*wipes tear from eye*
it's more beautiful than i could have possibly imagined
Name: Katana 'Spammer' McKatana
Gender: Who knows?
Age: 'tis a mystery.
Appearance: A tall... someone. It's really hard to tell with the round, blue, shiny mask that covers the entirety of their face, and what little might have clued somebody in on their actual identity is covered by a hood. Everything else is covered by a very baggy white robe, with some brown boots to top it all off. On their feet, obviously. Oh, and gloves. Can't forget the black gloves.
Backstory: Who knows? The origins of Katana McKatana are a mystery to everyone, even themselves. He just knows he hates the human worms that feast on glorious Nippon's carcass.
Abilities
1. Spammy Fucker(Passive): 50% chance of an extra attack being made on each turn against an enemy. Only applies if Katana McKatana has attacked this turn.
2. 150% Counter!(Passive): If Katana counter-attacks, increase the result of the dice roll by 2.
3. Slashy Slashy(Active): Katana slashes at their opponent with their glorious Nippon steel katana. For each Slashy Slashy used in a turn, Katana gains +1 to attack rolls.
4. The Art of a Single Strike(Active): Katana sheathes their blade, charging up their ki chakras before speeding up to ridiculous speeds to strike their opponent with glorious Nippon steel. Cannot be defended against, always hits at the strength of a 3 vs. 1 hit. Unaffected by status effects and environmental effects. 2-turn cooldown.
5. Dancing McKatana(Passive): Katana McKatana utilises the glorious Nippon technique of old: getting the fuck out of the way while trying to look vaguely graceful. Increases defensive rolls by 2.
Equipment
1. Nippon Steel Katana: A glorious blade, folded 2 gorillion times in the depths of Mt. Nipponkatana by the best of the best katana smiths. It slices through most materials like they aren't even there, for none can stand against the full might of 2 gorillion folds. +2 to attack rolls(The Art of a Single Strike does not get a bonus from this).
2. Katana-Infused Robes: While they do not look it, these white robes have been infused with the very essence of Nippon steel itself, granting them great durability. +2 to defensive rolls.
3. Mask of the Nameless Swordsman: An incredibly shine blue mask. Looking at it, it almost seems to stare into your soul, somehow. +2 to mental resistance rolls.
List of Potential Characters
Name: Chaos Theory
Gender: Probably male.
Age: Who knows? Powers do weird shit, random ones even more so.
Appearance: Chaos Theory wears some generic futuristic-looking spacesteel armor, complete with a full face mask from behind which one can only see his eyes. Or maybe the armor is his body, grafted on by some combination of powers or other. He doesn't even know anymore. Wrapped around his neck to look not unlike a cape is a rather long, red coat. Has some significance, though Chaos Theory no longer knows what. Still, it must be important if he's kept it around, right?
Backstory: He honestly has no idea. Been around too long to remember much, since everything just sort of... blends together. He's been around for a really, ridiculously long time, he can tell you that much.
Abilities:
1. Random Power #1(Active/Passive?): Chaos Theory's first power slot, this is a random power from Superpower Wiki (http://powerlisting.wikia.com/wiki/Superpower_Wiki). Once per turn, Chaos Theory can reroll one power as a free action(every reroll after the first one takes up an action). The power from the slot being rerolled cannot be used while being rerolled, however. A power held in this slot automatically switches after being kept for 6 turns.
2. Random Power #2(Active/Passive?): Chaos Theory's second power slot, this is a random power from Superpower Wiki (http://powerlisting.wikia.com/wiki/Superpower_Wiki). Once per turn, Chaos Theory can reroll one power as a free action(every reroll after the first one takes up an action). The power from the slot being rerolled cannot be used while being rerolled, however. A power kept in this slot automatically switches after being kept for 6 turns.
3. Random Power #3(Active/Passive?): Chaos Theory's third power slot, this is a random power from Superpower Wiki (http://powerlisting.wikia.com/wiki/Superpower_Wiki). Once per turn, Chaos Theory can reroll one power as a free action(every reroll after the first one takes up an action). The power from the slot being rerolled cannot be used while being rerolled, however. A power kept in this slot automatically switches after being kept for 6 turns.
4. Functionally Immortal(Passive): A certain power from long ago has made Chaos Theory, if not quite immortal, then certainly capable of making a decent impression of it. Lack of air, depressurisation, blood loss and so forth has no real effect on him, nor does lack of food, sleep. He doesn't really age, either. He's still just as crippled as anyone else when someone cuts off his arm or slashes a tendon, though. Things like poison and whatnot are less effective on him. Destroying his head would do the trick as far as killing him goes. Can't be negated.
5. Random Gift: A power seperate from his own. Chaos Theory grants someone else a random power for once. The target gains a random power from Superpower Wiki (http://powerlisting.wikia.com/wiki/Superpower_Wiki) which randomly replaces one of their existing actions. If the target tries to use the replaced action, they use the power instead. If the action is replaced by a passive, nothing happens. This effect lasts for 3 turns.
Equipment
1. Metallic Body: Chaos Theory's body is either covered in metal or just made of the stuff by this point. Either way, it's really durable. +2 to defense rolls.
2. Nanomachines, probably: Chaos Theory may or may not have nanomachines within his body. He doesn't know, and people who've managed to wound him catch glimpses of them at best, if they're there at all, before the wound is regenerated and the armor repaired. Provides fast regeneration, provides +1 poison resistance. EMPs and such work on them just fine, though.
3. Handgun of Endless Ammo: A futuristic-looking handgun that never, ever runs out of ammo. Somehow. Provides +1 to attack rolls, can hit at medium range.
Name: The Legend, Father of the Giants(otherwise known as Giantdad)
Gender: MANLY MAN
Age: THE LEGEND WILL NEVER DIE
Appearance: (http://vignette2.wikia.nocookie.net/fawncay/images/d/dd/Tumblr_mjeydsRmb01qfr4ypo1_500.png/revision/latest?cb=20130801163529)
Backstory: Nobody truly knows where the Legend came from or what created him, only that he appears on occasion to pwn n00bz and rek skrubs. (https://www.youtube.com/watch?v=GWPM5k_yYy8)
Abilities
1. INITIATE PHASE ONE: Giantdad initiates phase one, powering up his bass cannon. This gives him a +2 to all rolls from sheer pwnage aura and stuff for 2 turns. 4-turn cooldown.
2. POWER UP THE BASS CANNON, FIRE: Giantdad attacks with the bass cannon in a massive arc. May hit up to 3 targets at the same time, +1 to attack.
3. FAST ROLL, BICTH: Giantdad can roll fast. When this action is used, Giantdad receives +2 to defense for one turn. 1-turn cooldown.
4. ESTUS CHUG: Giantdad drinks down some Estus. This heals him by a not insignificant amount. The heal roll gets +1. Woo.
5. BLACK FLAME: Giantdad holds the power of the Black Flame. This allows him to shoot forward a large blast of fire and dark magic. 50% chance of stunning, if a character uses a defensive action and is targeted with this attack at the same time, the action is negated and they are automatically stunned. 3-turn cooldown.
Equipment
1. GIANTS, GIANTS, GIANTS: BECOME UNSTOPPABLE. ITS ARMOR. +3 to defense, but extra-action penalties start on the 2nd action instead of the third one.
2. CHAOS ZWEIHANDER +5: A MASSIVE BLADE OF STEEL AND FLAME. +3 to attack, but extra action penalties start at -2 instead of -1.
3. RING OF FAVOUR AND PROTECTION: STAMINA, HEALTH, ENDURANCE. EVERYTHING YOU COULD EVER WANT. +1 to all rolls, but automatically breaks if unequipped, willingly or otherwise. Restricts the user to wearing only one other piece of non-armor, non-weapon equipment.
Name: Kars, the Pillarman
Gender: More male than you will ever be
Age: >100,000 years
Appearance:
Normal Form (http://vignette1.wikia.nocookie.net/jjba/images/6/61/Kars_ASB.jpg/revision/latest/scale-to-width-down/308?cb=20150712050157)
Ultimate Life Form (http://vignette4.wikia.nocookie.net/jjba/images/7/71/Kars_Ultimateform_jojoeoh.jpg/revision/latest?cb=20150326063316)
Backstory: Kars is a Pillarman, ancient beings of incredible power, living at the top of the food chain and eating ordinary humans like that piece of bacon you've had for breakfast (Note: Human bacon is quite a delicacy in Pillarman culture, Kars is rather fond of it himself). However, despite their extraordinary strength, intelligence and posing, the had one weakness: sunlight. A Pillar Man that spends more than five to ten seconds in sunlight burns up and dies. This, understandably, trimmed their population somewhat.
Kars, seeking to get rid of this weakness, created a powerful artifact; the Stone Mask, an artifact that, through acupuncture, could turn ordinary humans into powerful vampires, which 1) Actually GAVE them a weakness to sunlight and 2) Made them even more delicious when turned into bacon. Unfortunately, Kars forgot that Pillarman skulls are too hardcore to be punctured by rock, and all it did was allow him to do even weirder shit with his body than before, and also gave him this uncanny craving for bacon.
Despite result number 2, most of the Pillarmen started to want to execute him for being a potential mad scientist archetype. So, he and his best bud Esidisi grabbed two Pillarman children (Wham and Santana, they named them later and yes these are all music references) and fucking killed the rest of the race.
Kars realized that to make the Stone Mask viable, he needed a Perfect Red Stone of Aja, which were rare as shit. So he went into some random fucking hole in the ground somewhere in Italy with his mates (excluding Santana because he's bad at what he does) and slept for a while. A long, long while.
Abilities:
1. Pillarman (Passive): Kars is an Aztec God of Fitness. Well, not really, but you get the point. This gives him super intelligence, super senses, the ability to eat people just by touching them, and to make his body do really weird shit. In exchange, he can only survive in sunlight briefly before having to turn himself into stone, and is similarly weak to Ripple energy and other sun-based powers. He can resist Ripple a little bit, though.
2. Evolutionary Absorption: Kars secretes a digestive fluid, and absorbs any organic matter that comes in contact with it. Absorbs organic material and heals damage proportional to the gap in roll numbers if successful.
3. Light Mode: Bright Blade: We never said Kars "Creator of the Stone Mask" was very good at names. Uses his light blades to deflect light at the enemy intense enough to blind them.
4. Light Mode: Shining Sabers: Seriously? He just took the previous attack name and exchanged the words with their synonyms? Cuts the air so quickly it creates several white slashes which cut an opponent from afar.
5. Evolutionary Regeneration (Passive): Kars, being a Pillarman, regenerates quite a bit of damage every turn. This ability is negated when in contact with sunlight or other sun-based powers.
Equipment:
1. The Stone Mask and the Red Stone of Aja: Kars carries the Stone Mask into battle. The Red Stone is hidden somewhere in the area, maybe. When Kars has both the Stone Mask and the Red Stone, he may turn into the ultimate lifeform, assuming there's some sort of light around to activate the Red Stone. As the ultimate lifeform, Kars is immune to sunlight, does not age, can regenerate so fast he might as well be immortal, turn his body parts into any animal or any animal part ever, able to use a type of Ripple so powerful it melts humans, and SEX: USELESS. Regular humans with the Stone Mask can use them to also gain a weakness to sunlight, and in return also be able to do weird shit, like shoot lasers made out of eye liquid. Ew.
2. Light Blades: Kars' use of the regular Stone Mask allowed him to use Light Mode, sprouting incredibly sharp blades from any part of his body. That seem to shine. Oh, and did I mention that each light blade also has an massive number of tiny blades moving around its edge like a chainsaw? Yes, Kars can create a light chainsaw from any part of his body at will. What can you do, mate?
3. Kars' Hood: It's just a hood. It doesn't do anything other than cover up his fabulous locks. This is important, because the only ones allowed to see the full majesty of his hair are people that Kars respects, i.e. absolutely nobody. Other than his Pillarman bros.
Kars' theme when he awakens (https://www.youtube.com/watch?v=XUhVCoTsBaM)
Kars' theme while kicking ass (https://www.youtube.com/watch?v=N6t2HDJ0NVk)
Ultimate Kars' theme (https://www.youtube.com/watch?v=eFPgKeYVJgk)
Name: Grim Patron, He Who Comes With An Army
Gender: Male for all of them, probably
Age: Varies
Appearance: Patron (https://hydra-media.cursecdn.com/hearthstone.gamepedia.com/thumb/8/82/Grim_Patron_art.jpg/400px-Grim_Patron_art.jpg?version=17fdf0ca1c9b983f25c874bef7d21b53)
Backstory: The patrons of the Grim Guzzler's hobbies include: drinking, forging, drinking, the complete destruction of everything, and parties.
Abilities:
1. EVERYONE, GET IN HERE (Passive): Heheh! PILE ON! If this Grim Patron takes significant damage, and yet survives with functioning lungs, he automatically shouts at full volume and another controllable Grim Patron, who has only this ability, comes out of absolutely nowhere. If the original Grim Patron dies and there are others still alive, a random one obtains the deceased's abilities.
2. Mah Blade Be Thirsty!: Oh hey, Jim showed up! Everyone feels safe when Jim's around; he just can't stand anyone getting hurt. Summons a Frothing Berserker, who gains a +1 to his attack rolls for every time he realizes someone has been significantly wounded. Only a maximum of 1 can be summoned without the summoned one dying. Cooldown 4.
3. CHARGE FORWARD!: Looks like one of the boys brought his girlfriend. Who is an orcish commander. Summons a Warsong Commander, who, for as long as she's alive, makes every Grim Patron attack first and swiftly. Only a maximum of 1 can be summoned without the summoned one dying. Cooldown 4.
4. Commanding Shout: Probably something like "STOP DYIN' AND CONTINUE FIGHTIN'!!". For 1 turn, all friendly characters can only be dragged within an inch of their life, but not die. Cooldown 2.
5. Bouncing Blade: Hey, look, one of the boys brought his frisbee! Deals damage to a random character in the area. Repeat 6 times or until something dies.
Equipment:
1. Axe: Just a regular ol' axe. Nothing too special, really.
2. Mug of Beer: Every one of them carries at least one. Sometimes two, and they just hold their axes with their teeth or something. One even holds three, somehow.
3. Dark Blue Beard: Can't forget their beards. No, sir.
Name: Monsieur Magnifique
Gender: The malest
Age: 21
Appearance: Imagine the man in this video, except wearing circular shades. (https://www.youtube.com/watch?v=agxxFHdQEes)
Backstory: Monsieur Magnifique, also known as Michael, is probably the hottest, most skilled, and classiest dancer alive. That's honestly all you need to know.
Abilities:
1. Charleston Swing: Magnifique does some absolutely magical dance moves. Due to this, anyone who is seeing this is distracted, adding -2 to any action with a multiple action debuff for three turns. 4 turn cooldown.
2. Electro Swing: Magnifique does some literally magical dance moves. Specifically, ones that shoot lightning out of his body. Stuns anyone who sees this, making it so that the multiple action debuffs start at action 2 for three turns. 4 turn cooldown.
3. Magnifique Counter: Magnifique does some combat-ready dance moves. For this turn, if he is attacked and his roll is greater than his opponent's roll, his roll is increased by 4. 2 turn cooldown.
4. Music Video: Magnifique sends someone and himself into a music video of his own creation. In this place, no one else may target them other than eachother. Persists for 5 turns or until they kill eachother.
5. Beautiful Body (Passive): Magnifique's body is so gorgeous, he gets a +2 to defensive rolls, because no one wants to harm that beautiful face.
Equipment:
1. Dancing Shoes: Can't be a good dancer without dancing shoes. Any action related to dancing always goes first.
2. Random Theme Music: Music just randomly sprouts out of his body. Every other turn, Magnifique gains another +2 to defensive rolls.
3. Magnifique Hairstyle: It's SO BEAUTIFUL.
Game 1
Location: Grand Fairbank Mall, Toronto, Canada
Chapter 0: Grand Introductions
"The revenue from this fight better be worth having to buy an entire mall." - Anonymous ArenaCorps. Representative
Grand Fairbank Mall is one of the primere shopping centers in all of Canada, providing goods that would appeal to all markets from children and families to bargain hunters and hobbyists. Well, it was anyways until ArenaCorps dropped nearly a billion Canadian dollars to buy out the entire complex and each store inside, not to mention the additional cost to pay each company's franchise. The newly formed Arena Entertainment Company believes that strong viewership will make their product a worthwhile investment, especially due to the ongoing problems plaguing other forms of international entertainment: a writer's strike in Hollywood, Netflix doubling its subscription costs, the World Cup being postponed indefinitely due to "shenanigans" and the NBA substituting out playing basketball with large men hitting each other in the testicles for an entire game.
At the moment, the mall stands deathly silent as if it were a library or Chernobyl. Then out of nowhere an announcer's hollering voice reverberates all around the empty stores and corridors:
"LET'S GET READY! TO! FIESSSSTAAAAAAAAAAAAAAAAAAAAAA-"
Mall Layout:
The Grand Fairbank is laid out in a general Y-shape, with three entrances/exits at each endpoint of the Y. These entry points each go through a two-story department store. The exterior of the mall is a standard parking lot, currently empty. The two diagonal lengths of this Y shape are equally long, while the bottom length, referred to as the 'Strip', is about 1.5 times the length of the diagonal sections.
The North-West Entrance goes through Ditches & Hoes, a Home Depot style store combining home improvement, construction, and as implied by the title, a wide selection of gardening and lawn maintenance equipment.
The North-East Entrance contains Beat Your Treat, which is designed as if the team behind Toys R' Us decided to expand their franchise at meeting during a cocaine orgy: the first level is 'Candyland' with all the delicious tooth-decaying treats a kid could want, while the bottom level is 'Toyworld' where children go to get everything from pellet guns so they can roleplay Soldiers vs. Terrorists, to dollhouses so they can roleplay Sleeper Terrorist Cell Infiltrates Suburbia. There is also a small indoors Ferris Wheel here.
The Southern Entrance holds C.J. Nickels, a conventional department store. The upper section features clothing and accessories while the bottom contains household appliances and furniture.
At the intersection where all the lengths of the Y meet, there is Adventureville, the mall's famous amusement park/child recreation center.
In the middle of the strip between C.J. Nickels and Adventureville you can find both the Food Court as well as the Movie Theater.
And of course, in between all of these larger places are the individual stores themselves, containing anything from electronics and sporting gear to costumes and pretzels. Finding out what and where each of these smaller stores are will require some adventuring around the mall.
At Ditches and Hoes:
Mecha Hitler busts out of one of the sheds on display. "ACHTUNG, I HAVE RETURNED!"
Hitler's outburst alerts everyone to his presence in the store, including Crusty Pete who is busy in the Paint Section chowing down a bucket of "Lemon Delight", it is not nearly as tasty as the name sounds.
One of the vents on the ceiling begins leaking blood which forms a pool on the ground. This pool of blood then takes on a human shape before solidifying and becoming the form of Rez.
Katana 'Spammer' McKatana is faintly hears a German man screaming somewhere in the store as he looks around the store, searching for new cleaning sprays for his signature weapon.
At Beat Your Treat:
At the entrance of Toyworld, a squadron of Stormtroopers kicks open the doors and spreads out among the various sections of the floor.
Sans is in Candyland carrying bags of his favorite candy, Ketchup.
Paper Mario leaps out of a gaming magazine in Toyworld.
Kyoko is eating copious amounts of candy.
At C.J. Nickels:
Kars runs inside the store, getting out of the sun-drenched parking lot as quickly as he can.
Robin is looking for a snazzy new coat.
Evil Dark Mage is downstairs looking for some EVVVILLLL desk lamps.
Johnny Jokotaru is checking himself out in the dressing room mirrors.
Name: Katana 'Spammer' McKatana
Gender: Who knows?
Age: 'tis a mystery.
Appearance: A tall... someone. It's really hard to tell with the round, blue, shiny mask that covers the entirety of their face, and what little might have clued somebody in on their actual identity is covered by a hood. Everything else is covered by a very baggy white robe, with some brown boots to top it all off. On their feet, obviously. Oh, and gloves. Can't forget the black gloves.
Backstory: Who knows? The origins of Katana McKatana are a mystery to everyone, even themselves. He just knows he hates the human worms that feast on glorious Nippon's carcass.
Abilities
1. Spammy Fucker(Passive): 50% chance of an extra attack being made on each turn against an enemy. Only applies if Katana McKatana has attacked this turn.
2. 150% Counter!(Passive): If Katana counter-attacks, increase the result of the dice roll by 2.
3. Slashy Slashy(Active): Katana slashes at their opponent with their glorious Nippon steel katana.
4. The Art of a Single Strike(Active): Katana sheathes their blade, charging up their ki chakras before speeding up to ridiculous speeds to strike their opponent with glorious Nippon steel. Cannot be defended against, always hits at the strength of a 3 vs. 1 hit. 2-turn cooldown.
5. Dancing McKatana(Passive): Katana McKatana utilises the glorious Nippon technique of old: getting the fuck out of the way while trying to look vaguely graceful. Increases defensive rolls by 2.
Equipment
1. Nippon Steel Katana: A glorious blade, folded 2 gorillion times in the depths of Mt. Nipponkatana by the best of the best katana smiths. It slices through most materials like they aren't even there, for none can stand against the full might of 2 gorillion folds. +2 to attack rolls(The Art of a Single Strike does not get a bonus from this).
2. Katana-Infused Robes: While they do not look it, these white robes have been infused with the very essence of Nippon steel itself, granting them great durability. +2 to defensive rolls.
3. Mask of the Nameless Swordsman: An incredibly shine blue mask. Looking at it, it almost seems to stare into your soul, somehow. +2 to mental resistance rolls.
Status: Normal
Kills: 0
Location: Ditches & Hoes
Inventory: Nippon Steel Katana, Katana-Infused Roes, Mask of the Nameless Swordsman
Name: sans
Gender: Male
Age: * i haven't really been keepin' track.
Appearance: *checkin' me out, huh? (https://slm-assets2.secondlife.com/assets/12703379/view_large/sans_512.jpg?1446743951)
Backstory: * not much, really.
Abilities:
1. dodge (passive) - can dodge any attack, if he scores a >5 defense roll, making it do no damage. however, can only take 1 hit of any damage before dying
2. special attack (active) - prevents an enemy from taking it's turn, causing it to not be able to roll against the next attack. 5 turn cooldown
3. knowledge (passive) - grants use of the g. blasters
4. you're blue now (active) - can control the gravity of an enemy, and move them to his will, however, they still retain some control, able to move, if circumstances permit. 2 turn cooldown.
5. bad time (passive) - -1 from any enemy's defensive roll, but +1 to any enemy's attack roll
Equipment:
1. bones - more magic than physical tool, can be summoned from the ground, or hands to be fired at enemies. can also be used to impale, in combination with 'you're blue now'. is removed upon death
2. g. blasters - ... can be summoned at will, and shoot lasers at enemies. can be used in combination with bones, but has a 2 turn cooldown. a max of 5 can be summoned at once. is removed upon death
3. scarf - grants a +1 to defensive rolls, and gives a +1 to offensive rolls,(but the offense bonus is only for sans)
Status: Normal
Kills: 0
Location: Beat Your Treat
Inventory: Scarf
[spoiler=avalon.mp3]Name: Kars, the Pillarman
Gender: More male than you will ever be
Age: >100,000 years
Appearance:
Normal Form (http://vignette1.wikia.nocookie.net/jjba/images/6/61/Kars_ASB.jpg/revision/latest/scale-to-width-down/308?cb=20150712050157)
Ultimate Life Form (http://vignette4.wikia.nocookie.net/jjba/images/7/71/Kars_Ultimateform_jojoeoh.jpg/revision/latest?cb=20150326063316)
Backstory: Kars is a Pillarman, ancient beings of incredible power, living at the top of the food chain and eating ordinary humans like that piece of bacon you've had for breakfast (Note: Human bacon is quite a delicacy in Pillarman culture, Kars is rather fond of it himself). However, despite their extraordinary strength, intelligence and posing, the had one weakness: sunlight. A Pillar Man that spends more than five to ten seconds in sunlight burns up and dies. This, understandably, trimmed their population somewhat.
Kars, seeking to get rid of this weakness, created a powerful artifact; the Stone Mask, an artifact that, through acupuncture, could turn ordinary humans into powerful vampires, which 1) Actually GAVE them a weakness to sunlight and 2) Made them even more delicious when turned into bacon. Unfortunately, Kars forgot that Pillarman skulls are too hardcore to be punctured by rock, and all it did was allow him to do even weirder shit with his body than before, and also gave him this uncanny craving for bacon.
Despite result number 2, most of the Pillarmen started to want to execute him for being a potential mad scientist archetype. So, he and his best bud Esidisi grabbed two Pillarman children (Wham and Santana, they named them later and yes these are all music references) and fucking killed the rest of the race.
Kars realized that to make the Stone Mask viable, he needed a Perfect Red Stone of Aja, which were rare as shit. So he went into some random fucking hole in the ground somewhere in Italy with his mates (excluding Santana because he's bad at what he does) and slept for a while. A long, long while.
Abilities:
1. Pillarman (Passive): Kars is an Aztec God of Fitness. Well, not really, but you get the point. This gives him super intelligence, super senses, the ability to eat people just by touching them, and to make his body do really weird shit. In exchange, he can only survive in sunlight briefly before having to turn himself into stone, and is similarly weak to Ripple energy and other sun-based powers. He can resist Ripple a little bit, though.
2. Light Slice: Kars cuts something with his light blades. Please note: He can cut through a fucking car with those things.
3. Light Mode: Bright Blade: We never said Kars "Creator of the Stone Mask" was very good at names. Uses his light blades to deflect light at the enemy intense enough to blind them.
4. Light Mode: Shining Sabers: Seriously? He just took the previous attack name and exchanged the words with their synonyms? Cuts the air so quickly it creates several white slashes which cut an opponent from afar.
5. Evolutionary Regeneration (Passive): Kars, being a Pillarman, regenerates quite a bit of damage every turn. This ability is negated when in contact with sunlight or other sun-based powers.
Equipment:
1. The Stone Mask and the Red Stone of Aja: Kars carries the Stone Mask into battle. The Red Stone is hidden somewhere in the area, maybe. When Kars has both the Stone Mask and the Red Stone, he may turn into the ultimate lifeform, assuming there's some sort of light around to activate the Red Stone. As the ultimate lifeform, Kars is immune to sunlight, does not age, can regenerate so fast he might as well be immortal, turn his body parts into any animal or any animal part ever, able to use a type of Ripple so powerful it melts humans, and SEX: USELESS. Regular humans with the Stone Mask can use them to also gain a weakness to sunlight, and in return also be able to do weird shit, like shoot lasers made out of eye liquid. Ew.
2. Light Blades: Kars' use of the regular Stone Mask allowed him to use Light Mode, sprouting incredibly sharp blades from any part of his body. That seem to shine. Oh, and did I mention that each light blade also has an massive number of tiny blades moving around its edge like a chainsaw? Yes, Kars can create a light chainsaw from any part of his body at will. What can you do, mate?
3. Kars' Hood: It's just a hood. It doesn't do anything other than cover up his fabulous locks. This is important, because the only ones allowed to see the full majesty of his hair are people that Kars respects, i.e. absolutely nobody. Other than his Pillarman bros.
Kars' theme when he awakens (https://www.youtube.com/watch?v=XUhVCoTsBaM)
Kars' theme while kicking ass (https://www.youtube.com/watch?v=N6t2HDJ0NVk)
Ultimate Kars' theme (https://www.youtube.com/watch?v=eFPgKeYVJgk)
Status: Normal
Kills: 0
Location: C.J. Nickels
Inventory: The Stone Mask, Red Stone of Aja [Hidden in Arena], Kars' Hood
Name: Kyoko Sakura.
Gender: Female.
Age: 15.
Appearance: "Hey, why are ya staring at me?" (http://vignette1.wikia.nocookie.net/puellamagifanon/images/9/9f/Kyokorender.png/revision/latest?cb=20150105041338)
Backstory: "I ain't telling you, after all i only just met ya." (Not stating here cuz spoilers)
Abilities:
1. Puella Magi (Passive): Kyoko is a Puella Magi, she feels less physical pain and is able to survive any attack so long as her soul gem stays intact, though she can still be incapacitated.
2. Veteran Magical Girl (Passive): Exactly what it says on the tin, she is better at dodging and attacking since she has done this thing for a while.
3.Rosso Phantasma: Kyoko can make copy's of herself as well as make other illusions, though she cant really use it as much anymore ever since a certain thing happened in her past.
4.Scorpion Spear: A gigantic version of her spear that she can summon, its only used as a last resort and the power needed for its use is life threatening.
5. Don't waist food (Passive): Kyoko loves food, really she does. If someone does something to destroy food she will get a bit angry with them... okay that's a massive understatement. She also is almost always eating something.
Equipment:
1. Modular Spear: A modular spear. While steel hard, it is extremely flexible, and can extend or bend easily. The handle can be broken down into numerous pieces, connected by a chain, allowing the user to attack or defend over a wide area. The chain runs along the handle, ending in a heavy ball at the blunt side. The ball's weight is used to easily wrap the chain around foes, restricting them.
2. Soul gem: The one thing all puella magi have, it allows her to go into her magi form as and contains her soul, she would technically still be alive if only her soul gem was left of her.
3. Box of pocky: Exactly what it says on the tin, its just a box of chocolate pocky.
Status: Normal
Kills: 0
Location: Beat Your Treat
Inventory: Modular Spear, Soul Gem, Box of Pocky
Name: Mecha-Hitler
Gender: Male/Robot
Age: 54 (Biologically)
Appearance: A tall bipedal structure of polished steel stands before you. Looking up, the visage of an insane 50 something man. Gatling guns swivel to ready their aim, only two have survived the years. Hitler screa-*boom*
Backstory:As the Axis powers steadily fell to the Allies, the "scientists" of Germany began a secret project to turn their leader into a super soldier. The procedure was carried out in Castle Wolfenstein, but Mecha-Hitler became trapped within the rubble created when an American prisoner destroyed it. Now, Mecha-Hitler is ready for some football for revenge.
Abilities:
1. Steel Resolve (Passive) Be able to take a small number of hits with no internal damage.
2. Occult Power (Active) Release a bolt of eldritch energies.
3. Gatling Frenzy (Active) Bullets have higher velocity, but can overheat and damage the turrets.
4. The Incredible Bulk (Passive) You are naturally very large and heavy. This can be both good and bad.
5. Mind of the Mad (Passive) Spending half a century buried under rubble in a cyborg body can make you somewhat insane. You are resistant to mental based attacks, as being in a madman's brain can be rather dangerous.
Equipment:
1. Side-Mounted Gatlings- Mighty swiveling weapons, these guns are a dangerous tool. However, due to decades of unuse, they can become worn out.
2. Iron Cross- Serving as a channel for occult energy, it slightly improves damage for occult attacks, but is a weak point in the armor.
3. Demonic Rounds- Mecha-Hitler has enought of these pentagram engraved bullets for one salvo, doing extra damage to holy characters.
