, but probably old.
  • Appearance: Who wants to live forever?
  • Personality: A proper Samurai grieving the fact that he could not follow his master in death, Hanbei is looking for a way to end his immortality. He is compassionate, and perfectly willing to put himself in harm's way for others' sake.
  • Powers:
    • Hanbei is infested with an immortal centipede, which confers resurrective immortality on him. Only weapons like the Blade of Severence can truly kill him.
    • Hanbei is an astoundingly good swordsman. He quite literally learned from experience - he learned from mistakes that killed him, over and over again. He even knows some shinobi techniques like the Mikiri.
  • Equipment: A decent sword, a set of armour, and a fake back tooth filled with bite-down - quick-acting poison. Dying hurts, but playing dead has its uses.
  • Backstory: Hanbei was a peasant that nearly died from starvation when a passing monk from the Senpou temple infested him with a centipede. Now cursed to an eternity of wandering, Hanbei picked up the sword as something to do. He swore for General Tamura, who opposed Ashina Isshin, and won many battles with him, earning his nickname. It took Isshin all of two strikes to put him down, temporarily.
    After a few misadventures, he ended up in the Dilapidated Temple, where he served as Wolf's training partner while searching for a way to end his immortality.

Fujioka the Information Broker

  • Name: Fujioka the Information Broker.
  • Age: Looks middle-aged.
  • Appearance: Got any business with me, friend?
  • Personality: A professed hedonist, he nonetheless cannot let go of his compassion. Not above robbing the dead for his wares.
  • Powers: 100% baseline human with sticky fingers. Can't even fight off an ashigaru.
  • Equipment: He stocks quite a few items in his "shop:"
    • Medicinal pellets.
    • Dragon's Blood Droplets.
    • Antidote Powder.
    • Dousing Powder.
    • Pacifying Agent.
    • Ungo's Sugar - candy version of the spiritfall.
    • Divine Confetti.
    • Eel's Liver: confers resistance to lighting.
    • Snap Seeds: Fumewort seeds that make a loud noise if you snap them; this is useful for breaking the effect of illusion techniques.
  • Backstory: Fujioka used to belong to the Memorial Mob, a group of merchants selling items that should be used as offering to the dead and also responsible for cleaning and burying corpses. He found the constant death hard to deal with, so he became a regular corpse-thief and information broker.
    Wolf rescued him from Ashina Castle, after which he set up shop in the Dilapidated Temple.

    Chunk 
  • Name of the World: Dilapidated Temple.
  • Description: A temple to the Buddha abandoned after Isshin's rebellion allowed the Ashina to return to their heretical ways. It is drafty and run-down, standing in a clearing quite a while away from Ashina Castle proper. It was connected to the rest of Ashina province by a bridge, but that was destroyed by the Ashina forces as they retreated from the Shogunate forces' onslaught. It is, honestly, quite a sad place.
  • Contents:
    • The Temple's exterior is covered in ofuda. The inside is one big room, which contains a sparse matress, one kindly-faced Buddha statue and many wrathful Buddhas carved by the Sculptor.
    • The clearing in front contains a Sculptor's Idol, where Wolf's excess items are stored and to which Wolf is booted should he die without enough Resurrective power. Fujioka has also set up shop there. Off to the left there is a shinobi doorway that used to lead to Kuro's room in the highest tower of Ashina Castle. To the right there is a clearing where a box for offerings to the Buddha can be found. This is where Hanbei spends most of his time.
  • Specialities: the Sculptor's Idol, Ofuda and shinobi doorway are obviously magical. The offering box is debatably so; interesting items "find their way into it". The kindly-faced Buddha statute has the power of awakening one's latent or blocked-off memories.
  • Population: The Sculptor, Ema, Fujioka, Hanbei and Wolf.

I also understand there's a Discord?

Edited by desdendelle on May 18th 2020 at 11:47:02 AM

The voice of thy brother's blood crieth unto me from the ground
Meanken Since: May, 2013
#977: May 17th 2020 at 11:54:35 AM

Ok, sorry it took me so long to get to reviewing.

Liz

First and formost, this brainwashing shot thing you have going on, Antidermis. It goes without saying that P Cs are immune, in the same way a PC is immune to Force Persuade, and such. However, I also cannot allow non-P Cs to be forever brainwashed by this thing with no recourse save an obscure cure that no one else is going to know of and that your characters clearly ain't gonna share. I'm gonna want this nerfed down to a time limit, if they don't get a hit of this thing every X hours or whatever, then the effect will fade.

Try not to abuse the whole "Split into a swarm and fly through the air" thing that Zaktan's got going on.

The superpower absorb, is this like, a one shot thing, or can he repeatedly use them until they expire?

Des

So, in general, I don't have many issues, but there are a few things to mention. Firstly, while given his status as your only character with combat abilities in this group, I am willing to allow the resurrection mechanics with the limitations you have listed, I want to be clear. Dragonrot is not a thing I can allow to exist in the game. That's gonna have to be dropped, it'll be explained IC as the Cure, the guy in charge of Battleworld, blocking it.

Also, Chunks, in general, usually consist of a much larger area then one building and 4 people. I feel like, as it stands now, this would work better as a Chunkless group, with the temple, exterior and interior, being their Chunkless room.

LizardOfAus Toa of Anarchy from an Island Kingdom Since: Feb, 2010 Relationship Status: Non-Canon
Toa of Anarchy
#978: May 17th 2020 at 12:59:34 PM

First and formost, this brainwashing shot thing you have going on, Antidermis. It goes without saying that P Cs are immune, in the same way a PC is immune to Force Persuade, and such. However, I also cannot allow non-P Cs to be forever brainwashed by this thing with no recourse save an obscure cure that no one else is going to know of and that your characters clearly ain't gonna share. I'm gonna want this nerfed down to a time limit, if they don't get a hit of this thing every X hours or whatever, then the effect will fade.

Yep, that's fair. I'll edit in a bit about the virus wearing off after, let's say...six hours or so.

Try not to abuse the whole "Split into a swarm and fly through the air" thing that Zaktan's got going on.

Scout's honour, boss.

The superpower absorb, is this like, a one shot thing, or can he repeatedly use them until they expire?

I'm gonna be using this as a one-shot thing. Not sure if that's how it is in canon, but it's what seems fairest to me. Vezok stores powers, then he uses them and poof it's gone, and he'll have to copy them all over again.

Meanken Since: May, 2013
#979: May 17th 2020 at 1:27:45 PM

Ok, sounds good. You are Accepted

LizardOfAus Toa of Anarchy from an Island Kingdom Since: Feb, 2010 Relationship Status: Non-Canon
desdendelle (Avatar by Coffee) from Land of Milk and Honey (Ten years in the joint) Relationship Status: Writing a love letter
(Avatar by Coffee)
#981: May 18th 2020 at 5:23:19 AM

So, in general, I don't have many issues, but there are a few things to mention. Firstly, while given his status as your only character with combat abilities in this group, I am willing to allow the resurrection mechanics with the limitations you have listed, I want to be clear. Dragonrot is not a thing I can allow to exist in the game. That's gonna have to be dropped, it'll be explained IC as the Cure, the guy in charge of Battleworld, blocking it.
Don't think anybody will shed a tear when they realize Dragonrot isn't a Thing any more.

Also, Chunks, in general, usually consist of a much larger area then one building and 4 people. I feel like, as it stands now, this would work better as a Chunkless group, with the temple, exterior and interior, being their Chunkless room.

Works for me.

The voice of thy brother's blood crieth unto me from the ground
Meanken Since: May, 2013
nman Since: Mar, 2010
#983: Jun 2nd 2020 at 3:47:14 AM

After nearly three years, and massive changes to my free time and general availability, I figured it was time to trade in the Sakura Dungeon with a chunk that might be able to do more international politics stuff, and hopefully help contribute to giving people more things to do.


    open/close all folders 

Character Information

Because there are so many common elements between every character's abilities, I thought it would be a lot more readable and understandable to start with an overview of the way things work in general, kind of like making a baseline template for everyone. Every character inevitably has some variation from the template, of course, but those are usually limited to just one or two adjustments, so hopefully each character's individual sheet is very brief and focused when it comes to their abilities. This has the added benefit of letting me avoid having to copy/paste the exact same thing a dozen times, making a tiny change, and then having to play spot the difference to see what's actually changed.
    Notes on Boats 

The Basics

The important people in Azur Lane are a techno-magical hybrid construct known as "warships". These are not the massive forces of destruction you might imagine when you hear that word - rather, they are the manifestation of spiritual energy corresponding to the warships of the past and given a physical, humanoid form. As artificial/robotic humanoids, they do not require the same things to live as organic life. Instead they consume oil, metal, and other materials for sustenance. They can technically eat normal people food too, but would require a veritable mountain of it to provide the same energy as crude oil, so it's more for taste than for practicality. On land they are no faster than a human could run/jump/sprint, but they can walk or run (or even "drift" like a jet ski) on water, traveling at greater speed. The lightest of ships move with great grace and agility, while the heavier warships make slower, more powerful movements. They all have a secure radio/phone built into them, but it's not particularly complicated, so many will carry an additional smartphone so they can check their social media or send vacation photos. Each ship has a radar array that helps them detect metal objects that are at least person-sized.
  • Each ship can pseudo-magically conjure a "rigging" attached to themselves that consists of a heavy and dense mass of metal, ranging from the size of a large rolling pin up to the size of a dumpster, that resembles a scaled-down section of a warship (though with personalized cosmetic tweaks that might make the hull look more like a shark, or a rifle, have part of a bow and arrow, or elect to only summon subsections of the complete hull). These riggings allow them to make use of their own personal weapons, mentally controlling when it fires, and having some degree of freedom with moving them, though they are always either directly carried by the ship, or else held in place by a short mechanical arm. The hulls can be stowed hull away when needed, allowing them to fit through doorways. Each ship is strong enough to swing their rigging around with little effort, ranging from hundred pound hulls for the smallest ships and big, chunky half-ton slabs for battleships, making use of it like an impromptu battering ram.
  • Each ship tends to have a unique ability or two. This is usually something noteworthy, but not necessarily big. They range from minor things like their gun fire incendiary rounds, seeing better at night, carrying a bit of extra ammo, or being able to perform first aid, to things like being able to deploy a temporary energy shield, turning invisible briefly, having a double-barreled main weapon, putting out an electric discharge into the nearby water, or being able to do a quick dodge roll evasive maneuver. And of course, they're able to make their clothes always dry despite spending so much time in the water.

Arms and Armor

One of the two main things that matter in a firefight is the armor (and speed) of the ships. Each ship's skin is a hardened shell that can take some degree of damage, and all ships fall into three armor categories.
  • Light: Very lightly armored ships, they try to rely on running away or evading enemies rather than taking hits directly. They could survive being hit by many un-superpowered strikes from swords, or being peppered by a handgun, but several hits from any sort of rifle would definitely ruin their day.
  • Medium: Moderately armored and agile ships, their armor plates can shrug off small strikes like most handguns, light shrapnel, and typical melee attacks. They could survive a few bursts from an assault rifle before starting to get increasingly wounded, and a direct hit from a grenade would seriously injure them.
  • Heavy: These are the most armored ships. They can ignore most small arms fire, and would require several hits from a powerful weapon or grenades to sink them. This comes at the expense of being far and away the slowest ships around, so they would have difficulty dodging the attacks that other characters could easily evade.

And the other main thing warships carry is, of course, their weapons. They aren't external equipment, instead being part of their very soul. There are mountains of mostly-cosmetic variations, fire rate differences, or slight differences in weapon caliber, but you can pretty much group everything into these categories, give or take 20% effectiveness over the whole roster. Relating to cosmetics, many ships tend to have multiple gun barrels that cycle through which one is actually doing the shooting, so if, for example, a ship with six barrels is mentioned as having something comparable to an SMG, it refers to the overall firepower of all her gunbarrels of that type as a whole, not that she has 6 SMGs, and they would have a magazine capacity and reload speed similar to what a soldier with that type of weapon has. For the few ships that might 'dual wield' a weapon it's comparable to someone with two such guns in hand. Many ships may opt to carry some sort of basic melee weapon like an anchor, a katana, a length of chain, a baseball bat, or a crowbar.

One last note about weapons is that ships don't fire "real" things, but rather energy given the form of bullets, torpedoes, planes, etc.. But this is a difficult process that requires a physical lump of metal, oil, and other materials in their hulls to make it easier to "shape". If they use up all of their ammo, their weapons become half as effective until they can load up on supplies again. They can go through a few skirmishes just fine, but any sort of extended campaign would require resupplying.

  • Anti-Air Guns: The weakest of all guns, these are basically just shotguns firing a buckshot/birdshot mix. Great for shooting down annoyingly agile drones or fleshy targets, but minimally effective against any sort of armored target.
  • Destroyer and Light/Heavy Cruiser Guns: The primary weapon of nearly all ships besides battleships, and sometimes secondary, these are generally on the level of modern automatic guns. In general, the main gun of a Destroyer is comparable to your average submachine gun, a light cruiser gun is somewhere on the scale of a typical assault rifle, and a heavy cruiser gun is more akin to a battle rifle or light machinegun. There are a few exceptions, like a Destroyer with a light cruiser gun, but they are the rare exceptions.
  • Torpedo guns: A gun that launches what is basically a hand grenade with a more directed/shaped blast in order to damage armor, in the form of a flashlight-sized object. When launched into the water, they use their turbines to self-propel themselves a great distance towards a target, and some ships may even use magnetically-guided torpedoes that can slightly "steer" towards metal bodies. Outside of water, they obviously can't propel themselves then, so they're only as effective as far as you would expect someone to be able to throw them, and they would likely have their explosion spread out like a normal grenade instead of a concentrated blast.
  • Battleship Guns: The heaviest gun you can find on a ship. Instead of firing hundreds of rounds per minute like automatic weapons can, it's similar to a 40mm grenade launcher in effect and operation in that it fires an explosive shell at a rate of about a dozen per minute. While the most effective long-range gun Azur Lane has, as the projectile travels at a lower velocity than most bullets, these are better-suited for slower and larger targets and unlikely to be useful against small or light targets unless they are caught unaware or in large groups.
  • Aircraft: Some ships fight with miniature aircraft rather than guns. They deploy a "squadron" consisting of six planes, which tend to be only a couple feet in length and have virtually no armor, but carry weapons and can fly ahead at targets. A squadron only lasts long enough to do a single bombing run or dogfight before returning or disappearing, and a new wave of that squadron can't be redeployed until the existing one either returns or is destroyed, with the latter case requiring more ammo consumption to create the new squadron. The three main types of aircraft are fighters, torpedo bombers, and dive bombers.
    • Fighters are equipped with guns comparable to machine pistols, and mainly exist to take out flying targets, or rarely, things with minimal armor.
    • Torpedo Bombers approach a target and drop torpedoes into the water from some distance away.
    • Dive bombers will approach a target from high up and then "dive" in order to drop their payload directly at a target from relatively close range and then quickly pull up. Like torpedoes, their payloads are only about as effective as a hand grenade, but with a napalm/HE-focus meant to damage armor and start a fire on a target.
      • Sea Planes are nearly identical to dive bombers in every category, but strictly inferior due to the fact that they don't dive, instead dropping payload from high up, making them far less accurate. The reason they exist is that some ships just lack the space to carry real squadrons so they have to make due with these.

Ship Classes

The majority of ships in Azur Lane are "escort ships", which tend to be lighter and faster. About a third are capital ships, which tend to be heavier, and are the only ones capable of equipping heavy armor. Capital ships with medium or light armor tend to be a bit hardier than vanguard ships, so while they are not any more resistant than escort ships with light/medium armor, they can usually take twice as many hits before sinking.
  • Escort Ships
    • Destroyers: The lightest category of ships, but also amongst the fastest. They carry a Destroyer gun, torpedoes, and an anti-air gun. Of note, while all Destroyers carry light armor, they generally have less 'health' than any other ships, so two-thirds as many damaging hits would down them compared to other escort ships with light armor. They do, however, have a sailing speed approaching 50 knots. They tend to stick to scouting, stealth, patrol duty, and other support roles rather than charging into the thick of things.
      • Submarines: Not actually a type of destroyer, but it's easiest to pretend they are due to being so similar. They carry a destroyer gun, and dual torpedo guns, and are the only type of ship who can operate underwater, able to stay submerged for extended periods of time. They are also slow, only able to hit 10 knots underwater and 30 knots surfaced. There's a submarine carrier type too, which I doubt will be important, but for completeness's sake it would carry a squad of seaplanes instead of a gun.
    • Light Cruisers: Another light ship category, they carry a light cruiser gun, torpedoes, and an anti-air gun. They all have light armor, with only a few very, very rare exceptions having medium armor. They typically sail at around 40 knots.
      • Heavy Cruisers: Similar to light cruisers, except they have medium armor, and their primary weapon is a heavy cruiser gun. Many Eagle Union Heavy Cruisers have a Destroyer gun as a secondary weapon instead of torpedoes. They can only chug along at around 35 knots.
      • Large Cruiser: A very rare ship type, with only one in existence. It is a Heavy Cruiser that uses a lightweight Battleship Gun as its main weapon. Think comparable to a 25mm grenade instead of 40mm.
  • Capital Ships
    • Battleships: The heaviest and most armed ships of all, they all have heavy armor, and rely on a Battleship gun as their primary weapon, while using a destroyer or light cruiser gun as their secondary, and an anti-air gun. Their added size allows them to effectively dual wield their secondary weapons, making them very useful for laying down covering fire. Because of all their weapons and armor, they'd be lucky to push 25 knots on the water.
      • Battlecruisers: A variation of battleship that uses medium armor instead of heavy armor, but in exchange are a bit faster, comparable to heavy cruisers in speed. A few Battlecruisers use their lighter weight to equip torpedo guns, rather than get a speed boost.
      • Monitors: These are battleships with light armor. Not because of a design tradeoff where they gain any sort of advantage, but because they are incredibly outdated and nobody has the heart to decommission them. The only "benefit" they might have is that their rigging is very small, probably the size of an ottoman, so they might be a harder target to hit.
      • Aviation Battleship: A very rare type of battleship, they replace their secondary guns with a squadron of sea planes.
    • Carriers: Similar to battleships, they are the other "big" ship. They almost all have medium armor, with a select few using heavy armor. Either way, they are still the same speed as a battleship. They are all equipped with a very weak anti-aircraft gun used as a last resort, effectively equivalent to birdshot. They carry three squadrons of planes, with the most common arrangement being one squadron each of fighters, dive bombers, and torpedo bombers, though various ships have different ratios.
      • Light Carriers: Light Carriers all have medium armor, and their squadrons have 2/3s the planes of full carriers, but in return they have a regular anti-air gun, and can sail at the speed of heavy cruisers.
    • Repair Ships: Are armed only with dual anti-air guns, and have light armor, but are as fast as light cruisers, carry fire extinguishers, can do quick "patch job"-type repairs if caught in the middle of a warzone, and carry enough equipment to set up for extensive/complicated field repairs that might take anywhere from a few minutes to a several hours depending on how damaged a ship is. They can manifest a sizable crane which they can use to tug other ships, or lift them up out of the water.

Chunk Rep

    Chunk Rep 
  • Name: Enterprise
  • Age: Mid 20's
  • Appearance: Pic
  • Personality: Enterprise is charismatic, determined, and willing to go up against terrible odds and through hell itself for the sake of getting the job done and protecting the people she cares about. She has a softer side, but has trouble showing it sometimes due to feeling the need to emanate an aura of courage and nobility.
  • Powers: She is an aircraft carrier with a standard split of three squadrons: Fighters, Dive Bombers, and Torpedo Bombers. Her special ability is that her planes are invisible for a brief period of time after launching to allow for stealth deployments, and carry double the payload so they could potentially do two attacks before returning.
  • Equipment: She has a pet eagle, though it also belongs to her sister so they have some sort of arrangement.
  • Backstory: One of the ships who's been around for a long time, since the first Azur Lane alliance. In those days every nation was united against a powerful enemy known as the Sirens. However, a group of them broke off and formed a new alliance known as the Crimson Axis, believing that the best way to defeat the Sirens was to steal and use their own technology against them, and even their former allies if they got in the way. This was actually a ruse by the Sirens who manipulated them and convinced them to fight each other. Many ships were heavily injured in their first offensives, and Enterprise was one of the first sent out in retaliation. She eventually joined up with her older sister Yorktown and younger sister Hornet, but the two of them were eventually terribly wounded and out of commission for the rest of the war. Over time the tides shifted, though, and the Azur Lane began to triumph over the Crimson Axis, eventually reuniting and forming a new unified Azur Lane housed in a new base, well away from human lands in order to let them stay at the frontlines of the war against the sirens. Enterprise was appointed the main commander of the new combined fleet as a result.

Other Important Characters Who I Will Probably Send Out Places The Most

    Important Characters 
  • Name: Minneapolis
  • Age: Early 20's.
  • Appearance: Seen here.
  • Personality: Minneapolis is a strong-willed, blunt sort of person who doesn't beat around the bush when she wants to address something. She has a strong sense of duty and determination when it comes to accomplishing whatever it is she sets out to do. She views herself as a sort of warrior-huntress - and with the way she acts sometimes because of this, you would expect Minneapolis to be a nomadic tribeswoman from a pre-industrial society. She freaking loves telling stories about hunting, and can talk your ear off all day about it. She also really loves bubblegum and is almost always chewing on a piece. Definitely isn't afraid of torpedoes. Really! And she likes skateboarding, bro.
  • Powers: She is a heavy cruiser with a heavy cruiser gun, a secondary destroyer gun, and an anti-air gun. She also has a small anchor attached to a chain that she can swing around like a mid-ranged flail.
    • Her special trait is that she is very averse to dying - that is, any time she is in critical condition, her armor tightens up and slows her down, temporarily making her armor and speed closer to a battleship's than a heavy cruiser's. Then when she's crawled away enough to have a breather and quickly recover a bit, she reverts back to her normal protection and speed. If you can forgive me for using kind of gamey terms, a way to describe it is that if she gets beaten to within an inch of her life, but is still alive, her body can first-aid/field-treat her back to what you can visualize as 25% of her usual vitality, enough that instead of laying there unconscious she can limp along afterwards and try to fight her way back home for repairs.
  • Backstory: She earned a bit of a reputation for never giving up, even when getting absolutely beaten, but still managing to return home for repair each time. As a result she is amongst the most decorated warships in the entire fleet.

  • Name: Tosa
  • Age: Mid 30's
  • Appearance: As pictured
  • Personality: Proud. She's used to having older sisters who are more reserved and take a conservative approach to action, and younger sisters who act impulsively and lash out, so Tosa walks the line between both worlds. She sees the value of honor and tradition, yet at the same time she would never let them hold her back or put her in grave danger just for the sake of formality. In the end, you could say that she is a survivor and goddamned determined to see herself through any situation, but also headstrong, boastful, and proud enough to sometimes get herself into some situations that a more reserved person might have avoided.
  • Powers: She is a battleship with a battleship gun, a light cruiser gun for a sidearm, and an anti-air gun. Her main gun fires a two-round burst each time she fires it. She carries multiple katana because they look cool.
  • Backstory: She is based on a very old design, but she was not created until well after her younger sisters and other members of the younger generations had sought war against the other fleets, and by then the Sakura Empire had joined and re-joined the Azur Lane.

  • Name: Littorio
  • Age: Late 20's
  • Appearance: The spiciest meatball.
  • Personality: Possessing an ego the size of a small moon, Littorio is confident in her ability, proud of her strength, self-assured of her righteousness, and fully believes herself to be the most noteworthy and important individual when she walks into a room, and doesn't find it unreasonable to expect people to want to talk to her and beg for her autograph or her help. That doesn't mean she's an asshole, though. Far from it. She can be oddly nice and self-sacrificing for other people. But usually it's because she is entirely certain that she is the one and only person who can help someone, so of course the great Littorio must answer her noble duty and overcome this challenge as a way to show the world the glory of Littorio. She doesn't shout everything she says, but nobody could ever accuse her of whispering.
  • Powers: Littorio is a battleship, so she has the usual loadout of a battleship gun, light cruiser gun, and anti-air gun. She keeps a lengthy sword with her, for of course all heroes need to carry swords.
    • Her special ability is that she deploys an energy screen in a spherical area around her. However, it is not a traditional energy shield, and does very little to stop most attacks. What it does do is cause incoming explosives to detonate against it by 'tricking' them into acting like they've impacted against their target. It doesn't stop the actual projectile, it only makes it detonate early, so things like bullets, melee strikes, boomerangs wouldn't be affected. This means it's only effective against things like torpedoes, grenades, etc. If there's a weird case like somehow someone strapped a grenade to a bullet, I imagine it would make the grenade detonate when it crosses through the screen, but the bullet would still be coming at her, albeit the trajectory is skewed from the explosion. It can be overloaded by being hit more than a few times in a minute, and requires several minutes and maybe a breather to recharge.
  • Equipment: She always seems to have a few roses on her person.
  • Backstory: The little sister of the famous flagship Veneto, Littorio is not one to play second banana and became larger than life. She had the grand plan to make the warships of the Sardegna Empire no longer be a laughingstock, but rather, to present themselves as the most glorious and powerful of all! It... didn't work. But after a brief stint in the hospital and some therapy, she's on the hunt for the Next Big Thing.

  • Name: Avrora
  • Age: Mid 20's
  • Appearance: Comrade.
  • Personality: Very Russian. She has a big heart, and acts warmly towards others. She isn't overly boastful or proud, and is very much willing to admit when she's over her head and needs some help, or needs to flee. That doesn't mean she's a coward, as when back into a corner she won't back down - she would just prefer not to be in that corner. And of course, she loves animals.
  • Powers: She is a light cruiser, so she has a light cruiser gun, a torpedo gun, and an anti-air gun. Her construction is unique, allowing her main gun to shoot with two barrels simultaneously, not unlike an 80's movie star dual-wielding AK-47s. She has a knack with handling animals - nothing supernatural, just... a knack.
  • Equipment: Somehow she always has a few bottles of vodka on her person. She has a pet polar bear back at the base that just... hangs around.
  • Backstory: One of the oldest warships, she has been fighting against the Sirens for a very, very long time. Her homeland almost serves like a screen for the other nations, so she's used to being in the absolute thick of things with minimal support, being forced to hold out or otherwise hide for extended periods of time waiting for backup, and going on long patrols. This has lead to... interesting personal developments with how she stays sane. Primarily, vodka. But also learning how to tame wild animals.

  • Name: Jean Bart
  • Age: Early 30's
  • Appearance: Viva.
  • Personality: The best way to describe Jean is that she's like a nice pirate. She isn't evil, not by a longshot, but she can easily come off as cold and mean. And she does have a way of getting into some complicated situations that really make you wonder how the hell she thought it was a good idea. The type of person where you can't help but think she's always up to some sort of mischief, or that she has some ulterior motive behind her grin. Also deeply religious, or at least however she interprets it.
  • Powers: Jean is a battleship with a battleship gun, a light cruiser gun sidearm, and an anti-air gun. She has a lengthy flagpole that she wields like a polearm. Her special skill is that her main gun barrels make use of a pre-loading system to prep for a quick burst, letting her shoot a volley from all of her gun barrels at once. After that opening shot, she's reduced to her normal fire rate unable to do another such salvo until she can take an extended period of time to reload.
  • Backstory: The sister of Richelieu of the Iris Libre, Jean leads the Templar Knights of the Vichya Dominion, a fiercely religious and determined group. Both groups formed after the Iris Orthodoxy split over disagreements during prior battles. The Vichya believed that the should be the only ones to defend their homeland using any and all means available, even Siren technology, while the Iris Libre believed that they would need to unite with other navies to take on this threat. At the end of the conflict, rather than face defeat and risk being turned to their enemy's cause, Jean ordered all of the Templars to sink themselves and then began to take on water. Some time later, after the conflict and all of the ships were being dredged up for repairs... it was a very, very awkward reunion with her sister, to say the least. Things are very, very tense still, and Jeanne d'Arc is on the path to unification.

  • Name: Victorious
  • Age: 25
  • Appearance: Behold thine goddess.
  • Personality: With the way she acts, you would expect her to be a goddess of Greek myth, not a British soldier. You know what I'm talking about. Confidence, charisma, stage presence - and just a hint of hedonism. She loves being the hero, yet at the same time hates being handed things instead of earning them. To the point where if a foe doesn't put up a fight or gives up too easily, she'd be of half a mind to either demand they surrender, or else just grumble and leave. Enjoys tailoring and fashion.
  • Powers: She is one of the rare aircraft carriers with heavy armor, and has squadrons of fighters, dive bombers, and torpedo bombers. Her special trait is that her squadrons have an extra three planes. She has a large, well-decorated staff.
  • Backstory: Her most noteworthy accomplishment came during a major engagement against the Iron Blood, in which she nearly sank the battleship Tirpitz, but like all good goddesses, chose to spare the wretch in an act of mercy and benevolence. Then a plane from elsewhere sank her anyway. So both her greatest success, and a failure that haunts her to this day... and pretty awkward later on when Tirpitz recovered and their fleets formed an alliance. Still, Victorious has always performed admirably since then, with her and her sisters becoming some of the most well-known and respected warships of the Royal Navy.

  • Name: Friedrich der Große (The B-looking thing is just a funny-sounding S, so the last name sounds a lot like "Groza")
  • Age: Late 30's.
  • Appearance: The conductor is in.
  • Personality: Confident and slightly cocky. She can be fiercely protective and kind to those she cares for, often coming off as a big sister or borderline maternal instinct. Yet capable of being incredibly cruel, merciless, and cold to those who would harm those in her family. She is a major fan of symphonies, often using language comparing real life to musical performances.
  • Powers: She is a Battleship, so she has a battleship gun, along with a light carrier gun and an anti-air gun. What makes her unique is that she has a GIGANTIC hull compared to other ships, easily twice as large as the usual battleship. It's large enough that a few people could take cover behind her. Because of all this extra gear, she very tough, so she can take nearly twice as much punishment as any other battleship before sinking.
  • Equipment: She likes to carry a conductor's baton.
  • Backstory: The product of a secret, morally-questionable research project, FDG is one of the newest Ironblood warships of the bunch, yet in that period of time she's made herself one of the most influential.

  • Name: Surcouf
  • Age: Early 20's
  • Appearance: Viva.
  • Personality: Friendly and easy-going. She really likes taking naps. Or just being lazy. Eating, sleeping, lounging about, those are all things she adores, and she's the type to watch the clock like a hawk when on duty in order to know the exact second it's okay for her to clock out - unless she falls asleep, of course.
  • Powers: Surcouf is a submarine with twin torpedo guns, and a heavy cruiser gun. She also sports the vitality of a light cruiser rather than a destroyer. She is a unique ship, being a submarine built on a cruiser's chassis and intended to be able to provide extra support on the surface, which is why she towers over most other submarines. It also makes her a bit slower in the water, roughly three-quarters the speed of a typical sub.
  • Backstory: Very different from all of the other submarines, she's always had a bit of trouble fitting in and relating with them, looking for friendship elsewhere. Not just with other cruisers, but even with the members of the Vichya Dominion.

Other People of Interest Who I Can Imagine Being Relevant In Some Way If Someone Visits the Chunk But I Probably Won't Randomly Send Them Out As Much As the Previous Group Unless Someone Really Thinks It Would Be Neat

    Supporting Characters 
  • Name: San Diego, but she prefers Sandy
  • Age: 18
  • Appearance: She's number one.
  • Personality: An energetic and spunky girl who loves singing and dancing for her friends, music, and just all around enjoying every day to its fullest! She loves singing... even when other people are sometimes and say she needs to improve, she still does her best and tries to sing her heart out. Okay holy shit dude, outside of Enterprise she is the most decorated ship the Eagle Union has. And she doesn't have the luxury of being a capital ship or a heavy cruiser. She's a fucking light cruiser. You don't get those battle stars for playing Patty Cake back at base. You get them for driving right into the heart of enemy territory and stomping ass every day. So when they're all at the base and trying to cope with the horrors and memories of war, is it really that much to ask for you to show some basic decency and appreciation when she just wants to play the part of a pop star?
  • Powers: She is a light cruiser with a light cruiser gun, a destroyer gun, and an anti-air gun. She is built to be very, very good at AA, firing two blasts every time she shoots her anti-air gun. She can even 'swap' barrels from her other guns over to her AA system, temporarily disabling the other guns in order to be able to fire more and more shot blasts. Ducks and geese fear her.
  • Backstory: San Diego has been fighting for a long time. And with each victory she piles up, each ally she saves, each pile of bodies she leaves behind, she earns more and more battle stars. At some point, she figured, if she gains stars, surely that must mean she is a star.

  • Name: Prinz Eugen
  • Age: Mid-20's
  • Appearance: Guttentag
  • Personality: Snarky, cocky, faux-apathetic, a bit of a tease, and usually has a smirk on her face and a plan in mind.
  • Powers: She is a heavy cruiser, so she sports a heavy cruiser gun, a torpedo gun, and an anti-air gun. Her ability lets her create a temporary energy shield that is wide enough to cover a small group of allies, lasts for a dozen seconds, acts like a protective screen of light armor, and takes about a minute to recharge.
  • Backstory: Growing into the role of 'leading' her fleet as a result of normally being the highest ranking ship to go out while high command kept to the homeland, Eugen is responsible for many of the successes, as well as the failures, of the Iron Blood in the past. Now that the Azur Lane is united against the Sirens, she has turned into more of a mentor, being of great assistance to not just other members of Iron Blood, but of the alliance as a whole.

  • Name: Akashi
  • Age: 18
  • Appearance: I suggest you hide your wallet.
  • Personality: Motivated by curiosity and a bit of greed, Akashi is a fairly shrewd businesswoman who, while not merciless, sure knows how to squeeze a customer. She makes a lot of dumb cat puns.
  • Powers: She's a repair ship.
  • Equipment: She seems to have several paintbrushes and buckets of gold paint for some reason...
  • Backstory: She had a bit of a... falling out with the Sakura Empire back in the day and joined up with the Azur Lane instead. She is in charge of the base's main store now.

  • Name: Mikasa
  • Age: Mid 20's.
  • Appearance: Here she is.
  • Personality: Weirdly old-fashioned despite her youthful appearance, it almost seems like she's someone's quirky, secretly kind of hardcore, grandmother has been reincarnated. She has trouble using touchscreens, so don't expect her text messages to be spelled remotely correctly. She types using the hunt-and-peck method with only one finger on each hand, usually seems so calm and serene but might randomly burst out cursing when in a spot of trouble. Don't confuse old-fashioned for traditional though, as she tends to have some atypical behavior compared to the other ships from the Sakura Empire, most likely a result of her British origins. Has a fondness for model/miniature ships.
  • Powers: She's a Battleship with a battleship gun, light carrier gun, and destroyer gun. She carries around a cavalry saber. Due to her old design, she doesn't really have any unique powers worth mentioning, but she's pretty charismatic at least.
  • Backstory: A long time ago she was involved in a bitter conflict with the Northern Parliament, where she was eventually injured in a tragic accident.

  • Name: Jeanne d'Arc
  • Age: 19ish
  • Appearance: En garde
  • Personality: A kind-hearted soul driven by divine purpose, she shifts roles between being a calming spiritual leader, a steadfast warrior of righteousness, all while bearing the burdens of those around her as best she can.
  • Powers: She is a light cruiser with a light cruiser gun, a destroyer gun, and an anti-air gun. Her special ability is that her hull has a sizable second layer that resembles a shield, letting it act like another set of light armor for herself or, more likely, someone she covers with the shield. And she takes reduced damage from fire, to the point some might say she's more focused and determined when lit. She carries a long, ornate sword into battle.
  • Backstory: During the Iris crisis a few years ago, Jeanne assumed command of the remaining Iris forces in the area and joined with the other navies to defeat their foes. Now, she is on the long road towards complete reunification of the two Iris factions, hoping to end the conflict between the two sisters once and for all.

  • Name: Bremerton
  • Age: 21
  • Appearance: Yo.
  • Personality: She is, somehow, despite the state the world is in, very similar to a college underclassman. She loves sports and outdoor activities, partying, and all around what you'd expect. She's frequently checking and updating her Juustagram. Of course, that doesn't mean she shies away from battle. If anything, due to missing out on so much, it's almost like she's eager for chances to prove herself.
  • Powers: She is a heavy cruiser that sports a heavy cruiser primary, a destroyer gun secondary, and an anti-aircraft gun for support. Her talent lets her load incendiary ammo into her primary and secondary weapons, which gives it a chance to set things on fire when it connects.
  • Equipment: Has a smartphone. ALWAYS has a smartphone.
  • Backstory: Constructed very late, Bremerton always had a bit of a chip on her shoulder about needing to stand out because of how little history and combat experience she has compared to so many of the legendary warships she works alongside. This has resulted in her adopting a very... extreme... persona, which might seem normal to people in the modern era, but makes her a bit of a standout at home.