Status: Normal
Kills: 0
Location: Ditches & Hoes
Inventory: Side-Mounted Gatling Guns, Iron Cross, Demonic Rounds
Name: EVUL DARK MAGE OF EVILOUS DARKITY DOOM
Gender: M.
Age: Ehh, who cares?
Appearance: EEEEEEEEVVVVVVVIIIIIIILLLLLLLLLL.
Backstory: EEEEEEEEVVVVVVVIIIIIIILLLLLLLLLL
Abilities:
1. (Active) DARK EXPLOSION! : Explodes darkness! It explodes! Slams into things! Makes spiky stuff!
2. (Active/Passive) DARK CLOAKING FIELD! : Makes shadows into a shield and cloak when attacked! Can be used to make solid shadows anywhere!
3. (Active) MORE DARKENING! : Creates darkness!
4. (Active) SHADOW PORTAL! : Opens a portal in a shadow!
5. (Active) MAGIIIIIIC! : Imitate a magic effect!
Equipment:
1. MAGIC STAFF OF DARKNESS! : When casting DARK EXPLOSION!, cast two.
2. GATLING GUN OF MAGIC MISSILE! : Exactly what it says on the tin. Spams homing magic missiles.
3. WAND OF MASHY SPIKE PLATE! : Doesn't really look that much like a wand... Summons a MASHY SPIKE PLATE! to mash things!
Status: Normal
Kills: 0
Location: C.J. Nickels
Inventory: MAGIC STAFF OF DARKNESS!, GATLING GUN OF MAGIC MISSILE!, WAND OF MASHY SPIKE PLATE!
Name: Crusty Pete
Gender: Male.
Definitely Male.
Age:
Appearance: Crusty Pete is a very large, muscular being that if not a Human, at least heavily resembles one. A very thick layer of accumulated Filth has built up over the
Eons Years, and acts as a sort of second skin. Crusty Pete reeks of Tobasco Sauce, Cheap Booze, and what smells like some kind of Chili Powder. He is extremely hairy, to the extant that his bodily appearance is unknowable, his hair is brown with many gray streaks, food stains, and miscellaneous garbage tangled up in it. He wears a pair of well-worn Gray Overalls that might've been Blue once upon a time, a filthy undershirt, a pair of heavily scuffed Leather Boots, and lastly, a pair of seemingly ordinary, yet unusual Sunglasses. His Hands, the only visible part of his body, are extremely calloused, filthy, and scarred. He Laughs at everything in a Psycotic Manner and seems to have no Fear of Death, but he
does have a Crippling Phobia of Spaghetti, for reasons known only to him.
Backstory:
"De day dat I tell the likes a' You my backstory 'll be da day I die!"Abilities:
1.
Smells Horrible, (PASSIVE) When in Melee Combat with a Living Opponent with a Functioning sense of Smell, that Opponent must roll a 5 or Higher to Attack each Turn, if that Opponent rolls a 4 or Lower, they are Stunned and unable to Attack for the Turn. However, Crusty Pete gains a -4 Penalty to All stealth rolls.
2.
Sentient Hair, (ACTIVE) When in Melee Combat, Crusty Pete can unleash his Mystical Living Beard to Attack 1 Opponent for 2 Turns. The Beard gets it's own Piercing Attack, and can roll to Attack the Opponent. It doesn't provide any bonuses or penalties to Crusty Pete's Attacks while functioning, however Crusty Pete and his Mystical Living Beard can Attack in the same Turn. The Sentient Hair Ability has a 4 Turn Cooldown.
3.
Built Like An Ape, (PASSIVE) Crusty Pete gains a +3 Bonus to All Strength Based rolls.
4.
That Reeks! (ACTIVE) Crusty Pete gain gather all of his Stench and Fling it at an Opponent in a Fog. The Stench Fog has an Area of Effect Radius of 20 Feet, and all Living Opponents caught in it must roll to avoid instant heart failure. If they roll a 2 or Lower, they are Killed Instantly, but if they roll a 3 or Higher, they are only Blinded and Stunned until they can leave The Stench Fog. The Stench Fog has Acidic Properties and will damage Metal Equipment. Crusty Pete is Immune to The Stench Fog's Effects, But while The Stench Fog Ability is Functioning, Crusty Pete temporarily loses his
Smells Horrible, (PASSIVE) Ability. The Stench Fog exists for 4 Turns, and has a Cooldown of 2 Turns.
5.
Large Size, (PASSIVE) Crusty Pete is Larger than Normal, giving him a -2 to all Dodging rolls, but a +2 to all Strength rolls, and sightly reduces the damage of successful hits.
Equipment:
1.
Ma' Whoppin' Stick- A very large, makeshift wooden club. Despite it's crude nature, it could probably do a lot of damage to someone's body, and, judging by the Cracks in it's surface, it probably has.
2.
A Can Of Beard Oil(6 Charges Left)- A Can Of Beard Oil, when used, it Strengthen's the User's Beard, giving it a +4 to all Beard Attacks for 2 Turns, however, too much of it will cause The User's Beard to Fall Off, and become it's own Combatant.
3.
Strange Sunglasses- These malevolent shades give the User a +2 to resist Fear and Mental Attacks, but they may attempt to possess the Wearer after doing so, in an attempt to Join the Carnage and Get it's Grasping Appendages on the Prize.
Status: Normal
Kills: 0
Location: Ditches & Hoes
Inventory: Ma' Whoppin' Stick, Can of Beard Oil (6 Charges Left), Strange Sunglasses
Name: Rez
Gender: Male
Age: 282, functionally 40
Appearance: A man wearing a blood red cloak over ordinary american garb.
Backstory: The man who figured out the power of BLOOD! Give it up for REZ!
Abilities:
1. (Active) Blood Regeneration: Rez can use blood(not his own, though), draining the life force from it, to heal himself. The more blood, the more heals.
2. (Passive) Blood Rage: Rez gains physical rolls bonuses depending on how bloody he is. The more bloody he is, the higher his bonuses are.
3. (Active) Blood Animation: Rez can animate the blood in a fallen enemy, creating a Blood Elemental minion that will obey his orders. He can only have one Blood Elemental at a time.
4. (Passive) Not Quite Death: After dying, Rez can take one additional action. Blood Regeneration might possibly bring him back to life.
5. (Active) Blood Rite: The more blood in the area, the more powerful this ability. Consumes a large amount of spilled blood in the area to create a somewhat explosive sphere(size depending on blood consumed) that is then fired at an enemy. A successful impact has a chance(depending on how much blood is consumed) to prevent the impacted enemy's passive abilities from working for a duration(depending on how much blood consumed). Has a 4 turn cooldown.
Equipment:
1. Cloak of Blood: This red cloak can store blood in a hammerspace within it.
2. Bloodletter: A somewhat long dagger that tends to cause bleeding in any foes it hits.
3. A flask of magical blood: Will likely be more useful for Rez's abilities than normal blood.
Status: Normal
Kills: 0
Location: Ditches & Hoes
Inventory: Cloak of Blood, Bloodletter Dagger, Flask of Magical Blood
Appearance.
https://s-media-cache-ak0.pinimg.com/736x/8a/b0/7b/8ab07bdad205482257cfa3d6ae3151fc.jpg
Name: Robin
Gender:Bishonen male
Age:23
Backstory:OptionalVessel of a super evil dragon fought it and won is now a nations tactician and is Intrested in blood she'd!
Abilities:
1.Tatics!:if Robin hits an enemy a 1d6 is rolled if it successful then he will critical hit ((Triple damage)) (Passive))
2Flurry of blows
3.Thoron: Robin fires a powerful beam of lightening this can melt steel and is highly concentrated only 3 uses per combat.((active))
4.Waifu power!: Robin can summon a random waifu to aid him in battle (Active))
5.Ultimate smash:Robin can challenge his for to a game of super smash bros ((active))
Equipment:
1.Armored robes:Robin is wearing well armored and stylish robes that upon being hit will reduce the damage by 1/3
2.Levin sword:Robin can both slash and fire lightening from this sword it is long and does electric and physical damage.
3.Tome of desperation:Robin can activate this tone and some kind of destructive spell will fire whether that's good or bad all depends.
Status: Normal
Kills: 0
Location: C.J. Nickel's
Inventory: Armored Robes, Levin Sword, Tome of Desperation
Name: AL-2048
Gender: Unknown. The armour obscures all.
Age: 20? You can't exactly tell.
Appearance: Nothing can be seen under the armour.
Backstory: Trained from a young age at an Imperial Academy, AL-2048 knows only loyalty to the emperor.
Abilities:
1. Stormtrooper Marksmanship Academy (Passive) - The E-11 Blaster Rifle is difficult to use without specialised training
2. Squad Combat (Passive) - Stormtroopers do not act alone. They deploy in squads
3. Unyielding Resolve (Passive) - Their training combined with their loyalty to the emperor makes them highly resistant to fear and mind-affecting effects
4. Suppressing Fire (Passive) - The sheer volume of fire unleashed when attacking will cause anyone with a sense of self preservation to seek cover, even when if they don't get hit
5. Imperial Assets (Passive) - Instead of acquiring special abilities when getting kills the squad will instead be reinforced and additional equipment (such as weapons and vehicles) may be provided
Equipment:
1. Stormtrooper Armour - A hardened plastoid composite, it is almost impervious to solid projectiles and shrapnel, but almost completely ineffective against energy weapons. High Calibre AP rounds can also pierce the armour. It does however limit mobility and vision, making it difficult to aim.
2. E-11 Blaster Rifle - A rapid fire, accurate energy weapon, capable of releasing an unending stream of blasts, assuming the user can manage the heat generated. Exceptionally difficult to use without training.
3. Thermal Detonators - A high explosive the size of an apple, it has a variable fuse and is surprisingly powerful for its size.
Status: Normal [15/15 Stormtroopers]
Kills: 0
Location: Beat Your Treat
Inventory: Stormtrooper Armour, E-11 Blaster Rifle, Thermal Detonators
Name: Paper Mario
Gender: Male
Age: Middle-aged?
Appearance: mario, except made of paper
Backstory: he rescues princesses and stuff
Abilities:
1. (Active) Curse: Tube Form: Changes to Tube Form. While in Tube Form, Paper Mario is unable to attack, but is harder to hit (+2 to all defensive rolls) and able to fit into small spaces.
2. (Active) Spring Stomp: Mario leaps far into the sky, temporarily becoming untargetable by most attacks. On his next turn, he lands, inflicting heavy damage on the target. (3-turn cooldown)
3. (Active) Quake Hammer: Damages all ground- and ceiling-based enemies with shockwaves; ceiling-based enemies are also dislodged and stunned.
4. (Passive) Heart Finder: Restores HP upon killing an enemy.
5. (Passive) Lucky Day: Grants Paper Mario a random beneficial effect on the 1st turn, and every 4th turn thereafter.
Equipment:
1. Ultra Hammer: The strongest of all hammers! +2 to hammer-based attacks.
2. Ultra Boots: The ultimate stomping shoes! +2 to jump-based attacks.
3. Fire Flower: Once placed, spews fireballs at all foes until its death. Very fragile.
Status: Normal
Kills: 0
Location: Beat Your Treat
Inventory: Ultra Hammer, Ultra Boots, Fire Flower
Character Sheet:
Name: Johnny Jokotaru
Gender: M.
Age: 27
Appearance: http://4.bp.blogspot.com/_jQSFWPkJnkU/TQJ9hxNwS7I/AAAAAAAAD54/hu8wxZFmSh0/s1600/952310_20091023_screen010.png
Stand: Dog Days http://1.bp.blogspot.com/-JFop7w2WODo/VHsYJw_M0xI/AAAAAAAAEyg/8xyYqTRyYkA/s1600/catgirl2.png
Backstory: "Heeeeeeeeeeeeeeeeeey now. Don't go getting any funny thoughts about looking me up. You wont find a thing."
Abilities:
1. Toriya, Toriya, Toriya!!! [Passive] - Upon a successful attack roll of 4-6 before bonuses, Johnny strikes the enemy again, repeating this ability until a failure. If the strike would kill the enemy, It's negated and Johnny uses Death Spiral Uppercut!.
2. Death Spiral Uppercut! [Active] - Strikes an enemy square in the jaw, killing them and sending them spiraling into the air. Does nothing if the enemy is not about to die.
3. Yoriya, Yoriya, Yoriya!!! [Pasive] - Johnny's stand follows up all of Johnny's attacks, adding in her own equally strong strike. Only active while Dog Days is out.
4. Stand: Dog Days [Active] - Johnny activates his stand, causing the area around him to seem to become humid and sleepy. Enemies gain -2 to attack and defense rolls while Dog Days is active.
5. Sleepy Haze Active - Johnny yawns, causing time around him to slow down. Johnny gains +2 to Attack and Defense rolls.
Equipment:
1. Bands of Asura- Golden bands worn on the wrists and ankles. Adds +2 to Unarmed attack rolls.
2. Reminder of the Dog Days - A crown of gold worn by the toughest member of the Jokotaru tribes. Only those that can work on the hottest of the dog days is allowed to wear it. Adds +3 to Defense rolls.
3. Gift of the Dog Days - A jeweled amulet Johnny made for his stand. She can't wear it, so he wears it for her. Adds +2 to Dog Day's rolls.
Status: Normal
Kills: 0
Location: C.J. Nickels
Inventory: Bands of Asura, Reminder of the Dog Days, Gift of the Dog Days
Intro turn, yeah baby. I promise that the individual character introductions are not reflective of how the actual game will be in terms of length and quality, I just had to find an excuse to get them all in the mall.
I even distributed the players among the three starting points and from now on each new/respawning character will havea 33% chance to spawn at any of the entrances.
I expect to be able to update this game daily. If you miss an update, you character will likely be injured or killed but this is a casual game and respawning is as easy as saying "Respawn".
I also forgot to spawn in my own character, oops. Will put them in next turn.
Unless there is strong opposition, I will also occasionally spawn some NPCs who are worth extra points if you can take them down, as well as some Side Quests to earn extra points.
Name: Katana 'Spammer' McKatana
Gender: Who knows?
Age: 'tis a mystery.
Appearance: A tall... someone. It's really hard to tell with the round, blue, shiny mask that covers the entirety of their face, and what little might have clued somebody in on their actual identity is covered by a hood. Everything else is covered by a very baggy white robe, with some brown boots to top it all off. On their feet, obviously. Oh, and gloves. Can't forget the black gloves.
Backstory: Who knows? The origins of Katana McKatana are a mystery to everyone, even themselves. He just knows he hates the human worms that feast on glorious Nippon's carcass.
Abilities
1. Spammy Fucker(Passive): 50% chance of an extra attack being made on each turn against an enemy. Only applies if Katana McKatana has attacked this turn.
2. 150% Counter!(Passive): If Katana counter-attacks, increase the result of the dice roll by 2.
3. Slashy Slashy(Active): Katana slashes at their opponent with their glorious Nippon steel katana.
4. The Art of a Single Strike(Active): Katana sheathes their blade, charging up their ki chakras before speeding up to ridiculous speeds to strike their opponent with glorious Nippon steel. Cannot be defended against, always hits at the strength of a 3 vs. 1 hit. 2-turn cooldown.
5. Dancing McKatana(Passive): Katana McKatana utilises the glorious Nippon technique of old: getting the fuck out of the way while trying to look vaguely graceful. Increases defensive rolls by 2.
Equipment
1. Nippon Steel Katana: A glorious blade, folded 2 gorillion times in the depths of Mt. Nipponkatana by the best of the best katana smiths. It slices through most materials like they aren't even there, for none can stand against the full might of 2 gorillion folds. +2 to attack rolls(The Art of a Single Strike does not get a bonus from this).
2. Katana-Infused Robes: While they do not look it, these white robes have been infused with the very essence of Nippon steel itself, granting them great durability. +2 to defensive rolls.
3. Mask of the Nameless Swordsman: An incredibly shine blue mask. Looking at it, it almost seems to stare into your soul, somehow. +2 to mental resistance rolls.
Status: Normal
Kills: 0
Location: Ditches & Hoes
Inventory: Nippon Steel Katana, Katana-Infused Roes [Damaged: Reduced to +1 Defense], Mask of the Nameless Swordsman
Name: sans
Gender: Male
Age: * i haven't really been keepin' track.
Appearance: *checkin' me out, huh? (https://slm-assets2.secondlife.com/assets/12703379/view_large/sans_512.jpg?1446743951)
Backstory: * not much, really.
Abilities:
1. dodge (passive) - can dodge any attack, if he scores a >5 defense roll, making it do no damage. however, can only take 1 hit of any damage before dying
2. special attack (active) - prevents an enemy from taking it's turn, causing it to not be able to roll against the next attack. 5 turn cooldown
3. knowledge (passive) - grants use of the g. blasters
4. you're blue now (active) - can control the gravity of an enemy, and move them to his will, however, they still retain some control, able to move, if circumstances permit. 2 turn cooldown.
5. bad time (passive) - -1 from any enemy's defensive roll, but +1 to any enemy's attack roll
Equipment:
1. bones - more magic than physical tool, can be summoned from the ground, or hands to be fired at enemies. can also be used to impale, in combination with 'you're blue now'. is removed upon death
2. g. blasters - ... can be summoned at will, and shoot lasers at enemies. can be used in combination with bones, but has a 2 turn cooldown. a max of 5 can be summoned at once. is removed upon death
3. scarf - grants a +1 to defensive rolls, and gives a +1 to offensive rolls,(but the offense bonus is only for sans)
Status: Normal
Kills: 0
Location: Beat Your Treat
Inventory: Scarf
[spoiler=avalon.mp3]Name: Kars, the Pillarman
Gender: More male than you will ever be
Age: >100,000 years
Appearance:
Normal Form (http://vignette1.wikia.nocookie.net/jjba/images/6/61/Kars_ASB.jpg/revision/latest/scale-to-width-down/308?cb=20150712050157)
Ultimate Life Form (http://vignette4.wikia.nocookie.net/jjba/images/7/71/Kars_Ultimateform_jojoeoh.jpg/revision/latest?cb=20150326063316)
Backstory: Kars is a Pillarman, ancient beings of incredible power, living at the top of the food chain and eating ordinary humans like that piece of bacon you've had for breakfast (Note: Human bacon is quite a delicacy in Pillarman culture, Kars is rather fond of it himself). However, despite their extraordinary strength, intelligence and posing, the had one weakness: sunlight. A Pillar Man that spends more than five to ten seconds in sunlight burns up and dies. This, understandably, trimmed their population somewhat.
Kars, seeking to get rid of this weakness, created a powerful artifact; the Stone Mask, an artifact that, through acupuncture, could turn ordinary humans into powerful vampires, which 1) Actually GAVE them a weakness to sunlight and 2) Made them even more delicious when turned into bacon. Unfortunately, Kars forgot that Pillarman skulls are too hardcore to be punctured by rock, and all it did was allow him to do even weirder shit with his body than before, and also gave him this uncanny craving for bacon.
Despite result number 2, most of the Pillarmen started to want to execute him for being a potential mad scientist archetype. So, he and his best bud Esidisi grabbed two Pillarman children (Wham and Santana, they named them later and yes these are all music references) and fucking killed the rest of the race.
Kars realized that to make the Stone Mask viable, he needed a Perfect Red Stone of Aja, which were rare as shit. So he went into some random fucking hole in the ground somewhere in Italy with his mates (excluding Santana because he's bad at what he does) and slept for a while. A long, long while.
Abilities:
1. Pillarman (Passive): Kars is an Aztec God of Fitness. Well, not really, but you get the point. This gives him super intelligence, super senses, the ability to eat people just by touching them, and to make his body do really weird shit. In exchange, he can only survive in sunlight briefly before having to turn himself into stone, and is similarly weak to Ripple energy and other sun-based powers. He can resist Ripple a little bit, though.
2. Evolutionary Absorption: Kars secretes a digestive fluid, and absorbs any organic matter that comes in contact with it. Absorbs organic material and heals damage proportional to the gap in roll numbers if successful.
3. Light Mode: Bright Blade: We never said Kars "Creator of the Stone Mask" was very good at names. Uses his light blades to deflect light at the enemy intense enough to blind them.
4. Light Mode: Shining Sabers: Seriously? He just took the previous attack name and exchanged the words with their synonyms? Cuts the air so quickly it creates several white slashes which cut an opponent from afar.
5. Evolutionary Regeneration (Passive): Kars, being a Pillarman, regenerates quite a bit of damage every turn. This ability is negated when in contact with sunlight or other sun-based powers.
Equipment:
1. The Stone Mask and the Red Stone of Aja: Kars carries the Stone Mask into battle. The Red Stone is hidden somewhere in the area, maybe. When Kars has both the Stone Mask and the Red Stone, he may turn into the ultimate lifeform, assuming there's some sort of light around to activate the Red Stone. As the ultimate lifeform, Kars is immune to sunlight, does not age, can regenerate so fast he might as well be immortal, turn his body parts into any animal or any animal part ever, able to use a type of Ripple so powerful it melts humans, and SEX: USELESS. Regular humans with the Stone Mask can use them to also gain a weakness to sunlight, and in return also be able to do weird shit, like shoot lasers made out of eye liquid. Ew.
2. Light Blades: Kars' use of the regular Stone Mask allowed him to use Light Mode, sprouting incredibly sharp blades from any part of his body. That seem to shine. Oh, and did I mention that each light blade also has an massive number of tiny blades moving around its edge like a chainsaw? Yes, Kars can create a light chainsaw from any part of his body at will. What can you do, mate?
3. Kars' Hood: It's just a hood. It doesn't do anything other than cover up his fabulous locks. This is important, because the only ones allowed to see the full majesty of his hair are people that Kars respects, i.e. absolutely nobody. Other than his Pillarman bros.
Kars' theme when he awakens (https://www.youtube.com/watch?v=XUhVCoTsBaM)
Kars' theme while kicking ass (https://www.youtube.com/watch?v=N6t2HDJ0NVk)
Ultimate Kars' theme (https://www.youtube.com/watch?v=eFPgKeYVJgk)
Status: Normal
Kills: 0
Location: C.J. Nickels
Inventory: The Stone Mask, Red Stone of Aja [Hidden in Arena], Kars' Hood
Name: Kyoko Sakura.
Gender: Female.
Age: 15.
Appearance: "Hey, why are ya staring at me?" (http://vignette1.wikia.nocookie.net/puellamagifanon/images/9/9f/Kyokorender.png/revision/latest?cb=20150105041338)
Backstory: "I ain't telling you, after all i only just met ya." (Not stating here cuz spoilers)
Abilities:
1. Puella Magi (Passive): Kyoko is a Puella Magi, she feels less physical pain and is able to survive any attack so long as her soul gem stays intact, though she can still be incapacitated.
2. Veteran Magical Girl (Passive): Exactly what it says on the tin, she is better at dodging and attacking since she has done this thing for a while.
3.Rosso Phantasma: Kyoko can make copy's of herself as well as make other illusions, though she cant really use it as much anymore ever since a certain thing happened in her past.
4.Scorpion Spear: A gigantic version of her spear that she can summon, its only used as a last resort and the power needed for its use is life threatening.
5. Don't waist food (Passive): Kyoko loves food, really she does. If someone does something to destroy food she will get a bit angry with them... okay that's a massive understatement. She also is almost always eating something.
Equipment:
1. Modular Spear: A modular spear. While steel hard, it is extremely flexible, and can extend or bend easily. The handle can be broken down into numerous pieces, connected by a chain, allowing the user to attack or defend over a wide area. The chain runs along the handle, ending in a heavy ball at the blunt side. The ball's weight is used to easily wrap the chain around foes, restricting them.
2. Soul gem: The one thing all puella magi have, it allows her to go into her magi form as and contains her soul, she would technically still be alive if only her soul gem was left of her.
3. Box of pocky: Exactly what it says on the tin, its just a box of chocolate pocky.
Status: Normal
Kills: 0
Location: Beat Your Treat
Inventory: Modular Spear, Soul Gem, Box of Pocky
Name: Mecha-Hitler
Gender: Male/Robot
Age: 54 (Biologically)
Appearance: A tall bipedal structure of polished steel stands before you. Looking up, the visage of an insane 50 something man. Gatling guns swivel to ready their aim, only two have survived the years. Hitler screa-*boom*
Backstory:As the Axis powers steadily fell to the Allies, the "scientists" of Germany began a secret project to turn their leader into a super soldier. The procedure was carried out in Castle Wolfenstein, but Mecha-Hitler became trapped within the rubble created when an American prisoner destroyed it. Now, Mecha-Hitler is ready for some football for revenge.
Abilities:
1. Steel Resolve (Passive) Be able to take a small number of hits with no internal damage.
2. Occult Power (Active) Release a bolt of eldritch energies.
3. Gatling Frenzy (Active) Bullets have higher velocity, but can overheat and damage the turrets.
4. The Incredible Bulk (Passive) You are naturally very large and heavy. This can be both good and bad.
5. Mind of the Mad (Passive) Spending half a century buried under rubble in a cyborg body can make you somewhat insane. You are resistant to mental based attacks, as being in a madman's brain can be rather dangerous.
Equipment:
1. Side-Mounted Gatlings- Mighty swiveling weapons, these guns are a dangerous tool. However, due to decades of unuse, they can become worn out.
2. Iron Cross- Serving as a channel for occult energy, it slightly improves damage for occult attacks, but is a weak point in the armor.
3. Demonic Rounds- Mecha-Hitler has enought of these pentagram engraved bullets for one salvo, doing extra damage to holy characters.
Status: Normal
Kills: 0
Location: Ditches & Hoes
Inventory: Side-Mounted Gatling Guns, Iron Cross, Demonic Rounds
Name: EVUL DARK MAGE OF EVILOUS DARKITY DOOM
Gender: M.
Age: Ehh, who cares?
Appearance: EEEEEEEEVVVVVVVIIIIIIILLLLLLLLLL.
Backstory: EEEEEEEEVVVVVVVIIIIIIILLLLLLLLLL
Abilities:
1. (Active) DARK EXPLOSION! : Explodes darkness! It explodes! Slams into things! Makes spiky stuff!
2. (Active/Passive) DARK CLOAKING FIELD! : Makes shadows into a shield and cloak when attacked! Can be used to make solid shadows anywhere!
3. (Active) MORE DARKENING! : Creates darkness!
4. (Active) SHADOW PORTAL! : Opens a portal in a shadow!
5. (Active) MAGIIIIIIC! : Imitate a magic effect!
Equipment:
1. MAGIC STAFF OF DARKNESS! : When casting DARK EXPLOSION!, cast two.
2. GATLING GUN OF MAGIC MISSILE! : Exactly what it says on the tin. Spams homing magic missiles.
3. WAND OF MASHY SPIKE PLATE! : Doesn't really look that much like a wand... Summons a MASHY SPIKE PLATE! to mash things!
Status: Normal
Kills: 0
Location: C.J. Nickels
Inventory: MAGIC STAFF OF DARKNESS!, GATLING GUN OF MAGIC MISSILE!, WAND OF MASHY SPIKE PLATE!
Name: Crusty Pete
Gender: Male.
Definitely Male.
Age:
Appearance: Crusty Pete is a very large, muscular being that if not a Human, at least heavily resembles one. A very thick layer of accumulated Filth has built up over the
Eons Years, and acts as a sort of second skin. Crusty Pete reeks of Tobasco Sauce, Cheap Booze, and what smells like some kind of Chili Powder. He is extremely hairy, to the extant that his bodily appearance is unknowable, his hair is brown with many gray streaks, food stains, and miscellaneous garbage tangled up in it. He wears a pair of well-worn Gray Overalls that might've been Blue once upon a time, a filthy undershirt, a pair of heavily scuffed Leather Boots, and lastly, a pair of seemingly ordinary, yet unusual Sunglasses. His Hands, the only visible part of his body, are extremely calloused, filthy, and scarred. He Laughs at everything in a Psycotic Manner and seems to have no Fear of Death, but he
does have a Crippling Phobia of Spaghetti, for reasons known only to him.
Backstory:
"De day dat I tell the likes a' You my backstory 'll be da day I die!"Abilities:
1.
Smells Horrible, (PASSIVE) When in Melee Combat with a Living Opponent with a Functioning sense of Smell, that Opponent must roll a 5 or Higher to Attack each Turn, if that Opponent rolls a 4 or Lower, they are Stunned and unable to Attack for the Turn. However, Crusty Pete gains a -4 Penalty to All stealth rolls.
2.
Sentient Hair, (ACTIVE) When in Melee Combat, Crusty Pete can unleash his Mystical Living Beard to Attack 1 Opponent for 2 Turns. The Beard gets it's own Piercing Attack, and can roll to Attack the Opponent. It doesn't provide any bonuses or penalties to Crusty Pete's Attacks while functioning, however Crusty Pete and his Mystical Living Beard can Attack in the same Turn. The Sentient Hair Ability has a 4 Turn Cooldown.
3.
Built Like An Ape, (PASSIVE) Crusty Pete gains a +3 Bonus to All Strength Based rolls.
4.
That Reeks! (ACTIVE) Crusty Pete gain gather all of his Stench and Fling it at an Opponent in a Fog. The Stench Fog has an Area of Effect Radius of 20 Feet, and all Living Opponents caught in it must roll to avoid instant heart failure. If they roll a 2 or Lower, they are Killed Instantly, but if they roll a 3 or Higher, they are only Blinded and Stunned until they can leave The Stench Fog. The Stench Fog has Acidic Properties and will damage Metal Equipment. Crusty Pete is Immune to The Stench Fog's Effects, But while The Stench Fog Ability is Functioning, Crusty Pete temporarily loses his
Smells Horrible, (PASSIVE) Ability. The Stench Fog exists for 4 Turns, and has a Cooldown of 2 Turns.
5.
Large Size, (PASSIVE) Crusty Pete is Larger than Normal, giving him a -2 to all Dodging rolls, but a +2 to all Strength rolls, and sightly reduces the damage of successful hits.
Equipment:
1.
Ma' Whoppin' Stick- A very large, makeshift wooden club. Despite it's crude nature, it could probably do a lot of damage to someone's body, and, judging by the Cracks in it's surface, it probably has.
2.
A Can Of Beard Oil(6 Charges Left)- A Can Of Beard Oil, when used, it Strengthen's the User's Beard, giving it a +4 to all Beard Attacks for 2 Turns, however, too much of it will cause The User's Beard to Fall Off, and become it's own Combatant.
3.
Strange Sunglasses- These malevolent shades give the User a +2 to resist Fear and Mental Attacks, but they may attempt to possess the Wearer after doing so, in an attempt to Join the Carnage and Get it's Grasping Appendages on the Prize.
Status: Left Elbow Injured [-1 to Actions using Left Arm]
Kills: 0
Location: Ditches & Hoes
Inventory: Ma' Whoppin' Stick, Can of Beard Oil (6 Charges Left), Strange Sunglasses
Name: Rez
Gender: Male
Age: 282, functionally 40
Appearance: A man wearing a blood red cloak over ordinary american garb.