  • Name: Belfast
  • Age: 20's
  • Appearance: Courtesy
  • Personality: As the head maid she will probably interact with guests more often than not, so she's able to be very friendly and agreeable while carrying out her duties. Though she isn't beyond taking out the trash if such a duty is required.
  • Powers: She is a light cruiser with the standard loadout of a light cruiser gun, torpedo gun, and anti-air gun. She can fire incendiary rounds from her main gun, and is able to create smokescreens, very similar to throwing a smoke grenade.
  • Backstory: The current head of the Royal Maids, Belfast has a history of working directly for Queen Elizabeth herself on special tasks that require the utmost discretion and care.

  • Name: Illustrious
  • Age: 30
  • Appearance: Good day, governor.
  • Personality: Gives off an aura of being prim, proper, serene, and friendly. Enjoys a spot of afternoon tea. Practically the living embodiment of the grace and elegance of a Victorian noblewoman. Not quick to anger, she prefers the peaceful option, usually not being gung-ho or thirsty for blood; though when situations become untenable she is never one to back down against injustice.
  • Powers: She is an aircraft carrier. She has a defensive focus, being one of the few carriers with heavy armor, but at the cost of lacking any dive bombers; instead, she uses a loadout of two squadrons of fighters and one of torpedo bombers. Her special ability is ability is similar to Eugen's, in that it lets her create a temporary energy shield that is wide enough to cover a small group of allies, lasts for a dozen seconds, acts like a protective screen of heavy armor, and takes about a minute to recharge. She can 'cast' this from one of her squadrons, effectively letting it serve like a temporarily deployable wall.
  • Backstory: The oldest of the Illustrious sisters, and the veteran of many conflicts from, but she was particularly influential during the Sardegna conflict and providing extensive support for her allies during that time period.

  • Name: Yat Sen
  • Age: 30
  • Appearance: Heir to the dragon.
  • Personality: Very calm, serene, and easygoing. She is somewhat philosophical, and enjoys tranquil activities to pass the time. Despite her gentle nature, she is not weak-willed in the slightest.
  • Powers: She is a light cruiser with dual light cruiser guns, and an anti-air gun. The unique twist on her design is that despite being a light cruiser, she lacks torpedo guns, and instead dual wields her main guns, making her more of a field combatant.
  • Backstory: One of the few ships of the Dragon Empery in the Azur Lane. She has the duty of keeping the Dragon Empery ships on the right path, which isn't particularly difficult due to their adoration of her and their naturally pleasant attitudes.

  • Name: Richelieu
  • Age: Early 30's.
  • Appearance: Oui.
  • Personality: Bold, charismatic, and steadfast. Like Jeanne, Richelieu is a very devout woman, but much more of the variety to lead a charge against heretics herself. Part of it stems from her believing that she needs to talk the talk, so to speak; while she is determined to do her duty first and foremost, carry herself with great nobility and honor, and walk the path of a leader, she can be a bit less intense in situations that are not so publicized. Dislikes tea.
  • Powers: Richelieu has the exact same powers as Jean Bart listed above: She is a battleship with a battleship gun, a light cruiser gun sidearm, and an anti-air gun, carries a big-ass flagpole she uses as a polearm, and has the same opening volley ability.
  • Backstory: The Cardinal of the Iris Libre faction, and sister of Jean Bart, leader of the Templar Knights of the Vichya Dominion. The two groups formed after a grave split between the Iris Orthodoxy, with Richelieu's order taking to more traditional, orthodox interpretations of the scriptures, while Jean and the knights have a more liberal interpretation of things, preferring to add their own personal beliefs and codes of conduct to the mix, hence the schism.

A Small Collection of Other Characters Who Exist and Might Deal With Visitors I Guess

    Misc Characters 
  • Yorktown: Older sister of Enterprise, gives her advice.
  • Hornet: Younger sister of Hornet, very Texas.
  • Nevada and Oklahoma: Real cowboy types.
  • Gridley: Amateur photographer extraordinare.
  • Honolulu: Eagle Union Light Cruiser. Very tsun.
  • Long Island: A fucking NEET who just wants to play video games and watch TV all day and it's always a goddamned hassle getting her out of her room. She's probably just eat your pizza and drink your soda anyway.
  • Bogue: Eagle Union Light Carrier. She loves baseball.
  • Laffey: An Eagle Union destroyer who will drink all your booze.
  • Nagato: The supreme authority of the Sakura Empire. Rarely leaves base, normally just relays commands. Battleship.
  • Kaga and Akagi: Sakura Empire's gophers. They sure are happy to get their hands dirty doing stuff. Carriers.
  • Amagi: Older sister of Kaga and Akagi.
  • Yamashiro and Fusou: A pair of aviation battleships. Yamashiro is just too darned clumsy.
  • Taihou: Sakura Empire carrier. Kind of insane. Try not to give her your home address.
  • Atago and Takao: Prominent members of Sakura Empire. Heavy Cruisers. The former is smug, the latter is far too obsessed with training.
  • Shoukaku and Zuikaku
  • Azuma: A Large Cruiser from the Sakura Empire.
  • Ryuuhou: Sakura light carrier and medic.
  • Shiranui: The ship who runs the munitions depot.
  • Queen Elizabeth: The head of the Royal Navy, and master of the Royal Maids. Battleship.
  • Prince of Wales: One of the high admiralty of the Royal Navy. Battleship.
  • Warspite: Queen Elizabeth's oldest friend and right hand. Battleship.
  • Unicorn: Royal Navy Carrier. Often seen clinging along near Illustrious, but also hangs out with some of her Destroyer friends.
  • Formidable: Sister of Illustrious and Victorious.
  • Hermes: Royal Navy Light Carrier, she likes card games on motorcycles.
  • Sirius: Royal Navy light cruiser, main bodyguard of the Royal Maids. Looks like 2B, probably a result of Mean infiltrating the offices at Manjuu/Xiamen Yongshi.
  • Suffolk: Royal Navy maid who speaks like a roight Scotsman.
  • Bismarck: The head of the Iron Blood, tends to stick to base. Battleship.
  • Amiral Hipper: Eugen's younger sister.
  • Admiral Hipper µ: Admiral Hipper's twin sister, except she has talent and people like her.
  • Graf Zeppelin: Says she hates everything. Secretly doesn't hate everything.
  • Vittorio Veneto: Leader of Sardegna, older sister of Littorio.
  • Zara: Sardegnian Heavy Cruiser. Not Honolulu.
  • Sovetskaya Rossiya: The biggest commie.
  • Gangut: If someone ever has to go to jail in this RP, she'll probably be relevant.
  • Minsk: Assistant Jailer.

Chunk Information

    Chunk - Azur Lane 

Name of the World: Azur Lane

Description: A tropical island chain, the centerpiece of which is a large island base which houses the main facilities. There are quite a few oil rigs and uninhabited and abandoned islands scattered about.

Contents/Locations:

  • Base: The main base of Azur Lane, this is home to dormitories, docking bays, repair and shipbuilding facilities, an armory, and the sorts of things you'd expect to find in a naval base. It has some coastal guns to provide a degree of defense against naval and aerial threats, but mostly relies on the fleets of ships housed there for protection. The setting is from a somewhat ambiguous point in the future, but the day-to-day technology is comparable to modern day, as things like smartphones, color televisions, and the Internet exist. A fleet of cars and trucks help to shuttle things around the base. There's also several actual ships, rather than humanoid ships, but these are non-combatant types like cargo ships, tugboats, tankers, ferries, fishing boats, maybe even a few jetskis, speedboats, or yachts.
    • Docks: The ideal place to disembark.
    • Academy: Kind of like a college campus or an officer's school. It has a pretty neat fountain with a BIG anchor statue. It's located on a small island in the middle of the main island of the base.
    • Golf Course: Look. High command is a high-pressure gig. Sometimes the leaders need to... unwind. And sometimes that unwinding requires a full 18-hole course.
    • Misc Halls, Stalls, and Rooms: Just because they aren't human doesn't mean that warships don't try to embrace humanity. Many of them have side projects to keep themselves busy when not deployed, so they do all sorts of "jobs" to stay sane and have a sense of accomplishment. These come in a wide range of interests and passions, including things like running a store, being a librarian, selling desserts at a stand, printing their own magazines or newspapers, baseball, card games, video games, or hell, running a tent that offers tarot card readings.
  • Oil Rigs: Black gold. There are several oil rigs in the region that churn out crude oil.
  • Other Islands: Nothing major. Just that there are other islands that exist, somewhere. They are uninhabited and mostly populated by wild animals at this point, but some are home to densely-packed cities that were ruined long ago, long-abandoned military bases, and ghost towns that could be of use to squatters who need a place to hide out. For the most part they just serve as a place to rest your legs when sailing between destinations.
Specialties: Nothing particularly abnormal or noteworthy that would affect visitors in any intrinsic way across the entire chunk. However, there is a phenomenon called a "Mirror Sea" that occurs every so often, where a random uninhabited section towards the outskirts of the area will have a colossal dome appear around it. Those who cross the threshold and enter it will be in a shifted reality where strange physical phenomena happen within them - the weather changes, gravity is shifted, the tides go in strange directions, etc. The insides of these mirror seas will be teeming with corrupted, violent, misshapen, or otherwise weird enemies, ranging from black-clad warships and planes, to ground units and coastal guns on an islands within, and even some abnormal enemies that will try to physically morph themselves to look like those who enter, just to add to the confusion. Cutting through to the core of the area and sinking the greatest enemy ship in the heart of the Mirror Sea will collapse it, instantly destroying all of the artificial creations within and returning the area to how it was. The opponents found in Mirror Seas are unable to leave its area, making them unable to threaten neighboring areas. However, ignoring the Mirror Sea means that it will still be there when the next one appears, and you run the risk of eventually having all your supply lines cut off by them. Azur Lane is usually able to handle these threats by themselves and keep them contained, but they're usually the only threat they have to worry about. Having to deal with all the extra problems on Battleworld might throw a wrench in that.

Population: The main population of note in the world of Azur Lane is the large fleet of the aforementioned ships. There is one girl corresponding to every war ship from roughly the WWII-era (and a few Chinese ones from closer to the 50's that are actually retrofitted Russian ships from this time period because... well the developers are Chinese and they kind of needed some ships). There's several ships that are based on the same original ship, but differ somewhat in age, class, and/or appearance, but this is a somewhat rare occurrence. And then finally there's a handful of generic destroyers known as bullins and prototype bullins who mainly exist to help with some training/testing duties. All told, there are at most several hundred warships in the chunk. Though they all share a base and would work together for the same overall goal, they are separated into a few different political entities and sub-entities that might be worth noting. These different factions all have variations in their thinking, plans, and goals. The best metaphor for how they interact is if the chunk were a city like New York, and a criminal needed to be found, the groups here would be like the police department, FBI, NSA, a private corporation, the military, a bunch of dudes on Reddit, and gossiping neighbors who might all technically be part of that same city, and they would all have the same goal of stopping that criminal, but they would all have their own opinions on what methods they would use to find the guy and what they would do when they found him.

  • The Azur Lane: Loosely based on the Allied ships of WWII, they emphasize honor, hard work, justice, and diligence. If you need all-around "good guys", look no further. They are the ones inclined to sacrifice their own blood, sweat, and tears to protect the helpless and innocent, even if it costs them. Yes, it's the same name as the chunk - several of the other ships broke off and formed their own alliance, and then came back to unite against a new threat
    • Eagle Union: The ships of the good old US of A. Very yeehaw. They are rather... non-traditional, and the most willing to think outside the box.
    • Royal Navy: Spirits based on the British fleet. Steeped in tradition, history, and propriety. Several of them have pointed ears because... the British are elves, I guess.
    • Iris Libre: They're nice people. Really! Please forgive them for being French.
  • The Red Axis: Very, very, very loosely based on the Axis ships, though they are definitely not evil, and not really bad guys. They are, however, far more results-driven than the Allied ships, driven by the idea that only those who have power will be able to save humanity. While the Allies would hurt themselves to save someone else, these ships would not be as willing to take such risks unless it benefited them in some way. Overwhelming pride and a sense of superiority is a theme with them.
    • Iron Blood: Manifestations of German ships, they are the most militaristic of the bunch. They aren't big fans of allying with weaklings who could hold them back, or going out of their way to do things that don't benefit themselves. Cosmetically they tend to be the most "advanced" and "precise" looking ships in general, and a main source of their pride, their sense of superiority, and their belief that they are the most advanced and capable ships.
    • Sakura Empire: Japanese ships. They share many of the same traits and beliefs as the Iron Blood, but their pride comes from their sense of divine right, rather than from technology. The majority of them have animal ears, horns, or tails, and it's uncommon for them to carry a mask.
    • Vichya Dominion: These are French ships that the other French ships think are jerks. They think they're the only ones willing to do what it takes to protect themselves.
  • The Rest: While the previous two groups of ships had relatively strong groupings, there are also a few small groups of ships who.
    • Dragon Empery: Technically allies, but their main concern is protecting themselves, rather than being proactive in protecting others. They really like Kung-Fu.
    • Northern Parliament: While definitely not a fan of the Ironblood and Sakura Empire, one would be reluctant to call them true friends to the allies. More like people up against the same odds who worked together for a time. Now, in a time of relative peace, they're a bit more independent.
    • Sardegna Empire: Only God knows what the Italians are up to.
  • In addition to the ships, there are two other types of creatures manning the base. The first are Manjuu, which are basketball-sized gelatinous-blob-looking creatures that seem to handle nearly all of the maintenance, custodial, upkeep, engineering, cargo, and miscellaneous tasks on the base. The other type of creature are the Meowfficers, which are intelligent cats (as well as some cat-like humanoids) that can handle logistics, directives, and tactics; any sort of "background" task that in a military movie would be handled by that army of nerds while the main characters talk, they probably handle it. While manjuu and meowfficers are capable of understanding human speech, carrying out complicated mechanical operations, and doing engineering work and tactical plans, they mostly communicate amongst themselves using a language of grunts and squeaks. Neither species is particularly physically imposing, at worst having the combat ability of a housecat, but there are many of them who operate behind the scenes in order to make sure that things are in ship shape. Pun intended. All told, there are probably a few thousand manjuu, and a few hundred meowfficers.
  • There are some pet animals on the base, such as a pet eagle.
  • There is a small handful of powerful ships called Sirens that are like flying battleship/carrier hybrids, and they serve the role of enigmatic bad dudes when needed, but pretty much just hide most of the time and make notes and observations about what happens in the Mirror Sea (and they are the ones responsible for establishing the Mirror Seas in the first place, and many of the strange enemies contained within are generic/mass-production versions of them). I don't really have any plans to use them in any big capacity at the moment, but given past big events in the RP, it might be useful to note that they exist, so if needed for an event in the future we could probably figure something out.

Edited by nman on Oct 20th 2020 at 11:14:21 AM

Dezmo WOAH Since: Jan, 2011
WOAH
#984: Jul 12th 2020 at 8:18:12 PM

I recently got back into Forum Rping, and I've gotta say this game is drawing my interest. The pace and scope seem like an interesting change of pace.

Right now I'm thinking of joining in with the cast of Crash Bandicoot. Is that cool?

TheodoreHastings Since: Jan, 2013
#985: Jul 13th 2020 at 6:32:42 AM

Hey, Dezmo!

Crash Bandicoot sounds good! We've had a bit of a surge in new chunks/chunkless groups, so there's quite a few veteran characters in the main area right now.

Just follow the format in the original post!

(Also: I'm going to be providing a revised list of the current chunks/chunkless groups. Mean hasn't updated that list in YEARS)

TheodoreHastings Since: Jan, 2013
#986: Jul 13th 2020 at 7:19:17 AM

So here's what's on Battleworld as of July 13th, 2020:

The Map

Active Chunks

Active Chunkless Groups

Inactive Chunks (Chunks that are still on the map, but don't have a player)

  • The Koopa Kingdom formerly played by kagescorpionakki. The Koopa Kingdom's been annexed by Outworld after Shao Kahn killed Bowser and his children back on Day 1.
  • City 17 formerly played by Mobile Leprechaun. There's plans for turning it into a colony for Vector

Edited by TheodoreHastings on Jul 13th 2020 at 7:20:25 AM

Dblade26 The Grand Re-Vizier from Everywhere Since: Dec, 2011
The Grand Re-Vizier
#987: Aug 21st 2020 at 4:03:54 PM

    open/close all folders 
Main Character
     Jade Chan 
Name: Jade Chan

Age: Unclear, likely between 9 to 11

Appearance: Jade

Personality: Jade is the most clever and cunning of the Chan Clan despite her young age and the one most likely to use the various high-tech gadgets or magical devices her family encounters on their adventures. She's also surprisingly open-minded and compassionate. She was the first to accept Tohru after his change of heart, and her influence was responsible for the super-thief Viper turning away from crime. She's adventurous, curious and trouble-seeking to a fault and causes the trouble her family gets into almost as often as any demons or super-criminals. She can also be about as selfish, short-sighted and immature as any other elementary-school aged kid. Possibly as a result of that immaturity, she's also the most ruthless of the family. She's the only one with a body count and perfectly happy to use potentially lethal force against 'the bad guys'. When she's not going on adventures she's shown to be a pretty classic tomboy, a fan of the sort of action movie and comic book-style media her family encounters on adventures and only really lets a girly side show around animals. Even though she has a bad habit of creating chaos wherever she goes, Jade wants nothing more than to be a truly heroic adventurer and has been instrumental in defeating the forces of evil in the past.

Powers: Jade has had various superhuman powers at different points but currently has none. What she does have includes a ridiculously vast amount of experience dealing with the supernatural, espionage and super-science. She's also incredibly talented at stealth, sleight-of-hand skills and infiltration to the point where an elite government agency has officially labeled her 'The Ultimate Security Risk' and the head of that same agency has acknowledged her as an espionage prodigy. She also has some martial arts training from her uncle Jackie but while she's unusually skilled for her age she ordinarily can't win fights against adults without trickery, magic or sucker punches.

Equipment:[What do they usually have on their person?]

Backstory: Jade lived the life of an ordinary if mischief-prone elementary schooler until the day her parents and teachers got fed up with her disruptive behavior and sent her to San Francisco to live with her Uncle Jackie. At the same time, Jackie's life got turned upside down when he recovered a mystical artifact during an archaeological dig and became a target of the global criminal organization known as The Dark Hand and the demonic dragon leading them. Ever since, Jade has helped her family on adventures around the globe. She's battled criminals, supervillains, demons and sorcerors, traveled through time a few times and even been to alternate dimensions once or twice.

Supporting Cast

     Jackie Chan 
Name: Jackie Chan

Age: 35

Appearance:Jackie Chan

Personality: Jackie Chan is the sort of guy who stumbles into being the bane of all evil in his world by accident. He'll be the first to tell anyone who asks that he's just a humble archaeologist who doesn't want any trouble. He'll almost always try talking his way out of a fight and reasoning with people before resorting to violence and he often says that the greatest victory is the battle not fought. But as much as he'd prefer a peaceful, quiet life going on digs and consulting for universities, his own sense of morality often gets in his way. He'll almost always step in if he sees someone in trouble and won't hesitate to fight if it means protecting other people. Way deep down he also has a dangerous temper, especially when friends or family are hurt. Both enemies and his own 'darker' self also insist that he secretly enjoys all of the fighting he does, though he's quick to deny those accusations.

Powers: Jackie technically has no superhuman powers, but through sheer training and skill he's accomplished feats that make his enemies wonder if he's really human. He's able to run fast enough to catch up to a moving car in short bursts, had the agility and speed to run down the face of an imploding building and across the top of a train falling from a cliff and in general is an amazing, possibly peak human acrobat and athlete. He's also an incredibly skilled fighter who's infamous for making use of anything in his environment as an improvised less-than-lethal weapon. He's battled criminals, super villains, giant ancient demons, sorcerers and more and defeated all of them through skill, speed and cleverness. Despite constantly telling people he's not a secret agent, he's also surprisingly good at stealth and spycraft. He's successfully broken into the Metropolitan Museum of Art, several super villain lairs and once literally infiltrated Fort Knox. That said he's also prone to incredible clumsiness and terrible bad luck. He's also only slightly more strong and durable than the average person though he makes up for it in willpower. For example on the same day he ran down the side of an imploding building unscathed, he slipped on an action figure and broke his leg. Last and more mundanely, as an archaeologist he has detailed knowledge of various ancient civilizations, languages and artifacts.

Equipment: Whatever he can find

Backstory: Jackie Chan is just a humble archaeologist, or so he claims. He'd been trained in kung fu and acrobatics by his uncle as a child and had unspecified adventures with Interpol some time in his past, but overall he lived a quiet and peaceful life. All of that changed when he acquired a mystical talisman that was part of a set of 12 being hunted by the global criminal organization called The Dark Hand. After that, Jackie was recruited by his old friend Augustus Black as a consulting archaeologist for the top secret law enforcement agency, Section 13. Or at least that was the initial excuse. Black could recognize Jackie's talents easily and he eventually became their go-to unofficial field agent for magical or historical phenomena. Ever since, Jackie's been pulled into one action-filled adventure after another along with his family and has reluctantly saved the world from magic and mayhem dozens of times over.

     Uncle 
Name: Uncle Chan (no, seriously, nobody knows his real name)

Age: Unknown, incredibly old.

Appearance: One More Thing!

Personality: Uncle is a borderline stereotypical cranky Asian geezer who long ago became too old for things like 'politeness'. He's rude, stubborn, bossy, impatient with everyone and constantly dope smacking anyone who disregards his advice. That said he's also potentially the wisest good aligned wizard in his world and a reliable mentor for the rest of the Chan Clan. He has vast knowledge of the supernatural and a keen mind that drives him to continuously improve his spells and learn about new threats. Deep down he cares deeply for his family and the safety of the world and he's the most consistent voice when it comes to actively opposing the forces of evil. He has a knack for catching on almost comically quickly no matter how outlandish, implausible or supernatural the situation is, but sometimes jumps to the wrong conclusion due to age and prejudice. Overall, he gives the impression that he'd rather be an ordinary grumpy old man left to his tea and his antique shop, but that he takes his job as a wizard too seriously to get his wish

Powers: As mentioned earlier, Uncle is possibly the wisest and most powerful good-aligned wizard in the JCA universe. He knows a variety of spells and rituals for detecting, fighting and banishing evil as well as spells for many, many other effects too numerous to list. His power is hardly infinite however as he normally needs to prepare his spells ahead of time and many of them require the rare ingredients or elaborate ritual materials he stores in his shop. His magical knowledge specializes in Chinese magic, but with research time or foreknowledge he's also defeated Celtic druids, Japanese demons and various other mystical nastiness. Like Jackie he has knowledge of various ancient civilizations, artifacts and languages though his knowledge of these tends to eclipse his nephew's more mundane academia. After a bit of study, he even learned how to project his spells through cellphones and other wireless devices. He also possesses a sixth sense that allows him to sense the general proximity or harmful intent of evil beings, which he calls 'The Willies'. Lastly, Uncle was the person who trained Jackie in martial arts and acrobatics. While his advanced age has slowed him down, he's still dangerous in brief fights and has refined his skills enough to mostly rely on precise pressure points and surprise tactics instead of power or speed.

Equipment: Most often Uncle uses a generic 'stun' spell that he fires from a taxidermy pufferfish like a gun which impacts and stuns enemies, mortal or not. He also has a dried lizard which can either fire the same spell for a dual wielding effect or be used as a shield against energy attacks and magic. He has a wide range of other spells available to him but all require preparation and/or rare ingredients he stores in the back room of his antiques shop, Uncle's Rare Finds. The same shop also contains a vast library on ancient civilizations, spirits and magic from around the globe but especially ancient Asia. He has a cellphone which is ordinary, but often used to project his magic over distances.

Backstory: Uncle is very old and doesn't like discussing his own history much, but there are a few sure facts about his life. He was raised in a Peking Opera troupe from childhood where he learned acrobatics and martial arts. He later left the opera to study chi magic and magic in general under Chi Master Fung. At some point he moved to San Francisco and raised Jackie, teaching him martial arts while his shop was still a record store. Nowadays he's a very accomplished wizard and his record store is an antiques store and also a repository for spell ingredients, which helps his family on their many adventures.

     Tohru 
Name: Tohru

Age: Unknown, probably early 30's

Appearance: Tohru

Personality: In spite of his massive size and criminal history, Tohru is a very gentle giant. Even during his days as the Dark Hand's top enforcer he was motivated more by personal loyalty and the need to impress his mother than anything like greed or malice. In spite of his friendly and easygoing nature, Tohru is also extremely protective of his adopted family and he has a habit of attacking first and asking questions later if any of them are threatened, especially Jade. He's also much more intelligent than he looks and has grown into a highly skilled wizard as Uncle's apprentice.

Powers: Tohru's most noticeable attribute is his immense size and strength. He's physically the strongest member of the Chan Clan and the most durable and has frequently taken and matched hits from supernatural beings and come out only slightly worse for wear. His immense bulk and strength has allowed him to pick up cars, punch down trees and casually smash through walls. He's not as nimble and fast as Jackie, but has a fighting style based off of a mix of traditional sumo wrestling and street fighting, favoring grabs, crushing, throws, charges and a mix of forearm and palm smashes to bull down his opponents. While he's not agile like Jackie he has surprisingly quick reflexes, catching thrown knives and telekinetically hurled objects with apparent ease. He also has skill with nunchaku, but prefers to fight unarmed or with improvised weapons.

Less obviously but no less important, Tohru is actually a skilled wizard and Uncle Chan's apprentice in magic. He prefers to use his physical skills to fight and rarely uses the combat spells Uncle uses, though he can if the need arises. More often he devises various rituals to detect, ward off and banish whatever sorcery the group is dealing with along with Uncle or provides other more utility-based spells. He also shares Uncle's ability to get 'The Willies', the supernatural tingling chill that alerts them to the presence and intent of evil beings.

Equipment: Like Uncle Chan, he uses a variety of spell ingredients and has a bunch of tomes on research but rarely carries them on his person. He apparently carries a large pair of nunchaku with him but rarely uses them.

Backstory: Tohru was once known and feared throughout the criminal underworld as the top enforcer of the Dark Hand. That is, until his master's search for the talismans brought him into conflict with Jackie Chan. Tohru could occasionally get the better of Chan, but nevertheless suffered defeat after humiliating defeat. He fell out of favor with the Dark Hand and his master Valmont until he finally decided to give up his life of crime and join the winning side. Ever since he's been a faithful adopted member of the Chan Clan and helped them battle all sorts of high tech and supernatural threats.

     Captain Black 
Name: Captain Augustus Black

Age: 40

Appearance: "My bosses don't like the M, word, Jackie"

Personality: Captain Black initially didn't believe in mythical creatures or magic. Instead he insisted there were scientific explanations for the various enemies and phenomena the team encountered. In the time since he has become an ardent believer in magic and Jackie's strongest supporter. He considers Jackie his best friend and even reconstructed an area of Section 13's secret base into a perfect replica of the interior of Jackie's house after the Dark Hand blew it up. He likewise treats Jade like his own niece, sometimes encouraging her training and trying to take her to the amusement park, no matter how much trouble she causes him. He's completely devoted to the causes of good and justice.

Powers: Captain Black doesn't have any of the peak human abilities or elite martial arts skills his allies and enemies all possess. However he's still a moderately skilled hand-to-hand fighter and athlete. His one superhuman attribute is apparently his willpower and determination to do good. even in situations where he was supposed to be corrupted into an evil self by magic he acted the same. Where he really shines is as a spymaster and the leader of the world's most elite crime fighting task force, Section 13. He's highly gifted as a marskman, spy, investigator and tactician on top of being skilled with a wide variety of vehicles, weapons and high tech devices.

Equipment: Captain Black has a wide arsenal of weapons and gadgets available thanks to his position as commanding officer of Section 13, but most commonly carries a silver automatic handgun (most likely some form of M1911) and rides a red motorcycle out in the field.

Backstory: Not too much is known about Captain Augustus Black. He was best friends with Jackie in the past and a top field agent for the Jackie Chan Adventures Universe's version of Interpol. Secretly, he also helped lay the groundwork for the creation of a new international covert special operations and crime-fighting organization, Section 13. He initially hired Jackie as a consultant on rare historical artifacts he believed the Dark Hand were planning to sell on the black market, but has since ended up bankrolling an entire secret crusade to protect the world from dark magic artifacts. Because his superiors don't share his belief in magic he often has to rely on the Chan Clan for field operations when it comes to retrieving said magical objects but has risked firing, institutionalization and his own death in order to help them keep the world safe.

     Valmont 
Name: Valmont

Age: Late 30's

Appearance: Valmont

Personality: Valmont was once the leader of the most feared and extensive international criminal empire in the world and acts like that's still true. He constantly tries to pull off an air of polite but cold sophistication and really is unflappable in the face of even the most bizarre circumstances a lot of the time. Unfortunately he also has a bad habit of getting too arrogant when things are going his way and looking out for his own self-interests above everyone else's, even if betraying them might destroy him in the end. Even so he's highly cunning and intelligent and more than capable of making a comeback as a crime lord. While revenge against the Chan family is nice, Valmont's first and only real motivation is his own survival and prosperity and he'll do anything to maintain them.

Powers: Valmont is first and foremost a highly intelligent crime lord labelled a 'criminal genius' by both allies and enemies. He's outwitted both the heroes and at times his own demonic or criminal allies on multiple occasions. While he doesn't often show it off he's implied to be something of an engineering genius, responsible for the creation of a number of weapons and tricks he and his allies used to commit crimes. H has some knowledge of ancient artifacts, languages and legends due to his past as a black market dealer in ancient magical and non-magical relics. He also has some knowledge of sorcery picked up from the demonic sorcerer Shendu, a former ally.

Beyond his wits and smarts, Valmont is also an excellent fighter and extremely fast and agile. He's been able to match and even defeat Jackie Chan in one-on-one combat and chases which by itself speaks volumes about his physical abilities. While he doesn't quite have his heroic nemesis's skill with improvised weapons, he's highly skilled at using his reinforced, high-tech walking cane in combat as a combination short staff/fencing weapon, along with the high powered dagger concealed inside it.

Equipment: Valmont's primary tool and weapon is his walking cane, which has the ability to float and fly to his hand either via a watch or a mechanism hidden inside a fake tooth in his mouth. The cane also conceals a short dull dagger of his own design that electrifies when charged, either to non-lethally stun opponents like a shock baton, or super-heat to cut through most materials and opponents. The body of the cane is also reinforced to withstand the heat of the dagger and similar weapons and work better as a bludgeoning weapon. Other than the cane, watch and tooth mechanism all of his other equipment was lost when the Dark Hand fell apart.

Backstory: Valmont was once the world's most powerful criminal mastermind and leader of the global criminal organization known as The Dark Hand. He partnered with the Demon Sorcerer Shendu, who was sealed in a statue in Valmont's office by ancient magic. If Valmont could recover the scatted twelve ancient talismans that were the source of Shendu's power and free him, Shendu would gift Valmont with the lost treasures of Qin Shi Huangdi and make him unimaginably rich. Things went south for Valmont after the demon betrayed him and both were defeated by the Chan Clan and Section 13 and he's been struggling to regain his former glory ever since.

     The Enforcers 
Name: The Enforcers (Ratso, Finn and Chu)

Age: (late 20's to mid-30's)

Appearance: From left to right: Chow, Finn and Ratso

Personality: The enforcers are generally bumbling goofballs who wouldn't be villains except for the fact that they keep being recruited or pressed into service by various villains both magical and non-magical. At this point pretty much nothing surprises the three of them and they've mostly resigned themselves to being new lackeys and punching bags for whatever force is threatening to destroy or conquer the world this month. As far as they're concerned being bad is the only thing they're good at and even if they try to quit some hand of fate will just put them right back on the path to crime. That said, the three are all incredibly loyal to each other, by now savvy about all the weirdness around them and occasionally surprisingly smart. They want money, but more for a life of comfort and ease than anything.

Powers: The enforcers are pretty much just normal guys fallen on hard times and turned to career criminals, apart from all their supernatural henchman experience. Out of the three of them, Chow is the best fighter and actually has some martial arts skills, Ratso is the strongest and most durable and Finn is the most likely to pull a knife or a gun in a fight, though he usually gets disarmed. Chow can read both modern and ancient Chinese, Finn can be oddly clever and Ratso was formerly a doctoral candidate for theoretical physics and a huge pop culture nerd, though he's just as bumbling as the other two in spite of his academic knowledge.

Equipment: Usually just whatever they can grab in a street fight or typical weapons like knives, clubs and guns unless their employer gives them more to work with. Finn almost always seems to have guns and knives hidden on his person but he rarely gets to injure anyone with them since he's so clumsy.

Backstory: The Enforcers originally worked for Valmont, then directly for Shendu. Since the destruction of the Dark Hand they've been at least briefly recruited by almost every enemy the Chan Clan have faced, gone through a number of transformations into magical minions, survived things that should have killed them dozens of times and bumbled their way from one evil employer to the next in hopes of striking it rich.

Chunk

Name of the World: San Francisco

Description: Basically a fictional version of San Francisco County set in the early-to-mid 2000s. While ancient magic and science-fiction level technology both exist, neither are well known to the public at large. America is implied to have a more well-developed space program which section 13 has access to but life is otherwise pretty ordinary at first glance. Underneath that, it's filled with some pretty strange stuff. A giant, elaborate underground base for the world's most elite crime-fighting organization, an antique shop run by a wizard, the world's most feared crime boss living as a thieving squatter, demons sealed away in odd prisons and even magical artifacts unknowingly sold in thrift shops.

     Contents Locations 
Contents/Locations: There are several locations of interest:

Uncle's Rare Finds is the antique shop run by Uncle Chan, possibly the most powerful wizard in his universe. It is home to Uncle and Tohru, contains all of Uncle's spell components and his research library and houses some interesting magical artifacts kept carefully under lock, key and warding spell. The shop itself is also warded against incursion by most 'evil' and 'magical' beings.

Section 13 has several secret entrances throughout the city, though the one most often used by the heroes involves a telephone booth that rushes the occupant down a chute to the base itself (the nearby hidden stairs are still faster though). Section 13 is massive and has hangars for military vehicles, quarters, food and general living space for personnel, an armory full of military grade weaponry and high tech gadgets and a relatively small but still fully functional manufacturing facility for both of these. It also houses an area built to resemble Jackie Chan's home in San Francisco above, complete with a martial arts training room in the back.

Most important of all, Section 13 is home to the Talisman Vault. This is a vault meant to contain the world's most valuable and dangerous magical artifacts. It's strongly warded against various spells and evil spirits but also has mundane security measures like a massive steel vault door, pressure sensitive floor and infrared and motion scanners linked to a system of automated laser turrets and electrified floor panels. Retractable bulletproof glass cases and alarm sensors surround most of the artifacts inside. The vault contains the 12 Talismans of Shendu at its center, in a special display case surrounded by bulletproof glass, the floor panels and more vaporizing laser beams, along with Shendu himself trapped in talking statue form and mounted on the wall behind more ordinary prison-style bars. The Mask of Tarakudo, Lord of All Oni, also rests on a wall surrounded by a similar pane of glass and sensors.

''Specialties: Various kinds of magic coexistence with spy fiction level superscience though these aren't widespread. Chi Magic, both good and bad, can technically be learned and used successfully by anyone, though some people are implied to be more gifted than others and some like Captain Black never seem to get the hang of any spells they try.

     Talismans 
The most central magical artifacts in this world are the Twelve Talismans of Shendu, which have the following powers, modified at GM discretion thanks to meddling by The Cure:

The Rooster Talisman: Gives the power of Levitation, essentially telekinesis. Could likely be restricted by preventing the ability to pick up anyone apart from the user, with heavier objects putting more strain on the user. This has some precedent in the source material as Jade struggles to simply lift and drop objects of Tohru's weight. Can be combined with the Rabbit Talisman for high speed flight, though this is too fast and linear to be useful for anything but long range transportation.

The Ox Talisman: Gives Super Strength. Can be limited to be on par with Tohru or other similarly strong characters already in game.

The Snake Talisman: Gives invisibility. This already has some limitations built in, as it does nothing to hide the user from anything but sight and infrared or other similar sensors can still detect them. It can sometimes be used to make objects or vehicles in contact with it invisible, but generally can't cloak more than one person or thing at a time.