Backstory: The man who figured out the power of BLOOD! Give it up for REZ!
Abilities:
1. (Active) Blood Regeneration: Rez can use blood(not his own, though), draining the life force from it, to heal himself. The more blood, the more heals.
2. (Passive) Blood Rage: Rez gains physical rolls bonuses depending on how bloody he is. The more bloody he is, the higher his bonuses are.
3. (Active) Blood Animation: Rez can animate the blood in a fallen enemy, creating a Blood Elemental minion that will obey his orders. He can only have one Blood Elemental at a time.
4. (Passive) Not Quite Death: After dying, Rez can take one additional action. Blood Regeneration might possibly bring him back to life.
5. (Active) Blood Rite: The more blood in the area, the more powerful this ability. Consumes a large amount of spilled blood in the area to create a somewhat explosive sphere(size depending on blood consumed) that is then fired at an enemy. A successful impact has a chance(depending on how much blood is consumed) to prevent the impacted enemy's passive abilities from working for a duration(depending on how much blood consumed). Has a 4 turn cooldown.
Equipment:
1. Cloak of Blood: This red cloak can store blood in a hammerspace within it.
2. Bloodletter: A somewhat long dagger that tends to cause bleeding in any foes it hits.
3. A flask of magical blood: Will likely be more useful for Rez's abilities than normal blood.
Status: Left Arm Severed At Elbow [Bleeding]
Kills: 0
Location: Ditches & Hoes
Inventory: Cloak of Blood, Bloodletter Dagger, Flask of Magical Blood
Appearance.
https://s-media-cache-ak0.pinimg.com/736x/8a/b0/7b/8ab07bdad205482257cfa3d6ae3151fc.jpg
Name: Robin
Gender:Bishonen male
Age:23
Backstory:OptionalVessel of a super evil dragon fought it and won is now a nations tactician and is Intrested in blood she'd!
Abilities:
1.Tatics!:if Robin hits an enemy a 1d6 is rolled if it successful then he will critical hit ((Triple damage)) (Passive))
2Flurry of blows
3.Thoron: Robin fires a powerful beam of lightening this can melt steel and is highly concentrated only 3 uses per combat.((active)) [2 Charges Remainig]
4.Waifu power!: Robin can summon a random waifu to aid him in battle (Active))
5.Ultimate smash:Robin can challenge his for to a game of super smash bros ((active))
6.Spiritual Mediation: Robin can enter Spiritual Mediation, which cause their next turn to be spent Meditating, and can not perform actions or defensive rolls during this turn. The next two turns they will be in the 'Spiritually Awakened' state and receive an overall +2 to all rolls. Once the Spiritually Awakened State has ended, their is a 3 Turn Cooldown before they can enter Spiritual Meditation again.
Equipment:
1.Armored robes:Robin is wearing well armored and stylish robes that upon being hit will reduce the damage by 1/3
2.Levin sword:Robin can both slash and fire lightening from this sword it is long and does electric and physical damage.
3.Tome of desperation:Robin can activate this tone and some kind of destructive spell will fire whether that's good or bad all depends.
Status: Normal
Kills: 1
Location: C.J. Nickel's
Inventory: Armored Robes, Levin Sword, Tome of Desperation, Green Coat
Name: AL-2048
Gender: Unknown. The armour obscures all.
Age: 20? You can't exactly tell.
Appearance: Nothing can be seen under the armour.
Backstory: Trained from a young age at an Imperial Academy, AL-2048 knows only loyalty to the emperor.
Abilities:
1. Stormtrooper Marksmanship Academy (Passive) - The E-11 Blaster Rifle is difficult to use without specialised training
2. Squad Combat (Passive) - Stormtroopers do not act alone. They deploy in squads
3. Unyielding Resolve (Passive) - Their training combined with their loyalty to the emperor makes them highly resistant to fear and mind-affecting effects
4. Suppressing Fire (Passive) - The sheer volume of fire unleashed when attacking will cause anyone with a sense of self preservation to seek cover, even when if they don't get hit
5. Imperial Assets (Passive) - Instead of acquiring special abilities when getting kills the squad will instead be reinforced and additional equipment (such as weapons and vehicles) may be provided
Equipment:
1. Stormtrooper Armour - A hardened plastoid composite, it is almost impervious to solid projectiles and shrapnel, but almost completely ineffective against energy weapons. High Calibre AP rounds can also pierce the armour. It does however limit mobility and vision, making it difficult to aim.
2. E-11 Blaster Rifle - A rapid fire, accurate energy weapon, capable of releasing an unending stream of blasts, assuming the user can manage the heat generated. Exceptionally difficult to use without training.
3. Thermal Detonators - A high explosive the size of an apple, it has a variable fuse and is surprisingly powerful for its size.
Status: Normal [15/15 Stormtroopers]
Kills: 0
Location: Beat Your Treat
Inventory: Stormtrooper Armour, E-11 Blaster Rifle, Thermal Detonators
Name: Paper Mario
Gender: Male
Age: Middle-aged?
Appearance: mario, except made of paper
Backstory: he rescues princesses and stuff
Abilities:
1. (Active) Curse: Tube Form: Changes to Tube Form. While in Tube Form, Paper Mario is unable to attack, but is harder to hit (+2 to all defensive rolls) and able to fit into small spaces.
2. (Active) Spring Stomp: Mario leaps far into the sky, temporarily becoming untargetable by most attacks. On his next turn, he lands, inflicting heavy damage on the target. (3-turn cooldown)
3. (Active) Quake Hammer: Damages all ground- and ceiling-based enemies with shockwaves; ceiling-based enemies are also dislodged and stunned.
4. (Passive) Heart Finder: Restores HP upon killing an enemy.
5. (Passive) Lucky Day: Grants Paper Mario a random beneficial effect on the 1st turn, and every 4th turn thereafter. [Activates in 4 Turns]
Equipment:
1. Ultra Hammer: The strongest of all hammers! +3 to hammer-based attacks.
2. Ultra Boots: The ultimate stomping shoes! +3 to jump-based attacks.
3. Fire Flower: Once placed, spews fireballs at all foes until its death. Very fragile.
Status: Jaw Broken, [Stunned: -2 to all Physical Rolls Next Turn], Lucky Day [Mario's next ability that he uses that has a Cooldown has its next Cooldown reduced by 1 Turn.]
Kills: 0
Location: Beat Your Treat
Inventory: Ultra Hammer, Ultra Boots, Fire Flower
Character Sheet:
Name: Johnny Jokotaru
Gender: M.
Age: 27
Appearance: http://4.bp.blogspot.com/_jQSFWPkJnkU/TQJ9hxNwS7I/AAAAAAAAD54/hu8wxZFmSh0/s1600/952310_20091023_screen010.png
Stand: Dog Days http://1.bp.blogspot.com/-JFop7w2WODo/VHsYJw_M0xI/AAAAAAAAEyg/8xyYqTRyYkA/s1600/catgirl2.png
Backstory: "Heeeeeeeeeeeeeeeeeey now. Don't go getting any funny thoughts about looking me up. You wont find a thing."
Abilities:
1. Toriya, Toriya, Toriya!!! [Passive] - Upon a successful attack roll of 4-6 before bonuses, Johnny strikes the enemy again, repeating this ability until a failure. If the strike would kill the enemy, It's negated and Johnny uses Death Spiral Uppercut!.
2. Death Spiral Uppercut! [Active] - Strikes an enemy square in the jaw, killing them and sending them spiraling into the air. Does nothing if the enemy is not about to die.
3. Yoriya, Yoriya, Yoriya!!! [Pasive] - Johnny's stand follows up all of Johnny's attacks, adding in her own equally strong strike. Only active while Dog Days is out.
4. Stand: Dog Days [Active] - Johnny activates his stand, causing the area around him to seem to become humid and sleepy. Enemies gain -2 to attack and defense rolls while Dog Days is active.
5. Sleepy Haze [Active] - Johnny yawns, causing time around him to slow down. Johnny gains +2 to Attack and Defense rolls.
Equipment:
1. Bands of Asura- Golden bands worn on the wrists and ankles. Adds +2 to Unarmed attack rolls.
2. Reminder of the Dog Days - A crown of gold worn by the toughest member of the Jokotaru tribes. Only those that can work on the hottest of the dog days is allowed to wear it. Adds +3 to Defense rolls.
3. Gift of the Dog Days - A jeweled amulet Johnny made for his stand. She can't wear it, so he wears it for her. Adds +2 to Dog Day's rolls.
Status: Right Thumb Severed [Bleeding]
Kills: 0
Location: C.J. Nickels
Inventory: Bands of Asura, Reminder of the Dog Days, Gift of the Dog Days
Name: Cthulu Dundee
Gender: Male
Age: Immortal
Appearance: A tannish Austrailian man, he wears a wide brimmed hat and hiking clothes, including a vest and cargo pants.
Backstory: Having trained his whole life, he brings his camera crew and his talents to the Death arena to Document the rare and exotic creatures that inhabit the area.
Abilities:
1. Grapple: Target is made immobile, if this suceeds 3 times in a row, they can no longer roll to resist and are subdued.
2. Explain: The Targets Weaknesses and Strengths are explained to the camera crew as he draws on his years of experience.
3. Track: Targets that are using a method to evade Cthulu Dundee must save or be revealed as he explains how it works and how to spot them.
4. Perfectly Safe: Cthulu Dundee can pick a target, this target will trigger a roll of Grapple, Explain, and Track if they act against him.
5. Something New Every Day: if Cthulu Dundee takes a hit, He knows just how to deal with it, removing any Status effects dealt quickly and efficiently while explaining it to the Camera Crew, he is immune afterwards to this Status effect for 3 turns.
Equipment:
1. Medical Gear
2. Backup Cameras
3. Cure-All
Status: Normal
Kills: 0
Location:
Inventory: Medical Gear, Backup Cameras, Cure-All
Name: The Road Warrior. He needs no other name.
Gender: More male than even alpha males.
Age: He rides eternal. His age is the same.
Appearance: Hard to tell what their body looks like, as their whole body is suited up, with a black longcoat, leather gloves, black tattered body armor and biker pants, heavy black motorcycle boots with spurs on the heels. Their face is covered by a brownish scarf, a pair of aviator goggles and a dusty hat.
Backstory: There are legends of those who walk among the living and the dead. Legends of those who ride through dust, wood and salt. Legends of those who ride through towns at night and leave nothing but corpses upon first morning light. Legends of those who ride upon the highway eternal, shiny and chrome, trailed by those who were awaited, his eternal brothers in arms. Legends upon tales upon myths speak of these figures, but the one name is attached to this mysterious figure.
The Road Warrior.
Abilities
1. Witness Me (Passive): If the next attack would kill the Road Warrior and he has no Brothers in Arms to take the attack for him, the Road Warrior and his would-be killer must make three rolls afterwards. If two of the killer's rolls are higher than the Road Warrior's, the Road Warrior dies as normal. If two of the Road Warrior's rolls are higher, the Road Warrior kills his would-be killer instead of dying and turns them into a Brother in Arms. If the result is otherwise (all equal), neither the Road Warrior nor his killer kills him and the fight resumes as normal. This only triggers once per turn, against one opponent (group enemies count as one opponent). Only triggers if he has no Brothers left to take an attack and if this is the first time in that turn this has triggered.
2. Out Of Control (Passive): The Road Warrior gets a +2 bonus to dodging and driving and +1 to fighting other vehicles.
3. You Are Awaited (Passive): The Road Warrior gets an increasing bonus to attack rolls the more wounded their opponent is.
4. What A Lovely Day (Passive): The Road Warrior negates all passive buffs upon the opponent and debuffs upon himself upon engaging an opponent. This has no effect on buffs activated after initiating battle.
5. Ride Eternal, Shiny and Chrome (Passive): Instead of getting a new Ability randomly, the Road Warrior, upon making kills, turns his killed victim into a Brother in Arms, getting access to one of their Abilities of his choice. This Brother in Arms rides with the Warrior, and each Brother makes an attack of their own at -2 penalty (with +1 to driving and dodging due to being bikers), with their own HP. A Brother can be targeted by an attack, and the Warrior and his Brothers can be hit by AOE attacks. If the Road Warrior is hit by a lethal attack, a Brother in Arms can be expended, dying in the Warrior's place at the cost of the bonus and the ability granted. If the Road Warrior goes up against a grouped opponent (i.e. a platoon), the Road Warrior can take Brothers with each hit that he damages the platoon; they grant him neither damage nor abilities (unless he has killed the last member of the group) but they can take attacks for him. He automatically starts with one Brother in Arms that grants him no abilities whatsoever.
Equipment
1. The Pursuer: An old motorcycle, scratched up and shot but nonetheless running far better than a bike of its age and condition has any right to. While on it, the Road Warrior always outruns opponents who are on foot and has a +2 to outrunning opponents in vehicles.
2. Brother Koch: A machine gun, stained with the blood of many of his victims. +2 to attack rolls.
3. Infernal Engine: His bike is equipped with a lot of weird upgrades. +2 to physical dodging.
The Road Warrior's Theme (https://www.youtube.com/watch?v=qyERfHRjTTo)
Status: Normal
Kills: 0
Location:
Equipment: The Pursuer, Brother Koch, Infernal Engine
Name: Skullduggery Pleasant
Gender: well he was male.
Age: about 443 years old
Appearance: he is a skeleton impeccably dressed in a three piece black suit and wearing a black formal hat and brown gloves.
Backstory: Well he was fighting a crazy apprentice that had the power of a god and was suddenly teleported here. Go Figure.
Abilities:
1. Snap: active: by snapping his fingers he can summon a fireball/a jet of flame and hurl/shoot it at people.
2. Flight: active: He can fly for two turns and with a three turn cool down.
3. Banter: active: With a two turn cool down Skullduggery may cause his opponents to become furious increasing their attack roll by one while decreasing their defense rolls by two.
4. Versatile: passive: Skullduggery may swap or replace his bones for any other bones that exist
5.Lord Vile: active: With a five turn cool down Skullduggery may become Lord Vile if he has Lord Vile's armor for two turns: While Lord Vile he can command shadows to cut people to ribbons or use necromancy to raise corpses he also has a +3 to attack and a +2 to defensive rolls while in this form. However after becoming Skullduggery again he can not attack and suffers a -2 to defense rolls for two turns.
Equipment:
1. Revolver: it's a .45 caliber 6 six shot revolver.
2. 1960 Bentley: It's a beautiful and very heavy car
3. Lord Viles armor.
Status: Normal
Kills: 0
Location:
Inventory: Revolver, 1960 Bentley, Lord Viles Armor
Name: Katana 'Spammer' McKatana
Gender: Who knows?
Age: 'tis a mystery.
Appearance: A tall... someone. It's really hard to tell with the round, blue, shiny mask that covers the entirety of their face, and what little might have clued somebody in on their actual identity is covered by a hood. Everything else is covered by a very baggy white robe, with some brown boots to top it all off. On their feet, obviously. Oh, and gloves. Can't forget the black gloves.
Backstory: Who knows? The origins of Katana McKatana are a mystery to everyone, even themselves. He just knows he hates the human worms that feast on glorious Nippon's carcass.
Abilities
1. Spammy Fucker(Passive): 50% chance of an extra attack being made on each turn against an enemy. Only applies if Katana McKatana has attacked this turn.
2. 150% Counter!(Passive): If Katana counter-attacks, increase the result of the dice roll by 2.
3. Slashy Slashy(Active): Katana slashes at their opponent with their glorious Nippon steel katana.
4. The Art of a Single Strike(Active): Katana sheathes their blade, charging up their ki chakras before speeding up to ridiculous speeds to strike their opponent with glorious Nippon steel. Cannot be defended against, always hits at the strength of a 3 vs. 1 hit. 2-turn cooldown.
5. Dancing McKatana(Passive): Katana McKatana utilises the glorious Nippon technique of old: getting the fuck out of the way while trying to look vaguely graceful. Increases defensive rolls by 2.
Equipment
1. Nippon Steel Katana: A glorious blade, folded 2 gorillion times in the depths of Mt. Nipponkatana by the best of the best katana smiths. It slices through most materials like they aren't even there, for none can stand against the full might of 2 gorillion folds. +2 to attack rolls(The Art of a Single Strike does not get a bonus from this).
2. Katana-Infused Robes: While they do not look it, these white robes have been infused with the very essence of Nippon steel itself, granting them great durability. +2 to defensive rolls.
3. Mask of the Nameless Swordsman: An incredibly shine blue mask. Looking at it, it almost seems to stare into your soul, somehow. +2 to mental resistance rolls.
Status: Normal
Kills: 0
Location: Ditches & Hoes
Inventory: Nippon Steel Katana, Katana-Infused Roes [Damaged: Reduced to +1 Defense], Mask of the Nameless Swordsman
Name: sans
Gender: Male
Age: * i haven't really been keepin' track.
Appearance: *checkin' me out, huh? (https://slm-assets2.secondlife.com/assets/12703379/view_large/sans_512.jpg?1446743951)
Backstory: * not much, really.
Abilities:
1. dodge (passive) - can dodge any attack, if he scores a >5 defense roll, making it do no damage. however, can only take 1 hit of any damage before dying
2. special attack (active) - prevents an enemy from taking it's turn, causing it to not be able to roll against the next attack. 5 turn cooldown
3. knowledge (passive) - grants use of the g. blasters
4. you're blue now (active) - can control the gravity of an enemy, and move them to his will, however, they still retain some control, able to move, if circumstances permit. 2 turn cooldown.
5. bad time (passive) - -1 from any enemy's defensive roll, but +1 to any enemy's attack roll
6. Hole Creation (Active): Sans can create a Hole that creates a portal between where he is standing and any other point in the mall. During the next turn, he and any other character can travel through this portal, which closes immediately at the end of that turn. 3-Turn Cooldown.
Equipment:
1. bones - more magic than physical tool, can be summoned from the ground, or hands to be fired at enemies. can also be used to impale, in combination with 'you're blue now'. is removed upon death
2. g. blasters - ... can be summoned at will, and shoot lasers at enemies. can be used in combination with bones, but has a 2 turn cooldown. a max of 5 can be summoned at once. is removed upon death
3. scarf - grants a +1 to defensive rolls, and gives a +1 to offensive rolls,(but the offense bonus is only for sans)
Status: Normal
Kills: 1
Location: Beat Your Treat
Inventory: Scarf
[spoiler=avalon.mp3]Name: Kars, the Pillarman
Gender: More male than you will ever be
Age: >100,000 years
Appearance:
Normal Form (http://vignette1.wikia.nocookie.net/jjba/images/6/61/Kars_ASB.jpg/revision/latest/scale-to-width-down/308?cb=20150712050157)
Ultimate Life Form (http://vignette4.wikia.nocookie.net/jjba/images/7/71/Kars_Ultimateform_jojoeoh.jpg/revision/latest?cb=20150326063316)
Backstory: Kars is a Pillarman, ancient beings of incredible power, living at the top of the food chain and eating ordinary humans like that piece of bacon you've had for breakfast (Note: Human bacon is quite a delicacy in Pillarman culture, Kars is rather fond of it himself). However, despite their extraordinary strength, intelligence and posing, the had one weakness: sunlight. A Pillar Man that spends more than five to ten seconds in sunlight burns up and dies. This, understandably, trimmed their population somewhat.
Kars, seeking to get rid of this weakness, created a powerful artifact; the Stone Mask, an artifact that, through acupuncture, could turn ordinary humans into powerful vampires, which 1) Actually GAVE them a weakness to sunlight and 2) Made them even more delicious when turned into bacon. Unfortunately, Kars forgot that Pillarman skulls are too hardcore to be punctured by rock, and all it did was allow him to do even weirder shit with his body than before, and also gave him this uncanny craving for bacon.
Despite result number 2, most of the Pillarmen started to want to execute him for being a potential mad scientist archetype. So, he and his best bud Esidisi grabbed two Pillarman children (Wham and Santana, they named them later and yes these are all music references) and fucking killed the rest of the race.
Kars realized that to make the Stone Mask viable, he needed a Perfect Red Stone of Aja, which were rare as shit. So he went into some random fucking hole in the ground somewhere in Italy with his mates (excluding Santana because he's bad at what he does) and slept for a while. A long, long while.
Abilities:
1. Pillarman (Passive): Kars is an Aztec God of Fitness. Well, not really, but you get the point. This gives him super intelligence, super senses, the ability to eat people just by touching them, and to make his body do really weird shit. In exchange, he can only survive in sunlight briefly before having to turn himself into stone, and is similarly weak to Ripple energy and other sun-based powers. He can resist Ripple a little bit, though.
2. Evolutionary Absorption: Kars secretes a digestive fluid, and absorbs any organic matter that comes in contact with it. Absorbs organic material and heals damage proportional to the gap in roll numbers if successful.
3. Light Mode: Bright Blade: We never said Kars "Creator of the Stone Mask" was very good at names. Uses his light blades to deflect light at the enemy intense enough to blind them.
4. Light Mode: Shining Sabers: Seriously? He just took the previous attack name and exchanged the words with their synonyms? Cuts the air so quickly it creates several white slashes which cut an opponent from afar.
5. Evolutionary Regeneration (Passive): Kars, being a Pillarman, regenerates quite a bit of damage every turn. This ability is negated when in contact with sunlight or other sun-based powers.
6. Sentient Weapon (Passive): Light Blades become sentient.
Equipment:
1. The Stone Mask and the Red Stone of Aja: Kars carries the Stone Mask into battle. The Red Stone is hidden somewhere in the area, maybe. When Kars has both the Stone Mask and the Red Stone, he may turn into the ultimate lifeform, assuming there's some sort of light around to activate the Red Stone. As the ultimate lifeform, Kars is immune to sunlight, does not age, can regenerate so fast he might as well be immortal, turn his body parts into any animal or any animal part ever, able to use a type of Ripple so powerful it melts humans, and SEX: USELESS. Regular humans with the Stone Mask can use them to also gain a weakness to sunlight, and in return also be able to do weird shit, like shoot lasers made out of eye liquid. Ew.
2. Light Blades: Kars' use of the regular Stone Mask allowed him to use Light Mode, sprouting incredibly sharp blades from any part of his body. That seem to shine. Oh, and did I mention that each light blade also has an massive number of tiny blades moving around its edge like a chainsaw? Yes, Kars can create a light chainsaw from any part of his body at will. What can you do, mate?
3. Kars' Hood: It's just a hood. It doesn't do anything other than cover up his fabulous locks. This is important, because the only ones allowed to see the full majesty of his hair are people that Kars respects, i.e. absolutely nobody. Other than his Pillarman bros.
Kars' theme when he awakens (https://www.youtube.com/watch?v=XUhVCoTsBaM)
Kars' theme while kicking ass (https://www.youtube.com/watch?v=N6t2HDJ0NVk)
Ultimate Kars' theme (https://www.youtube.com/watch?v=eFPgKeYVJgk)
Status: Ribcage Shattered [Stunned: -2 to all rolls next turn, Lose 1 Action]
Kills: 1
Location: C.J. Nickels
Inventory: The Stone Mask, Red Stone of Aja [Hidden in Arena], Kars' Hood
Name: Kyoko Sakura.
Gender: Female.
Age: 15.
Appearance: "Hey, why are ya staring at me?" (http://vignette1.wikia.nocookie.net/puellamagifanon/images/9/9f/Kyokorender.png/revision/latest?cb=20150105041338)
Backstory: "I ain't telling you, after all i only just met ya." (Not stating here cuz spoilers)
Abilities:
1. Puella Magi (Passive): Kyoko is a Puella Magi, she feels less physical pain and is able to survive any attack so long as her soul gem stays intact, though she can still be incapacitated.
2. Veteran Magical Girl (Passive): Exactly what it says on the tin, she is better at dodging and attacking since she has done this thing for a while.
3.Rosso Phantasma: Kyoko can make copy's of herself as well as make other illusions, though she cant really use it as much anymore ever since a certain thing happened in her past.
4.Scorpion Spear: A gigantic version of her spear that she can summon, its only used as a last resort and the power needed for its use is life threatening.
5. Don't waist food (Passive): Kyoko loves food, really she does. If someone does something to destroy food she will get a bit angry with them... okay that's a massive understatement. She also is almost always eating something.
Equipment:
1. Modular Spear: A modular spear. While steel hard, it is extremely flexible, and can extend or bend easily. The handle can be broken down into numerous pieces, connected by a chain, allowing the user to attack or defend over a wide area. The chain runs along the handle, ending in a heavy ball at the blunt side. The ball's weight is used to easily wrap the chain around foes, restricting them.
2. Soul gem: The one thing all puella magi have, it allows her to go into her magi form as and contains her soul, she would technically still be alive if only her soul gem was left of her.
3. Box of pocky: Exactly what it says on the tin, its just a box of chocolate pocky.
Status: Normal
Kills: 0
Location: Beat Your Treat
Inventory: Modular Spear, Soul Gem, Box of Pocky
Name: Mecha-Hitler
Gender: Male/Robot
Age: 54 (Biologically)
Appearance: A tall bipedal structure of polished steel stands before you. Looking up, the visage of an insane 50 something man. Gatling guns swivel to ready their aim, only two have survived the years. Hitler screa-*boom*
Backstory:As the Axis powers steadily fell to the Allies, the "scientists" of Germany began a secret project to turn their leader into a super soldier. The procedure was carried out in Castle Wolfenstein, but Mecha-Hitler became trapped within the rubble created when an American prisoner destroyed it. Now, Mecha-Hitler is ready for some football for revenge.
Abilities:
1. Steel Resolve (Passive) Be able to take a small number of hits with no internal damage. [Broken]
2. Occult Power (Active) Release a bolt of eldritch energies.
3. Gatling Frenzy (Active) Bullets have higher velocity, but can overheat and damage the turrets.
4. The Incredible Bulk (Passive) You are naturally very large and heavy. This can be both good and bad.
5. Mind of the Mad (Passive) Spending half a century buried under rubble in a cyborg body can make you somewhat insane. You are resistant to mental based attacks, as being in a madman's brain can be rather dangerous.
Equipment:
1. Side-Mounted Gatlings- Mighty swiveling weapons, these guns are a dangerous tool. However, due to decades of unuse, they can become worn out.
2. Iron Cross- Serving as a channel for occult energy, it slightly improves damage for occult attacks, but is a weak point in the armor.
3. Demonic Rounds- Mecha-Hitler has enought of these pentagram engraved bullets for one salvo, doing extra damage to holy characters.
Status: Normal
Kills: 0
Location: Ditches & Hoes
Inventory: Side-Mounted Gatling Guns, Iron Cross, Demonic Rounds
Name: EVUL DARK MAGE OF EVILOUS DARKITY DOOM
Gender: M.
Age: Ehh, who cares?
Appearance: EEEEEEEEVVVVVVVIIIIIIILLLLLLLLLL.
Backstory: EEEEEEEEVVVVVVVIIIIIIILLLLLLLLLL
Abilities:
1. (Active) DARK EXPLOSION! : Explodes darkness! It explodes! Slams into things! Makes spiky stuff!
2. (Active/Passive) DARK CLOAKING FIELD! : Makes shadows into a shield and cloak when attacked! Can be used to make solid shadows anywhere!
3. (Active) MORE DARKENING! : Creates darkness!
4. (Active) SHADOW PORTAL! : Opens a portal in a shadow!
5. (Active) MAGIIIIIIC! : Imitate a magic effect!
Equipment:
1. MAGIC STAFF OF DARKNESS! : When casting DARK EXPLOSION!, cast two.
2. GATLING GUN OF MAGIC MISSILE! : Exactly what it says on the tin. Spams homing magic missiles.
3. WAND OF MASHY SPIKE PLATE! : Doesn't really look that much like a wand... Summons a MASHY SPIKE PLATE! to mash things!
Status: Normal
Kills: 0
Location: C.J. Nickels
Inventory: MAGIC STAFF OF DARKNESS!, GATLING GUN OF MAGIC MISSILE!, WAND OF MASHY SPIKE PLATE!
Name: Crusty Pete
Gender: Male.
Definitely Male.
Age:
Appearance: Crusty Pete is a very large, muscular being that if not a Human, at least heavily resembles one. A very thick layer of accumulated Filth has built up over the
Eons Years, and acts as a sort of second skin. Crusty Pete reeks of Tobasco Sauce, Cheap Booze, and what smells like some kind of Chili Powder. He is extremely hairy, to the extant that his bodily appearance is unknowable, his hair is brown with many gray streaks, food stains, and miscellaneous garbage tangled up in it. He wears a pair of well-worn Gray Overalls that might've been Blue once upon a time, a filthy undershirt, a pair of heavily scuffed Leather Boots, and lastly, a pair of seemingly ordinary, yet unusual Sunglasses. His Hands, the only visible part of his body, are extremely calloused, filthy, and scarred. He Laughs at everything in a Psycotic Manner and seems to have no Fear of Death, but he
does have a Crippling Phobia of Spaghetti, for reasons known only to him.
Backstory:
"De day dat I tell the likes a' You my backstory 'll be da day I die!"Abilities:
1.
Smells Horrible, (PASSIVE) When in Melee Combat with a Living Opponent with a Functioning sense of Smell, that Opponent must roll a 5 or Higher to Attack each Turn, if that Opponent rolls a 4 or Lower, they are Stunned and unable to Attack for the Turn. However, Crusty Pete gains a -4 Penalty to All stealth rolls.
2.
Sentient Hair, (ACTIVE) When in Melee Combat, Crusty Pete can unleash his Mystical Living Beard to Attack 1 Opponent for 2 Turns. The Beard gets it's own Piercing Attack, and can roll to Attack the Opponent. It doesn't provide any bonuses or penalties to Crusty Pete's Attacks while functioning, however Crusty Pete and his Mystical Living Beard can Attack in the same Turn. The Sentient Hair Ability has a 4 Turn Cooldown.
3.
Built Like An Ape, (PASSIVE) Crusty Pete gains a +3 Bonus to All Strength Based rolls.
4.
That Reeks! (ACTIVE) Crusty Pete gain gather all of his Stench and Fling it at an Opponent in a Fog. The Stench Fog has an Area of Effect Radius of 20 Feet, and all Living Opponents caught in it must roll to avoid instant heart failure. If they roll a 2 or Lower, they are Killed Instantly, but if they roll a 3 or Higher, they are only Blinded and Stunned until they can leave The Stench Fog. The Stench Fog has Acidic Properties and will damage Metal Equipment. Crusty Pete is Immune to The Stench Fog's Effects, But while The Stench Fog Ability is Functioning, Crusty Pete temporarily loses his
Smells Horrible, (PASSIVE) Ability. The Stench Fog exists for 4 Turns, and has a Cooldown of 2 Turns.
5.
Large Size, (PASSIVE) Crusty Pete is Larger than Normal, giving him a -2 to all Dodging rolls, but a +2 to all Strength rolls, and sightly reduces the damage of successful hits.
Equipment:
1.