Rabbit Talisman: Grants Super Speed and Super Reflexes to match. Can be limited to enhancing speed and agility down to acceptable limits and/or only usable in short bursts before needing a recharge.

The Sheep Talisman: Grants Astral Projection essentially giving someone a ghostly form while leaving their body unconscious. During this time they can only interact with non-supernatural beings through dreams. Can be limited to only work on one person at a time.

The Dragon Talisman: Gives the power of Combustion. Basically it works like an easily concealable and portable rocket launcher and deals similar damage, though it also has a continuous flamethrower mode that can melt through metal if necessary.

The Rat Talisman: Gives life to inanimate objects. Might only work on one object at a time, at GM discretion the animated object might not have the knowledge or abilities of the thing it is made to look like.

Horse Talisman: Healing and curse removal, can be subject to similar limitations of other healing abilities, also normally must be held by the person being healed or restored.

Monkey Talisman: Can transform the user into an animal. The user has to be in contact with the talisman and say the name of the animal out loud to transform. The exception to this is reverting back to human form, where the user just has to be in contact with the talisman and think 'Change me back'.

Dog Talisman: Gives immortality and rejuvenation/artificial youth. Already doesn't actually protect from injuries or heal you, just allows you to survive.

Pig Talisman: Heat Beam Eyes. Not a laser and very dodgeable, also highly telegraphed since you can only fire at things you're staring directly at and your eyes light up. Must be continuously held or worn by the user.

Tiger Talisman: Allows the separation of a user into two beings, consisting of two halves of their nature. These are not necessarily 'good' and 'evil' but sometimes just 'aggressive' and 'meek' or other personality divides. Only one person can use the talisman this way at a time as it splits in half and each duplicate gets one half.

''Population: Most of the population of JCA's San Francisco county are just like those found on our Earth in the early 2000's. They're primarily civilians except for Section 13 and emergency service personnel and technically a population of around 757,600 or so around the time depicted, though this larger sense of scope is rarely shown or felt. They are largely unaware of the supernatural and high tech battles waged around them regularly, in part because Section 13 works to cover things up, blaming things on gas leaks, movie filmings, terrorist attacks, mass hysteria etc. Basically the population is mostly normal American civilians.

Edited by Dblade26 on Aug 22nd 2020 at 4:47:52 AM

ImmortalNeet Eternal Princess from Eientei Since: Feb, 2014 Relationship Status: Having tea with Cthulhu
Eternal Princess
#988: Sep 16th 2020 at 5:53:12 AM

Name: Reisen Udongein Inaba

Age: unknown, but at least over 40

Appearance: Link

Personality: Reisen is probably the most level-headed of the inhabitants of Eientei. She is reasonable and acts more responsible than the others. She can be overwhelmed and seems to have a strong aversion to war. She is very loyal to Eirin and Kaguya, who took her in when she needed refuge from the war on the moon. Because of her relatively strait-forward personality, she gets frustrated when she ends up being the butt of Tewi's pranks.

  • Edit: (Reisen however is not immune to the strange youkai logic that most of Gensokyo's residents have. She once led a protest against a festival that was going to serve rabbit meat in a stew. When they caved to her demands, she then led another protest, this time because there was no meat in the stew!

  • She also has some residual Lunarian arrogance. This outlook isn't completely unwarranted however. The Lunarians had power on par with gods and the purity of the moon made coming to Earth closer to leaving Heaven then merely going to another planet. While this may color her outlook some, she doesn't actually look down her nose at anyone. She has long come to the understanding that she is now a denizen of Earth. Still, she may come across like a city girl out in the country, albeit one who had been living there for a few years at that point.

  • It may also be important to note that due to circumstances, Reisen is more or less going against her nature. She is one to usually avoid trouble and not get involved in affairs that are not her problem. However, her loyalty to those in Eientei now have her strive to have them returned. The result is that while she is eager to volunteer, she really doesn't want to be in the situations she finds her self in.)

Powers:

  • Flight: Same as the other two.

    • Edit: (Taking a note from Phantasmagoria of Flower View, Reisen speed is considered 4 stars. Basically, as befitting a rabbit, she is faster and more agile then most. However she is not a true speedster like the likes of Aya or Marisa.)

  • Danmaku: Same as the other two. She tends to fire off her danmaku while putting her index finger and thumb in the shape of a gun.

    • Edit: (First to give some context to Danamaku and the spell card system. This fighting system was developed as a way of allowing for non-lethal resolutions to problems and to create an even playing field for everyone to fight. Given that some Yokai have absolutely broken power sets (for example the "ability to, without exception and without permitting any resistance, end the life of any living being...") and no one could kill the Shrine Maiden with out causing the barrier between Gensokyo and the outside world to collapse, this was more or less a necessity. Also, admittedly it was implemented so yokai and others could simply let loose without having to worry about consequences.

    • This is important to Battleworld for a number of reasons. It puts a lot of context as to how the powers work as well as the mind set of the danmaku user. Most importantly, in battleworld, all of Reisen's powers will be locked within the Spell Card system. Meaning all her powers are locked to non-lethal, and she won't be able to make it lethal even if she wanted to. (Admittedly, if fighting for real, Reisen would have probably gone straight to scrambling brain waves.)

    • While others are still free to simply shoot the rabbit girl dead and ignore the spell card system, those hit with danmaku will react accordingly. There is a number of things to note with danmaku though. For one, being non-lethal, others will be able to take a number of Danmaku hits as if they had a life bar. Mooks will still probably go down in just a few hits, but a more powerful character will take more shots. They will feel the impact and may even feel hurt, but no actual damage occurs. Taking enough hits results in a KO or simply being too weak and tired to continue fighting.

    • Second, its more important that a person is hit by Danmaku then how. Walking slowly into a danmaku bullet that is standing still has the same impact as if Reisen had shot it into someone's chest at high speed. This unique property, along with the fact that the Spell card system was put in place to create an even playing field that allowed even immortals to lose, allows danmaku to circumvent a number of defenses. While armor may be considered contributing to the hypothetical health bar of the enemy, it doesn't actually block danmaku. As a result, danmaku can cherry tap even things like tanks to death, as perhaps evident with the Flower Tank and Evil Eye Sigma. (While the tank blew up in game, we can have vehicles and the such defeated with danmaku overheat, breakdown, or something similar if that is preferred.)

    • While a person can tank hits, because they still feel the impact and it still counts as a hit, its not the recommended strategy. Its bullet hell, dodge that shit.

    • Speaking of bullet hell, danmaku acts strangely as projectiles as evident by the myriad of patterns they take. To get it out of the way, quantity won't be so much an issue on Battleworld. While Reisen will still fire off a lot of rounds, it won't be anything like this. Instead, Reisen will be taking inspiration more from the fighting games.

    • That said, danmaku are still unique as far as projectiles go. They can take on strange flight paths. They can start out real fast then suddenly slow down to a crawl, or do the opposite. Hold in place. They can curve in their path or even wave around like a snake. Make 90 degree turns. Take all sorts of shapes (though Reisen will primarily stick to bullet shaped danmaku). Basically danmaku has alot of freedom as to how they are formed and act to create Spell Card patterns.

    • While Danmaku can reach a decent speed, they never reach the supersonic speeds of actual bullets. This is because by rule, a spell card (and the danmaku associated with it) can not be unwinnable. A caveat we can take advantage of to make sure things stay fair in game, as any attack inherently unfair will be null and void or have restrictions suddenly placed upon them to adhere to the Spell Card system. So a completely invisible bullet hitting its target is a no go, but having a danmaku remain visible just long enough to show its direction and speed before leaving the visiable light spectrum is still ok.

    • On Battleworld, danmaku can not home in on targets. The flight path and behavior of the danmaku will have to be pre-programmed before being fired, so no micro-adjustments after the fact. That said, Reisen does have the Spell Card Mind Shaker, which allows her to move around danmaku she already fired. They still keep the same pre-programmed behavior, such as speed, direction, and angle. But Reisen can reposition the bullet on the XYZ axis. During repositioning all danmaku are inert for a couple seconds, giving the opponent an opportunity to make note of the changes. (While iconic to Reisen's spell cards, it also admittedly made her one of the easier stage 5 bosses since those periods of the danmaku being inert gave the player a break from the usual endless barrage of bullets.)

    • While range is her forte, Reisen is pretty good with her kicks. She can also use danmaku in melee by holding the energy at her finger tip. She can also fire off a close range attack that looks like an oversize muzzle flash that has a lot of knock back.)

  • Manipulation of Wavelengths: Reinsen's powers allow her to sense and manipulate waves of various kinds. She can manipulate sound waves and light to create indirect illusions. Her powers come from her eyes and with eye contact she is able to slightly alter a person's brain waves and induce a sort of short term insanity. She can make them short-tempered and irritable, or she can apathetic and depressed. Stronger willed people or those set in their ways are harder to change.

    • edit: (I think it was probably addressed before, but there will be no brain wave manipulation on Battleworld. Reisen will primarily stick to light and sound waves. Though I don't want to hard restrict it to just those two in case interesting opportunities come up, such as disrupting enemy radio waves. That said, you don't have to worry about her using microwaves or anything like that.

    • Along with creating illusions with her powers, she can weaponize light, sound, and waves in general. She can focus light into lasers shot from her eyes. Sound she focus into a directional attack. Then waves she can energize in to a circular aoe attacks. These too follow the Spell Card rules.

    • To create some restrictions, her ability to manipulate waves will be limited to roughly a 30 foot cone from her eyes and her immediate person. Her eyes will grow red every time she is using her power. These lunatic red eyes will clue in an opponent that all may not be as it appears. Also regardless of the illusion, her red eyes will be visible for the opponent to see. She can enter brief periods of invisibility, seemingly fading out then back in a moment later, but she can not hold prolonged invisibility. Also, being a power from her eyes, they are at the mercy of her blinks. So even prolonged illusions will have periodical brief relapses where an opponent can get their bearings.)

Equipment: Nothing

  • edit: (I did want to see if I can bring in Reisen's bunny eared gun. It can transform into a number of shapes and can even split in two. Given that she can shoot danmaku with or with out it, its really more of a prop then anything else. But its cute, and will help telegraph her attacks better.

  • I did also want to see if I could bring in Eirin's medicine from SWR. Functionally, it will be like a super energy drink, giving excessive amount of energy to the point of hyperactivity. The fun part comes in when one drinks too many, causing them to explode. The process is completely non-lethal, but it does allow Reisen to go for that double KO like a non-lethal suicide bomber. Its not necessary by any stretch, but I always found that attack funny and wanted to try my luck.)

Backstory: Reisen is a lunar rabbit, one of the natural inhabitants of the moon. She was the pet of two noble sisters, but one day a space shuttle from the Earth showed up and placed a flag on the surface of the moon. The lunarians were furious about this, which started a war between the astronauts and lunarians. Reisen fled from the war to the Earth, seeking out Eirin and Kaguya. Sympathizing with the rabbit, the two of them took her in for protection in exchange for her service. Reisen was more than happy to work for the princess and doctor, even defending them during the false moon incident. Once Eientei became more open with the people of Gensokyo, Reisen got involved in various incidents, helping the locals resolve them when they reached her attention.

How do you kill that which has no life?
Omega-Z SOUL KING BROOK from The Thousand Sunny! Since: May, 2019 Relationship Status: Barbecuing
SOUL KING BROOK
#989: Nov 5th 2020 at 1:19:19 PM

i already know im gonna get lost on the story but here we go. i'm doing a chunkless faction, partially because i wanna see what happens if i team up w/ others and partially because my character is pretty much the antagonist of the entire series he comes from.

Main Character

Name:HABIT

Age:unkmown

Appearance: My avatar. in case i change it, when possessing Evan (which he usually is), he has long, straight hair, mostly combed to the sides, although a few strands fall over his face. he's usually seen wearing either horror genre or skull t-shirts with jeans, or hawaiian shirts and a straw fedora w/ jeans

Personality: sort of goofy evil, in the most terrifying way. At one point, he posseses Evan, his usual vessel, eats his baby and fiance, then unpossesses him so he can remember all of it, then possesses him all over again. he also sent a jewish character a christmas border letter at one point.

Powers: very high pain tolerance, amplified speed, strength, and stamina, typical slenderverse Alien Geometries, as well as some teleportation and mild reality warping, such as making someone appear when they aren't actually there.

Equipment:Various blades, lighter, purple tape

Backstory:HABIT is a spirit of unknown age who endlessly tortures the main cast of everymanHYBRID (the series he's from). He usually pits them against each other in each iteration to kill all 4 off. for context, iterations are similar to reincarnation. every twenty years or so, four children, named Evan, Vincent, Stephanie, and Jeff are born. they're basically fated to be roped into the whole Slenderman mess, and multiple instances of the group can be alive simultaneously, although there will be an agr gap.

sorry for the wall of text :)

Edited by Omega-Z on Nov 5th 2020 at 1:21:00 AM

YOHOHO!
TheodoreHastings Since: Jan, 2013
#990: May 2nd 2021 at 6:12:25 PM

Main Character

Name: Princess Zelda Sapientri Hyrule

Age: (1)17

Appearance: "I will fight for Hyrule, in any way I can."

Personality: Polite, inquisitive, charming, brilliant, and always eager to make new discoveries, Zelda is remarkably approachable for an heir to a continent-spanning kingdom. She considers herself more of a scholar than an aristocrat, and can get easily sidetracked when she finds something new to learn about. Occasionally this fixation on a new discovery will lead to a murmured monologue, as Zelda tries to map out just how the subject matter works or what its intended purpose was/could be and what if the rumor about boiling down hot-footed frogs is true and it actually produces a speed-enhancing elixir? Needless to say, her knight and Champion Link often winds up being her (reluctant) guinea pig.

In the months leading up to the rise of Calamity Ganon, Zelda had been drowning in anxiety and self doubt because of what she deemed to be her own incompetence. Her father threw the responsibility of protecting every citizen of Hyrule onto her shoulders, and when the Great Calamity finally arrived—killing not only King Rhoam but also four of Hyrule's Champions and possibly most of Hyrule's population—she could do nothing but watch in terror as the Hyrulean forces were almost completely wiped out. It took her appointed knight receiving a mortal blow for Princess Zelda's power to awaken, but when it finally did she threw her self doubt aside and went about forcing Calamity Ganon into a century-long stalemate. This all goes to say that she has a lot of trauma and anxiety issues, but she's also had a hundred years to work on it.

Powers: As a female member of the Hylian royal bloodline, Zelda is capable of performing magic of the matron goddess of the kingdom: Hylia. In fact, one might call Zelda a mortal reincarnation of Hylia, whose role is to protect the light and life of Hyrule from forces of darkness spearheaded by Calamity Ganon. While the magic Zelda can perform is powerful and unique to her, its application is rather conditional. Against creatures of the dark, like Dracula, Vergil, or Majora, it can be quite effective, but against anyone else its power is incredibly watered down; the metric that comes to mind is the damage difference between Final Fantasy's "Fire" spell, and its "Firaga" spell. Hylia is the Goddess of Light and Life—not the Goddess of Combat.

Her magic attacks come in a few forms, the more common of which is spontaneously generating rays of light that can damage enemies. This moveset demo from Hyrule Warriors: Age of Calamity gives you a good idea as to what it looks like. Very flashy, but against anything that isn't a creature affiliated with darkness, not incredibly effective. The levitation and Super Saiyan aura might make a good intimidation tactic, though!

In addition to using the light to attack, Zelda can create a wall to defend herself and nearby allies from harm. This barrier is strong enough to withstand 2 or 3 strikes of great force (let's use Lady's rocket launcher as a measurement), but it only protects from one side, and Zelda can't do anything else while she's keeping it up. Good for Deus ex Machina saves, but not for long fights against agile opponents. These barriers also cannot recognize holy attacks as a threat, and will let those attacks phase through to strike Zelda or the allies she's protecting.

The most powerful and iconic model of Zelda's magic appears in the form of a weapon: the bow of light. With it, Zelda can fire a concentrated shot of magic from a distance (let's say about a hundred feet—well below the range of real life archery), but cannot fire more than one shot at a given time due to a cooldown of about 30 seconds.

Zelda does not necessarily need her magic to fight, but while she could use the Sheikah Slate to engage enemies, the cooldown rate and strange assortment of abilities could make fighting with it...a bit hectic.

Equipment: The most important piece of equipment Zelda has is the Sheikah Slate an ancient handheld device that resembles a tablet or a Nintendo Switch, capable of performing some impressive functions (called runes) otherwise thought impossible in the medieval-fantasy era of Hyrule. These runes include:

  • Bombs (Round and Square): The user can create a explosive device about the size of a bowling ball. These bombs can be remotely detonated by the Sheikah Slate, but are otherwise harmless. The explosion covers about five feet in diameter, and since the bombs are essentially created out of thin air, there is no shrapnel or gunpowder to speak of. Round bombs can roll along the ground, whereas the cubed bombs tend to stay in place unless placed on a steep slope. The Sheikah Slate can only produce one bomb of each type at a time, and since they both have separate detonation settings, it also can only blow up one bomb at a time. On top of that, these bombs have a ten-second recharge phase between uses.

  • Magnesis: The Sheikah Slate can create a strong magnetic pull on metal objects, allowing the user to move steel objects, large blocks of iron, and even twenty-foot long slabs of sheet metal with relative ease. Zelda can use Magnesis to pull metal objects over to her, drop them on unsuspecting enemies, or create a makeshift bridge. Since the controls for this rune aren't intuitive and it has a difficult time targeting small-ish items (like a gun or a sword), the Sheikah Slate cannot take weapons out of someone's hands. Also might go without saying, but Magnesis can't affect massive or incredibly heavy works of metal, like a battleship or a support beam of a building.

  • Cryonis: This rune can freeze a body of water into a six foot tall block of ice. The water doesn't need to be placid, or even that deep to work, so long as there's enough volume to make the ice. Apart from giving the user a solid footing in lakes or rivers, Cyronis can also be used to stop the flow of water in concentrated areas. The Sheikah Slate can create up to three blocks of ice at a time; once it creates a fourth, the first block created turns back into water. The Cryonis rune can also be used break ice as well, though it can't shatter anything larger than the blocks of ice it normally creates. Can't imagine anybody would want to try to destroy an iceberg with Cryonis, but they'd be hacking away at it for a long ass time!

  • Stasis: The Sheikah Slate has a very limited ability to stop time for certain objects. The effects of this rune last no longer than five seconds, but in that time the object's essentially immune from damage and susceptible to kinetic energy; in other words, if you hit the under-stasis object a lot, it'll launch in the direction it was hit from. This rune has a notably longer recharge phase than the other runes, at least thirty seconds per use. Only one object can be put under stasis at a time, and (despite the in-game upgrade) all living creatures are exempt from its effects. Like the Magnesis rune, Stasis has a great deal of difficulty targeting small objects, and the time it takes to activate the rune makes it very impractical when it comes to stopping projectiles. It ain't stopping any bullets anytime soon.

  • Camera: A camera that can store several hundred pictures. The Sheikah Slate's camera can also be faced towards the user to create a "selfie" mode! There's a feature associated with the camera rune called the Hyrule Compendium, which allows the user to learn about a creature or object simply by taking a photo of it. While this feature wouldn't work automatically on Battleworld, Zelda will likely use it to write down a Compendium of all the new things she finds on this planet!

  • Master Cycle Zero: An ancient vehicle created by the same inventors of the Sheikah Slate, the Master Cycle Zero is a motorcycle Zelda can summon with the slate to help her cover large distances quickly. The Master Cycle runs on fuel converted from raw materials like meat and plant matter, and while it's hard to beat its convenient storage system, its ability to handle rough and rocky terrain isn't great. The Sheikah Slate can also store the Master Cycle when Zelda no longer needs it.

Aside from the Sheikah Slate, Zelda will have a glider and a wallet full of Rupees. She doesn't carry a conventional weapon since it's her companion's job to handle threats.

The last relevant piece of equipment Zelda has is...a bit tricky to categorize. Zelda has a piece of the Triforce—a sacred treasure left by the three goddesses that created Hyrule. Zelda's piece is called the Triforce of Wisdom, associated with the water Goddess Nayru, who poured her wisdom into the land and gave the spirit of law to the world. While this "item" (if you can call some ethereal presence residing in one's body an "item") doesn't do anything significant by itself, it's an important MacGuffin in the franchise, and it's worth stating that Zelda has it.

Backstory: The history of Hyrule is also the history of Calamity Ganon: an entity of concentrated malice—part being, part force of nature—who has sought to destroy the kingdom since its infancy. The Great Calamity has taken many forms over the ages, hellbent on conquest for reasons that have long since been forgotten, but in all incarnations it commands legions of monsters and dark forces who spread its malice to all corners of the kingdom. Yet against this immortal foe, two figures have risen time and time to confront it: a princess with the blood of the Goddess, and a champion with the spirit of Hyrule's Hero. Wielding the legendary Sword that Seals the Darkness, the champion would fight the Calamity head-on, weakening the beast enough for the princess' deific magic to banish Ganon from the kingdom—at least, for a time.

10,000 years after the last battle with the Great Calamity, a fortune teller arrives in Hyrule Castle to warn the king and queen of a terrible fate: the Boar will arise within less than twenty years, bringing death and destruction to Hyrule just as it did in ancient times. Suddenly, news of the queen's pregnancy fell on a sour note; their baby girl would need to fulfill a perilous role in the never-ending cycle, and use Hylia's power to banish the Great Calamity for another age. Since time immemorial, the means and methods of unleashing this holy power had been a carefully-guarded secret, its teachings only passed down from mother-to-daughter of the Hyrulean royal bloodline. Unfortunately for a young Zelda, her mother passed away years before she could teach the princess the secrets of harnessing Hylia's magic. Far as fulfilling her role in the cycle was concerned, Zelda was very much on her own.

Of course, Hyrule had never relied solely on two people to rid the world of evil. In the previous cycle ten millenia before, the Sheikah clan designed and successfully mass produced thousands of intelligent superweapons known as Guardians, which served as an effective countermeasure against Ganon's legions of monsters. In addition to the Guardians, the Sheikah Clan also created four massive machines of incredible power, capable of attacking the Great Calamity directly and wounding it enough to make quick work for the champion and princess of old. These machines—Vah Ruta, Vah Rudania, Vah Medoh, and Vah Naboris, were known as the Divine Beasts. As luck may have it, these ancient machines were rediscovered soon after the prediction of Ganon's return, and with years of patience and hard work, Hyrule excavated these relics in preparation to the battle against the Great Calamity.

Zelda grew up yearning to be a scholar. Her passion and talent for uncovering the secrets of the Divine Beasts became obvious to everyone...though with the threat of Calamity looming over the kingdom, her father never allowed her to spend much time in research. Only Zelda could banish Ganon, but she could only do so if she could harness Hylia's power. After ten years of self-training, the frustrated princess had failed to yield any results. She would return to the castle with nothing to show for her hard work, and her father—acting as a king first and a parent second—could only scold her for not trying hard enough, and for letting her hobby of "playing scholar" distract her from her responsibility. Needless to say, this neglect and misplaced blame left its mark on the young princess.

Yet as Zelda failed to make any progress, preparations with the Guardians and the Divine Beasts went quite smoothly. The champion was quickly discovered, and as if to pour salt into the princess' wounds, he was around her age and already a more competent swordsman than all but the most masterful warriors. The Sword that Seals the Darkness was removed from its slumber, four elite warriors from across the kingdom were chosen to pilot the Divine Beasts, and with Zelda as their leader the king dubbed these six heroes the Champions of Hyrule. To better protect her as the Calamity grew near, the king appointed the champion Link as his daughter's appointed knight.

Zelda 'DESPISED Link. He refused to say anything, but insisted on following her everywhere she went. He didn't seem to understand a word she said about Sheikah technology, but was always butting into her research. Perhaps worst of all, her appointed knight seemed perfectly content with his role in the upcoming war, and was more than talented enough to fulfil his destiny. Link was a haunting, incessant reminder of her own failures, and she took all her insecurities about her own power and used her appointed knight as a target.

Though after a failed assassination attempt by the Yiga Clan—a cult of Sheikah clansmen and women who worshipped the approaching Calamity—Zelda began to warm up to the young swordsman who had saved her life. She managed to peel away some of his layers bit-by-bit, and soon came to realize that he wasn't at all content with his role in the upcoming war; in fact, he was so scared of saying something out of place that he simply refused to say anything at all! He could feel all the eyes on him at all times, and with the dark clouds coming in he decided to act as a silent symbol of strength; something to give people hope for the future, at the cost of acting much like a person himself. After learning that Link wasn't too unlike herself, the princess soon came to trust her knight as a friend and confidante.

Yet despite everything, Zelda's training continued to bear no fruit. On the evening before her 17th birthday, the princess and her knight ventured to the Sacred Spring of Wisdom for one last-ditch attempt to awaken Zelda's power. No such luck, but as the duo returned from the spring, Calamity Ganon finally struck—rising from beneath Hyrule Castle to devastate the kingdom's capital in a matter of hours.

Turned out that Ganon had gained a new trick in his 10,000 year exile: the malice that poured from its ethereal form could corrupt Guardians and turn them against their Hyrulean masters. With thousands of devastating machines joining the legions of monsters already loyal to the Calamity, the conflict that engulfed Hyrule could hardly be called a war; "massacre" was a more accurate word. The four Champions piloting the Divine Beasts were killed in battle, and with them gone the massive machines could be corrupted to serve the Great Calamity. With her father and closest friends dead, a kingdom on the verge of ruin, and with no signs of living up to her destiny, Zelda took a moment from fleeing a battlefield to fall in the rainy mud and despair.

The Battle of Fort Hateno turned out to be a turning point in more ways than one. Having fought through a line of a dozen Guardians, Link finally sustained enough injuries to fall to the ground for good. With her champion defeated and mortally wounded, it was Zelda's turn to do the protecting; as a Guardian approached the fallen knight, its glowing eye trained on his dying body, the princess intervened to shield Link from the blast—and in that moment, her power finally awakened. The warm light of Hylia flooded the battlefield, expelling the malice controlling the dozens of Guardians and leaving them lifeless lumps of metal! With their first victory in hand, Zelda ordered her troops to take Link to the Shrine of Resurrection, and ancient Sheikah facility theorized to heal life-threatening injuries. Taking the Sword that Seals the Darkness, Zelda ventured to the Sacred Grove in the Korok Forest, where she sheathed the blade in its pedestal to wait for its master's return.

Link needed time to recover from his injuries, which meant that the kingdom needed time. With Hylia's power at her full command, Zelda decided to buy Hyrule all the time she could, and confronted Calamity Ganon herself at Hyrule Castle. The dark clouds consumed her, and the battle between Demon and Goddess began anew.

What resulted was a stalemate that lasted for over a hundred years, when Link's injuries were finally healed and he could set to ridding the kingdom of evil. The long, torturous endeavor finally ended when Link struck a crippling blow to the Great Calamity, and Zelda—using as much of her exhausted power as she could muster—banished Ganon once more. After a bloody chapter in the latest pages of a bloody history, Hyrule was at peace once again. The princess and her knight set out to rebuild the kingdom they'd lost 100 years before.

...but the Cure had other plans.

Supporting Cast

Name: Link of Hateno

Age: (1)17

Appearance: "SORYEH!" (He also has a ton of other outfits that are too numerous to list here)

Personality: Link is a soft-spoken young man who believes it's better for a knight to be seen rather than heard. He takes the burdens of others on his shoulders, so much so that he has gotten into the strange habit of not expressing his thoughts or feelings to others. It takes either an unbearable amount of strain on his mind or a lot of coaxing to get Link to put words to what he's thinking...assuming that he's even thinking at all.

That said, he does have some interests and hobbies that could help him bond with others. He loves animals, and has a special kinship with domesticated creatures. According to Zelda, Link is also "quite a glutton" who "can't resist a delicious meal." Fortunately, he picked up how to cook his own meals during his adventures across Hyrule, so he can keep himself stuffed without much trouble. His sense of humor leans towards the slap-stick, outrageous, and punny rather than anything subtle or sophisticated. He also seems to work very well with kids, probably because he's an overgrown kid himself.

More than anything though, Link has an invincible sense of duty to his King, his Princess, and his country. As Zelda's appointed knight and champion, it's Link's job to ensure that no harm comes to her...and he takes that responsibility VERY seriously. Much like Zelda, Link's gone through an insufferably traumatic ordeal in the war against Calamity Ganon—at one point almost dying in the line of duty—but where Zelda has had time to process her feelings and reach some semblance of decent mental health, Link did not have that luxury. Given that he's pretty tight-lipped even on a good day, it can be really tough to figure out when he's upset. Least until he starts lighting fires.

Since much of his journey after leaving the Shrine of Resurrection involved piecing together his lost memory, it's easy to assume that Link still doesn't completely know who he was before the Great Calamity; for instance, he still doesn't know who his parents were, or if he had any siblings. Link recognizes that he can't possibly be the same person he was a hundred years before, and while he doesn't know enough about his own history to lament losing it, he definitely understands that it's some sort of tragic situation. Were he to ever honestly define himself in a single word, he'd just simply say "broken."

Powers: Link's skill with a wide variety of bows and melee weapons might as well be called a superpower; according to Mipha he'd started beating his swordplay instructor when he was only 4 years old, and his first claim to fame happened when he was still a child and destroyed a malfunctioning Guardian...with nothing but a pot lid. He is stupidly good with wielding swords, shields, bows, and spears, and he's strong enough to fight with massive weapons like Daruk's Boulder Breaker, a weapon so heavy that it should be impossible for a Hylian of Link's size to use.

Aside from that, Link does have four magical abilities granted to him by the spirits of his fallen comrades, though one of them (Mipha's Grace) does not function on Battleworld:

  • Daruk's Protection: As the Goron Champion and unspoken leader of the Champions (after Zelda of course), Daruk is by far the largest and strongest of the five Champions, adding a magic shield to his already durable rock body. When Link bears his shield or moves to protect himself, he summons a red dome around himself and anything within three feet of him. This dome not only keeps Link safe from harm, but can also reflect attacks back at the assailant, forcing a stagger or (in the case of long-range attacks) a dodge. Daruk's Protection can only be used three times per event/set of battles; after that, Link will no longer be able to summon the dome to protect himself.

  • Urbosa's Fury: Something of a mother-figure to Princess Zelda, the Gerudo Champion Urbosa has the power to summon lightning down from the heavens to strike her enemies. When Link charges his weapon (or snap his fingers if he's unarmed), he can also unleash Urbosa's Fury to shock and possibly paralyze up to ten enemies within twenty feet of him. While it's very unlikely that the attack will defeat enemies on the spot, its potential stun effect could help Link close the distance gap or give possible allies a chance to strike the vulnerable foes. Urbosa's Fury can only be used once per event/set of battles. It should also be noted that this ability can't work indoors or anywhere the sky cannot reach, so its application is sensitive to the environment.

  • Rivali's Gale: By far the most arrogant of the group, the Rito Champion Rivali has appointed himself as Link's rival. His ability to create powerful gusts of wind has helped Link reach high places with ease. As the only ability that is not definitively combat-oriented, Rivali's Gale would make an excellent power for exploring or scouting for potential enemies, not to mention an innovative means to escape unwinnable fights. That said, Link can only use Rivali's Gale three times per event/set of battles.

Equipment: Like most Heroes of Hyrule that came before him, this Link is a Hammerspace fiend. But for Mean's sanity and my own, I'm going to limit what weapons Link carries at a given time down to one type each. That'll give him one sword, one spear, one two-handed weapon, one shield, and one bow. The rest of his arsenal's gonna have to stay back at his house.

The weapons can vary a lot, but I'm going to list some of the most important/craziest models here.

  • Master Sword: The legendary sword that seals the darkness of Calamity Ganon, the Master Sword is a holy weapon capable of smiting evil creatures, on top of being a high-quality blade. Having undergone the Trial of the Sword, Link has managed to unlock this sacred blade's full potentialnote . Link can charge the Master Sword with energy to unleash a spin attack, giving him an extra three feet of range in the circular attack.

  • Hero's Shield: Link's trusty shield bearing the crest of the royal family. It's also a impressive piece of weaponry, capable of bearing countless blows, blasts from a Guardian's beams, and lots of abuse as a makeshift snowboard other forms of strain Link puts on it.

  • Savage Lynel Bow: This bow belonged to a powerful centaur-like creature in Hyrule called a Lynel. A Lynel's bow has the strange ability to duplicate any arrows shot from it—this particular bow can turn one arrow into five, all shot from the same horizontal plane. Link has five different types of arrows to choose from: a "normal" arrow with a metal arrow tip, ice arrows that flash-freeze on contact, fire arrows that ignite a small flame on the target, shock arrows that electrocute the target, and bomb arrows that explode on impact (these are some pretty big explosions, so think hand grenade-level of firepower). The sixth type of arrow—the ancient arrows—have stopped functioning, and are essentially useless on Battleworld.

  • Elemental Blades: For the three types of melee weapons (sword, two-handed, spear) there are also three types of magic-infused elemental weapons. These swords, greatswords, and spears can release a different type of damage with each strike depending on the magic it contains: ice, fire, or shock. The magic is depleted with each swing, so Link can only use these weapons three times in quick succession before the weapon needs a cooldown of about five seconds. The weapon can still be used without magic, but they're naturally less effective that way.

  • Elemental Rods: These wands belonged to magic-wielding monsters known as Wizzrobes. Like the elemental blades, they're infused with a specific type of magic that gets depleted with each use and will require time to recharge. Unlike the elemental blades, however, these rods are only useful in a mid-range combat situation, and they will quickly break if used to strike enemies.

There are all sorts of other weapons that vary from god-tier masterworks to literally kitchenware, but the difference far as gameplay goes will be pretty much cosmetic. I expect some of these weapons to break before this game is through, but I'm not going that aggravating route that Breath of the Wild does.

  • Glider: A device given to Link from an old friend, the glider lets Link...well, glide. Covers a lot of distance by slowing down his descent. While Link can temporarily withdraw the glider and switch to his bow and arrows, for all intents and purposes he's totally vulnerable when using it. Unlike the Master Cycle Zero, there's absolutely no chance the glider can carry two people at once—the extra weight would cause both of them plummet to their deaths. Good thing that Zelda's got her own! ^_^;

  • Food and Materials: The real reason why Link is a Hammerspace fiend. Link can carry an ungodly amount of stuff in his belt pouch, from grasshoppers to diamonds to suits of armor to fully-cooked meals. Don't ask how he organizes all the crap in there; you won't like the answer.

Like Zelda, Link also carries a wallet full of Rupees...just not one that's as full as the Princess'.

Backstory: Link is the son of a knight duty-bound to the royal family of Hyrule. Even at a young age, Link showed the promise of fulfilling a vital role in protecting the kingdom from its eternal enemy: Calamity Ganon. At the age of 4, he was defeating adult opponents in sword matches...albeit with a completely reckless demeanor that he never quite grew out of. As the Calamity's return loomed over the horizon, Link approached the Sacred Grove—home to that legendary blade—and proved he was a Champion worthy to wield it.

At the same time, the King of Hyrule discovered a means to help subdue Calamity Ganon without the use of the princess or her chosen hero: ancient machines developed by the Sheikah tribe over ten thousand years before. Apart from the armies of these "Guardians," as they came to be known, the excavations uncovered four massive machines capable of incredible power. Named the Divine Beasts, the King of Hyrule appointed four individuals from the other races of the kingdom to pilot these incredible weapons. Led by Princess Zelda herself, Link, the Zora Princess Mipha, the Goron Chief Daruk, the Gerudo Matriarch Urbosa, and the Unmatched Rito Archer Rivali became the Champions of Hyrule—a fellowship of warriors dedicated to defeating Calamity Ganon before it ever made a scratch on Hyrulean soil.

While stories of the Champions lifted the kingdom's collective spirits, Princess Zelda felt nothing but incessant dread. Though she was the royal princess of Hyrule, her power to defeat the Calamity remained dormant. No matter what she tried, or how much she prayed to the Goddess, she felt nothing. No surge of power, no call from an angelic voice, not a single sign that she was ready to face the destiny entrusted to her. Consumed with self-doubt, she could only freeze in terror when the miasmatic clouds of a boar engulfed Hyrule Castle.

Though the princess fell to her knees, helpless, the Champions didn't hesitate. They rushed to their Divine Beasts to combat Ganon without their royal support, but were faced with a terrible secret: in its age-long slumber, Ganon had discovered a way to corrupt the Guardians programmed to destroy it. The Calamity infected the Divine Beasts with powerful reincarnations of itself. It killed the four Champions, hijacked the Divine Beasts, and used them to wreak havoc on the kingdom they were supposed to protect.