Ma' Whoppin' Stick- A very large, makeshift wooden club. Despite it's crude nature, it could probably do a lot of damage to someone's body, and, judging by the Cracks in it's surface, it probably has.
2.
A Can Of Beard Oil(6 Charges Left)- A Can Of Beard Oil, when used, it Strengthen's the User's Beard, giving it a +4 to all Beard Attacks for 2 Turns, however, too much of it will cause The User's Beard to Fall Off, and become it's own Combatant.
3.
Strange Sunglasses- These malevolent shades give the User a +2 to resist Fear and Mental Attacks, but they may attempt to possess the Wearer after doing so, in an attempt to Join the Carnage and Get it's Grasping Appendages on the Prize.
Status: Left Elbow Injured [-1 to Actions using Left Arm], Jaw Shattered/Ribcage Shattered, [-3 to all Rolls next turn, Must Roll for Constitution to stay Conscious], Punctured Organs [Internal Bleeding]
Kills: 0
Location: Ditches & Hoes
Inventory: Ma' Whoppin' Stick, Can of Beard Oil (6 Charges Left), Strange Sunglasses
Name: Rez
Gender: Male
Age: 282, functionally 40
Appearance: A man wearing a blood red cloak over ordinary american garb.
Backstory: The man who figured out the power of BLOOD! Give it up for REZ!
Abilities:
1. (Active) Blood Regeneration: Rez can use blood(not his own, though), draining the life force from it, to heal himself. The more blood, the more heals.
2. (Passive) Blood Rage: Rez gains physical rolls bonuses depending on how bloody he is. The more bloody he is, the higher his bonuses are.
3. (Active) Blood Animation: Rez can animate the blood in a fallen enemy, creating a Blood Elemental minion that will obey his orders. He can only have one Blood Elemental at a time.
4. (Passive) Not Quite Death: After dying, Rez can take one additional action. Blood Regeneration might possibly bring him back to life.
5. (Active) Blood Rite: The more blood in the area, the more powerful this ability. Consumes a large amount of spilled blood in the area to create a somewhat explosive sphere(size depending on blood consumed) that is then fired at an enemy. A successful impact has a chance(depending on how much blood is consumed) to prevent the impacted enemy's passive abilities from working for a duration(depending on how much blood consumed). Has a 4 turn cooldown.
Equipment:
1. Cloak of Blood: This red cloak can store blood in a hammerspace within it.
2. Bloodletter: A somewhat long dagger that tends to cause bleeding in any foes it hits.
3. A flask of magical blood: Will likely be more useful for Rez's abilities than normal blood.
Status: Left Arm Severed At Elbow [Bleeding], Lower Right Forearm Slashed [Bleeding]
Kills: 0
Location: Ditches & Hoes
Inventory: Cloak of Blood, Bloodletter Dagger, Flask of Magical Blood
Name: AL-2048
Gender: Unknown. The armour obscures all.
Age: 20? You can't exactly tell.
Appearance: Nothing can be seen under the armour.
Backstory: Trained from a young age at an Imperial Academy, AL-2048 knows only loyalty to the emperor.
Abilities:
1. Stormtrooper Marksmanship Academy (Passive) - The E-11 Blaster Rifle is difficult to use without specialised training
2. Squad Combat (Passive) - Stormtroopers do not act alone. They deploy in squads
3. Unyielding Resolve (Passive) - Their training combined with their loyalty to the emperor makes them highly resistant to fear and mind-affecting effects
4. Suppressing Fire (Passive) - The sheer volume of fire unleashed when attacking will cause anyone with a sense of self preservation to seek cover, even when if they don't get hit
5. Imperial Assets (Passive) - Instead of acquiring special abilities when getting kills the squad will instead be reinforced and additional equipment (such as weapons and vehicles) may be provided
Equipment:
1. Stormtrooper Armour - A hardened plastoid composite, it is almost impervious to solid projectiles and shrapnel, but almost completely ineffective against energy weapons. High Calibre AP rounds can also pierce the armour. It does however limit mobility and vision, making it difficult to aim.
2. E-11 Blaster Rifle - A rapid fire, accurate energy weapon, capable of releasing an unending stream of blasts, assuming the user can manage the heat generated. Exceptionally difficult to use without training.
3. Thermal Detonators - A high explosive the size of an apple, it has a variable fuse and is surprisingly powerful for its size.
Status: Normal [6/15 Stormtroopers]
Kills: 0
Location: Beat Your Treat
Inventory: Stormtrooper Armour, E-11 Blaster Rifle, Thermal Detonators
Character Sheet:
Name: Johnny Jokotaru
Gender: M.
Age: 27
Appearance: http://4.bp.blogspot.com/_jQSFWPkJnkU/TQJ9hxNwS7I/AAAAAAAAD54/hu8wxZFmSh0/s1600/952310_20091023_screen010.png
Stand: Dog Days http://1.bp.blogspot.com/-JFop7w2WODo/VHsYJw_M0xI/AAAAAAAAEyg/8xyYqTRyYkA/s1600/catgirl2.png
Backstory: "Heeeeeeeeeeeeeeeeeey now. Don't go getting any funny thoughts about looking me up. You wont find a thing."
Abilities:
1. Toriya, Toriya, Toriya!!! [Passive] - Upon a successful attack roll of 4-6 before bonuses, Johnny strikes the enemy again, repeating this ability until a failure. If the strike would kill the enemy, It's negated and Johnny uses Death Spiral Uppercut!.
2. Death Spiral Uppercut! [Active] - Strikes an enemy square in the jaw, killing them and sending them spiraling into the air. Does nothing if the enemy is not about to die.
3. Yoriya, Yoriya, Yoriya!!! [Pasive] - Johnny's stand follows up all of Johnny's attacks, adding in her own equally strong strike. Only active while Dog Days is out.
4. Stand: Dog Days [Active] - Johnny activates his stand, causing the area around him to seem to become humid and sleepy. Enemies gain -2 to attack and defense rolls while Dog Days is active.
5. Sleepy Haze [Active] - Johnny yawns, causing time around him to slow down. Johnny gains +2 to Attack and Defense rolls.
Equipment:
1. Bands of Asura- Golden bands worn on the wrists and ankles. Adds +2 to Unarmed attack rolls.
2. Reminder of the Dog Days - A crown of gold worn by the toughest member of the Jokotaru tribes. Only those that can work on the hottest of the dog days is allowed to wear it. Adds +3 to Defense rolls.
3. Gift of the Dog Days - A jeweled amulet Johnny made for his stand. She can't wear it, so he wears it for her. Adds +2 to Dog Day's rolls.
Status: Right Thumb Severed [Bleeding]
Kills: 0
Location: C.J. Nickels
Inventory: Bands of Asura, Reminder of the Dog Days, Gift of the Dog Days
Name: Cthulu Dundee
Gender: Male
Age: Immortal
Appearance: A tannish Austrailian man, he wears a wide brimmed hat and hiking clothes, including a vest and cargo pants.
Backstory: Having trained his whole life, he brings his camera crew and his talents to the Death arena to Document the rare and exotic creatures that inhabit the area.
Abilities:
1. Grapple: Target is made immobile, if this suceeds 3 times in a row, they can no longer roll to resist and are subdued.
2. Explain: The Targets Weaknesses and Strengths are explained to the camera crew as he draws on his years of experience.
3. Track: Targets that are using a method to evade Cthulu Dundee must save or be revealed as he explains how it works and how to spot them.
4. Perfectly Safe: Cthulu Dundee can pick a target, this target will trigger a roll of Grapple, Explain, and Track if they act against him.
5. Something New Every Day: if Cthulu Dundee takes a hit, He knows just how to deal with it, removing any Status effects dealt quickly and efficiently while explaining it to the Camera Crew, he is immune afterwards to this Status effect for 3 turns.
Equipment:
1. Medical Gear
2. Backup Cameras
3. Cure-All
Status: Normal
Kills: 0
Location:
Inventory: Medical Gear, Backup Cameras, Cure-All
Name: The Road Warrior. He needs no other name.
Gender: More male than even alpha males.
Age: He rides eternal. His age is the same.
Appearance: Hard to tell what their body looks like, as their whole body is suited up, with a black longcoat, leather gloves, black tattered body armor and biker pants, heavy black motorcycle boots with spurs on the heels. Their face is covered by a brownish scarf, a pair of aviator goggles and a dusty hat.
Backstory: There are legends of those who walk among the living and the dead. Legends of those who ride through dust, wood and salt. Legends of those who ride through towns at night and leave nothing but corpses upon first morning light. Legends of those who ride upon the highway eternal, shiny and chrome, trailed by those who were awaited, his eternal brothers in arms. Legends upon tales upon myths speak of these figures, but the one name is attached to this mysterious figure.
The Road Warrior.
Abilities
1. Witness Me (Passive): If the next attack would kill the Road Warrior and he has no Brothers in Arms to take the attack for him, the Road Warrior and his would-be killer must make three rolls afterwards. If two of the killer's rolls are higher than the Road Warrior's, the Road Warrior dies as normal. If two of the Road Warrior's rolls are higher, the Road Warrior kills his would-be killer instead of dying and turns them into a Brother in Arms. If the result is otherwise (all equal), neither the Road Warrior nor his killer kills him and the fight resumes as normal. This only triggers once per turn, against one opponent (group enemies count as one opponent). Only triggers if he has no Brothers left to take an attack and if this is the first time in that turn this has triggered.
2. Out Of Control (Passive): The Road Warrior gets a +2 bonus to dodging and driving and +1 to fighting other vehicles.
3. You Are Awaited (Passive): The Road Warrior gets an increasing bonus to attack rolls the more wounded their opponent is.
4. What A Lovely Day (Passive): The Road Warrior negates all passive buffs upon the opponent and debuffs upon himself upon engaging an opponent. This has no effect on buffs activated after initiating battle.
5. Ride Eternal, Shiny and Chrome (Passive): Instead of getting a new Ability randomly, the Road Warrior, upon making kills, turns his killed victim into a Brother in Arms, getting access to one of their Abilities of his choice. This Brother in Arms rides with the Warrior, and each Brother makes an attack of their own at -2 penalty (with +1 to driving and dodging due to being bikers), with their own HP. A Brother can be targeted by an attack, and the Warrior and his Brothers can be hit by AOE attacks. If the Road Warrior is hit by a lethal attack, a Brother in Arms can be expended, dying in the Warrior's place at the cost of the bonus and the ability granted. If the Road Warrior goes up against a grouped opponent (i.e. a platoon), the Road Warrior can take Brothers with each hit that he damages the platoon; they grant him neither damage nor abilities (unless he has killed the last member of the group) but they can take attacks for him. He automatically starts with one Brother in Arms that grants him no abilities whatsoever.
Equipment
1. The Pursuer: An old motorcycle, scratched up and shot but nonetheless running far better than a bike of its age and condition has any right to. While on it, the Road Warrior always outruns opponents who are on foot and has a +2 to outrunning opponents in vehicles.
2. Brother Koch: A machine gun, stained with the blood of many of his victims. +2 to attack rolls.
3. Infernal Engine: His bike is equipped with a lot of weird upgrades. +2 to physical dodging.
The Road Warrior's Theme (https://www.youtube.com/watch?v=qyERfHRjTTo)
Status: Normal
Kills: 0
Location:
Equipment: The Pursuer, Brother Koch, Infernal Engine
Name: Skullduggery Pleasant
Gender: well he was male.
Age: about 443 years old
Appearance: he is a skeleton impeccably dressed in a three piece black suit and wearing a black formal hat and brown gloves.
Backstory: Well he was fighting a crazy apprentice that had the power of a god and was suddenly teleported here. Go Figure.
Abilities:
1. Snap: active: by snapping his fingers he can summon a fireball/a jet of flame and hurl/shoot it at people.
2. Flight: active: He can fly for two turns and with a three turn cool down.
3. Banter: active: With a two turn cool down Skullduggery may cause his opponents to become furious increasing their attack roll by one while decreasing their defense rolls by two.
4. Versatile: passive: Skullduggery may swap or replace his bones for any other bones that exist
5.Lord Vile: active: With a five turn cool down Skullduggery may become Lord Vile if he has Lord Vile's armor for two turns: While Lord Vile he can command shadows to cut people to ribbons or use necromancy to raise corpses he also has a +3 to attack and a +2 to defensive rolls while in this form. However after becoming Skullduggery again he can not attack and suffers a -2 to defense rolls for two turns.
Equipment:
1. Revolver: it's a .45 caliber 6 six shot revolver.
2. 1960 Bentley: It's a beautiful and very heavy car
3. Lord Viles armor.
Status: Left Shoulder Bone Chipped, Scalp Shot [Stunned, -2 to all Physical rolls next turn]
Kills: 0
Location:
Inventory: Revolver, 1960 Bentley [Disabled, On Fire], Lord Viles Armor
oh boy
Name: Coldsteel
Gender: Male
Age: 18
Appearance: A purple (the cool kind, not the other kind) hedgehog with earrings and a torn ear and he's super cool
Backstory: bio: coldsteel was born with a special power. he was stronger than all his classmates in the sonic fighting academy. he served in the sonic military fighting shadow and in the final battel against shadow they were fighting and shadow turned him to the darkness and coldseel turned against sonic and killed him. he lost a part of his ear in the battle which is why he doesnt have a part of his ear. he doesnt want the wish but he joined the arena anyway to kill people.
likes: hurtin people, bein badass, motorcycles, nine inch nails (the band), killing, death, punk rock, jinco jeans, skulls, darkness, ninne inch nails (on finger), earings, purple
dislikes: niceness, happiness, levis, kevin robinson, short nails, khaoskid663, sunshine, life, my dad, football
Abilities:
1. (Active) psssh...: Coldsteel points out how LAME an in-progress attack or action is, shutting it down immediately.
2. (Active) nothin personnel...: Coldsteel banishes all nearby non-player combatants to the CHAOS ZONE, or whatever it's called. The banished combatants return three turns later, and cannot be banished again.
3 (Passive/Active) a special power: Coldsteel is stronger than all his classmates in the Sonic Battle Academy; he can run faster than Sonic, control chaos* better than Shadow, fly faster (and COOLER) than Tails, punch people harder than Knuckles, AND use telekinesis better than Silver; he gains a +3 bonus to all these actions. He's not a better mechanic than Tails because robots are for NERDS.
4. (Passive) likes: hurtin people: If Coldsteel inflicts damage on anyone (including himself), he gains a +2 bonus to all rolls the following turn.
5. (Passive) dislikes: niceness: If Coldsteel is ever shown mercy or kindness, he will suffer a -2 to all rolls until he can kill the person who did it. (can't stack with itself)
Equipment:
1. Chaos Emerald: It's an emerald filled with chaos energy or something. Coldsteel stole it from Shadow's corpse after he killed him, or something.
2. earrings: they grant a +3 bonus to Chaos Control because they're magic and COOL (they aren't girly, SHUT UP khaoskid663)
3. Nine-Inch Nails Complete Discography: If Coldsteel manages to find a way to play his terrible CDs, anyone else listening will suffer a -4 malus to all rolls until they smash the source.
* Chaos control is pretty versatile; it can slow down time, teleport stuff, and form energy attacks.
Name: Katana 'Spammer' McKatana
Gender: Who knows?
Age: 'tis a mystery.
Appearance: A tall... someone. It's really hard to tell with the round, blue, shiny mask that covers the entirety of their face, and what little might have clued somebody in on their actual identity is covered by a hood. Everything else is covered by a very baggy white robe, with some brown boots to top it all off. On their feet, obviously. Oh, and gloves. Can't forget the black gloves.
Backstory: Who knows? The origins of Katana McKatana are a mystery to everyone, even themselves. He just knows he hates the human worms that feast on glorious Nippon's carcass.
Abilities
1. Spammy Fucker(Passive): 50% chance of an extra attack being made on each turn against an enemy. Only applies if Katana McKatana has attacked this turn.
2. 150% Counter!(Passive): If Katana counter-attacks, increase the result of the dice roll by 2.
3. Slashy Slashy(Active): Katana slashes at their opponent with their glorious Nippon steel katana.
4. The Art of a Single Strike(Active): Katana sheathes their blade, charging up their ki chakras before speeding up to ridiculous speeds to strike their opponent with glorious Nippon steel. Cannot be defended against, always hits at the strength of a 3 vs. 1 hit. 2-turn cooldown.
5. Dancing McKatana(Passive): Katana McKatana utilises the glorious Nippon technique of old: getting the fuck out of the way while trying to look vaguely graceful. Increases defensive rolls by 2.
6. Electricity Manipulation (Passive): +2 Manipulating Electricity; Can Manipulate Electricity out of the air or from a nearby source for extra power. Can also drain electrical devices to heal.
Equipment
1. Nippon Steel Katana: A glorious blade, folded 2 gorillion times in the depths of Mt. Nipponkatana by the best of the best katana smiths. It slices through most materials like they aren't even there, for none can stand against the full might of 2 gorillion folds. +2 to attack rolls(The Art of a Single Strike does not get a bonus from this).
2. Katana-Infused Robes: While they do not look it, these white robes have been infused with the very essence of Nippon steel itself, granting them great durability. +1 to defensive rolls.
3. Mask of the Nameless Swordsman: An incredibly shine blue mask. Looking at it, it almost seems to stare into your soul, somehow. +2 to mental resistance rolls.
Status: Right Forearm Slashed [Bleeding, -1 to this limb]
Kills: 1
Location: Ditches & Hoes
Inventory: Nippon Steel Katana, Katana-Infused Roes [Damaged: Reduced to +1 Defense], Mask of the Nameless Swordsman
Name: sans
Gender: Male
Age: * i haven't really been keepin' track.
Appearance: *checkin' me out, huh? (https://slm-assets2.secondlife.com/assets/12703379/view_large/sans_512.jpg?1446743951)
Backstory: * not much, really.
Abilities:
1. dodge (passive) - can dodge any attack, if he scores a >5 defense roll, making it do no damage. however, can only take 1 hit of any damage before dying
2. special attack (active) - prevents an enemy from taking it's turn, causing it to not be able to roll against the next attack. 5 turn cooldown
3. knowledge (passive) - grants use of the g. blasters
4. you're blue now (active) - can control the gravity of an enemy, and move them to his will, however, they still retain some control, able to move, if circumstances permit. 2 turn cooldown.
5. bad time (passive) - -1 from any enemy's defensive roll, but +1 to any enemy's attack roll
6. Hole Creation (Active): Sans can create a Hole that creates a portal between where he is standing and any other point in the mall. During the next turn, he and any other character can travel through this portal, which closes immediately at the end of that turn. 3-Turn Cooldown. [Cooling: 3 Turns]
Equipment:
1. bones - more magic than physical tool, can be summoned from the ground, or hands to be fired at enemies. can also be used to impale, in combination with 'you're blue now'. is removed upon death
2. g. blasters - ... can be summoned at will, and shoot lasers at enemies. can be used in combination with bones, but has a 2 turn cooldown. a max of 5 can be summoned at once. is removed upon death
3. scarf - grants a +1 to defensive rolls, and gives a +1 to offensive rolls,(but the offense bonus is only for sans)
Status: Normal
Kills: 1
Location: Beat Your Treat
Inventory: Scarf
[spoiler=avalon.mp3]Name: Kars, the Pillarman
Gender: More male than you will ever be
Age: >100,000 years
Appearance:
Normal Form (http://vignette1.wikia.nocookie.net/jjba/images/6/61/Kars_ASB.jpg/revision/latest/scale-to-width-down/308?cb=20150712050157)
Ultimate Life Form (http://vignette4.wikia.nocookie.net/jjba/images/7/71/Kars_Ultimateform_jojoeoh.jpg/revision/latest?cb=20150326063316)
Backstory: Kars is a Pillarman, ancient beings of incredible power, living at the top of the food chain and eating ordinary humans like that piece of bacon you've had for breakfast (Note: Human bacon is quite a delicacy in Pillarman culture, Kars is rather fond of it himself). However, despite their extraordinary strength, intelligence and posing, the had one weakness: sunlight. A Pillar Man that spends more than five to ten seconds in sunlight burns up and dies. This, understandably, trimmed their population somewhat.
Kars, seeking to get rid of this weakness, created a powerful artifact; the Stone Mask, an artifact that, through acupuncture, could turn ordinary humans into powerful vampires, which 1) Actually GAVE them a weakness to sunlight and 2) Made them even more delicious when turned into bacon. Unfortunately, Kars forgot that Pillarman skulls are too hardcore to be punctured by rock, and all it did was allow him to do even weirder shit with his body than before, and also gave him this uncanny craving for bacon.
Despite result number 2, most of the Pillarmen started to want to execute him for being a potential mad scientist archetype. So, he and his best bud Esidisi grabbed two Pillarman children (Wham and Santana, they named them later and yes these are all music references) and fucking killed the rest of the race.
Kars realized that to make the Stone Mask viable, he needed a Perfect Red Stone of Aja, which were rare as shit. So he went into some random fucking hole in the ground somewhere in Italy with his mates (excluding Santana because he's bad at what he does) and slept for a while. A long, long while.
Abilities:
1. Pillarman (Passive): Kars is an Aztec God of Fitness. Well, not really, but you get the point. This gives him super intelligence, super senses, the ability to eat people just by touching them, and to make his body do really weird shit. In exchange, he can only survive in sunlight briefly before having to turn himself into stone, and is similarly weak to Ripple energy and other sun-based powers. He can resist Ripple a little bit, though.
2. Evolutionary Absorption: Kars secretes a digestive fluid, and absorbs any organic matter that comes in contact with it. Absorbs organic material and heals damage proportional to the gap in roll numbers if successful.
3. Light Mode: Bright Blade: We never said Kars "Creator of the Stone Mask" was very good at names. Uses his light blades to deflect light at the enemy intense enough to blind them.
4. Light Mode: Shining Sabers: Seriously? He just took the previous attack name and exchanged the words with their synonyms? Cuts the air so quickly it creates several white slashes which cut an opponent from afar.
5. Evolutionary Regeneration (Passive): Kars, being a Pillarman, regenerates quite a bit of damage every turn. This ability is negated when in contact with sunlight or other sun-based powers.
6. Sentient Weapon (Passive): Light Blades become sentient.
Equipment:
1. The Stone Mask and the Red Stone of Aja: Kars carries the Stone Mask into battle. The Red Stone is hidden somewhere in the area, maybe. When Kars has both the Stone Mask and the Red Stone, he may turn into the ultimate lifeform, assuming there's some sort of light around to activate the Red Stone. As the ultimate lifeform, Kars is immune to sunlight, does not age, can regenerate so fast he might as well be immortal, turn his body parts into any animal or any animal part ever, able to use a type of Ripple so powerful it melts humans, and SEX: USELESS. Regular humans with the Stone Mask can use them to also gain a weakness to sunlight, and in return also be able to do weird shit, like shoot lasers made out of eye liquid. Ew.
2. Light Blades: Kars' use of the regular Stone Mask allowed him to use Light Mode, sprouting incredibly sharp blades from any part of his body. That seem to shine. Oh, and did I mention that each light blade also has an massive number of tiny blades moving around its edge like a chainsaw? Yes, Kars can create a light chainsaw from any part of his body at will. What can you do, mate?
3. Kars' Hood: It's just a hood. It doesn't do anything other than cover up his fabulous locks. This is important, because the only ones allowed to see the full majesty of his hair are people that Kars respects, i.e. absolutely nobody. Other than his Pillarman bros.
Kars' theme when he awakens (https://www.youtube.com/watch?v=XUhVCoTsBaM)
Kars' theme while kicking ass (https://www.youtube.com/watch?v=N6t2HDJ0NVk)
Ultimate Kars' theme (https://www.youtube.com/watch?v=eFPgKeYVJgk)
Status: Some Ribs Shattered
Kills: 1
Location: C.J. Nickels
Inventory: The Stone Mask, Red Stone of Aja [Hidden in Arena], Kars' Hood
Name: Kyoko Sakura.
Gender: Female.
Age: 15.
Appearance: "Hey, why are ya staring at me?" (http://vignette1.wikia.nocookie.net/puellamagifanon/images/9/9f/Kyokorender.png/revision/latest?cb=20150105041338)
Backstory: "I ain't telling you, after all i only just met ya." (Not stating here cuz spoilers)
Abilities:
1. Puella Magi (Passive): Kyoko is a Puella Magi, she feels less physical pain and is able to survive any attack so long as her soul gem stays intact, though she can still be incapacitated.
2. Veteran Magical Girl (Passive): Exactly what it says on the tin, she is better at dodging and attacking since she has done this thing for a while.
3.Rosso Phantasma: Kyoko can make copy's of herself as well as make other illusions, though she cant really use it as much anymore ever since a certain thing happened in her past.
4.Scorpion Spear: A gigantic version of her spear that she can summon, its only used as a last resort and the power needed for its use is life threatening.
5. Don't waist food (Passive): Kyoko loves food, really she does. If someone does something to destroy food she will get a bit angry with them... okay that's a massive understatement. She also is almost always eating something.
Equipment:
1. Modular Spear: A modular spear. While steel hard, it is extremely flexible, and can extend or bend easily. The handle can be broken down into numerous pieces, connected by a chain, allowing the user to attack or defend over a wide area. The chain runs along the handle, ending in a heavy ball at the blunt side. The ball's weight is used to easily wrap the chain around foes, restricting them.
2. Soul gem: The one thing all puella magi have, it allows her to go into her magi form as and contains her soul, she would technically still be alive if only her soul gem was left of her.
3. Box of pocky: Exactly what it says on the tin, its just a box of chocolate pocky.
Status: Normal
Kills: 0
Location: Beat Your Treat
Inventory: Modular Spear [Dropped], Soul Gem, Box of Pocky
Name: EVUL DARK MAGE OF EVILOUS DARKITY DOOM
Gender: M.
Age: Ehh, who cares?
Appearance: EEEEEEEEVVVVVVVIIIIIIILLLLLLLLLL.
Backstory: EEEEEEEEVVVVVVVIIIIIIILLLLLLLLLL
Abilities:
1. (Active) DARK EXPLOSION! : Explodes darkness! It explodes! Slams into things! Makes spiky stuff!
2. (Active/Passive) DARK CLOAKING FIELD! : Makes shadows into a shield and cloak when attacked! Can be used to make solid shadows anywhere!
3. (Active) MORE DARKENING! : Creates darkness!
4. (Active) SHADOW PORTAL! : Opens a portal in a shadow!
5. (Active) MAGIIIIIIC! : Imitate a magic effect!
Equipment:
1. MAGIC STAFF OF DARKNESS! : When casting DARK EXPLOSION!, cast two.
2. GATLING GUN OF MAGIC MISSILE! : Exactly what it says on the tin. Spams homing magic missiles.
3. WAND OF MASHY SPIKE PLATE! : Doesn't really look that much like a wand... Summons a MASHY SPIKE PLATE! to mash things!
Status: Right Arm Burnt [Superficial Damage], Skull Bruised [Unconscious]
Kills: 0
Location: C.J. Nickels
Inventory: MAGIC STAFF OF DARKNESS!, GATLING GUN OF MAGIC MISSILE!, WAND OF MASHY SPIKE PLATE!
Name: Crusty Pete
Gender: Male.
Definitely Male.
Age:
Appearance: Crusty Pete is a very large, muscular being that if not a Human, at least heavily resembles one. A very thick layer of accumulated Filth has built up over the
Eons Years, and acts as a sort of second skin. Crusty Pete reeks of Tobasco Sauce, Cheap Booze, and what smells like some kind of Chili Powder. He is extremely hairy, to the extant that his bodily appearance is unknowable, his hair is brown with many gray streaks, food stains, and miscellaneous garbage tangled up in it. He wears a pair of well-worn Gray Overalls that might've been Blue once upon a time, a filthy undershirt, a pair of heavily scuffed Leather Boots, and lastly, a pair of seemingly ordinary, yet unusual Sunglasses. His Hands, the only visible part of his body, are extremely calloused, filthy, and scarred. He Laughs at everything in a Psycotic Manner and seems to have no Fear of Death, but he
does have a Crippling Phobia of Spaghetti, for reasons known only to him.
Backstory:
"De day dat I tell the likes a' You my backstory 'll be da day I die!"Abilities:
1.
Smells Horrible, (PASSIVE) When in Melee Combat with a Living Opponent with a Functioning sense of Smell, that Opponent must roll a 5 or Higher to Attack each Turn, if that Opponent rolls a 4 or Lower, they are Stunned and unable to Attack for the Turn. However, Crusty Pete gains a -4 Penalty to All stealth rolls.
2.
Sentient Hair, (ACTIVE) When in Melee Combat, Crusty Pete can unleash his Mystical Living Beard to Attack 1 Opponent for 2 Turns. The Beard gets it's own Piercing Attack, and can roll to Attack the Opponent. It doesn't provide any bonuses or penalties to Crusty Pete's Attacks while functioning, however Crusty Pete and his Mystical Living Beard can Attack in the same Turn. The Sentient Hair Ability has a 4 Turn Cooldown.
3.
Built Like An Ape, (PASSIVE) Crusty Pete gains a +3 Bonus to All Strength Based rolls.
4.
That Reeks! (ACTIVE) Crusty Pete gain gather all of his Stench and Fling it at an Opponent in a Fog. The Stench Fog has an Area of Effect Radius of 20 Feet, and all Living Opponents caught in it must roll to avoid instant heart failure. If they roll a 2 or Lower, they are Killed Instantly, but if they roll a 3 or Higher, they are only Blinded and Stunned until they can leave The Stench Fog. The Stench Fog has Acidic Properties and will damage Metal Equipment. Crusty Pete is Immune to The Stench Fog's Effects, But while The Stench Fog Ability is Functioning, Crusty Pete temporarily loses his
Smells Horrible, (PASSIVE) Ability. The Stench Fog exists for 4 Turns, and has a Cooldown of 2 Turns.
5.
Large Size, (PASSIVE) Crusty Pete is Larger than Normal, giving him a -2 to all Dodging rolls, but a +2 to all Strength rolls, and sightly reduces the damage of successful hits.
Equipment:
1.
Ma' Whoppin' Stick- A very large, makeshift wooden club. Despite it's crude nature, it could probably do a lot of damage to someone's body, and, judging by the Cracks in it's surface, it probably has.
2.
A Can Of Beard Oil(6 Charges Left)- A Can Of Beard Oil, when used, it Strengthen's the User's Beard, giving it a +4 to all Beard Attacks for 2 Turns, however, too much of it will cause The User's Beard to Fall Off, and become it's own Combatant.
3.
Strange Sunglasses- These malevolent shades give the User a +2 to resist Fear and Mental Attacks, but they may attempt to possess the Wearer after doing so, in an attempt to Join the Carnage and Get it's Grasping Appendages on the Prize.