With all hope nearly lost, Link and the dwindling Hylian and Sheikah forces prepared for their final stand at Fort Hateno. In protecting Princess Zelda from a Guardian's attack, Link was mortally wounded. It took her last protector's demise to finally awaken Zelda's hidden power, and as she ordered the dying Link to be placed in a hidden sanctuary called the Shrine of Resurrection, Zelda set off for Hyrule Castle to confront Calamity Ganon alone...

...when Link finally opened his eyes, a hundred years had passed. Calamity Ganon still infested the kingdom, but Zelda's powers kept the beast from consuming Hyrule whole. Trapped in a perpetual stalemate, it was up to Link to free the four Divine Beasts, recover the Master Sword, and join Zelda at Hyrule Castle to end the war once and for all.

After months of traveling the kingdom, collecting artifacts and vanquishing monsters plaguing the sprinkles of civilization still left in Hyrule, Link had accomplished most of his mission. The Divine Beasts were free, and the souls of his old comrades could finally find peace. The Master Sword was back with its rightful wielder, and even Zelda's Sheikah Slate had found its way into Link's possession. Leaving a trail of Guardian rubble behind him, Link walked to the Castle Sanctum with the legendary blade in hand. Together, with Zelda and the spirits of their four fallen friends, Calamity Ganon was defeated, and sealed away for another era.

Perhaps it was this final victory—after a century-long stalemate—that caught the Cure's attention. For a few days after the Great Calamity was exorcized from Hyrule, Link and Zelda would find themselves on a strange new world.


Name: ??? He's a wolf. Link hasn't really thought about giving him a name, so feel free to pick one yourself!

Age: ??? Again, he's a wolf. He's really active and nimble, so maybe a few years old? Sure isn't a puppy based on how friggin' big he is.

Appearance: Is Link a child of House Stark? Cuz he's got a motherfucking dire wolf. O_o

Personality: Wolf...like? Apart from demonstrating extraordinary intelligence for a feral beast, he doesn't exactly express himself in a clear way. He likes some people, and growls at others. Not a big fan of crowds, probably because crowds aren't a big fan of him.

Powers: Wolf powers! He does stuff like sniff things, growl, howl at the moon, mark his territory, leap onto enemies and rip out their jugulars, hunt for food, play fetch. Y'know, wolf stuff.

Equipment: Does the shackle on his front left leg count?

Backstory: This one I'll add now, since there isn't much to say.

Soon after Link emerged from the Shrine of Resurrection, this wolf began to follow him around. He clearly seemed to like the Hylian, since he would not only join him during his adventures but would get other wolves off the hero's back. The wolf came and went as he pleased, always avoiding civilization to leave the citizens of Hyrule in peace, but sooner or later the beast would find Link on his adventure and share a quiet campfire with the Champion.

Link had no idea why the wolf joined him, but he was always silently grateful for the company. Apart from his trusty steed, the wolf was the only constant companion he had until Calamity Ganon was gone, and he took his place by Zelda's side once more.

Chunkless Room: Link's House

A replica of Link's home will serve as this group's base of operations. The door outside will be at the end of the bridge normally leading to the rest of Hateno Village. Link and Zelda's horses will be stabled beside it, and several chests of self-supplying materials and cooking ingredients will be inside, along with a chest full of Link's arsenal of weapons.

The time of day will also be reflected in the fake sky within this room, and the occasional breeze will brush the grass and the leaves on the giant tree beside this cozy little home. Because why the fuck not? The Cure can bend reality to his will—a little accurate atmosphere ain't gonna break him! XD

Edited by TheodoreHastings on May 29th 2021 at 6:35:20 AM

This Philip from Dawn Office Since: Mar, 2021 Relationship Status: Hiding
Philip
#991: May 7th 2021 at 7:38:42 AM

Nothing

Edited by This on May 7th 2021 at 10:06:06 AM

I’m too much of a coward to get anything done…
TheodoreHastings Since: Jan, 2013
#992: May 7th 2021 at 9:51:08 AM

Hey there!

I'm not the GM for this game, but I've been around since it started almost six years ago, so I have a strong sense of what he likes and dislikes. Gonna guess that the GM won't approve this for a number of reasons, but most of it boils down to the fact it simply lacks substance.

You don't have to write a novel, but your signup DEFINITELY needs to be longer than 175 words.note  It demonstrates that you've thought things through and that you have a good idea about how you want to go about things in the game. On top of that, just making a quick Google search of this guy tells me he'd be pretty tough to play—not just because of his powers and skillset, but also because of how one-dimensional he seems to be. He's a walking tutorial, and we don't need that in a game that's over half a decade old at this point.

I'd suggest coming up with a new signup, and probably a new character.

Thanks for showing an interest in this game!

This Philip from Dawn Office Since: Mar, 2021 Relationship Status: Hiding
Philip
#993: May 7th 2021 at 10:14:24 AM

Ok

I’m too much of a coward to get anything done…
TheodoreHastings Since: Jan, 2013
#995: Aug 27th 2021 at 5:52:26 PM

Name: Ganondorf Dragmire (more commonly known as Ganon)

Age: Unknown (being trapped in an eternal ether makes age a tad irrelevant)

Appearance: The Gerudo King of Thieves and The Demon King of Darkness

Personality: A cunning and wrathful man, Ganon has lied, cheated, and ultimately slaughtered his way into Hyrule’s royal court and—after a coup d’étât and an act of regicide—the throne of Hyrule itself. While Ganon can use his impressive mind and expansive knowledge of dark magic to swiftly get what he wants, he also is an impressively patient man. So long as his goals are met, he is perfectly willing to wait for the right opportunity; he may even serve the bidding of another.

As a king in his own mind and (at least for the Gerudo) birthright, Ganon addresses others with a regal and dignified air, which he uses to either present himself as an equal to leaders, aristocrats, and even deities, or as a superior to everyone else. To the final "peasants" category he has a habit of addressing with a shade of contempt, as if granting them an audience is a gift he expects them to abuse. While he will likely pardon most initial transgressions, his anger will grow when it comes to those who test his patience. Even without a kingdom on this planet, Ganon still views himself as the rightful king of Hyrule...and he has the strength and skill to make others respect his title.

Ganon is absurdly powerful, and knows it. The confidence in his own abilities is what will likely lead him to refuse assistance from allies and (at least initially) bite off more than he can chew. He is accustomed to either swatting away swarms of pathetic mooks, or facing a worthy opponent (essentially) one-on-one; facing several strong fighters at once is something he has little experience with, especially if these warriors can exploit his weakness to holy weaponry.

While this model of the Demon King is considered the "first" according to the Zelda timelines, Ganon has nevertheless developed a vicious obsession in killing Link and seizing the boy’s piece of the Triforce for himself. Arguably the one thing that kept Ganon’s sanity after centuries of confinement in the Evil Realm was his hatred of Link, Zelda, and the six sages who defeated and imprisoned him. If he crosses paths with the little guy, things are going to get ugly.

Powers: Like many Final Bosses in video games, Ganon has more than one form he can take: his original Gerudo body, and the bipedal warthog figure that appears in the games preceding Ocarina of Time. Each form has its strengths and weaknesses, but there’s a few things that they have in common:

Common Traits:

  • High Stamina and Durability: Before we even discuss what kind of punishment he can deal out, I first need to declare that Ganon can TANK. Canonically, he has survived being stabbed through the skull with a sacred sword, and having his entire evil lair crumble on top of him. I’m not going to pretend either of these will be acceptable, but whether he’s in the battle-hardened body of a Gerudo Warrior-King, or cloaked in the deifacted magic he saps from the Triforce of Power, Ganon will not go down easily. He has his silver bullets, but don’t expect any one-shots with those—where’s the fun in that?
    • This durability extends to moderate resistance to heat and cold, since both his upbringing in the Gerudo Desert and his training with his surrogate mothers (the Ice Witch Koume and the Fire Witch Kotake) would have tempered his body to bear these harsh conditions.

  • Master of Dark Magic: If being a crazy warrior tank weren’t enough, Ganon is also a powerful sorcerer. His mothers Koume and Kotake are among the strongest magic-users in Hyrule, and they taught him from an early age how to temper his talent for dark magic. He has created a phantom copy of himself and Link to do his bidding, magically froze Hyrule’s kingdom-spanning water supply, raised an ancient dragon from the dead, and killed a supposedly immortal being with a curse. While the vast majority of his power has been stripped away from him, Ganon remains resistant to dark magic, and still commands the power to infuse dark magic into his victim with his attacks (see: Smash moves) and use it to damage, destabilize, or destroy the area around him.
    • A note regarding that last ability: using dark magic to break shit is strongly limited to the inanimate and cannot affect things on someone’s person (no breaking Nero’s robot arm) or a vital piece of infrastructure (no breaking through the floor of the Red Sprite or the drawbridge to Castlevania). More nerfs are welcome, if you find them necessary.

  • Strength > Speed: Every style of combat has an inherent weakness to it, and Ganon’s is no exception. In either form, Ganon has fashioned his fighting style to favor slow and powerful strikes over agility. While he has some enhanced mobility in both forms (more to come on that later) he is still remarkably slower than most fighters with the same size or ability. Therefore, his chances to block close-range blows is rather limited; he trusts that he can bear the blows and deal a crippling strike while his attacker is in arm, foot, or sword range. Even his swift charges in Demon King form are blind, short-lived, and require a cool down. All in all, speed is not Ganon’s forté.

  • Inherent Weakness to Holy Weapons/Attacks: Far from an original Kryptonite, the Demon King of Darkness has an Achilles heel in the form of blessed weapons and holy attacks. Weapons like the Vampire Killer or a Persona's Kougaon spell harm him more than something like Homura's arsenal or Gabranth’s blades. Much like Vergil, Ganon will arrive on Battleworld with no knowledge that his weakness has grown beyond Zelda’s light arrows and Link’s Master Sword, and might make some dangerous mistakes based on that assumption. If you want to deal with the guy, then come well-equipped!

Now, let’s take a look at Ganon’s two forms, and their strengths and weaknesses. For several obvious reasons, Ganon will stick with his original body 90% of the time.

Gerudo Form

Ganon’s human-esque body allows the King of Thieves to use a few long-range attacks, and offers much more maneuverability compared to his Demon form. In 9 out of 10 engagements, Ganon will stay in this form to avoid exhausting his energy.

  • Flight: Ganon’s ability to fly is the first power he displays in Ocarina of Time’s final battle. While his mobility is greatly increased with an added dimension to move in, he still tends to take things slow.

  • Shockwave: With a little charge-up and some extra distance thanks to his flight ability, Ganon can strike the ground to cause a small shockwave around him. In Ocarina of Time, this ability is used to tear away much of the floor, but here it will likely cause a short tremor and possibly destabilize the ground (see Dark Magic power above for nerfs). This is an Ao E attack intended to indirectly affect Ganon’s opponent(s) by breaking their balance. For it to be effective, Ganon needs a follow-up.

  • Energy Ball: Ganon’s primary long-range attack is a ball of concentrated magic that he hurls at his opponent. On impact with the ground, it disperses with a little damage to the area around it. Should it hit a living target, the painful spasms that occur on-impact have the potential to stun the target, leaving them vulnerable for a follow-up attack. Ganon is capable of launching five of these energy balls at once, and at more than one target if necessary.
    • Interestingly enough, these energy balls can be deflected with a weapon, and even shot back at Ganon. While they may not harm him much if struck, they will stun him for a short time. Anyone up for a game of Dead Man’s Volley?

  • Magic-Enhanced Melee: While he can strike from a distance, Ganon prefers to fight up-close. He often uses his powerful arms and legs to fight, but plays a dirty trick in his "unarmed" combat by tracing his blows with dark magic. The Gerudo King’s fists alone could break bones, but when braced with dark magic they could also tear tissue and muscle. Naturally, the stronger the magic-backed strike, the more energy it takes and the more time needed to draw power into the blow.

  • Hammerspace Spell: Ganon’s sword (see Equipment section) isn’t the only weapon he can summon into his hands, but he can only bind one weapon at a time. Should his greatsword break or be replaced with a more impressive weapon, Ganon will need to prepare a spell to keep this new weapon in his limited hammerspace. He isn’t Lady or Homura—the Gerudo King can’t carry an armory’s worth of firearms in the ether around him. Should he want to take more than one weapon with him, he’ll just have to do it the old-fashioned way and slug one on his back.

Demon Form

With the sacred Triforce of Power at his disposal, Ganon is capable of transforming into the massive boar-like beast that plagues Hyrule throughout the Legend of Zelda series. While the size, strength, and physical durability of this body is much higher than his Gerudo form, it’s difficult to maintain and takes a heavy toll on Ganon’s body afterwards. For these reasons, turning into the Demon King of Darkness is limited to a once-a-day appearance, and is treated as a last resort.

For a great deal of this section, I’ll be using the Super Smash Bros. Ultimate model of Boss Fight Ganon, seen here. Obviously, the size will be pushed down to the maximum 20 feet tall, and the sheer physics behind a giant (and heavy) boar monster crashing down into the ground will make his leap attack too impractical for much use. XP

  • Blades: The two gigantic swords (10’ long blades, 4’ long hilt) Ganon wields are infused with the same sacred power used to transform Ganon’s body, and are therefore capable of conducting and even projecting his magic towards his enemies. These projected shots appear as light blue rings of fire, and are the Demon Form’s primary means of long-range attack. His swordplay is surprisingly swift for his size, but like his Gerudo form, Ganon favors powerful sweeping blows rather than wasting time with precision.

  • Tail Whip: A classic to any dragon fight to demonstrate that just because you’re behind your enemy doesn’t mean they can’t hurt you. Ganon’s massive tail can sweep potential ambushers if he knows where they are. While this isn’t a tactic that Ganon wants to use (see weaknesses section below) it’s the lesser of two evils if it means hurting his enemy in the process.

  • Dark Magic Shot: With a three second charge-up, Ganon can fire a 5’ wide hyper-beam of dark magic at his enemies from his mouth. The beam lasts only for a few seconds, but has more maneuverability than throwing magic sword rings (see above) because the beam follows where Ganon is facing; he can move this attack just by turning his head. For obvious reasons, the usefulness of this attack falls dramatically if Ganon’s vision is somehow hindered.

  • Charge: Shielding himself in his own dark magic, Ganon can make a mad dash towards his enemies in an attempt to ram them head on. The Demon King puts his full speed into strikes like this, which has the double-edged sword of reaching the target swiftly, but with 0 chance of altering course once the charge starts. In a truly desperate situation, Ganon may use this move to escape an unwinnable fight.

  • Weaknesses: The Demon Form features Ganon at his full power, but it also comes with its own unique weaknesses. First and foremost: a larger body has a lot of downsides. Ganon’s “Strength > Speed” tactics make sword strikes in his Demon Form all the more predictable. His size also gives his smaller enemies more blind spots to take advantage of; if they’re fast enough to avoid the swords, a fully grown adult can even roll between Ganon’s legs! Though perhaps the most important new weakness this form brings is a vulnerability in his tail. Whether it’s because the tail provides counterbalance to his forward-leaning bipedal body, or because it just happens to have a lot of nerves there, striking the end of Ganon’s tail causes a lot of problems for the Demon King.

Equipment:

  • Gerudo Greatsword: A powerful weapon forged for the King of Thieves, Ganon’s Greatsword is an impressive blade, 6’5” from tip to pommel. Much like the rest of his combat tactics, Ganon’s swordplay relies on strong staggering swipes rather than pinpoint accuracy. The Gerudo King can summon his blade into his hand when necessary as a form of magic-based hammerspace. That said, he never extends his dark magic into the blade, out of concern the effort would chip or even shatter the weapon.

  • Triforce of Power: A sacred treasure from the Goddesses who created Hyrule, the Triforce of Power is the only piece of the wish-granting relic to remain with the King of Thieves. It is associated with Din, the fiery Goddess who cultivated the land and created the red earth. The Triforce of Power is what allows Ganon to transform into his demonic body, and not unlike Count Dracula’s Crimson Stone, is (at least partially) responsible for Ganon’s apparent immortality.note 
    • While the Triforce of Power can be expressed on the back of his right hand, the series has shown that it exists as a physical part of Ganon; as such, it cannot be easily removed. The King of Thieves can make the mark visible like flexing a magic muscle, but it will shine automatically if one or both of the other pieces are nearby. This might lead to some...interesting situations if he accidentally crosses paths with Princess Zelda or (possibly) her Champion: Link of Hateno.

Backstory: When the three Goddesses created the world, they left behind a piece of their divine power: the Triforce. It was said that whoever holds all three pieces of this relic could fulfill any wish their heart desired. Spurred by his incessant desire to flood the world with darkness, the god of destruction Demise emerged from the depths with an army of demons at his command. After a long and devastating battle against Hylia, the goddess charged with protecting the Triforce, Demise was defeated and sealed away for a thousand years. When he returned, he was swiftly killed by Hylia’s chosen champion: a young man cloaked in green, wielding the blade of evil’s bane.

But death was just the beginning. With his final breath, Demise cursed the young man and the now mortal Hylia. An incarnation of his hatred would be born to wreak havoc on Hyrule, and he would reincarnate as many times as needed until he possessed the Triforce. Thus began the cycle of rebirth that would entwine the forces of Good and Evil in a perpetual stalemate. The spirit of the Hero: Link, the blood of the Goddess: Zelda, and the hatred of the Demon: Ganon.

As the sole male Gerudo born every hundred years, Ganondorf Dragmire is the rightful king of the Gerudo. His mothers Koume and Kotake taught the young King of Thieves the art of sorcery, and nurtured his talent for dark magic. When war broke out in the neighboring kingdom of Hyrule, Ganondorf came to the aid of its king. This alliance granted the Gerudo king a position in Hyrule’s royal court, one which he used to gradually gain favor and influence as he searched for the three spiritual stones and royal family’s sacred treasure: the Ocarina of Time. He would need all four to open the gate to the Sacred Realm, where the Triforce rested.

Yet the King of Thieves was met with delay after delay. The Great Deku Tree refused to relinquish the Kokiri Emerald, so Ganon inflicted a death curse on the forest’s guardian. Chief Darunia refused to relinquish the Goron Ruby, so Ganon threw a massive boulder over the cave to their food supply. King Zora XVI refused to relinquish the Zora Sapphire, so Ganon cursed their patron deity: Lord Jabu-Jabu. Even when Ganon finally usurped the Hylian King, he discovered that the Ocarina of Time had been snatched by the king’s young daughter Zelda, who threw it to a child in a green tunic as she fled the burning castle. When Ganon confronted the child on the drawbridge to Castle Town, the boy refused to answer which direction the princess had fled, so he effortlessly swatted the brat aside.