Status: Left Elbow Injured [-1 to Actions using Left Arm], Jaw Shattered/Ribcage Shattered, [-3 to all Rolls next turn, Must Roll for Constitution to stay Conscious], Punctured Organs [Internal Bleeding]
Kills: 0
Location: Ditches & Hoes
Inventory: Ma' Whoppin' Stick, Can of Beard Oil (6 Charges Left), Strange Sunglasses
Name: Rez
Gender: Male
Age: 282, functionally 40
Appearance: A man wearing a blood red cloak over ordinary american garb.
Backstory: The man who figured out the power of BLOOD! Give it up for REZ!
Abilities:
1. (Active) Blood Regeneration: Rez can use blood(not his own, though), draining the life force from it, to heal himself. The more blood, the more heals.
2. (Passive) Blood Rage: Rez gains physical rolls bonuses depending on how bloody he is. The more bloody he is, the higher his bonuses are.
3. (Active) Blood Animation: Rez can animate the blood in a fallen enemy, creating a Blood Elemental minion that will obey his orders. He can only have one Blood Elemental at a time.
4. (Passive) Not Quite Death: After dying, Rez can take one additional action. Blood Regeneration might possibly bring him back to life.
5. (Active) Blood Rite: The more blood in the area, the more powerful this ability. Consumes a large amount of spilled blood in the area to create a somewhat explosive sphere(size depending on blood consumed) that is then fired at an enemy. A successful impact has a chance(depending on how much blood is consumed) to prevent the impacted enemy's passive abilities from working for a duration(depending on how much blood consumed). Has a 4 turn cooldown.
Equipment:
1. Cloak of Blood: This red cloak can store blood in a hammerspace within it.
2. Bloodletter: A somewhat long dagger that tends to cause bleeding in any foes it hits.
3. A flask of magical blood: Will likely be more useful for Rez's abilities than normal blood.
Status: Left Arm Severed At Elbow [Bleeding], Lower Right Forearm Slashed [Bleeding], Back Slashed [Bleeding], Weakness [-1 to all Physical Rolls]
Kills: 0
Location: Ditches & Hoes
Inventory: Cloak of Blood, Bloodletter Dagger, Flask of Magical Blood
Name: AL-2048
Gender: Unknown. The armour obscures all.
Age: 20? You can't exactly tell.
Appearance: Nothing can be seen under the armour.
Backstory: Trained from a young age at an Imperial Academy, AL-2048 knows only loyalty to the emperor.
Abilities:
1. Stormtrooper Marksmanship Academy (Passive) - The E-11 Blaster Rifle is difficult to use without specialised training
2. Squad Combat (Passive) - Stormtroopers do not act alone. They deploy in squads
3. Unyielding Resolve (Passive) - Their training combined with their loyalty to the emperor makes them highly resistant to fear and mind-affecting effects
4. Suppressing Fire (Passive) - The sheer volume of fire unleashed when attacking will cause anyone with a sense of self preservation to seek cover, even when if they don't get hit
5. Imperial Assets (Passive) - Instead of acquiring special abilities when getting kills the squad will instead be reinforced and additional equipment (such as weapons and vehicles) may be provided
Equipment:
1. Stormtrooper Armour - A hardened plastoid composite, it is almost impervious to solid projectiles and shrapnel, but almost completely ineffective against energy weapons. High Calibre AP rounds can also pierce the armour. It does however limit mobility and vision, making it difficult to aim.
2. E-11 Blaster Rifle - A rapid fire, accurate energy weapon, capable of releasing an unending stream of blasts, assuming the user can manage the heat generated. Exceptionally difficult to use without training.
3. Thermal Detonators - A high explosive the size of an apple, it has a variable fuse and is surprisingly powerful for its size.
Status: Normal [6/15 Stormtroopers, 1 w/Broken Arm]
Kills: 0
Location: Beat Your Treat
Inventory: Stormtrooper Armour, E-11 Blaster Rifle, Thermal Detonators
Character Sheet:
Name: Johnny Jokotaru
Gender: M.
Age: 27
Appearance: http://4.bp.blogspot.com/_jQSFWPkJnkU/TQJ9hxNwS7I/AAAAAAAAD54/hu8wxZFmSh0/s1600/952310_20091023_screen010.png
Stand: Dog Days http://1.bp.blogspot.com/-JFop7w2WODo/VHsYJw_M0xI/AAAAAAAAEyg/8xyYqTRyYkA/s1600/catgirl2.png
Backstory: "Heeeeeeeeeeeeeeeeeey now. Don't go getting any funny thoughts about looking me up. You wont find a thing."
Abilities:
1. Toriya, Toriya, Toriya!!! [Passive] - Upon a successful attack roll of 8-10 before bonuses, Johnny strikes the enemy again, repeating this ability until a failure. If the strike would kill the enemy, It's negated and Johnny uses Death Spiral Uppercut!.
2. Death Spiral Uppercut! [Active] - Strikes an enemy square in the jaw, killing them and sending them spiraling into the air. Does nothing if the enemy is not about to die.
3. Yoriya, Yoriya, Yoriya!!! [Pasive] - Johnny's stand follows up all of Johnny's attacks, adding in her own equally strong strike. Only active while Dog Days is out.
4. Stand: Dog Days [Active] - Johnny activates his stand, causing the area around him to seem to become humid and sleepy. Enemies gain -2 to attack and defense rolls while Dog Days is active.
5. Sleepy Haze [Active] - Johnny yawns, causing time around him to slow down. Johnny gains +2 to Attack and Defense rolls.
Equipment:
1. Bands of Asura- Golden bands worn on the wrists and ankles. Adds +2 to Unarmed attack rolls.
2. Reminder of the Dog Days - A crown of gold worn by the toughest member of the Jokotaru tribes. Only those that can work on the hottest of the dog days is allowed to wear it. Adds +3 to Defense rolls.
3. Gift of the Dog Days - A jeweled amulet Johnny made for his stand. She can't wear it, so he wears it for her. Adds +2 to Dog Day's rolls.
Status: Right Thumb Severed [Bleeding]
Kills: 0
Location: C.J. Nickels
Inventory: Bands of Asura, Reminder of the Dog Days, Gift of the Dog Days
Name: Cthulu Dundee
Gender: Male
Age: Immortal
Appearance: A tannish Austrailian man, he wears a wide brimmed hat and hiking clothes, including a vest and cargo pants.
Backstory: Having trained his whole life, he brings his camera crew and his talents to the Death arena to Document the rare and exotic creatures that inhabit the area.
Abilities:
1. Grapple: Target is made immobile, if this suceeds 3 times in a row, they can no longer roll to resist and are subdued.
2. Explain: The Targets Weaknesses and Strengths are explained to the camera crew as he draws on his years of experience.
3. Track: Targets that are using a method to evade Cthulu Dundee must save or be revealed as he explains how it works and how to spot them.
4. Perfectly Safe: Cthulu Dundee can pick a target, this target will trigger a roll of Grapple, Explain, and Track if they act against him.
5. Something New Every Day: if Cthulu Dundee takes a hit, He knows just how to deal with it, removing any Status effects dealt quickly and efficiently while explaining it to the Camera Crew, he is immune afterwards to this Status effect for 3 turns.
Equipment:
1. Medical Gear
2. Backup Cameras
3. Cure-All
Status: Normal
Kills: 0
Location:
Inventory: Medical Gear, Backup Cameras, Cure-All
Name: The Road Warrior. He needs no other name.
Gender: More male than even alpha males.
Age: He rides eternal. His age is the same.
Appearance: Hard to tell what their body looks like, as their whole body is suited up, with a black longcoat, leather gloves, black tattered body armor and biker pants, heavy black motorcycle boots with spurs on the heels. Their face is covered by a brownish scarf, a pair of aviator goggles and a dusty hat.
Backstory: There are legends of those who walk among the living and the dead. Legends of those who ride through dust, wood and salt. Legends of those who ride through towns at night and leave nothing but corpses upon first morning light. Legends of those who ride upon the highway eternal, shiny and chrome, trailed by those who were awaited, his eternal brothers in arms. Legends upon tales upon myths speak of these figures, but the one name is attached to this mysterious figure.
The Road Warrior.
Abilities
1. Witness Me (Passive): If the next attack would kill the Road Warrior and he has no Brothers in Arms to take the attack for him, the Road Warrior and his would-be killer must make three rolls afterwards. If two of the killer's rolls are higher than the Road Warrior's, the Road Warrior dies as normal. If two of the Road Warrior's rolls are higher, the Road Warrior kills his would-be killer instead of dying and turns them into a Brother in Arms. If the result is otherwise (all equal), neither the Road Warrior nor his killer kills him and the fight resumes as normal. This only triggers once per turn, against one opponent (group enemies count as one opponent). Only triggers if he has no Brothers left to take an attack and if this is the first time in that turn this has triggered.
2. Out Of Control (Passive): The Road Warrior gets a +2 bonus to dodging and driving and +1 to fighting other vehicles.
3. You Are Awaited (Passive): The Road Warrior gets an increasing bonus to attack rolls the more wounded their opponent is.
4. What A Lovely Day (Passive): The Road Warrior negates all passive buffs upon the opponent and debuffs upon himself upon engaging an opponent. This has no effect on buffs activated after initiating battle.
5. Ride Eternal, Shiny and Chrome (Passive): Instead of getting a new Ability randomly, the Road Warrior, upon making kills, turns his killed victim into a Brother in Arms, getting access to one of their Abilities of his choice. This Brother in Arms rides with the Warrior, and each Brother makes an attack of their own at -2 penalty (with +1 to driving and dodging due to being bikers), with their own HP. A Brother can be targeted by an attack, and the Warrior and his Brothers can be hit by AOE attacks. If the Road Warrior is hit by a lethal attack, a Brother in Arms can be expended, dying in the Warrior's place at the cost of the bonus and the ability granted. If the Road Warrior goes up against a grouped opponent (i.e. a platoon), the Road Warrior can take Brothers with each hit that he damages the platoon; they grant him neither damage nor abilities (unless he has killed the last member of the group) but they can take attacks for him. He automatically starts with one Brother in Arms that grants him no abilities whatsoever.
Equipment
1. The Pursuer: An old motorcycle, scratched up and shot but nonetheless running far better than a bike of its age and condition has any right to. While on it, the Road Warrior always outruns opponents who are on foot and has a +2 to outrunning opponents in vehicles.
2. Brother Koch: A machine gun, stained with the blood of many of his victims. +2 to attack rolls.
3. Infernal Engine: His bike is equipped with a lot of weird upgrades. +2 to physical dodging.
The Road Warrior's Theme (https://www.youtube.com/watch?v=qyERfHRjTTo)
Status: Normal
Kills: 1
Location: Parking Lot outside of Toyland
Inventory: The Pursuer, Brother Koch, Infernal Engine, Brother-At-Arms, Brother Pleasant
Name: Peacekeeper of Platoon HFDR-98 (Just "Peacekeeper" for short)
Gender: Varies.
Age: 22-54
Appearance: A group of typical Peacekeeper units. (http://cdn.mos.cms.futurecdn.net/297a9c550c30258db968d9a944e4f749-650-80.jpg) Wait, Halo? What's a Halo?
Backstory: The Peacekeepers are the official police and armed forces of the NFL in the NFL-verse featured in Trespassers of the Universe. They patrol major cities to promote stability and peace while at the same time doing their best to keep criminals and revolutionaries from the Favelas out of the walls of the major football city-states. They have years of training and are equipped with cutting edge technology.
Abilities:
1. Peacekeeper Training (Passive) - The Peacekeeper has trained for years in the art of combat. +2 Firearms, +1 Melee Combat, +1 Explosives.
2. Shields Up (Passive) - The armor of a Peacekeeper comes with a force-shield that absorbs a significant amount of damage and self-restores over time. If an attack overcomes the shields or penetrates the armor, it directly damages the Peacekeeper, who can not be directly healed while they are in their suit.
3. ElectroShock (Active) - When the Peacekeeper is in direct contact with someone, their suit can administer an electric shock that can cause their target to be penalized during their next turn, can cause them to lose an Action, or even knock them unconscious with a particularly powerful jolt. This ability can not kill a character.
4. Hyper Evasion (Active) - The Peacekeeper activates a system in their armor which pumps them full of drugs which heighten awareness and reflexes, giving them a +5 to all defensive rolls for one turn. The Peacekeeper can not counter-attack while Hyper Evasion is activated. Hyper Evasion takes up 2 Actions. The turn after using Hyper Evasion, the Peacekeeper is tired and gets a -1 to all physical rolls. 2-Turn Cooldown.
5. Team Strategy - Formidable on their own, Peacekeepers really thrive when working together with each other or other allies. For each Ally a Peacekeeper has in a fight, they receive +1 to attacking rolls.
Equipment:
1. X43-N Laser Rifle - The standard assault rifle of the Peacekeepers. Holds a 30 round clip and is meant to penetrate conventional armor. It is intentionally bulky and tough so that it can be improvised as a melee weapon.
2. Peacekeeper Armor - Top of the line armor heavy enough to resist all kinds of trauma, though a well-trained and powerful Peacekeeper can wear it. Comes equipped with a force-shield and keeps track of the Peacekeeper's vitals.
3. Fragmentation Grenades - Old fashioned but still effective. Throw at a group of enemies and a burst of metal fragments sprays all over the place to impale multiple targets. The Peacekeeper comes into battle armed with 4 Frag Grenades.
Status: Normal
Kills: 0
Location: Western Diagonal
Inventory: X43-N Laser Rifle, Peacekeeper Armor, 4 Fragmentation Grenades
Name: Huntress
Gender: Female
Age: She can’t remember. She also may or may not have unknowingly become a vampire. Or a werewolf. It’s unclear with Hunters.
Appearance: Picture (http://i1.kym-cdn.com/photos/images/facebook/000/940/318/bf4.jpg)
Backstory: A Hunter of beasts in Yharnam, the city of blood. She can’t remember her past before this; there is little but the Hunt and the Dream (capitalization intentional). All she knows is she was sick, and sought the panacea known as Paleblood. Somehow she ended up a Hunter.
Yharnamites covet blood above all else. It’s taken the place of alcohol, a not small amount of food and drink, and any sort of medicine. This Huntress doesn’t care for it besides the healing properties of the blood vials. Which given her line of work, are consumed like candy.
Abilities:
1. Blood Vial (Active): The Huntress heals themself using a Blood Vial. It heals more if she has taken damage the previous turn.
2. Dodge (Active): The Hunters of Yharnam are light on their feet, used to monsters that can end them should they stop moving for even a moment. The action adds +3 to the dodge roll against an attack. The second time it is used in a turn, it only confers +1 dodge.
3. Shoot (Active): The Huntress fires her pistol at the enemy. If she hits them and they are attacking, they are stunned.
4. Visceral Attack (Active): The enemy being stunned, the Huntress takes her opportunity. When an enemy has been stunned, either by the Shoot action or another source, this attack is an automatic hit and high damage.
5. Charged Attack (Active): A charged attack that takes 2 actions. If it hits it does high damage.
Equipment:
1. Hunter’s Garb: A tough leather set that is easy to move in. Provides a +2 to Dodge rolls.
2. Ludwig’s Holy Blade: A simple blade that doubles as the hilt for the ludicrously large blade on the Huntress’ back. In normal form, the weapon adds +2 to attack rolls using it. In large form, it takes 2 actions to use and removes access to the Shoot action, but adds 4 to attack rolls.
3. Pistol: A simple pistol that doesn’t pack much punch. Lowers the defense roll of an enemy shot with it by 2 for one turn.
Status: Normal
Kills: 0
Location: The Strip
Inventory: Hunter's Garb, Ludwig's Holy Blade, Pistol
Name: Coldsteel
Gender: Male
Age: 18
Appearance: A purple (the cool kind, not the other kind) hedgehog with earrings and a torn ear and he's super cool
Backstory: bio: coldsteel was born with a special power. he was stronger than all his classmates in the sonic fighting academy. he served in the sonic military fighting shadow and in the final battel against shadow they were fighting and shadow turned him to the darkness and coldseel turned against sonic and killed him. he lost a part of his ear in the battle which is why he doesnt have a part of his ear. he doesnt want the wish but he joined the arena anyway to kill people.
likes: hurtin people, bein badass, motorcycles, nine inch nails (the band), killing, death, punk rock, jinco jeans, skulls, darkness, ninne inch nails (on finger), earings, purple
dislikes: niceness, happiness, levis, kevin robinson, short nails, khaoskid663, sunshine, life, my dad, football
Abilities:
1. (Active) psssh...: Coldsteel points out how LAME an in-progress attack or action is, shutting it down immediately.
2. (Active) nothin personnel...: Coldsteel banishes all nearby non-player combatants to the CHAOS ZONE, or whatever it's called. The banished combatants return three turns later, and cannot be banished again.
3 (Passive/Active) a special power: Coldsteel is stronger than all his classmates in the Sonic Battle Academy; he can run faster than Sonic, control chaos* better than Shadow, fly faster (and COOLER) than Tails, punch people harder than Knuckles, AND use telekinesis better than Silver; he gains a +3 bonus to all these actions. He's not a better mechanic than Tails because robots are for NERDS.
4. (Passive) likes: hurtin people: If Coldsteel inflicts damage on anyone (including himself), he gains a +2 bonus to all rolls the following turn.
5. (Passive) dislikes: niceness: If Coldsteel is ever shown mercy or kindness, he will suffer a -2 to all rolls until he can kill the person who did it. (can't stack with itself)
Equipment:
1. Chaos Emerald: It's an emerald filled with chaos energy or something. Coldsteel stole it from Shadow's corpse after he killed him, or something.
2. earrings: they grant a +3 bonus to Chaos Control because they're magic and COOL (they aren't girly, SHUT UP khaoskid663)
3. Nine-Inch Nails Complete Discography: If Coldsteel manages to find a way to play his terrible CDs, anyone else listening will suffer a -4 malus to all rolls until they smash the source.
* Chaos control is pretty versatile; it can slow down time, teleport stuff, and form energy attacks.
Status: Normal
Kills: 0
Location: C.J. Nickels
Inventory: Chaos Emerald, earrings, Nine-Inch Nails Complete Discography
Name: The Viking at Stamford Bridge
Gender: Male.
Age: Unknown.
Appearance: A viking berserker, six and a half feet tall. He is wearing animal furs over his chainmail armor, and his only visible feature is his bright, blue eyes.
Backstory: Good start. (http://www.badassoftheweek.com/stamfordbridge.html)
Abilities:
1. Berserker Rage (Active): The Viking lets loose his inner berserker, going completely insane for a round. His actions are completely uncontrollable, and he will mercilessly attack a random, nearby person, friend or foe. The Viking has a +3 to attack rolls while berserk, but -2 to defense rolls, and will shrug off any damage short of complete limb loss. Three round cool down.
2. Barbaric Cry: (Active) After making a kill, the Viking screams a prayer to Vingtor and Woden. The berserker is distracted for the rest of the round, with a -2 to all rolls. For the two following rounds, he receives a +1 to all rolls.
3. Know No Pain: (Active) For one round, all penalties from injuries (short of severed limbs) are ignored. Two round cool down.
4. Skullsplitter: (Passive) The berserker's giant Dane axe cleaves through steel and bone alike. It negates up to a +2 bonus from enemy armor, but he has a permanent -1 to defense rolls, due to its unwieldiness.
5: Symbel: (Passive) Every man must participate in the Great Boast. The greater the odds, the better the glory! +1 to all rolls for every unique enemy (over two) that has attacked the Viking in the last two rounds.
Equipment:
1. Dane Axe: This axe is the size of an adult man, with a large, steel head that can cleave through bone and steel alike. Don't get in his way.
2. Chainmail Armor: A set of handcrafted, Norwegian chainmail that has seen more combat than many armies. It can stop most melee weapons, but it has no effect against bullets. Topped with a spectacle-guard helmet that hides everything but his eyes. +3 to damage resist against blades, -1 to dodge.
3. Animal Furs: A mostly ceremonial set of bearskin, draped over his shoulders. He killed it himself.
Status: Normal
Kills: 0
Location: C.J. Daniels
Inventory: Dane Axe, Chainmail Armor, Animal Furs
Name: Aeyza
Gender: Male
Age: Not mortal 20's
Appearance: 5'11" human. Blonde hair, ~short. Fair skin, brown eyes. Wears a dark blue shirt, black pants striped with dark blue, and blue and gray jacket with hood.
Backstory: A guy who will become not-a-guy (immortal, you idiot, not girl)
Abilities:
1. Aperture Science Tester (Passive) - Is able to solve problems while flying through the air at high speeds (i.e., no penalties when grappling or otherwise moving at high speeds.)
2. Unload (Active - 1 turn CD) - Can use a single action three times without any penalties, uses up two turns, however.
3. Railbolts (Passive) - Never run out of ammo for the railcannon. Might want to call them un-rail bolts.
4. War Veteran (Passive) - Being a veteran of war, Aeyza gets +1 to cover and +1 to aim.
5. Brace (Active - 3 turn CD) - On the next turn, Aeyza suffers no recoil.
Equipment:
1. Railcannon - A heavy autocannon that actually uses coils. Powerful enough to smash through armor like a shell through glass. It's usually mounted on vehicles, so while the first shot is accurate, each successive shot is usually not. It has a lot of recoil and bracing with both feet is usually required to not lose the user's balance. Brace with legs and an arm to maybe get two shots at full accuracy and not be pushed back much. Is attached to top of right arm. +4 to attack rolls, -1 to mobility if shot once, -2 if shot twice, cannot move if shot three or more times. Ways to brace lower penalty.
2. Magnasabers - A pair of medium weight metal blades. Both sides are sharpened. Swinging one of them activates a mechanism that accelerates the blade to incredibly fast speeds, and with this force the blade is practically unparriable and can slice through the thickest metal if it has enough time to accelerate. Hard to dodge, and has to be predicted by the user's movements and the brief flicker before the blade is too quick. Follow through is quite tough, however. Two blades let the wielder get two good swings through, after that they're probably dead. +3 to attack roll, (when used) -2 to dodge, -2 parry.
3. Power armor with grapple attachment - Powered plate armor. A grapple is mounted on the left arm, with two modes: magnetic and adhesive. Improves user's strength as well as giving protection, and also adds weight. Has space for 2 carried medium weapons or 1 heavy weapon on back; 1 medium carried weapon or 2 small carried weapons on outside legplates, for each leg; and 1 medium or heavy weapon on right arm. +1 stability, +1 to defensive rolls, +1 strength (in all it's forms, including mobility), allows grappling: can shoot a grapple that attaches to a relatively smooth surface and pulls in the suit - pulling can be controlled but some circumstances will cause the grapple to detach and come back if there is too much stress on the rope.
Status: Normal
Kills: 0
Location: Beat Your Treat
Inventory: Railcannon, Magnasabers, Power Armor w/ Grapple Attachment
Name: Katana 'Spammer' McKatana
Gender: Who knows?
Age: 'tis a mystery.
Appearance: A tall... someone. It's really hard to tell with the round, blue, shiny mask that covers the entirety of their face, and what little might have clued somebody in on their actual identity is covered by a hood. Everything else is covered by a very baggy white robe, with some brown boots to top it all off. On their feet, obviously. Oh, and gloves. Can't forget the black gloves.
Backstory: Who knows? The origins of Katana McKatana are a mystery to everyone, even themselves. He just knows he hates the human worms that feast on glorious Nippon's carcass.
Abilities
1. Spammy Fucker(Passive): 50% chance of an extra attack being made on each turn against an enemy. Only applies if Katana McKatana has attacked this turn.
2. 150% Counter!(Passive): If Katana counter-attacks, increase the result of the dice roll by 2.
3. Slashy Slashy(Active): Katana slashes at their opponent with their glorious Nippon steel katana.
4. The Art of a Single Strike(Active): Katana sheathes their blade, charging up their ki chakras before speeding up to ridiculous speeds to strike their opponent with glorious Nippon steel. Cannot be defended against, always hits at the strength of a 3 vs. 1 hit. 2-turn cooldown.
5. Dancing McKatana(Passive): Katana McKatana utilises the glorious Nippon technique of old: getting the fuck out of the way while trying to look vaguely graceful. Increases defensive rolls by 2.
6. Electricity Manipulation (Passive): +2 Manipulating Electricity; Can Manipulate Electricity out of the air or from a nearby source for extra power. Can also drain electrical devices to heal.
7. Weight Manipulation (Active): McKatana can manipulate the weight properties of any object he can touch. The more dramatic the weight change, the harder this ability is to use.
Equipment
1. Nippon Steel Katana: A glorious blade, folded 2 gorillion times in the depths of Mt. Nipponkatana by the best of the best katana smiths. It slices through most materials like they aren't even there, for none can stand against the full might of 2 gorillion folds. +2 to attack rolls(The Art of a Single Strike does not get a bonus from this).
2. Katana-Infused Robes: While they do not look it, these white robes have been infused with the very essence of Nippon steel itself, granting them great durability. +1 to defensive rolls.
3. Mask of the Nameless Swordsman: An incredibly shine blue mask. Looking at it, it almost seems to stare into your soul, somehow. +2 to mental resistance rolls.
Status: Right Forearm Slashed [Bleeding, -1 to this limb]
Kills: 2
Location: Ditches & Hoes
Inventory: Nippon Steel Katana, Katana-Infused Roes [Damaged: Reduced to +1 Defense], Mask of the Nameless Swordsman
[spoiler=avalon.mp3]Name: Kars, the Pillarman
Gender: More male than you will ever be
Age: >100,000 years
Appearance:
Normal Form (http://vignette1.wikia.nocookie.net/jjba/images/6/61/Kars_ASB.jpg/revision/latest/scale-to-width-down/308?cb=20150712050157)
Ultimate Life Form (http://vignette4.wikia.nocookie.net/jjba/images/7/71/Kars_Ultimateform_jojoeoh.jpg/revision/latest?cb=20150326063316)
Backstory: Kars is a Pillarman, ancient beings of incredible power, living at the top of the food chain and eating ordinary humans like that piece of bacon you've had for breakfast (Note: Human bacon is quite a delicacy in Pillarman culture, Kars is rather fond of it himself). However, despite their extraordinary strength, intelligence and posing, the had one weakness: sunlight. A Pillar Man that spends more than five to ten seconds in sunlight burns up and dies. This, understandably, trimmed their population somewhat.
Kars, seeking to get rid of this weakness, created a powerful artifact; the Stone Mask, an artifact that, through acupuncture, could turn ordinary humans into powerful vampires, which 1) Actually GAVE them a weakness to sunlight and 2) Made them even more delicious when turned into bacon. Unfortunately, Kars forgot that Pillarman skulls are too hardcore to be punctured by rock, and all it did was allow him to do even weirder shit with his body than before, and also gave him this uncanny craving for bacon.
Despite result number 2, most of the Pillarmen started to want to execute him for being a potential mad scientist archetype. So, he and his best bud Esidisi grabbed two Pillarman children (Wham and Santana, they named them later and yes these are all music references) and fucking killed the rest of the race.
Kars realized that to make the Stone Mask viable, he needed a Perfect Red Stone of Aja, which were rare as shit. So he went into some random fucking hole in the ground somewhere in Italy with his mates (excluding Santana because he's bad at what he does) and slept for a while. A long, long while.
Abilities:
1. Pillarman (Passive): Kars is an Aztec God of Fitness. Well, not really, but you get the point. This gives him super intelligence, super senses, the ability to eat people just by touching them, and to make his body do really weird shit. In exchange, he can only survive in sunlight briefly before having to turn himself into stone, and is similarly weak to Ripple energy and other sun-based powers. He can resist Ripple a little bit, though.
2. Evolutionary Absorption: Kars secretes a digestive fluid, and absorbs any organic matter that comes in contact with it. Absorbs organic material and heals damage proportional to the gap in roll numbers if successful.
3. Light Mode: Bright Blade: We never said Kars "Creator of the Stone Mask" was very good at names. Uses his light blades to deflect light at the enemy intense enough to blind them.
4. Light Mode: Shining Sabers: Seriously? He just took the previous attack name and exchanged the words with their synonyms? Cuts the air so quickly it creates several white slashes which cut an opponent from afar.
5. Evolutionary Regeneration (Passive): Kars, being a Pillarman, regenerates quite a bit of damage every turn. This ability is negated when in contact with sunlight or other sun-based powers.
6. Sentient Weapon (Passive): Light Blades become sentient.
Equipment:
1. The Stone Mask and the Red Stone of Aja: Kars carries the Stone Mask into battle. The Red Stone is hidden somewhere in the area, maybe. When Kars has both the Stone Mask and the Red Stone, he may turn into the ultimate lifeform, assuming there's some sort of light around to activate the Red Stone. As the ultimate lifeform, Kars is immune to sunlight, does not age, can regenerate so fast he might as well be immortal, turn his body parts into any animal or any animal part ever, able to use a type of Ripple so powerful it melts humans, and SEX: USELESS. Regular humans with the Stone Mask can use them to also gain a weakness to sunlight, and in return also be able to do weird shit, like shoot lasers made out of eye liquid. Ew.
2. Light Blades: Kars' use of the regular Stone Mask allowed him to use Light Mode, sprouting incredibly sharp blades from any part of his body. That seem to shine. Oh, and did I mention that each light blade also has an massive number of tiny blades moving around its edge like a chainsaw? Yes, Kars can create a light chainsaw from any part of his body at will. What can you do, mate?
3. Kars' Hood: It's just a hood. It doesn't do anything other than cover up his fabulous locks. This is important, because the only ones allowed to see the full majesty of his hair are people that Kars respects, i.e. absolutely nobody. Other than his Pillarman bros.
Kars' theme when he awakens (https://www.youtube.com/watch?v=XUhVCoTsBaM)
Kars' theme while kicking ass (https://www.youtube.com/watch?v=N6t2HDJ0NVk)
Ultimate Kars' theme (https://www.youtube.com/watch?v=eFPgKeYVJgk)
Status: Jaw Bruised
Kills: 1
Location: C.J. Nickels
Inventory: The Stone Mask, Red Stone of Aja [Hidden in Arena], Kars' Hood
Name: Kyoko Sakura.
Gender: Female.
Age: 15.
Appearance: "Hey, why are ya staring at me?" (http://vignette1.wikia.nocookie.net/puellamagifanon/images/9/9f/Kyokorender.png/revision/latest?cb=20150105041338)
Backstory: "I ain't telling you, after all i only just met ya." (Not stating here cuz spoilers)
Abilities:
1. Puella Magi (Passive): Kyoko is a Puella Magi, she feels less physical pain and is able to survive any attack so long as her soul gem stays intact, though she can still be incapacitated.
2. Veteran Magical Girl (Passive): Exactly what it says on the tin, she is better at dodging and attacking since she has done this thing for a while.
3.Rosso Phantasma: Kyoko can make copy's of herself as well as make other illusions, though she cant really use it as much anymore ever since a certain thing happened in her past.
4.Scorpion Spear: A gigantic version of her spear that she can summon, its only used as a last resort and the power needed for its use is life threatening.
5. Don't waist food (Passive): Kyoko loves food, really she does. If someone does something to destroy food she will get a bit angry with them... okay that's a massive understatement. She also is almost always eating something.