However, Ganon knew much more than he let on. Whether he sensed that the spiritual stones were with the boy in green, or had spies who shared that knowledge with him, the King of Thieves realized that he didn’t need to open the gate to the Sacred Realm: the boy would do that for him. So he silently followed the little hero to the Temple of Time, entered the Sacred Realm, and seized the Triforce for himself.

Yet even then, Ganon was denied. As a final countermeasure to ensure the power of the gods would not fall into the wrong hands, the Triforce split into three pieces. Two of the fragments—the Triforce of Wisdom and the Triforce of Courage—disappeared, leaving Ganon with the piece that related to him the most: the Triforce of Power. While the King of Thieves gained immeasurable strength from this source of divine magic, he could not conquer the world with just part of the Triforce. He needed the other two, and so for seven long years he sought them out as the self-appointed Demon King of Hyrule.

During his reign, Ganon spread his darkness across the entire kingdom. Monsters infested the peaceful forest of the Kokiri. Zora’s Domain succumbed to an unmeltable ice age, freezing every Zora solid. The ancient dragon Volvagia was reborn, and the Gorons of Death Mountain were rounded up like cattle to be devoured. A powerful curse was unleashed on Kakariko Village. Hyrule Castle Town was torn apart, the castle completely destroyed, and the dead revived as hungry servants to the Demon King.

But then, bit by bit, peace was restored to Hyrule. A young man had appeared, cloaked in green and wielding the blade of evil’s bane. This hero revived the Great Deku Tree, slayed Volvagia, ended the ice age in Zora’s Domain, rid Kakariko Village of its curse, and even killed Ganon’s mothers. With the support of the six sages and Sheik, the last member of the Sheikah tribe, the hero set his sights on Ganon’s Tower for the final battle.

It was at the dawn of this showdown that Sheik revealed himself to be Princess Zelda: bearer of the Triforce of Wisdom. In the split second when she dropped her guard, Ganon captured Zelda and dared the hero to rescue her. When the hero reached the top of Ganon’s tower, a mark appeared on the dominant hands of the hero, princess, and king. After seven years, the pieces of the Triforce had finally been brought to the same place—now, Ganon just had to rip them from their bearers.

The Demon King was defeated in the battle that followed, but used his immeasurable power to destabilize his lair in one last spiteful attack. The hero and princess escaped the crumbling tower, but were stopped when Ganon burst from the rubble and transformed into a giant boar-like monster. Yet even this form wasn’t enough to stop the hero. As Zelda used her power to hold the weakened monster in place, the hero thrust the blade of evil’s bane deep into Ganon’s skull, and the six sages pulled the Demon King into the Evil Realm, forever imprisoning him in the void.

Ganon doesn’t know how long he was trapped in that endless light; time held no meaning there. He would’ve completely lost his mind if he hadn’t nourished himself on thoughts of revenge, planned and revised his plans over and over again as he waited for a chance to break free of his prison. Whether it took a few years or a few centuries, his chance finally arrived: Ganondorf Dragmire was summoned to Battleworld.

Additional Notes:

  • The Gerudo are famous for their horsemanship and archery, and it falls to reason that Ganon would have practiced both growing up. Unfortunately, he lost his steed long ago and does not have a bow with him. He’ll need to acquire these on Battleworld.

  • Ganon’s traditional weapon of choice is a trident. Although he doesn’t wield one in Ocarina of Time, the swords he holds in his demon form are supposed to resemble the weapon he carries in earlier games. If by some chance he finds one, it seems safe to say that he’s skilled in using one in combat.

  • There are 3 Links running around Battleworld, but Ganon only knows 1 of them personally (Young Link). The wolf would probably flip out if he spotted Ganon, and would almost certainly know the Demon King's scent. Oddly enough, the Link that's most likely to prove to be the biggest threat (Link of Hateno, the Breath of the Wild model) is the least likely to know who this tall guy with fiery red hair is.

  • The fact that there's a Zelda on Battleworld will be an incredibly tempting target for Ganon, but he's not an idiot. Can't go around kidnapping princesses on Battleworld. A lot of very powerful people tend to get very mad. If he's going to steal her piece of the Triforce, Ganon will need to come up with a solid plan...and probably a swift exit strategy.

  • Surprisingly, Ganon is a talented musician! He’s seen playing the organ before the showdown in his castle.

Edited by TheodoreHastings on Aug 27th 2021 at 5:53:19 AM

This Philip from Dawn Office Since: Mar, 2021 Relationship Status: Hiding
Philip
#996: Sep 15th 2021 at 8:38:16 AM

Main Character

Name: Donald Morden

Age:Unknown but with the hair color and beard he could be around 30

Appearance: Donald Morden Height 192 cm (6'5"). Weight 113 kg (249 lbs).

Personality: A insane vengeful man and often laughs in a mocking tone, but to higher ranks of his or allies his is of a father like figure which he had to his late family.

Powers:

Leadership: Donald leadership skills is noting to laugh at able to do a coup d'état on the Regular Army with only troopers and his own soldiers ready to die for him

Sniping: Donald has done hunting before and so knowing about sniping.

Equipment:

Bazooka: A good old classic that Donald uses a lot in battle.

Mauser Karabiner 98k: A rifle that he used for hunting or for a last stand.

Backstory: He was a former Vice Admiral in the Regular Army. In this time, he had a reputation of being a tough, efficient, and caring officer of the Regular Army, and is held in high regard by his troops. He was also a caring father to his daughter. However, Morden immediately defects over to the Rebellion when both his daughter and wife are killed in the Central Park bombing caused by an intelligence failure on the part of the Regular Army. And so he makes the Rebel Army make himself into a Supreme Commander and trying to destroy the Regular Army and take over the world.


Supporting Cast

Name: Allen O'Neil

Age:Also Unknown around 30

Appearance: Allen O'Neil Weight and Height Unknown

Personality: Allen approaches the battlefield in a hot-headed and insulting manner when it comes to fighting the soldiers of the Regular Army. Allen loves fighting the enemy, and it is why he prefers to remain as a sergeant because it is the highest rank possible that allows him to fight in the front lines on a daily basis.

Powers:

Superhuman strength: He is strong to hold onto many ammo belts for his M240.

Agility: With his strong hold onto his weapon he can also jump around to fire off his weapon.

Durability:He can take down many bullets on his body to still try to kill you.

Armed Combat:He can not just use his M240 as well as his ammo belt to whip you away but his punch can pack it.

Equipment:

M240 and Ammobelt: The weapon he uses the most, he uses it so much that he needs a ammobelt or two for it.

Pipe Bomb: He can also toss bombs at people.

Backstory: Allen O' Neil was the most trusted soldier from Donald Morden while he was a commander in the Regular Army. When Morden started his rebellion, Allen followed him out of loyalty, helping him in his coup d'état against the Regular Army.


Name: Doctor Amadeus

Age: Unknown but looks very old

Appearance: Doctor Amadeus

Personality: Just like other evil smart guy, he acts with his brain not his feelings and likes to work on his projects calling them hobby's and has smoked from time to time

Powers:

Computer Hacking:For the start of high school he has be the best of his classes and this can be seen in his computer science and let him to coding and so hacking.

A.I. Development:In working with Rebel Army the tech he gets for them is sub-par at best but knows how to best work with this and soon makes robots with the power to think and act.

Equipment:

Cigar Pack:The Doctor smokes them a lot.

Lighter:Made for his said cigars, it has A engraved in it.

Backstory: In his whole life he has be smart, time and time again he wows everyone with his mind when gets him job in the Regular Army as a hacker and it was something until the Rebel Army attacked beating down the Regular Army and seeing this joins the winning side and help the Rebel Army in the making of war vehicles which has be done so good that he gets his own group called the Amadeus Syndicate where they work.


Name: Allen O'Neil Jr

Age: Just like the others unknown

Appearance:Allen O'Neil Jr

Personality: Despite being the son of Allen O'Neil he acts like a polar opposite from his father being more on a cool and calculating side other than his father run n' gun with him and refuses to listen to his father, especially during the heat of battle.

Powers:

Like father like son: Jr more or less has the same powers has his father has of Durability, Agility, Superhuman strength, and Armed Combat

Equipment:

M60 with Lewis MG's buttstock: Also for firing off into a crowd of people

Bowie Knife: Staby stab stab

Backstory:

Allen Jr. is the son of Allen O'Neil, and much like his father he has become a soldier. Seeking revenge on the P.F. Squad for their victories against the Rebel Army, Jr was more or less raised without a mother only with his father where he learn all of his combat knowledge and was soon added into the Rebel Army when he was at the right age.


Chunk

Name of the World:Rebel Siberian HQ

Description:It is a construction site made into a base where the making of Rebel tech is done with a armory and near a destroyed city where they have taken it over and made into a mining town to make weapons.

Contents/Locations:

Frostbite Lake: A lake of deep-freezing waters with a island in the middle that has a searchlight is heavily guarded and is the home to a killer whale.

Winding Bridge: A rickety bridge that is waving up and down for very high winds.

Front Gate: The construction site's/base front entrance that is also heavily guarded with M-15A's A.K.A Rocket Tanks and Rebel Infantry.

HQ: This is the main base of the Rebel Army and his the most guarded out of all of them with a armory, cafe, outhouse, house, and a big building owned by Donald Morden himself.

Destroyed City: A random city in Siberian that has be taken over to get iron and more to make weapons and is the home to a land called the Amadeus Syndicate and is the science and technology division of the Rebel Army.

Amadeus Syndicate: Is a lab made and own by Doctor Amadeus where he and his fellow scientists work on war machines and more, is near the Destroyed City which is where they get materials for they're work.

Specialties: 'nothing'

Population: The Rebel Army Infantry are a group of terrorist that are fanatically loyal to General Donald Morden and share his deep dislike of Regular Army they are not the smartest tool in the box and are weak but in numbers they are powerful, they wear Green German WWII helmets and light armor vests and are armed with Conventional Weaponry like Grenadiers, M1 Bazooka, Shield and Machete, Landmines, Rifles, Mortars, and a heavy Minigun and a back-mounted ammo supply and more, each weapon going to a different soldier made for the said weapon.

The Amadeus Scientists are Scientists that are kidnapped or work for the Rebel Army, they wear lab coats with ties and button shirts sometimes they are armed with Mutation rifles that can turn the user that is hit by it into a monkey for a few minutes before they are turned back.


Combat Vehicles


Type-2 Di-Cokka Is a tank with a single cannon which fired its ammunition at a high velocity. But it is suspected that the turret had to remain stationary since the new cannon was too heavy. With its production cost reduced, the Rebel army was able to produce many of these. Type-2 Di-Cokka

Type-3 Bull Chan The Bull Chan was specifically designed to cross rugged terrain and climb hills, with very high ground clearance and wide tracks, and attack the enemy from high hilltops and mountains, making them perfect for ambushing enemies in mountainous terrains. However, they did not have much protection from aircraft, so the designers reinforced its top armor and partially camouflaged the vehicle as a big boulder. Type-3 Bull Chan

Type-4 Girida-O The Rebellion required a main battle tank that had a good range of mission profile, with balance between firepower, mobility and survivability. Its compactness enables it to travel at high speed, while its rifled main gun offers enough firepower to deal with almost any threat. Type-4 Girida-O

Type-5 Iron Iso This vehicle was mainly designed for defensive purposes. Its cannon can demolish both friendly and foe alike, and its armor is thick. Type-5 Iron Iso

T-2B Melty Honey It's armor and armament was focused into the front of the chassis. The main weakness of this vehicle was that the pilot was exposed to enemy fire during the combat. However, without all the contraptions such as armor platings, it was able to gain more speed and acceleration. T-2B Melty Honey

M-15A Bradley It was specially designed to be a long range artillery unit. It is able to fire a volley of rockets either directly in front of it or in an arc by rotating the turret. It is best suited for support fire, as it cannot defend itself in close range. M-15A Bradley

LV Armor It is very light and maneuverable, capable of double-jumping thanks to its rocket booster. It's only weapon is the cannon that fires off high explosive shells which is hidden in one of its claws. Additionally, it can also use the claws for melee attacks. LV Armor

Iron Nokana The Iron Nokana is a heavy tank specially designed to serve as an obstacle against advancing enemy troops. Its firepower is concentrated on the front, with a cannon and rocket launcher turret on the top and a hidden flamethrower on its bottom. To compensate for the lack of firepower in the rear, a Girida-O can be mounted on its back. Iron Nokana

Formor Is a bigger Metal Slug that has the cannon and the vulcan. Formor


Aircraft


R-Shobu It is a single-seater heavy attack helicopter designed to provide additional firepower for armored fighting vehicles on the ground. It has a gattling-style cannon came equipped to the aircraft. R-Shobu

MH-6J Masknell A light utility helicopters that are fast, cheap and reliable and come with miniguns MH-6J Masknell

Flying Tara This aircraft is the result of need for a fighter with ground attack capability. As a single-seater fighter-bomber, it makes up most of the Rebellion's air force. They are fast and fairly maneuverable, but are weak against anti-aircraft fire. Flying Tara

The Keesi II It's a VTOL gunship meant to provide close air support to ground troops. It is equipped with anti-air guns on its wings and can drop heavy bombs, but their length is enough to carry tanks on them. It is also capable of using it's jet engines to burn anything underneath it. The Keesi II

Hi-Do It's a primary transport gunship and is used by Donald Morden, it has heavy armor and is equipped with a minigun and a heat-seeking missile launcher hidden in the front of it Hi-Do


Support Vehicles


MV-280B They are small jeeps that come in three versions. The A-variant, which is unarmed, mainly serves as transport and Command Post, the B-variant carries rockets to engage and harass slow moving tanks and the C-variant carries a machine gun. MV-280B

Motorcycle This is your run of the mill motorcycle that can also come with a sidecar Motorcycle

Nop-03 Sarubia This tank was designed to hamper enemy troop movements by deploying rolling mines, making them unable to shoot back at it or its friendly forces while they dodge and jump out of the mines' way. The rolling mines are slow but deadly. Its sole purpose is to make you busy trying to avoid them so that other troops can kill you easily. The main weakness of this vehicle lies on the fact that it has no anti-aircraft defense whatsoever. Nop-03 Sarubia

MG-36 It is a supply car used by the Rebel Army. MG-36

3-ton Utility Truck This truck is used as a cheaper way to transport massive amount of troops. 3-ton Utility Truck

Dararin Dara Dara They are built on Girida-O chassis. They are used for carrying materials. It is control by a remote controller or with a A.I. from the Amadeus Syndicate. Dararin Dara Dara

Walking Locomotive Is a train on legs and is used for sending supplies, armed with several heavy weapons, backed by Rebel Infantry members providing supporting fire. A few sections have large turrets that fire rockets. The size of this train is 20 feet. Walking Locomotive


Vigilance Vehicles


Jupiter King Is a mechanized robot that is heavily armored in order to protect the nuclear reactor inside the robot's body, but it's head is lightly armored, it's left is a missile launcher, allowing the robot to fire a large number of homing missiles. The right hand of the robot is a pincer claw, which is used to destroy the ground in front of it. And the Rebel Army symbol on its chest can open to a big rocket that doesn't fire but can be grabbed by the robot and plunges into the ground. This mighty beast was going to be bigger but because of the budget cut the size of it is now 20 feet. Jupiter King

Dragon Nosuke Is a quadruped tank that has hydraulics on its leg with its feet being wheels, it use a gatling gun in the front and a heavy flamethrower on the bottom as well as the cannon that fires off fire balls. Just like Jupiter King, Dragon Nosuke also got a budget cut making it the same size as Jupiter King 20 feet.Dragon Nosuke


Edited by This on Sep 21st 2021 at 7:02:39 AM

I’m too much of a coward to get anything done…
Meanken Since: May, 2013
#997: Sep 16th 2021 at 6:47:18 AM

Ok, so before I go and review this thing, there's a concern I wanna address, mainly, how hostile is Donald and this place in general going to be to other people/nations? We have a fair share of villain type chunks so I'm not saying it can't work, but before I go approving anything I wanna ask this, because I don't want you, down the line, to be put in a situation where you're having difficulty interacting with players because no one IC wants to deal with your chunk.

This Philip from Dawn Office Since: Mar, 2021 Relationship Status: Hiding
Philip
#998: Sep 16th 2021 at 8:06:21 AM

Donald Morden more or less made the Rebel Army to take down the Regular Army after knowing the bombing that killed his daughter and wife could have be stopped but didn't and for the hostile part it will be ok the Rebel Army has be seen allying with other army like Arabian Infantry, Japonese Army, and even Martians (before getting betrayed) and knows when to team up to stop a bigger threat back to that Martians part, the Rebel army teams up with P.F. Squad A.K.A an elite soldier squad who serves the Regular Army to stop the Martians, but most of all the Rebel Army has made to take down the Regular Army for they see them as evil but without any Regular Army or evil government they are just lost without a goal and will stay in there area until they are attacked or something very powerful is coming.

I’m too much of a coward to get anything done…
Meanken Since: May, 2013
#999: Sep 16th 2021 at 10:46:53 AM

Hmm. Right, well, that's all fine then, but something you said raises a different problem

"they are just lost without a goal and will stay in there area until they are attacked or something very powerful is coming."

This is not what I would call an ideal state for any form of player run chunk. Just sitting around waiting for things to happen that your characters will actually react to is......not terribly ideal. No doubt they'll get some other player characters visiting when they first show up or otherwise filling them in on how things work on Battleworld, but that's not exactly sustainable, at some point, someone's gonna have to go out of their chunk or you'll run out of things to do quickly.

On that topic, something else I was going to address is your character count, which is very low. You only have two named characters listed. Are these two really the only important, named people in your chunk? Most typical chunks have like, at least 5 characters. They don't all have to be directly affiliated with the government, a lot of players even have characters directly opposed to the people in charge of their chunks also running around doing things, for example the Castlevania chunk with Dracula also has a Belmont running around elsewhere.

This Philip from Dawn Office Since: Mar, 2021 Relationship Status: Hiding
Philip
#1000: Sep 16th 2021 at 11:00:26 AM

I do see I will try to work this out.

I’m too much of a coward to get anything done…

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