6. Cutting Field Projection (Active): Kyoko can launch an invisible Field of Extreme Sharpness approximately 5x5 meters in size in any direction. 2 Turn Cooldown.
Equipment:
1. Modular Spear: A modular spear. While steel hard, it is extremely flexible, and can extend or bend easily. The handle can be broken down into numerous pieces, connected by a chain, allowing the user to attack or defend over a wide area. The chain runs along the handle, ending in a heavy ball at the blunt side. The ball's weight is used to easily wrap the chain around foes, restricting them.
2. Soul gem: The one thing all puella magi have, it allows her to go into her magi form as and contains her soul, she would technically still be alive if only her soul gem was left of her.
3. Box of pocky: Exactly what it says on the tin, its just a box of chocolate pocky.
Status: Right Leg Burned [-2 to this limb]
Kills: 1
Location: Beat Your Treat
Inventory: Modular Spear [Dropped], Soul Gem, Box of Pocky
Name: EVUL DARK MAGE OF EVILOUS DARKITY DOOM
Gender: M.
Age: Ehh, who cares?
Appearance: EEEEEEEEVVVVVVVIIIIIIILLLLLLLLLL.
Backstory: EEEEEEEEVVVVVVVIIIIIIILLLLLLLLLL
Abilities:
1. (Active) DARK EXPLOSION! : Explodes darkness! It explodes! Slams into things! Makes spiky stuff!
2. (Active/Passive) DARK CLOAKING FIELD! : Makes shadows into a shield and cloak when attacked! Can be used to make solid shadows anywhere!
3. (Active) MORE DARKENING! : Creates darkness!
4. (Active) SHADOW PORTAL! : Opens a portal in a shadow!
5. (Active) MAGIIIIIIC! : Imitate a magic effect!
Equipment:
1. MAGIC STAFF OF DARKNESS! : When casting DARK EXPLOSION!, cast two.
2. GATLING GUN OF MAGIC MISSILE! : Exactly what it says on the tin. Spams homing magic missiles.
3. WAND OF MASHY SPIKE PLATE! : Doesn't really look that much like a wand... Summons a MASHY SPIKE PLATE! to mash things!
Status: Right Arm Burnt [Superficial Damage], Skull Bruised, Jaw Broken [-2 to all Rolls this turn]
Kills: 0
Location: C.J. Nickels
Inventory: MAGIC STAFF OF DARKNESS!, GATLING GUN OF MAGIC MISSILE!, WAND OF MASHY SPIKE PLATE!
Name: Crusty Pete
Gender: Male.
Definitely Male.
Age:
Appearance: Crusty Pete is a very large, muscular being that if not a Human, at least heavily resembles one. A very thick layer of accumulated Filth has built up over the
Eons Years, and acts as a sort of second skin. Crusty Pete reeks of Tobasco Sauce, Cheap Booze, and what smells like some kind of Chili Powder. He is extremely hairy, to the extant that his bodily appearance is unknowable, his hair is brown with many gray streaks, food stains, and miscellaneous garbage tangled up in it. He wears a pair of well-worn Gray Overalls that might've been Blue once upon a time, a filthy undershirt, a pair of heavily scuffed Leather Boots, and lastly, a pair of seemingly ordinary, yet unusual Sunglasses. His Hands, the only visible part of his body, are extremely calloused, filthy, and scarred. He Laughs at everything in a Psycotic Manner and seems to have no Fear of Death, but he
does have a Crippling Phobia of Spaghetti, for reasons known only to him.
Backstory:
"De day dat I tell the likes a' You my backstory 'll be da day I die!"Abilities:
1.
Smells Horrible, (PASSIVE) When in Melee Combat with a Living Opponent with a Functioning sense of Smell, that Opponent must roll a 5 or Higher to Attack each Turn, if that Opponent rolls a 4 or Lower, they are Stunned and unable to Attack for the Turn. However, Crusty Pete gains a -4 Penalty to All stealth rolls.
2.
Sentient Hair, (ACTIVE) When in Melee Combat, Crusty Pete can unleash his Mystical Living Beard to Attack 1 Opponent for 2 Turns. The Beard gets it's own Piercing Attack, and can roll to Attack the Opponent. It doesn't provide any bonuses or penalties to Crusty Pete's Attacks while functioning, however Crusty Pete and his Mystical Living Beard can Attack in the same Turn. The Sentient Hair Ability has a 4 Turn Cooldown.
3.
Built Like An Ape, (PASSIVE) Crusty Pete gains a +3 Bonus to All Strength Based rolls.
4.
That Reeks! (ACTIVE) Crusty Pete gain gather all of his Stench and Fling it at an Opponent in a Fog. The Stench Fog has an Area of Effect Radius of 20 Feet, and all Living Opponents caught in it must roll to avoid instant heart failure. If they roll a 2 or Lower, they are Killed Instantly, but if they roll a 3 or Higher, they are only Blinded and Stunned until they can leave The Stench Fog. The Stench Fog has Acidic Properties and will damage Metal Equipment. Crusty Pete is Immune to The Stench Fog's Effects, But while The Stench Fog Ability is Functioning, Crusty Pete temporarily loses his
Smells Horrible, (PASSIVE) Ability. The Stench Fog exists for 4 Turns, and has a Cooldown of 2 Turns.
5.
Large Size, (PASSIVE) Crusty Pete is Larger than Normal, giving him a -2 to all Dodging rolls, but a +2 to all Strength rolls, and sightly reduces the damage of successful hits.
Equipment:
1.
Ma' Whoppin' Stick- A very large, makeshift wooden club. Despite it's crude nature, it could probably do a lot of damage to someone's body, and, judging by the Cracks in it's surface, it probably has.
2.
A Can Of Beard Oil(6 Charges Left)- A Can Of Beard Oil, when used, it Strengthen's the User's Beard, giving it a +4 to all Beard Attacks for 2 Turns, however, too much of it will cause The User's Beard to Fall Off, and become it's own Combatant.
3.
Strange Sunglasses- These malevolent shades give the User a +2 to resist Fear and Mental Attacks, but they may attempt to possess the Wearer after doing so, in an attempt to Join the Carnage and Get it's Grasping Appendages on the Prize.
Status: Left Elbow Injured [-1 to Actions using Left Arm], Jaw Shattered/Ribcage Shattered, [-3 to all Rolls next turn, Must Roll for Constitution to stay Conscious], Punctured Organs [Internal Bleeding]
Kills: 0
Location: Ditches & Hoes
Inventory: Ma' Whoppin' Stick, Can of Beard Oil (6 Charges Left), Strange Sunglasses
Name: AL-2048
Gender: Unknown. The armour obscures all.
Age: 20? You can't exactly tell.
Appearance: Nothing can be seen under the armour.
Backstory: Trained from a young age at an Imperial Academy, AL-2048 knows only loyalty to the emperor.
Abilities:
1. Stormtrooper Marksmanship Academy (Passive) - The E-11 Blaster Rifle is difficult to use without specialised training
2. Squad Combat (Passive) - Stormtroopers do not act alone. They deploy in squads
3. Unyielding Resolve (Passive) - Their training combined with their loyalty to the emperor makes them highly resistant to fear and mind-affecting effects
4. Suppressing Fire (Passive) - The sheer volume of fire unleashed when attacking will cause anyone with a sense of self preservation to seek cover, even when if they don't get hit
5. Imperial Assets (Passive) - Instead of acquiring special abilities when getting kills the squad will instead be reinforced and additional equipment (such as weapons and vehicles) may be provided
Equipment:
1. Stormtrooper Armour - A hardened plastoid composite, it is almost impervious to solid projectiles and shrapnel, but almost completely ineffective against energy weapons. High Calibre AP rounds can also pierce the armour. It does however limit mobility and vision, making it difficult to aim.
2. E-11 Blaster Rifle - A rapid fire, accurate energy weapon, capable of releasing an unending stream of blasts, assuming the user can manage the heat generated. Exceptionally difficult to use without training.
3. Thermal Detonators - A high explosive the size of an apple, it has a variable fuse and is surprisingly powerful for its size.
Status: Normal [1/15 Stormtroopers]
Kills: 0
Location: Beat Your Treat
Inventory: Stormtrooper Armour, E-11 Blaster Rifle, Thermal Detonators
Character Sheet:
Name: Johnny Jokotaru
Gender: M.
Age: 27
Appearance: http://4.bp.blogspot.com/_jQSFWPkJnkU/TQJ9hxNwS7I/AAAAAAAAD54/hu8wxZFmSh0/s1600/952310_20091023_screen010.png
Stand: Dog Days http://1.bp.blogspot.com/-JFop7w2WODo/VHsYJw_M0xI/AAAAAAAAEyg/8xyYqTRyYkA/s1600/catgirl2.png
Backstory: "Heeeeeeeeeeeeeeeeeey now. Don't go getting any funny thoughts about looking me up. You wont find a thing."
Abilities:
1. Toriya, Toriya, Toriya!!! [Passive] - Upon a successful attack roll of 8-10 before bonuses, Johnny strikes the enemy again, repeating this ability until a failure. If the strike would kill the enemy, It's negated and Johnny uses Death Spiral Uppercut!.
2. Death Spiral Uppercut! [Active] - Strikes an enemy square in the jaw, killing them and sending them spiraling into the air. Does nothing if the enemy is not about to die.
3. Yoriya, Yoriya, Yoriya!!! [Pasive] - Johnny's stand follows up all of Johnny's attacks, adding in her own equally strong strike. Only active while Dog Days is out.
4. Stand: Dog Days [Active] - Johnny activates his stand, causing the area around him to seem to become humid and sleepy. Enemies gain -2 to attack and defense rolls while Dog Days is active.
5. Sleepy Haze [Active] - Johnny yawns, causing time around him to slow down. Johnny gains +2 to Attack and Defense rolls for 2 Turns. 4 Turn cooldown.
6. Attack Movement Manipulation[Active]: If a Ranged Attack targets Johnny during this turn, it is redirected towards a hostile target in the area, including the user of the Ranger Attack. 2 Turn Cooldown.
Equipment:
1. Bands of Asura- Golden bands worn on the wrists and ankles. Adds +2 to Unarmed attack rolls.
2. Reminder of the Dog Days - A crown of gold worn by the toughest member of the Jokotaru tribes. Only those that can work on the hottest of the dog days is allowed to wear it. Adds +3 to Defense rolls.
3. Gift of the Dog Days - A jeweled amulet Johnny made for his stand. She can't wear it, so he wears it for her. Adds +2 to Dog Day's rolls.
Status: Right Thumb Severed [Bleeding]
Kills: 1
Location: C.J. Nickels
Inventory: Bands of Asura, Reminder of the Dog Days, Gift of the Dog Days
Name: The Road Warrior. He needs no other name.
Gender: More male than even alpha males.
Age: He rides eternal. His age is the same.
Appearance: Hard to tell what their body looks like, as their whole body is suited up, with a black longcoat, leather gloves, black tattered body armor and biker pants, heavy black motorcycle boots with spurs on the heels. Their face is covered by a brownish scarf, a pair of aviator goggles and a dusty hat.
Backstory: There are legends of those who walk among the living and the dead. Legends of those who ride through dust, wood and salt. Legends of those who ride through towns at night and leave nothing but corpses upon first morning light. Legends of those who ride upon the highway eternal, shiny and chrome, trailed by those who were awaited, his eternal brothers in arms. Legends upon tales upon myths speak of these figures, but the one name is attached to this mysterious figure.
The Road Warrior.
Abilities
1. Witness Me (Passive): If the next attack would kill the Road Warrior and he has no Brothers in Arms to take the attack for him, the Road Warrior and his would-be killer must make three rolls afterwards. If two of the killer's rolls are higher than the Road Warrior's, the Road Warrior dies as normal. If two of the Road Warrior's rolls are higher, the Road Warrior kills his would-be killer instead of dying and turns them into a Brother in Arms. If the result is otherwise (all equal), neither the Road Warrior nor his killer kills him and the fight resumes as normal. This only triggers once per turn, against one opponent (group enemies count as one opponent). Only triggers if he has no Brothers left to take an attack and if this is the first time in that turn this has triggered.
2. Out Of Control (Passive): The Road Warrior gets a +2 bonus to dodging and driving and +1 to fighting other vehicles.
3. You Are Awaited (Passive): The Road Warrior gets an increasing bonus to attack rolls the more wounded their opponent is.
4. What A Lovely Day (Passive): The Road Warrior negates all passive buffs upon the opponent and debuffs upon himself upon engaging an opponent. This has no effect on buffs activated after initiating battle.
5. Ride Eternal, Shiny and Chrome (Passive): Instead of getting a new Ability randomly, the Road Warrior, upon making kills, turns his killed victim into a Brother in Arms, getting access to one of their Abilities of his choice. This Brother in Arms rides with the Warrior, and each Brother makes an attack of their own at -2 penalty (with +1 to driving and dodging due to being bikers), with their own HP. A Brother can be targeted by an attack, and the Warrior and his Brothers can be hit by AOE attacks. If the Road Warrior is hit by a lethal attack, a Brother in Arms can be expended, dying in the Warrior's place at the cost of the bonus and the ability granted. If the Road Warrior goes up against a grouped opponent (i.e. a platoon), the Road Warrior can take Brothers with each hit that he damages the platoon; they grant him neither damage nor abilities (unless he has killed the last member of the group) but they can take attacks for him. He automatically starts with one Brother in Arms that grants him no abilities whatsoever.
Equipment
1. The Pursuer: An old motorcycle, scratched up and shot but nonetheless running far better than a bike of its age and condition has any right to. While on it, the Road Warrior always outruns opponents who are on foot and has a +2 to outrunning opponents in vehicles.
2. Brother Koch: A machine gun, stained with the blood of many of his victims. +2 to attack rolls.
3. Infernal Engine: His bike is equipped with a lot of weird upgrades. +2 to physical dodging.
4. Pleasant Brother: Banter - With a two turn cool down, Pleasant Brother may cause his opponents to become furious, increasing their attack roll by one while decreasing their defense rolls by two.
The Road Warrior's Theme (https://www.youtube.com/watch?v=qyERfHRjTTo)
Status: Normal
Kills: 1
Location: Parking Lot outside of Toyland
Inventory: The Pursuer, Brother Koch, Infernal Engine, Brother-At-Arms, Brother Pleasant
Name: Peacekeeper of Platoon HFDR-98 (Just "Peacekeeper" for short)
Gender: Varies.
Age: 22-54
Appearance: A group of typical Peacekeeper units. (http://cdn.mos.cms.futurecdn.net/297a9c550c30258db968d9a944e4f749-650-80.jpg) Wait, Halo? What's a Halo?
Backstory: The Peacekeepers are the official police and armed forces of the NFL in the NFL-verse featured in Trespassers of the Universe. They patrol major cities to promote stability and peace while at the same time doing their best to keep criminals and revolutionaries from the Favelas out of the walls of the major football city-states. They have years of training and are equipped with cutting edge technology.
Abilities:
1. Peacekeeper Training (Passive) - The Peacekeeper has trained for years in the art of combat. +2 Firearms, +1 Melee Combat, +1 Explosives.
2. Shields Up (Passive) - The armor of a Peacekeeper comes with a force-shield that absorbs a significant amount of damage and self-restores over time. If an attack overcomes the shields or penetrates the armor, it directly damages the Peacekeeper, who can not be directly healed while they are in their suit.
3. ElectroShock (Active) - When the Peacekeeper is in direct contact with someone, their suit can administer an electric shock that can cause their target to be penalized during their next turn, can cause them to lose an Action, or even knock them unconscious with a particularly powerful jolt. This ability can not kill a character.
4. Hyper Evasion (Active) - The Peacekeeper activates a system in their armor which pumps them full of drugs which heighten awareness and reflexes, giving them a +5 to all defensive rolls for one turn. The Peacekeeper can not counter-attack while Hyper Evasion is activated. Hyper Evasion takes up 2 Actions. The turn after using Hyper Evasion, the Peacekeeper is tired and gets a -1 to all physical rolls. 2-Turn Cooldown.
5. Team Strategy - Formidable on their own, Peacekeepers really thrive when working together with each other or other allies. For each Ally a Peacekeeper has in a fight, they receive +1 to attacking rolls.
Equipment:
1. X43-N Laser Rifle - The standard assault rifle of the Peacekeepers. Holds a 30 round clip and is meant to penetrate conventional armor. It is intentionally bulky and tough so that it can be improvised as a melee weapon.
2. Peacekeeper Armor - Top of the line armor heavy enough to resist all kinds of trauma, though a well-trained and powerful Peacekeeper can wear it. Comes equipped with a force-shield and keeps track of the Peacekeeper's vitals.
3. Fragmentation Grenades - Old fashioned but still effective. Throw at a group of enemies and a burst of metal fragments sprays all over the place to impale multiple targets. The Peacekeeper comes into battle armed with 4 Frag Grenades.
Status: Normal
Kills: 0
Location: Food Court/Theater Area
Inventory: X43-N Laser Rifle, Peacekeeper Armor, 4 Fragmentation Grenades
Name: Huntress
Gender: Female
Age: She can’t remember. She also may or may not have unknowingly become a vampire. Or a werewolf. It’s unclear with Hunters.
Appearance: Picture (http://i1.kym-cdn.com/photos/images/facebook/000/940/318/bf4.jpg)
Backstory: A Hunter of beasts in Yharnam, the city of blood. She can’t remember her past before this; there is little but the Hunt and the Dream (capitalization intentional). All she knows is she was sick, and sought the panacea known as Paleblood. Somehow she ended up a Hunter.
Yharnamites covet blood above all else. It’s taken the place of alcohol, a not small amount of food and drink, and any sort of medicine. This Huntress doesn’t care for it besides the healing properties of the blood vials. Which given her line of work, are consumed like candy.
Abilities:
1. Blood Vial (Active): The Huntress heals themself using a Blood Vial. It heals more if she has taken damage the previous turn.
2. Dodge (Active): The Hunters of Yharnam are light on their feet, used to monsters that can end them should they stop moving for even a moment. The action adds +3 to the dodge roll against an attack. The second time it is used in a turn, it only confers +1 dodge.
3. Shoot (Active): The Huntress fires her pistol at the enemy. If she hits them and they are attacking, they are stunned.
4. Visceral Attack (Active): The enemy being stunned, the Huntress takes her opportunity. When an enemy has been stunned, either by the Shoot action or another source, this attack is an automatic hit and high damage.
5. Charged Attack (Active): A charged attack that takes 2 actions. If it hits it does high damage.
Equipment:
1. Hunter’s Garb: A tough leather set that is easy to move in. Provides a +2 to Dodge rolls.
2. Ludwig’s Holy Blade: A simple blade that doubles as the hilt for the ludicrously large blade on the Huntress’ back. In normal form, the weapon adds +2 to attack rolls using it. In large form, it takes 2 actions to use and removes access to the Shoot action, but adds 4 to attack rolls.
3. Pistol: A simple pistol that doesn’t pack much punch. Lowers the defense roll of an enemy shot with it by 2 for one turn.
Status: Normal
Kills: 0
Location: Outisde Adventureville
Inventory: Hunter's Garb, Ludwig's Holy Blade, Pistol
Name: Coldsteel
Gender: Male
Age: 18
Appearance: A purple (the cool kind, not the other kind) hedgehog with earrings and a torn ear and he's super cool
Backstory: bio: coldsteel was born with a special power. he was stronger than all his classmates in the sonic fighting academy. he served in the sonic military fighting shadow and in the final battel against shadow they were fighting and shadow turned him to the darkness and coldseel turned against sonic and killed him. he lost a part of his ear in the battle which is why he doesnt have a part of his ear. he doesnt want the wish but he joined the arena anyway to kill people.
likes: hurtin people, bein badass, motorcycles, nine inch nails (the band), killing, death, punk rock, jinco jeans, skulls, darkness, ninne inch nails (on finger), earings, purple
dislikes: niceness, happiness, levis, kevin robinson, short nails, khaoskid663, sunshine, life, my dad, football
Abilities:
1. (Active) psssh...: Coldsteel points out how LAME an in-progress attack or action is, shutting it down immediately.
2. (Active) nothin personnel...: Coldsteel banishes all nearby non-player combatants to the CHAOS ZONE, or whatever it's called. The banished combatants return three turns later, and cannot be banished again.
3 (Passive/Active) a special power: Coldsteel is stronger than all his classmates in the Sonic Battle Academy; he can run faster than Sonic, control chaos* better than Shadow, fly faster (and COOLER) than Tails, punch people harder than Knuckles, AND use telekinesis better than Silver; he gains a +3 bonus to all these actions. He's not a better mechanic than Tails because robots are for NERDS.
4. (Passive) likes: hurtin people: If Coldsteel inflicts damage on anyone (including himself), he gains a +2 bonus to all rolls the following turn.
5. (Passive) dislikes: niceness: If Coldsteel is ever shown mercy or kindness, he will suffer a -2 to all rolls until he can kill the person who did it. (can't stack with itself)
Equipment:
1. Chaos Emerald: It's an emerald filled with chaos energy or something. Coldsteel stole it from Shadow's corpse after he killed him, or something.
2. earrings: they grant a +3 bonus to Chaos Control because they're magic and COOL (they aren't girly, SHUT UP khaoskid663)
3. Nine-Inch Nails Complete Discography: If Coldsteel manages to find a way to play his terrible CDs, anyone else listening will suffer a -4 malus to all rolls until they smash the source.
* Chaos control is pretty versatile; it can slow down time, teleport stuff, and form energy attacks.
Status: One Spike Cut Off [Bleeding]
Kills: 0
Location: C.J. Nickels
Inventory: Chaos Emerald, earrings, Nine-Inch Nails Complete Discography
Name: The Viking at Stamford Bridge
Gender: Male.
Age: Unknown.
Appearance: A viking berserker, six and a half feet tall. He is wearing animal furs over his chainmail armor, and his only visible feature is his bright, blue eyes.
Backstory: Good start. (http://www.badassoftheweek.com/stamfordbridge.html)
Abilities:
1. Berserker Rage (Active): The Viking lets loose his inner berserker, going completely insane for a round. His actions are completely uncontrollable, and he will mercilessly attack a random, nearby person, friend or foe. The Viking has a +3 to attack rolls while berserk, but -2 to defense rolls, and will shrug off any damage short of complete limb loss. Three round cool down. [Cooling: 3 Turns]
2. Barbaric Cry: (Active) After making a kill, the Viking screams a prayer to Vingtor and Woden. The berserker is distracted for the rest of the round, with a -2 to all rolls. For the two following rounds, he receives a +1 to all rolls.
3. Know No Pain: (Active) For one round, all penalties from injuries (short of severed limbs) are ignored. Two round cool down.
4. Skullsplitter: (Passive) The berserker's giant Dane axe cleaves through steel and bone alike. It negates up to a +2 bonus from enemy armor, but he has a permanent -1 to defense rolls, due to its unwieldiness.
5: Symbel: (Passive) Every man must participate in the Great Boast. The greater the odds, the better the glory! +1 to all rolls for every unique enemy (over two) that has attacked the Viking in the last two rounds.
Equipment:
1. Dane Axe: This axe is the size of an adult man, with a large, steel head that can cleave through bone and steel alike. Don't get in his way.
2. Chainmail Armor: A set of handcrafted, Norwegian chainmail that has seen more combat than many armies. It can stop most melee weapons, but it has no effect against bullets. Topped with a spectacle-guard helmet that hides everything but his eyes. +3 to damage resist against blades, -1 to dodge.
3. Animal Furs: A mostly ceremonial set of bearskin, draped over his shoulders. He killed it himself.
Status: Right Shoulder Pierced [-2 Right Arm], Ribcage Shattered [-2 Physical]
Kills: 0
Location: C.J. Daniels
Inventory: Dane Axe [Dropped], Chainmail Armor, Animal Furs
Name: Aeyza
Gender: Male
Age: Not mortal 20's
Appearance: 5'11" human. Blonde hair, ~short. Fair skin, brown eyes. Wears a dark blue shirt, black pants striped with dark blue, and blue and gray jacket with hood.
Backstory: A guy who will become not-a-guy (immortal, you idiot, not girl)
Abilities:
1. Aperture Science Tester (Passive) - Is able to solve problems while flying through the air at high speeds (i.e., no penalties when grappling or otherwise moving at high speeds.)
2. Unload (Active - 1 turn CD) - Can use a single action three times without any penalties, uses up two turns, however.
3. Railbolts (Passive) - Never run out of ammo for the railcannon. Might want to call them un-rail bolts.
4. War Veteran (Passive) - Being a veteran of war, Aeyza gets +1 to cover and +1 to aim.
5. Brace (Active - 3 turn CD) - On the next turn, Aeyza suffers no recoil.
Equipment:
1. Railcannon - A heavy autocannon that actually uses coils. Powerful enough to smash through armor like a shell through glass. It's usually mounted on vehicles, so while the first shot is accurate, each successive shot is usually not. It has a lot of recoil and bracing with both feet is usually required to not lose the user's balance. Brace with legs and an arm to maybe get two shots at full accuracy and not be pushed back much. Is attached to top of right arm. +4 to attack rolls, -1 to mobility if shot once, -2 if shot twice, cannot move if shot three or more times. Ways to brace lower penalty. Incurs accuracy penalties when fired multiple times.
2. Magnasabers - A pair of medium weight metal blades. Both sides are sharpened. Swinging one of them activates a mechanism that accelerates the blade to incredibly fast speeds, and with this force the blade is practically unparriable and can slice through the thickest metal if it has enough time to accelerate. Hard to dodge, and has to be predicted by the user's movements and the brief flicker before the blade is too quick. Follow through is quite tough, however. Two blades let the wielder get two good swings through, after that they're probably dead. +3 to attack roll, (when used) -2 to dodge, -2 parry.
3. Power armor with grapple attachment - Powered plate armor. A grapple is mounted on the left arm, with two modes: magnetic and adhesive. Improves user's strength as well as giving protection, and also adds weight. Has space for 2 carried medium weapons or 1 heavy weapon on back; 1 medium carried weapon or 2 small carried weapons on outside legplates, for each leg; and 1 medium or heavy weapon on right arm. +1 stability, +1 to defensive rolls, +1 strength (in all it's forms, including mobility), allows grappling: can shoot a grapple that attaches to a relatively smooth surface and pulls in the suit - pulling can be controlled but some circumstances will cause the grapple to detach and come back if there is too much stress on the rope.
Status: Normal
Kills: 0
Location: Beat Your Treat
Inventory: Railcannon, Magnasabers, Power Armor w/ Grapple Attachment
Name: Skullduggery Pleasant
Gender: well he was male.
Age: about 443 years old
Appearance: he is a skeleton impeccably dressed in a three piece black suit and wearing a black formal hat and brown gloves.
Backstory: Well he was fighting a crazy apprentice that had the power of a god and was suddenly teleported here. Go Figure.
Abilities:
1. Snap: active: by snapping his fingers he can summon a fireball/a jet of flame and hurl/shoot it at people.
2. Flight: active: He can fly for two turns and with a three turn cool down.
3. Banter: active: With a two turn cool down Skullduggery may cause his opponents to become furious increasing their attack roll by one while decreasing their defense rolls by two.
4. Versatile: passive: Skullduggery may swap or replace his bones for any other bones that exist
5.Lord Vile: active: With a five turn cool down Skullduggery may become Lord Vile if he has Lord Vile's armor for two turns: While Lord Vile he can command shadows to cut people to ribbons or use necromancy to raise corpses he also has a +3 to attack and a +2 to defensive rolls while in this form. However after becoming Skullduggery again he can not attack and suffers a -2 to defense rolls for two turns.
Equipment:
1. Revolver: it's a .45 caliber 6 six shot revolver. Gives him +2 When using it.
2. 1960 Bentley: It's a beautiful and very heavy car
3. Lord Viles armor.
Status: Normal
Kills: 0
Location: Outside of Ditches & Hoes
Inventory: Revolver, 1960 Bentley, Lord Viles Armor
Name: Segata Sanshiro
Gender: Male
Age: Coalesced into existence on November 22 1994, then proceeded to live until Earth became Mobius, where he dueled Sonic the Hedgehog himself
Appearance:
(http://24.media.tumblr.com/tumblr_m9l4hmb81X1qg6ae4o1_500.jpg)
Backstory: Segata Sanshiros entire life is Sega
Abilities:
1. Segata throw(active): Segata judo throws the target, who then explodes... twice, it's surprisingly less lethal than it seems.
2. Segata blitz(active): Segata performs a super fast flurry of punches at the target
3. Segata clone(active): Segata creates many clones of himself with varying sizes, these clones lack his abilities and physical capabilities, being only equal to a real world martial artist scaled to their size
4. SEGATA SANSHIRO(active): Segata's theme song plays from absolutely nowhere for two turns, this gives Segata Sanshiro a +2 to all combat rolls, a +1 to all other rolls, and a +3 to Segata throw, this has a two turn cooldown.
5. The power of Sega Saturn(passive): Segata Sanshiro is very superhuman, to the point where he can hold back an in flight ICBM while standing on a glass window, however he does have weaknesses, his TRUE power(like around the level of what I just described) only can be unlocked when defending something Sega related, the more related it is, the more powerful he is while defending it. His abilities are also ineffective against the undead.
Equipment:
1. Training equipment: Segata Sanshiro carries around a giant Sega Saturn and controller on his back, they are extremely durable as they can take a barrage of his own punches unharmed.
2. Disguise kit: Segata Sanshiro uses this to make extremely realistic disguises.(takes a turn to do)
3. Great hair: Segata's hair is so mighty, that anyone who sees for the first time it must succeed in a willpower roll or be stunned.
Status: Normal
Kills: 0
Location: Toyworld
Inventory: Training Equipment, Disguise Kit, Great Hair
Name: Katana 'Spammer' McKatana
Gender: Who knows?
Age: 'tis a mystery.
Appearance: A tall... someone. It's really hard to tell with the round, blue, shiny mask that covers the entirety of their face, and what little might have clued somebody in on their actual identity is covered by a hood. Everything else is covered by a very baggy white robe, with some brown boots to top it all off. On their feet, obviously. Oh, and gloves. Can't forget the black gloves.
Backstory: Who knows? The origins of Katana McKatana are a mystery to everyone, even themselves. He just knows he hates the human worms that feast on glorious Nippon's carcass.
Abilities
1. Spammy Fucker(Passive): 50% chance of an extra attack being made on each turn against an enemy. Only applies if Katana McKatana has attacked this turn.
2. 150% Counter!(Passive): If Katana counter-attacks, increase the result of the dice roll by 2.
3. Slashy Slashy(Active): Katana slashes at their opponent with their glorious Nippon steel katana.
4. The Art of a Single Strike(Active): Katana sheathes their blade, charging up their ki chakras before speeding up to ridiculous speeds to strike their opponent with glorious Nippon steel. Cannot be defended against, always hits at the strength of a 3 vs. 1 hit. 2-turn cooldown.
5. Dancing McKatana(Passive): Katana McKatana utilises the glorious Nippon technique of old: getting the fuck out of the way while trying to look vaguely graceful. Increases defensive rolls by 2.
6. Electricity Manipulation (Passive): +2 Manipulating Electricity; Can Manipulate Electricity out of the air or from a nearby source for extra power. Can also drain electrical devices to heal.
7. Weight Manipulation (Active): McKatana can manipulate the weight properties of any object he can touch. The more dramatic the weight change, the harder this ability is to use.
Equipment
1. Nippon Steel Katana: A glorious blade, folded 2 gorillion times in the depths of Mt. Nipponkatana by the best of the best katana smiths. It slices through most materials like they aren't even there, for none can stand against the full might of 2 gorillion folds. +2 to attack rolls(The Art of a Single Strike does not get a bonus from this).
2. Katana-Infused Robes: While they do not look it, these white robes have been infused with the very essence of Nippon steel itself, granting them great durability. +1 to defensive rolls.
3. Mask of the Nameless Swordsman: An incredibly shine blue mask. Looking at it, it almost seems to stare into your soul, somehow. +2 to mental resistance rolls.
Status: Normal
Kills: 2
Location: Ditches & Hoes
Inventory: Nippon Steel Katana, Katana-Infused Roes [Damaged: Reduced to +1 Defense], Mask of the Nameless Swordsman
[spoiler=avalon.mp3]Name: Kars, the Pillarman
Gender: More male than you will ever be
Age: >100,000 years
Appearance:
Normal Form (http://vignette1.wikia.nocookie.net/jjba/images/6/61/Kars_ASB.jpg/revision/latest/scale-to-width-down/308?cb=20150712050157)
Ultimate Life Form (http://vignette4.wikia.nocookie.net/jjba/images/7/71/Kars_Ultimateform_jojoeoh.jpg/revision/latest?cb=20150326063316)
Backstory: Kars is a Pillarman, ancient beings of incredible power, living at the top of the food chain and eating ordinary humans like that piece of bacon you've had for breakfast (Note: Human bacon is quite a delicacy in Pillarman culture, Kars is rather fond of it himself). However, despite their extraordinary strength, intelligence and posing, the had one weakness: sunlight. A Pillar Man that spends more than five to ten seconds in sunlight burns up and dies. This, understandably, trimmed their population somewhat.
Kars, seeking to get rid of this weakness, created a powerful artifact; the Stone Mask, an artifact that, through acupuncture, could turn ordinary humans into powerful vampires, which 1) Actually GAVE them a weakness to sunlight and 2) Made them even more delicious when turned into bacon. Unfortunately, Kars forgot that Pillarman skulls are too hardcore to be punctured by rock, and all it did was allow him to do even weirder shit with his body than before, and also gave him this uncanny craving for bacon.
Despite result number 2, most of the Pillarmen started to want to execute him for being a potential mad scientist archetype. So, he and his best bud Esidisi grabbed two Pillarman children (Wham and Santana, they named them later and yes these are all music references) and fucking killed the rest of the race.
Kars realized that to make the Stone Mask viable, he needed a Perfect Red Stone of Aja, which were rare as shit. So he went into some random fucking hole in the ground somewhere in Italy with his mates (excluding Santana because he's bad at what he does) and slept for a while. A long, long while.
Abilities:
1. Pillarman (Passive): Kars is an Aztec God of Fitness. Well, not really, but you get the point. This gives him super intelligence, super senses, the ability to eat people just by touching them, and to make his body do really weird shit. In exchange, he can only survive in sunlight briefly before having to turn himself into stone, and is similarly weak to Ripple energy and other sun-based powers. He can resist Ripple a little bit, though.
2. Evolutionary Absorption: Kars secretes a digestive fluid, and absorbs any organic matter that comes in contact with it. Absorbs organic material and heals damage proportional to the gap in roll numbers if successful.
3. Light Mode: Bright Blade: We never said Kars "Creator of the Stone Mask" was very good at names. Uses his light blades to deflect light at the enemy intense enough to blind them.
4. Light Mode: Shining Sabers: Seriously? He just took the previous attack name and exchanged the words with their synonyms? Cuts the air so quickly it creates several white slashes which cut an opponent from afar.
5. Evolutionary Regeneration (Passive): Kars, being a Pillarman, regenerates quite a bit of damage every turn. This ability is negated when in contact with sunlight or other sun-based powers.
6. Sentient Weapon (Passive): Light Blades become sentient.
Equipment:
1. The Stone Mask and the Red Stone of Aja: Kars carries the Stone Mask into battle. The Red Stone is hidden somewhere in the area, maybe. When Kars has both the Stone Mask and the Red Stone, he may turn into the ultimate lifeform, assuming there's some sort of light around to activate the Red Stone. As the ultimate lifeform, Kars is immune to sunlight, does not age, can regenerate so fast he might as well be immortal, turn his body parts into any animal or any animal part ever, able to use a type of Ripple so powerful it melts humans, and SEX: USELESS. Regular humans with the Stone Mask can use them to also gain a weakness to sunlight, and in return also be able to do weird shit, like shoot lasers made out of eye liquid. Ew.
2. Light Blades: Kars' use of the regular Stone Mask allowed him to use Light Mode, sprouting incredibly sharp blades from any part of his body. That seem to shine. Oh, and did I mention that each light blade also has an massive number of tiny blades moving around its edge like a chainsaw? Yes, Kars can create a light chainsaw from any part of his body at will. What can you do, mate?
3. Kars' Hood: It's just a hood. It doesn't do anything other than cover up his fabulous locks. This is important, because the only ones allowed to see the full majesty of his hair are people that Kars respects, i.e. absolutely nobody. Other than his Pillarman bros.
Kars' theme when he awakens (https://www.youtube.com/watch?v=XUhVCoTsBaM)
Kars' theme while kicking ass (https://www.youtube.com/watch?v=N6t2HDJ0NVk)
Ultimate Kars' theme (https://www.youtube.com/watch?v=eFPgKeYVJgk)
Status: Jaw Bruised, Backside Torn Up [-2 Physical, Slow to Heal]
Kills: 1
Location: C.J. Nickels
Inventory: The Stone Mask, Red Stone of Aja [Hidden in Arena], Kars' Hood
Name: EVUL DARK MAGE OF EVILOUS DARKITY DOOM
Gender: M.
Age: Ehh, who cares?
Appearance: EEEEEEEEVVVVVVVIIIIIIILLLLLLLLLL.
Backstory: EEEEEEEEVVVVVVVIIIIIIILLLLLLLLLL
Abilities:
1. (Active) DARK EXPLOSION! : Explodes darkness! It explodes! Slams into things! Makes spiky stuff!
2. (Active/Passive) DARK CLOAKING FIELD! : Makes shadows into a shield and cloak when attacked! Can be used to make solid shadows anywhere!
3. (Active) MORE DARKENING! : Creates darkness!
4. (Active) SHADOW PORTAL! : Opens a portal in a shadow!
5. (Active) MAGIIIIIIC! : Imitate a magic effect!
Equipment:
1. MAGIC STAFF OF DARKNESS! : When casting DARK EXPLOSION!, cast two.
2. GATLING GUN OF MAGIC MISSILE! : Exactly what it says on the tin. Spams homing magic missiles.
3. WAND OF MASHY SPIKE PLATE! : Doesn't really look that much like a wand... Summons a MASHY SPIKE PLATE! to mash things!
Status: Right Arm Burnt [Superficial Damage], Skull Bruised, Jaw Broken [-2 to all Rolls this turn], Right Leg Shot [-2 Agility]
Kills: 0
Location: Toyworld
Inventory: MAGIC STAFF OF DARKNESS!, GATLING GUN OF MAGIC MISSILE!, WAND OF MASHY SPIKE PLATE!
Name: AL-2048
Gender: Unknown. The armour obscures all.
Age: 20? You can't exactly tell.
Appearance: Nothing can be seen under the armour.
Backstory: Trained from a young age at an Imperial Academy, AL-2048 knows only loyalty to the emperor.
Abilities:
1. Stormtrooper Marksmanship Academy (Passive) - The E-11 Blaster Rifle is difficult to use without specialised training
2. Squad Combat (Passive) - Stormtroopers do not act alone. They deploy in squads
3. Unyielding Resolve (Passive) - Their training combined with their loyalty to the emperor makes them highly resistant to fear and mind-affecting effects
4. Suppressing Fire (Passive) - The sheer volume of fire unleashed when attacking will cause anyone with a sense of self preservation to seek cover, even when if they don't get hit
5. Imperial Assets (Passive) - Instead of acquiring special abilities when getting kills the squad will instead be reinforced and additional equipment (such as weapons and vehicles) may be provided
Equipment:
1. Stormtrooper Armour - A hardened plastoid composite, it is almost impervious to solid projectiles and shrapnel, but almost completely ineffective against energy weapons. High Calibre AP rounds can also pierce the armour. It does however limit mobility and vision, making it difficult to aim.
2. E-11 Blaster Rifle - A rapid fire, accurate energy weapon, capable of releasing an unending stream of blasts, assuming the user can manage the heat generated. Exceptionally difficult to use without training.
3. Thermal Detonators - A high explosive the size of an apple, it has a variable fuse and is surprisingly powerful for its size.
Status: Normal [1/15 Stormtroopers]
Kills: 0
Location: Toyworld
Inventory: Stormtrooper Armour, E-11 Blaster Rifle, Thermal Detonators
Character Sheet:
Name: Johnny Jokotaru
Gender: M.
Age: 27
Appearance: http://4.bp.blogspot.com/_jQSFWPkJnkU/TQJ9hxNwS7I/AAAAAAAAD54/hu8wxZFmSh0/s1600/952310_20091023_screen010.png
Stand: Dog Days http://1.bp.blogspot.com/-JFop7w2WODo/VHsYJw_M0xI/AAAAAAAAEyg/8xyYqTRyYkA/s1600/catgirl2.png
Backstory: "Heeeeeeeeeeeeeeeeeey now. Don't go getting any funny thoughts about looking me up. You wont find a thing."
Abilities:
1. Toriya, Toriya, Toriya!!! [Passive] - Upon a successful attack roll of 8-10 before bonuses, Johnny strikes the enemy again, repeating this ability until a failure. If the strike would kill the enemy, It's negated and Johnny uses Death Spiral Uppercut!.
2. Death Spiral Uppercut! [Active] - Strikes an enemy square in the jaw, killing them and sending them spiraling into the air. Does nothing if the enemy is not about to die.
3. Yoriya, Yoriya, Yoriya!!! [Pasive] - Johnny's stand follows up all of Johnny's attacks, adding in her own equally strong strike. Only active while Dog Days is out.
4. Stand: Dog Days [Active] - Johnny activates his stand, causing the area around him to seem to become humid and sleepy. Enemies gain -2 to attack and defense rolls while Dog Days is active.
5. Sleepy Haze [Active] - Johnny yawns, causing time around him to slow down. Johnny gains +2 to Attack and Defense rolls for 2 Turns. 4 Turn cooldown.
6. Attack Movement Manipulation[Active]: If a Ranged Attack targets Johnny during this turn, it is redirected towards a hostile target in the area, including the user of the Ranger Attack. 2 Turn Cooldown.
Equipment:
1. Bands of Asura- Golden bands worn on the wrists and ankles. Adds +2 to Unarmed attack rolls.
2. Reminder of the Dog Days - A crown of gold worn by the toughest member of the Jokotaru tribes. Only those that can work on the hottest of the dog days is allowed to wear it. Adds +3 to Defense rolls.
3. Gift of the Dog Days - A jeweled amulet Johnny made for his stand. She can't wear it, so he wears it for her. Adds +2 to Dog Day's rolls.
Status: Right Thumb Severed [Bleeding]
Kills: 1
Location: C.J. Nickels
Inventory: Bands of Asura, Reminder of the Dog Days, Gift of the Dog Days
Name: The Road Warrior. He needs no other name.
Gender: More male than even alpha males.
Age: He rides eternal. His age is the same.
Appearance: Hard to tell what their body looks like, as their whole body is suited up, with a black longcoat, leather gloves, black tattered body armor and biker pants, heavy black motorcycle boots with spurs on the heels. Their face is covered by a brownish scarf, a pair of aviator goggles and a dusty hat.
Backstory: There are legends of those who walk among the living and the dead. Legends of those who ride through dust, wood and salt. Legends of those who ride through towns at night and leave nothing but corpses upon first morning light. Legends of those who ride upon the highway eternal, shiny and chrome, trailed by those who were awaited, his eternal brothers in arms. Legends upon tales upon myths speak of these figures, but the one name is attached to this mysterious figure.
The Road Warrior.
Abilities
1. Witness Me (Passive): If the next attack would kill the Road Warrior and he has no Brothers in Arms to take the attack for him, the Road Warrior and his would-be killer must make three rolls afterwards. If two of the killer's rolls are higher than the Road Warrior's, the Road Warrior dies as normal. If two of the Road Warrior's rolls are higher, the Road Warrior kills his would-be killer instead of dying and turns them into a Brother in Arms. If the result is otherwise (all equal), neither the Road Warrior nor his killer kills him and the fight resumes as normal. This only triggers once per turn, against one opponent (group enemies count as one opponent). Only triggers if he has no Brothers left to take an attack and if this is the first time in that turn this has triggered.
2. Out Of Control (Passive): The Road Warrior gets a +2 bonus to dodging and driving and +1 to fighting other vehicles.
3. You Are Awaited (Passive): The Road Warrior gets an increasing bonus to attack rolls the more wounded their opponent is.
4. What A Lovely Day (Passive): The Road Warrior negates all passive buffs upon the opponent and debuffs upon himself upon engaging an opponent. This has no effect on buffs activated after initiating battle.
5. Ride Eternal, Shiny and Chrome (Passive): Instead of getting a new Ability randomly, the Road Warrior, upon making kills, turns his killed victim into a Brother in Arms, getting access to one of their Abilities of his choice. This Brother in Arms rides with the Warrior, and each Brother makes an attack of their own at -2 penalty (with +1 to driving and dodging due to being bikers), with their own HP. A Brother can be targeted by an attack, and the Warrior and his Brothers can be hit by AOE attacks. If the Road Warrior is hit by a lethal attack, a Brother in Arms can be expended, dying in the Warrior's place at the cost of the bonus and the ability granted. If the Road Warrior goes up against a grouped opponent (i.e. a platoon), the Road Warrior can take Brothers with each hit that he damages the platoon; they grant him neither damage nor abilities (unless he has killed the last member of the group) but they can take attacks for him. He automatically starts with one Brother in Arms that grants him no abilities whatsoever.
Equipment
1. The Pursuer: An old motorcycle, scratched up and shot but nonetheless running far better than a bike of its age and condition has any right to. While on it, the Road Warrior always outruns opponents who are on foot and has a +2 to outrunning opponents in vehicles.
2. Brother Koch: A machine gun, stained with the blood of many of his victims. +2 to attack rolls.
3. Infernal Engine: His bike is equipped with a lot of weird upgrades. +2 to physical dodging.
4. Pleasant Brother: Banter - With a two turn cool down, Pleasant Brother may cause his opponents to become furious, increasing their attack roll by one while decreasing their defense rolls by two. [Cooling: 2 Turns]
5. Magical Girl Brother
The Road Warrior's Theme (https://www.youtube.com/watch?v=qyERfHRjTTo)
Status: Chest Burned Superficially
Kills: 2
Location: Toyland
Inventory: The Pursuer, Brother Koch, Infernal Engine, Brother-At-Arms, Brother Pleasant, Brother Magical Girl
Name: Peacekeeper of Platoon HFDR-98 (Just "Peacekeeper" for short)
Gender: Varies.
Age: 22-54
Appearance: A group of typical Peacekeeper units. (http://cdn.mos.cms.futurecdn.net/297a9c550c30258db968d9a944e4f749-650-80.jpg) Wait, Halo? What's a Halo?
Backstory: The Peacekeepers are the official police and armed forces of the NFL in the NFL-verse featured in Trespassers of the Universe. They patrol major cities to promote stability and peace while at the same time doing their best to keep criminals and revolutionaries from the Favelas out of the walls of the major football city-states. They have years of training and are equipped with cutting edge technology.
Abilities:
1. Peacekeeper Training (Passive) - The Peacekeeper has trained for years in the art of combat. +2 Firearms, +1 Melee Combat, +1 Explosives.
2. Shields Up (Passive) - The armor of a Peacekeeper comes with a force-shield that absorbs a significant amount of damage and self-restores over time. If an attack overcomes the shields or penetrates the armor, it directly damages the Peacekeeper, who can not be directly healed while they are in their suit.
3. ElectroShock (Active) - When the Peacekeeper is in direct contact with someone, their suit can administer an electric shock that can cause their target to be penalized during their next turn, can cause them to lose an Action, or even knock them unconscious with a particularly powerful jolt. This ability can not kill a character.
4. Hyper Evasion (Active) - The Peacekeeper activates a system in their armor which pumps them full of drugs which heighten awareness and reflexes, giving them a +5 to all defensive rolls for one turn. The Peacekeeper can not counter-attack while Hyper Evasion is activated. Hyper Evasion takes up 2 Actions. The turn after using Hyper Evasion, the Peacekeeper is tired and gets a -1 to all physical rolls. 2-Turn Cooldown.
5. Team Strategy - Formidable on their own, Peacekeepers really thrive when working together with each other or other allies. For each Ally a Peacekeeper has in a fight, they receive +1 to attacking rolls.
Equipment:
1. X43-N Laser Rifle - The standard assault rifle of the Peacekeepers. Holds a 30 round clip and is meant to penetrate conventional armor. It is intentionally bulky and tough so that it can be improvised as a melee weapon.
2. Peacekeeper Armor - Top of the line armor heavy enough to resist all kinds of trauma, though a well-trained and powerful Peacekeeper can wear it. Comes equipped with a force-shield and keeps track of the Peacekeeper's vitals.
3. Fragmentation Grenades - Old fashioned but still effective. Throw at a group of enemies and a burst of metal fragments sprays all over the place to impale multiple targets. The Peacekeeper comes into battle armed with 4 Frag Grenades.
Status: Normal
Kills: 0
Location: Food Court/Theater Area
Inventory: X43-N Laser Rifle, Peacekeeper Armor, 4 Fragmentation Grenades
Name: Huntress
Gender: Female
Age: She can’t remember. She also may or may not have unknowingly become a vampire. Or a werewolf. It’s unclear with Hunters.
Appearance: Picture (http://i1.kym-cdn.com/photos/images/facebook/000/940/318/bf4.jpg)
Backstory: A Hunter of beasts in Yharnam, the city of blood. She can’t remember her past before this; there is little but the Hunt and the Dream (capitalization intentional). All she knows is she was sick, and sought the panacea known as Paleblood. Somehow she ended up a Hunter.
Yharnamites covet blood above all else. It’s taken the place of alcohol, a not small amount of food and drink, and any sort of medicine. This Huntress doesn’t care for it besides the healing properties of the blood vials. Which given her line of work, are consumed like candy.
Abilities:
1. Blood Vial (Active): The Huntress heals themself using a Blood Vial. It heals more if she has taken damage the previous turn.
2. Dodge (Active): The Hunters of Yharnam are light on their feet, used to monsters that can end them should they stop moving for even a moment. The action adds +3 to the dodge roll against an attack. The second time it is used in a turn, it only confers +1 dodge.
3. Shoot (Active): The Huntress fires her pistol at the enemy. If she hits them and they are attacking, they are stunned.
4. Visceral Attack (Active): The enemy being stunned, the Huntress takes her opportunity. When an enemy has been stunned, either by the Shoot action or another source, this attack is an automatic hit and high damage.
5. Charged Attack (Active): A charged attack that takes 2 actions. If it hits it does high damage.
Equipment:
1. Hunter’s Garb: A tough leather set that is easy to move in. Provides a +2 to Dodge rolls.
2. Ludwig’s Holy Blade: A simple blade that doubles as the hilt for the ludicrously large blade on the Huntress’ back. In normal form, the weapon adds +2 to attack rolls using it. In large form, it takes 2 actions to use and removes access to the Shoot action, but adds 4 to attack rolls.
3. Pistol: A simple pistol that doesn’t pack much punch. Lowers the defense roll of an enemy shot with it by 2 for one turn.
Status: Normal
Kills: 0
Location: Outisde Adventureville
Inventory: Hunter's Garb, Ludwig's Holy Blade, Pistol
Name: Coldsteel
Gender: Male
Age: 18
Appearance: A purple (the cool kind, not the other kind) hedgehog with earrings and a torn ear and he's super cool
Backstory: bio: coldsteel was born with a special power. he was stronger than all his classmates in the sonic fighting academy. he served in the sonic military fighting shadow and in the final battel against shadow they were fighting and shadow turned him to the darkness and coldseel turned against sonic and killed him. he lost a part of his ear in the battle which is why he doesnt have a part of his ear. he doesnt want the wish but he joined the arena anyway to kill people.
likes: hurtin people, bein badass, motorcycles, nine inch nails (the band), killing, death, punk rock, jinco jeans, skulls, darkness, ninne inch nails (on finger), earings, purple
dislikes: niceness, happiness, levis, kevin robinson, short nails, khaoskid663, sunshine, life, my dad, football
Abilities:
1. (Active) psssh...: Coldsteel points out how LAME an in-progress attack or action is, shutting it down immediately.
2. (Active) nothin personnel...: Coldsteel banishes all nearby non-player combatants to a random location 666 miles away. The banished combatants return three turns later, and cannot be banished again.
3. (Active) kid...: if pssh and nothin personnel are used in the same turn, the target is turned into a goat for one turn (4-turn cooldown) (praise satan)
4. (Passive/Active) a special power: Coldsteel is stronger than all his classmates in the Sonic Battle Academy; he can run faster than Sonic, control chaos* better than Shadow, fly faster (and COOLER) than Tails, punch people harder than Knuckles, AND use telekinesis better than Silver; he gains a +3 bonus to all these actions. He's not a better mechanic than Tails because robots are for NERDS.
5. (Passive) dislikes: niceness: If Coldsteel is ever shown mercy or kindness, he will suffer a -2 to all rolls until he can kill the person who did it. (can't stack with itself)
Equipment:
1. Chaos Emerald: It's an emerald filled with chaos energy or something. Coldsteel stole it from Shadow's corpse after he killed him, or something.
2. earrings: they are magic barrier earrings that give +2 defence and protect against dumb insults about them being girly, shut up khaoskid663
3. Nine-Inch Nails Complete Discography: If Coldsteel manages to find a way to play his terrible CDs, anyone else listening will suffer a -4 malus to all rolls until they smash the source.
* Chaos control is pretty versatile; it can slow down time, teleport stuff, and form energy attacks.
Status: One Spike Cut Off [Bleeding]
Kills: 0
Location: C.J. Nickels
Inventory: Chaos Emerald, earrings, Nine-Inch Nails Complete Discography
Name: The Viking at Stamford Bridge
Gender: Male.
Age: Unknown.
Appearance: A viking berserker, six and a half feet tall. He is wearing animal furs over his chainmail armor, and his only visible feature is his bright, blue eyes.
Backstory: Good start. (http://www.badassoftheweek.com/stamfordbridge.html)
Abilities:
1. Berserker Rage (Active): The Viking lets loose his inner berserker, going completely insane for a round. His actions are completely uncontrollable, and he will mercilessly attack a random, nearby person, friend or foe. The Viking has a +3 to attack rolls while berserk, but -2 to defense rolls, and will shrug off any damage short of complete limb loss. Three round cool down. [Cooling: 3 Turns]
2. Barbaric Cry: (Active) After making a kill, the Viking screams a prayer to Vingtor and Woden. The berserker is distracted for the rest of the round, with a -2 to all rolls. For the two following rounds, he receives a +1 to all rolls.
3. Know No Pain: (Active) For one round, all penalties from injuries (short of severed limbs) are ignored. Two round cool down. [Cooling: 2 Turns]
4. Skullsplitter: (Passive) The berserker's giant Dane axe cleaves through steel and bone alike. It negates up to a +2 bonus from enemy armor, but he has a permanent -1 to defense rolls, due to its unwieldiness.
5: Symbel: (Passive) Every man must participate in the Great Boast. The greater the odds, the better the glory! +1 to all rolls for every unique enemy (over two) that has attacked the Viking in the last two rounds.
Equipment:
1. Dane Axe: This axe is the size of an adult man, with a large, steel head that can cleave through bone and steel alike. Don't get in his way.
2. Chainmail Armor: A set of handcrafted, Norwegian chainmail that has seen more combat than many armies. It can stop most melee weapons, but it has no effect against bullets. Topped with a spectacle-guard helmet that hides everything but his eyes. +3 to damage resist against blades, -1 to dodge.
3. Animal Furs: A mostly ceremonial set of bearskin, draped over his shoulders. He killed it himself.
Status: Right Shoulder Pierced [-2 Right Arm], Ribcage Shattered [-2 Physical]
Kills: 0
Location: C.J. Daniels
Inventory: Dane Axe [Dropped], Chainmail Armor, Animal Furs
Name: Aeyza
Gender: Male
Age: Not mortal 20's
Appearance: 5'11" human. Blonde hair, ~short. Fair skin, brown eyes. Wears a dark blue shirt, black pants striped with dark blue, and blue and gray jacket with hood.
Backstory: A guy who will become not-a-guy (immortal, you idiot, not girl)
Abilities:
1. Aperture Science Tester (Passive) - Is able to solve problems while flying through the air at high speeds (i.e., no penalties when grappling or otherwise moving at high speeds.)
2. Unload (Active - 1 turn CD) - Can use a single action three times without any penalties, uses up two turns, however.
3. Railbolts (Passive) - Never run out of ammo for the railcannon. Might want to call them un-rail bolts.
4. War Veteran (Passive) - Being a veteran of war, Aeyza gets +1 to cover and +1 to aim.
5. Brace (Active - 3 turn CD) - On the next turn, Aeyza suffers no recoil.
Equipment:
1. Railcannon - A heavy autocannon that actually uses coils. Powerful enough to smash through armor like a shell through glass. It's usually mounted on vehicles, so while the first shot is accurate, each successive shot is usually not. It has a lot of recoil and bracing with both feet is usually required to not lose the user's balance. Brace with legs and an arm to maybe get two shots at full accuracy and not be pushed back much. Is attached to top of right arm. +4 to attack rolls, -1 to mobility if shot once, -2 if shot twice, cannot move if shot three or more times. Ways to brace lower penalty. Incurs accuracy penalties when fired multiple times.
2. Magnasabers - A pair of medium weight metal blades. Both sides are sharpened. Swinging one of them activates a mechanism that accelerates the blade to incredibly fast speeds, and with this force the blade is practically unparriable and can slice through the thickest metal if it has enough time to accelerate. Hard to dodge, and has to be predicted by the user's movements and the brief flicker before the blade is too quick. Follow through is quite tough, however. Two blades let the wielder get two good swings through, after that they're probably dead. +3 to attack roll, (when used) -2 to dodge, -2 parry.
3. Power armor with grapple attachment - Powered plate armor. A grapple is mounted on the left arm, with two modes: magnetic and adhesive. Improves user's strength as well as giving protection, and also adds weight. Has space for 2 carried medium weapons or 1 heavy weapon on back; 1 medium carried weapon or 2 small carried weapons on outside legplates, for each leg; and 1 medium or heavy weapon on right arm. +1 stability, +1 to defensive rolls, +1 strength (in all it's forms, including mobility), allows grappling: can shoot a grapple that attaches to a relatively smooth surface and pulls in the suit - pulling can be controlled but some circumstances will cause the grapple to detach and come back if there is too much stress on the rope.
Status: Braced
Kills: 0
Location: Toyworld
Inventory: Railcannon, Magnasabers, Power Armor w/ Grapple Attachment
Name: Skullduggery Pleasant
Gender: well he was male.
Age: about 443 years old
Appearance: he is a skeleton impeccably dressed in a three piece black suit and wearing a black formal hat and brown gloves.
Backstory: Well he was fighting a crazy apprentice that had the power of a god and was suddenly teleported here. Go Figure.
Abilities:
1. Snap: active: by snapping his fingers he can summon a fireball/a jet of flame and hurl/shoot it at people.
2. Flight: active: He can fly for two turns and with a three turn cool down.
3. Banter: active: With a two turn cool down Skullduggery may cause his opponents to become furious increasing their attack roll by one while decreasing their defense rolls by two.
4. Versatile: passive: Skullduggery may swap or replace his bones for any other bones that exist
5.Lord Vile: active: With a five turn cool down Skullduggery may become Lord Vile if he has Lord Vile's armor for two turns: While Lord Vile he can command shadows to cut people to ribbons or use necromancy to raise corpses he also has a +3 to attack and a +2 to defensive rolls while in this form. However after becoming Skullduggery again he can not attack and suffers a -2 to defense rolls for two turns.
6. Cyclone Spinning: Active: While Flying, Skullduggery Pleasant can attack with a special Cyclone Spin which does heavy Physical damage.
Equipment:
1. Revolver: it's a .45 caliber 6 six shot revolver. Gives him +2 When using it.
2. 1960 Bentley: It's a beautiful and very heavy car
3. Lord Viles armor.
Status: Normal
Kills: 0
Location: Ditches & Hoes
Inventory: Revolver, 1960 Bentley, Lord Viles Armor
Name: Segata Sanshiro
Gender: Male
Age: Coalesced into existence on November 22 1994, then proceeded to live until Earth became Mobius, where he dueled Sonic the Hedgehog himself
Appearance:
(http://24.media.tumblr.com/tumblr_m9l4hmb81X1qg6ae4o1_500.jpg)
Backstory: Segata Sanshiros entire life is Sega
Abilities:
1. Segata throw(active): Segata judo throws the target, who then explodes... twice, it's surprisingly less lethal than it seems.
2. Segata blitz(active): Segata performs a super fast flurry of punches at the target
3. Segata clone(active): Segata creates many clones of himself with varying sizes, these clones lack his abilities and physical capabilities, being only equal to a real world martial artist scaled to their size
4. SEGATA SANSHIRO(active): Segata's theme song plays from absolutely nowhere for two turns, this gives Segata Sanshiro a +2 to all combat rolls, a +1 to all other rolls, and a +3 to Segata throw, this has a two turn cooldown.
5. The power of Sega Saturn(passive): Segata Sanshiro is very superhuman, to the point where he can hold back an in flight ICBM while standing on a glass window, however he does have weaknesses, his TRUE power(like around the level of what I just described) only can be unlocked when defending something Sega related, the more related it is, the more powerful he is while defending it. His abilities are also ineffective against the undead.
Equipment:
1. Training equipment: Segata Sanshiro carries around a giant Sega Saturn and controller on his back, they are extremely durable as they can take a barrage of his own punches unharmed.
2. Disguise kit: Segata Sanshiro uses this to make extremely realistic disguises.(takes a turn to do)
3. Great hair: Segata's hair is so mighty, that anyone who sees for the first time it must succeed in a willpower roll or be stunned.
Status: Normal
Kills: 0
Location: Toyworld
Inventory: Training Equipment, Disguise Kit, Great Hair
Name: sans
Gender: Male
Age: * i haven't really been keepin' track.
Appearance: *checkin' me out, huh? (https://slm-assets2.secondlife.com/assets/12703379/view_large/sans_512.jpg?1446743951)
Backstory: * not much, really.
Abilities:
1. dodge (passive) - can dodge any attack, if he scores a >5 defense roll, making it do no damage. however, can only take 1 hit of any damage before dying
2. special attack (active) - prevents an enemy from taking it's turn, causing it to not be able to roll against the next attack. 5 turn cooldown
3. knowledge (passive) - grants use of the g. blasters
4. you're blue now (active) - can control the gravity of an enemy, and move them to his will, however, they still retain some control, able to move, if circumstances permit. 2 turn cooldown.
5. bad time (passive) - -1 from any enemy's defensive roll, but +1 to any enemy's attack roll
Equipment:
1. bones - more magic than physical tool, can be summoned from the ground, or hands to be fired at enemies. can also be used to impale, in combination with 'you're blue now'. is removed upon death
2. g. blasters - ... can be summoned at will, and shoot lasers at enemies. can be used in combination with bones, but has a 2 turn cooldown. a max of 5 can be summoned at once. is removed upon death
3. scarf - grants a +1 to defensive rolls, and gives a +1 to offensive rolls,(but the offense bonus is only for sans)
Status: Normal
Kills: 0
Location: C.J. Daniels
Inventory: Bones, Scarf
Name: Ungrim Ironfist the Slayer King.
Gender: Male
Age: I don't actually know.
Appearance: This glorious dwarf. (http://vignette3.wikia.nocookie.net/warhammerfb/images/7/79/The_Slayer_King.PNG/revision/latest?cb=20140801154253)
Backstory: Read warhammer ya lazy git
Abilities:
1. Dwarven (Passive): Ungrim is a dwarf, he is stronger and more resistant to pain then most other species adding 2+ to strength rolls as well as reducing the penalty of injury, however as a dwarf he is less agile and suffers -2 to anything involving running or agility.
2. Slayer King (Passive): Ungrim Ironfist is a slayer king, his only wish is to die in battle and fulfill his slayer oath giving a bonus +1 to attack rolls and a 1+ to will rolls.
3. Monster Slayer (Passive): Ungrim being a slayer is better at killing beasts and monsters giving a +1 to all rolls against them
4. Over Head Slash: Ungrim raises the Axe of Dargo high above his head and brings it down on his foe shaking the ground should it hit the floor, deals massive damage should it hit however, that's if it hits. On a 5 or lower it misses on 6-8 it hits as long as the enemy rolls lower, on 9 it deals very bad damage or does a glancing blow should the enemy roll higher and on a 10 roll constitution or if the enemy somehow rolls higher they get a normal hit.. 2 turn cool down.
5. Who needs magic?(Passive): When Ungrim gets a kill he doesn't get any powers, instead he gains dwarven soldiers, be they a single gyrocopter pilot or a army of dwarven miner militia.
Equipment:
1. Axe of Dargo
2. Dwarven armor
3. Horned crown helm
Status: Normal
Kills: 0
Location: Toyworld
Inventory: Axe of Dargo, Dwarven Armor, Horned Crown Helm
Name: Coil
Gender: Male
Age: Middle-aged
Appearance: Middle-aged man in high-tech body armor.
Backstory: Rather than taking over one city, Coil, mastermind that he was, commissioned a device to allow crossing between universes and went here(with his minions), in an attempt to gain the power needed to conquer the WORLD.
Abilities:
Timeline Divergence(Active): Coil splits the timeline in two, and can choose different actions for each alternate timeline. After both timelines are resolved, he must choose one timeline to "collapse", nullifying it and making the other one the primary timeline. Coil, and only Coil, remembers the occurrences in the other timeline. Three turn cool down.
Bribe(Active): Coil is extremely wealthy. Using this ability, he may choose an NPC and recruit said NPC to work for him. Requires Uber-Commnicatior. Three turn cool down.
Mercenary Legions(Passive): With each player/quest NPC kill Coil or his minions makes, instead of gaining a new power, roll 1d8:
1-3: Coil gains 1 Squad.
4-6: Coil gains 1 Squad, plus an additional asset(some sort of additional equipment, vehicles, soldiers, supplies, etc. Roll 1d10 to see how good it is.)
7: Coil gains 2 Squads.
8: Roll again, and Coil gains a superhuman with a random power from the Superpowers Wiki.
At the start of the game, Coil gets to roll twice on this table.
Communications Master(Passive): Coil can give orders to his Squads and other minions without using up his action limit. Requires Uber-Communicator.
Damaging PR Campaign(1-Shot, Active): Via some orders on his Uber-Communicator, Coil launches an damaging PR campaign against a target player. Effects depend on a 1d10 luck roll. Requires Uber-Communicator.
Equipment:
Uber-Communicator: A "smartphone" that is anything but. Extremely durable, near infinite battery life... perfect for Coil's usage.
Body Armor: A suit of high-tech body armor that gives Coil himself(not his minions) +3 to resist physical damage.
Gravity Pistol: A very advanced "pistol" that can create fields of extremely enhanced gravity. 5 charges remaining.
Squad Details:
Each Squad is a group of 8 trained mercenaries, with 6 soldiers, one commander, and either a field medic or a minigun user(determined via 1d2 when spawned). Each Squad has a +2 to physical damage resistance because of their body armor, and a +2 to shooting enemies(for damage and aim). Field medics and minigun users may be commanded individually. Field medics get +3 to heal people, and minigun users may attack any number of nearby enemies in a turn and get +4 to shooting damage instead of +2.
Status: Normal
Kills: 0
Location: Ditches & Hoes
Inventory: Uber-Communicator, Body Armor, Gravity Pistol, Alpha Squad [6 Soldiers/Commander/Minigun], Beta Squad [6 Soldiers/Commander/Minigun], Stylish Cane
((Are you still accepting characters? This looks, what's the word, interesting? No wait, insane, there we go. If so, I'll edit this with my sheet, and if not, I'll PTW until next match up.))
EDIT: Name: Agent 47
Gender: Male
Age: 55
Appearance: He is around 6'2", with a muscular build. He is quite pale, with imposing facial features. He is bald, with barcode on the back of his neck. He usually wears a snazzy suit with fingerless gloves. His eyes are light blue, and focused on the next person who's going to die.
Backstory: Agent 47 is the 47th clone of Otto Wolfgang Ort-Meyer, who has been employed by an agency known as the ICA to work as a contract killer, or Hitman. Working under his handler Diana Burnwood, 47 is cold and efficient, and while able to be caring, he closes off emotional attachments to anything and everything in order to complete his mission easier.
Abilities:
1st: Master of Disguise (Active): Upon knocking out or killing anyone, 47 can put on their clothing and infiltrate any area, provided he avoids people who know that person well, meaning a -2 to getting past them.
2nd: Handler at the ICA (Active): Diana can call 47 on an earpiece, providing him with info on any one opponent, which provides a +2 to attacks. Due to constant calls being very suspicious to anyone who could potentially hear, it has a 3-4 turn cooldown.
3rd: Infiltrator (Passive): Agent 47's main priority is stealth, so all rolls to avoid getting seen get a +2. (So, if 47 tries to hide from, say, Sans, 47 will get a +2 to not getting spotted.)
4th: Marksman (Passive): 47 is an expert at marksmanship of many kinds. 47 gets a +1 to throwing weapons and a +2 to ranged weapons like Sniper Rifles and his signature Silverballers.
5th: Instinct Mode (Active): For one turn, 47 can use Instinct Mode to see through walls, in order to plan out his attack. He cannot see where people are going until they start moving, however, and he cannot use it during combat, due to needing to concentrate.
Equipment:
1st: 47's Signature Suit: The Suit 47 takes with him during contracts. The Suit itself is unremarkable, though under the suit, it has a bulletproof vest and ammo pouch. +1 to defense rolls.
2nd: Silverballers: 47's signature pistols. They are modified AMT Hardballers, with a chrome build, improved sights, and a laser sight. Due to AMT Hardballers being built similarly to the Colt M1911 45., they only have 7 rounds, though one in the chamber can be included.
3rd: Fiber Wire: The garrote 47 takes with him. They can only be used from behind, but they are strong enough that strangulation, if not the breaking of the neck itself, happen only a few seconds after 47 wraps it around their neck. Victims can escape, but they get a -1 to defense due to their being caught off guard with the stealthy nature of the Garrote.
[dialogue to be added later]
Try to use telekinesis to choke him—push the air out of him, maybe? Also run in circles, because it looks cool.
Name: Shadowsteel
bio: shadowsteel is the fused version of shadow and coldsteel's corpse. he vowed revenge on malls after coldsteel died in one, but then changed his mind because he hates coldsteel (but not as much as his dad or khaoskid663). he has +9999 to chaos control because both coldsteel and shadow could do it, and has all the chaos powers, and can turn into Demented Bloodsteel. he hates flowers
likes: darkness, knives, blood, chaos control, yelling, killing, evil, deviantart (cool deviantart pages, not girly ones), killng people, daggers, roleplaying on the internet, lincoln park, being better than everyone else, Satan
dislikes: steel (it reminds him of coldsteel), darkness (it reminds him of shadow), good, sonic, preppies, khaoskid663, nine-inch nails (the band), nine-inch nails (the carpenter's tool), going fast
1. Double Chaos Control: Shadowsteel can control twice as much chaos as everyone because both his components had it. He gets a +3 bonus to all chaos control abilities. He also gets Chaos Powers as he levels up, rather than random abilities.
2. hellfire: shadowsteel can shoot fireballs because fire is the opposite of cold and shadowsteel hates coldsteel
3. devil summoning: If Shadowsteel gets 5 liters of blood, he can summon a demon.
4. drain life: shadowsteel dranns a dead guy's lifeblood, restoring a large amount of HP, also he has +2 to using knives just because
5. chaos block: shadowsteel knows coldsteel died cos he was fragile, so he made chaos into armour. armour gives +3 defence against all attacks, but drains chaos energy. chaos armour vanishes when chaos meter is empty
1. Bloody Keyknife: Shadowsteel has a keyknife (like a Keyblade but it makes people bleed until they die) it was made out of the fragments of Knuckles' knuckles and coldsteel's knives and shadow's guns. but he has -2 to all rolls when he using it because it reminds him of coldsteel who he hates but also +2 because he likes knives
2. Darkhaos Emeraldiamond: its the fused form of all chaos emeralds and master emeralds and bloody emeralds (to find out what bloody emeralds are, read my fanfic, "shadowsteel and the bloody emeralds"), it allows Shadowsteel to use chaos control with a +2 bonus and it's also built into his body so that nobody can steal it and it's indestructible so nobody can break it, and it contains 50% more energy than a normal Chaos Emerald
3. Coldsteel's Severed Head: he kept coldsteel's head cos it wasnt used in the fusion and he hates him
note: he doesn't actually have +9999 chaos control
note 2: the random knife bonus in "drain life" is because the bloody keyknife doesn't actually have a bonus, and the Eternal Bonus Arms Race makes that a pretty big issue
I'm not planning on replacing Segata yet, but I just want your opinion on this on this other character that I will probably switch to eventually.
Name: Edwad Emberpants
Gender: male
Age: unknown
Appearance: (https://i.ytimg.com/vi/WghcfJdephk/maxresdefault.jpg)
Backstory: The story of Edwad Emberpants is unknown before his awakening as an unkindled, but he has since proven himself, slaying many powerful foes singlehandedly on only his first or second attempt.
Abilities:
1. Sacred flame(active, pyromancy) - Edwad attempts to grab the target and, if succesful, ignites a fire inside of them, this takes up a full two actions, but also takes up two actions of the opponent if succesful.
2. Boulder heave(active, pyromancy) - Edwad vomits a large rock at the target, this rock only travels a distance of two meters, but hits with enough force to break almost any guard, it also disintigrates after hitting something.
3. Chaos fire orb(active, pyromancy) - Edwad throws a large ball of chaos firea(hotter then normal fire) that sets the area around it on fire for 1 turn after landing
4. The Warriors of Sunlight...(active with passive component) - Edwad can summon the sunlight spirits known as "100% Cinder Sun" and "Gwyns Firstborn", Cinder Sun wields the Lothric's Holy Sword which allows him to create a burst of light by assuming a stance, and then thrusting the sword forward, has +1 sword skill, and can throw a large disc of flame that travels through enemies, and Gwyns Firstborn wields the Dragonslayer swordspear that allows him to call a lightning strike on any target within 15 feet by holding it toward the sky, has +1 spear skill, and can create a circle of healing infront of himself. These spirits are npcs who will act on their own, and tend to get fed up with Edwads shit, but will USUALLY aid Edwad in combat, sometimes they just fuck around intead, and sometimes they may even be hostile, and if they die they take their equipment with them. The passive component is that Edwad has a +1 to all combat related rolls, but only when the warriors cannot see him fighting.
5. ...and Moose(passive) - this is a NEGATIVE ability, meant as the drawback to the previous ability, dark spirits will appear randomly, they are unable to interact with other players or NPCs, and can only interact with Edwad and his sunlight spirits, they are USUALLY hostile, but will also sometimes just fuck around instead, but they can't aid him, because they are not capable of interacting with the rest of the world.
Equipment:
1. Soldering iron - a giant soldering iron wielded as a spear, that's literally it, it hurts like hell, doesn't do all that much ACTUAL damage though unles it hits something important.
2. Pyromancy flame - the catalyst for Edwads pyromancies, he cannot use his first three abilities without it, he can also use this to ignite a flame around his arm that does no damage to himself or his sunlight spirits, but will damage anything else that get's too close.
3. Estus flask - a flask of some strange liquid, that heals whoever drinks it by a decent amount, it has 5 uses.
my inspiration
https://www.youtube.com/watch?v=LzWWoG0C1ns&list=PLrJ8nFyja94VM_9s-mEBTqpw_dMRNhQmm (https://www.youtube.com/watch?v=LzWWoG0C1ns&list=PLrJ8nFyja94VM_9s-mEBTqpw_dMRNhQmm)
Name: AL-2048
Gender: Unknown. The armour obscures all.
Age: 20? You can't exactly tell.
Appearance: Nothing can be seen under the armour.
Backstory: Trained from a young age at an Imperial Academy, AL-2048 knows only loyalty to the emperor.
Abilities:
1. Stormtrooper Marksmanship Academy (Passive) - The E-11 Blaster Rifle is difficult to use without specialised training
2. Squad Combat (Passive) - Stormtroopers do not act alone. They deploy in squads
3. Unyielding Resolve (Passive) - Their training combined with their loyalty to the emperor makes them highly resistant to fear and mind-affecting effects
4. Suppressing Fire (Passive) - The sheer volume of fire unleashed when attacking will cause anyone with a sense of self preservation to seek cover, even when if they don't get hit
5. Imperial Assets (Passive) - Instead of acquiring special abilities when getting kills the squad will instead be reinforced and additional equipment (such as weapons and vehicles) may be provided
Equipment:
1. Stormtrooper Armour - A hardened plastoid composite, it is almost impervious to solid projectiles and shrapnel, but almost completely ineffective against energy weapons. High Calibre AP rounds can also pierce the armour. It does however limit mobility and vision, making it difficult to aim.
2. E-11 Blaster Rifle - A rapid fire, accurate energy weapon, capable of releasing an unending stream of blasts, assuming the user can manage the heat generated. Exceptionally difficult to use without training.
3. Thermal Detonators - A high explosive the size of an apple, it has a variable fuse and is surprisingly powerful for its size.
Status: Blunt Force Trauma'd [-1 to all Physical Rolls] [1/15 Stormtroopers]
Kills: 0
Location: Toyworld
Inventory: Stormtrooper Armour, E-11 Blaster Rifle, Thermal Detonators
Character Sheet:
Name: Johnny Jokotaru
Gender: M.
Age: 27
Appearance: http://4.bp.blogspot.com/_jQSFWPkJnkU/TQJ9hxNwS7I/AAAAAAAAD54/hu8wxZFmSh0/s1600/952310_20091023_screen010.png
Stand: Dog Days http://1.bp.blogspot.com/-JFop7w2WODo/VHsYJw_M0xI/AAAAAAAAEyg/8xyYqTRyYkA/s1600/catgirl2.png
Backstory: "Heeeeeeeeeeeeeeeeeey now. Don't go getting any funny thoughts about looking me up. You wont find a thing."
Abilities:
1. Toriya, Toriya, Toriya!!! [Passive] - Upon a successful attack roll of 8-10 before bonuses, Johnny strikes the enemy again, repeating this ability until a failure. If the strike would kill the enemy, It's negated and Johnny uses Death Spiral Uppercut!.
2. Death Spiral Uppercut! [Active] - Strikes an enemy square in the jaw, killing them and sending them spiraling into the air. Does nothing if the enemy is not about to die.
3. Yoriya, Yoriya, Yoriya!!! [Pasive] - Johnny's stand follows up all of Johnny's attacks, adding in her own equally strong strike. Only active while Dog Days is out.
4. Stand: Dog Days [Active] - Johnny activates his stand, causing the area around him to seem to become humid and sleepy. Enemies gain -2 to attack and defense rolls while Dog Days is active.
5. Sleepy Haze [Active] - Johnny yawns, causing time around him to slow down. Johnny gains +2 to Attack and Defense rolls for 2 Turns. 4 Turn cooldown. [Cooling: 3 Turns]
6. Attack Movement Manipulation [Active]: If a Ranged Attack targets Johnny during this turn, it is redirected towards a hostile target in the area, including the user of the Ranger Attack. 2 Turn Cooldown.
7. Self-Existence Manipulation/Dimension Traveling [Active]: Johnny can freely enter into and out of the 'Non-Dimension', a plane that exists outside of the "real" universe. Whenever Johnny makes this transition, all previous wounds, ailments, on going buffs, etc. from the previous dimension disappear. (Equipment is retained.) The Non-Dimension is a mysterious land filled with wondrous and horrific phenomena unknown to mortal, so there is great reward and risk in traveling to the Non-Dimension. Traveling between the dimensions takes intense concentration, thus it takes a full turn to activate this ability, and if Johnny is interrupted at any point during the process it will be canceled.
Equipment:
1. Bands of Asura- Golden bands worn on the wrists and ankles. Adds +2 to Unarmed attack rolls.
2. Reminder of the Dog Days - A crown of gold worn by the toughest member of the Jokotaru tribes. Only those that can work on the hottest of the dog days is allowed to wear it. Adds +3 to Defense rolls.
3. Gift of the Dog Days - A jeweled amulet Johnny made for his stand. She can't wear it, so he wears it for her. Adds +2 to Dog Day's rolls.
Status: Right Thumb Severed [Bleeding]
Kills: 2
Location: C.J. Nickels
Inventory: Bands of Asura, Reminder of the Dog Days, Gift of the Dog Days
Name: The Road Warrior. He needs no other name.
Gender: More male than even alpha males.
Age: He rides eternal. His age is the same.
Appearance: Hard to tell what their body looks like, as their whole body is suited up, with a black longcoat, leather gloves, black tattered body armor and biker pants, heavy black motorcycle boots with spurs on the heels. Their face is covered by a brownish scarf, a pair of aviator goggles and a dusty hat.
Backstory: There are legends of those who walk among the living and the dead. Legends of those who ride through dust, wood and salt. Legends of those who ride through towns at night and leave nothing but corpses upon first morning light. Legends of those who ride upon the highway eternal, shiny and chrome, trailed by those who were awaited, his eternal brothers in arms. Legends upon tales upon myths speak of these figures, but the one name is attached to this mysterious figure.
The Road Warrior.
Abilities
1. Witness Me (Passive): If the next attack would kill the Road Warrior and he has no Brothers in Arms to take the attack for him, the Road Warrior and his would-be killer must make three rolls afterwards. If two of the killer's rolls are higher than the Road Warrior's, the Road Warrior dies as normal. If two of the Road Warrior's rolls are higher, the Road Warrior kills his would-be killer instead of dying and turns them into a Brother in Arms. If the result is otherwise (all equal), neither the Road Warrior nor his killer kills him and the fight resumes as normal. This only triggers once per turn, against one opponent (group enemies count as one opponent). Only triggers if he has no Brothers left to take an attack and if this is the first time in that turn this has triggered.
2. Out Of Control (Passive): The Road Warrior gets a +2 bonus to dodging and driving and +1 to fighting other vehicles.
3. You Are Awaited (Passive): The Road Warrior gets an increasing bonus to attack rolls the more wounded their opponent is.
4. What A Lovely Day (Passive): The Road Warrior negates all passive buffs upon the opponent and debuffs upon himself upon engaging an opponent. This has no effect on buffs activated after initiating battle.
5. Ride Eternal, Shiny and Chrome (Passive): Instead of getting a new Ability randomly, the Road Warrior, upon making kills, turns his killed victim into a Brother in Arms, getting access to one of their Abilities of his choice. This Brother in Arms rides with the Warrior, and each Brother makes an attack of their own at -2 penalty (with +1 to driving and dodging due to being bikers), with their own HP. A Brother can be targeted by an attack, and the Warrior and his Brothers can be hit by AOE attacks. If the Road Warrior is hit by a lethal attack, a Brother in Arms can be expended, dying in the Warrior's place at the cost of the bonus and the ability granted. If the Road Warrior goes up against a grouped opponent (i.e. a platoon), the Road Warrior can take Brothers with each hit that he damages the platoon; they grant him neither damage nor abilities (unless he has killed the last member of the group) but they can take attacks for him. He automatically starts with one Brother in Arms that grants him no abilities whatsoever.
Equipment
1. The Pursuer: An old motorcycle, scratched up and shot but nonetheless running far better than a bike of its age and condition has any right to. While on it, the Road Warrior always outruns opponents who are on foot and has a +2 to outrunning opponents in vehicles.
2. Brother Koch: A machine gun, stained with the blood of many of his victims. +2 to attack rolls.
3. Infernal Engine: His bike is equipped with a lot of weird upgrades. +2 to physical dodging.
4. Pleasant Brother: Banter - With a two turn cool down, Pleasant Brother may cause his opponents to become furious, increasing their attack roll by one while decreasing their defense rolls by two. [Cooling: 1 Turns] [Right Leg Missing, Bleeding Fatally]
The Road Warrior's Theme (https://www.youtube.com/watch?v=qyERfHRjTTo)
Status: Chest Burned Superficially
Kills: 2
Location: Toyland
Inventory: The Pursuer, Brother Koch, Infernal Engine, Brother Pleasant
Name: Peacekeeper of Platoon HFDR-98 (Just "Peacekeeper" for short)
Gender: Varies.
Age: 22-54
Appearance: A group of typical Peacekeeper units. (http://cdn.mos.cms.futurecdn.net/297a9c550c30258db968d9a944e4f749-650-80.jpg) Wait, Halo? What's a Halo?
Backstory: The Peacekeepers are the official police and armed forces of the NFL in the NFL-verse featured in Trespassers of the Universe. They patrol major cities to promote stability and peace while at the same time doing their best to keep criminals and revolutionaries from the Favelas out of the walls of the major football city-states. They have years of training and are equipped with cutting edge technology.
Abilities:
1. Peacekeeper Training (Passive) - The Peacekeeper has trained for years in the art of combat. +2 Firearms, +1 Melee Combat, +1 Explosives.
2. Shields Up (Passive) - The armor of a Peacekeeper comes with a force-shield that absorbs a significant amount of damage and self-restores over time. If an attack overcomes the shields or penetrates the armor, it directly damages the Peacekeeper, who can not be directly healed while they are in their suit.
3. ElectroShock (Active) - When the Peacekeeper is in direct contact with someone, their suit can administer an electric shock that can cause their target to be penalized during their next turn, can cause them to lose an Action, or even knock them unconscious with a particularly powerful jolt. This ability can not kill a character.
4. Hyper Evasion (Active) - The Peacekeeper activates a system in their armor which pumps them full of drugs which heighten awareness and reflexes, giving them a +5 to all defensive rolls for one turn. The Peacekeeper can not counter-attack while Hyper Evasion is activated. Hyper Evasion takes up 2 Actions. The turn after using Hyper Evasion, the Peacekeeper is tired and gets a -1 to all physical rolls. 2-Turn Cooldown.
5. Team Strategy - Formidable on their own, Peacekeepers really thrive when working together with each other or other allies. For each Ally a Peacekeeper has in a fight, they receive +1 to attacking rolls.
Equipment:
1. X43-N Laser Rifle - The standard assault rifle of the Peacekeepers. Holds a 30 round clip and is meant to penetrate conventional armor. It is intentionally bulky and tough so that it can be improvised as a melee weapon.
2. Peacekeeper Armor - Top of the line armor heavy enough to resist all kinds of trauma, though a well-trained and powerful Peacekeeper can wear it. Comes equipped with a force-shield and keeps track of the Peacekeeper's vitals.
3. Fragmentation Grenades - Old fashioned but still effective. Throw at a group of enemies and a burst of metal fragments sprays all over the place to impale multiple targets. The Peacekeeper comes into battle armed with 4 Frag Grenades.
Status: Normal
Kills: 0
Location: Food Court/Theater Area
Inventory: X43-N Laser Rifle, Peacekeeper Armor, 4 Fragmentation Grenades
Name: Huntress
Gender: Female
Age: She can’t remember. She also may or may not have unknowingly become a vampire. Or a werewolf. It’s unclear with Hunters.
Appearance: Picture (http://i1.kym-cdn.com/photos/images/facebook/000/940/318/bf4.jpg)
Backstory: A Hunter of beasts in Yharnam, the city of blood. She can’t remember her past before this; there is little but the Hunt and the Dream (capitalization intentional). All she knows is she was sick, and sought the panacea known as Paleblood. Somehow she ended up a Hunter.
Yharnamites covet blood above all else. It’s taken the place of alcohol, a not small amount of food and drink, and any sort of medicine. This Huntress doesn’t care for it besides the healing properties of the blood vials. Which given her line of work, are consumed like candy.
Abilities:
1. Blood Vial (Active): The Huntress heals themself using a Blood Vial. It heals more if she has taken damage the previous turn.
2. Dodge (Active): The Hunters of Yharnam are light on their feet, used to monsters that can end them should they stop moving for even a moment. The action adds +3 to the dodge roll against an attack. The second time it is used in a turn, it only confers +1 dodge.
3. Shoot (Active): The Huntress fires her pistol at the enemy. If she hits them and they are attacking, they are stunned.
4. Visceral Attack (Active): The enemy being stunned, the Huntress takes her opportunity. When an enemy has been stunned, either by the Shoot action or another source, this attack is an automatic hit and high damage.
5. Charged Attack (Active): A charged attack that takes 2 actions. If it hits it does high damage.
Equipment:
1. Hunter’s Garb: A tough leather set that is easy to move in. Provides a +2 to Dodge rolls.
2. Ludwig’s Holy Blade: A simple blade that doubles as the hilt for the ludicrously large blade on the Huntress’ back. In normal form, the weapon adds +2 to attack rolls using it. In large form, it takes 2 actions to use and removes access to the Shoot action, but adds 4 to attack rolls.
3. Pistol: A simple pistol that doesn’t pack much punch. Lowers the defense roll of an enemy shot with it by 2 for one turn.
Status: Normal
Kills: 0
Location: Outisde Adventureville
Inventory: Hunter's Garb, Ludwig's Holy Blade, Pistol
Name: Coldsteel
Gender: Male
Age: 18
Appearance: A purple (the cool kind, not the other kind) hedgehog with earrings and a torn ear and he's super cool
Backstory: bio: coldsteel was born with a special power. he was stronger than all his classmates in the sonic fighting academy. he served in the sonic military fighting shadow and in the final battel against shadow they were fighting and shadow turned him to the darkness and coldseel turned against sonic and killed him. he lost a part of his ear in the battle which is why he doesnt have a part of his ear. he doesnt want the wish but he joined the arena anyway to kill people.
likes: hurtin people, bein badass, motorcycles, nine inch nails (the band), killing, death, punk rock, jinco jeans, skulls, darkness, ninne inch nails (on finger), earings, purple
dislikes: niceness, happiness, levis, kevin robinson, short nails, khaoskid663, sunshine, life, my dad, football
Abilities:
1. (Active) psssh...: Coldsteel points out how LAME an in-progress attack or action is, shutting it down immediately.
2. (Active) nothin personnel...: Coldsteel banishes all nearby non-player combatants to a random location 666 miles away. The banished combatants return three turns later, and cannot be banished again.
3. (Active) kid...: if pssh and nothin personnel are used in the same turn, the target is turned into a goat for one turn (4-turn cooldown) (praise satan)
4. (Passive/Active) a special power: Coldsteel is stronger than all his classmates in the Sonic Battle Academy; he can run faster than Sonic, control chaos* better than Shadow, fly faster (and COOLER) than Tails, punch people harder than Knuckles, AND use telekinesis better than Silver; he gains a +3 bonus to all these actions. He's not a better mechanic than Tails because robots are for NERDS.
5. (Passive) dislikes: niceness: If Coldsteel is ever shown mercy or kindness, he will suffer a -2 to all rolls until he can kill the person who did it. (can't stack with itself)
6. (Active) Darkness Attacks: (http://powerlisting.wikia.com/wiki/Darkness_Attacks) +2 to Darkness type Attacks. Does not stack with Chaos Control, as it is a different power altogether.
Equipment:
1. Chaos Emerald: It's an emerald filled with chaos energy or something. Coldsteel stole it from Shadow's corpse after he killed him, or something.
2. earrings: they are magic barrier earrings that give +2 defence and protect against dumb insults about them being girly, shut up khaoskid663
3. Nine-Inch Nails Complete Discography: If Coldsteel manages to find a way to play his terrible CDs, anyone else listening will suffer a -4 malus to all rolls until they smash the source.
* Chaos control is pretty versatile; it can slow down time, teleport stuff, and form energy attacks.
Status: One Spike Cut Off [Bleeding]
Kills: 1
Location: C.J. Nickels
Inventory: Chaos Emerald, earrings, Nine-Inch Nails Complete Discography
Name: Aeyza
Gender: Male
Age: Not mortal 20's
Appearance: 5'11" human. Blonde hair, ~short. Fair skin, brown eyes. Wears a dark blue shirt, black pants striped with dark blue, and blue and gray jacket with hood.
Backstory: A guy who will become not-a-guy (immortal, you idiot, not girl)
Abilities:
1. Aperture Science Tester (Passive) - Is able to solve problems while flying through the air at high speeds (i.e., no penalties when grappling or otherwise moving at high speeds.)
2. Unload (Active - 1 turn CD) - Can use a single action three times without any penalties, uses up two turns, however.
3. Railbolts (Passive) - Never run out of ammo for the railcannon. Might want to call them un-rail bolts.
4. War Veteran (Passive) - Being a veteran of war, Aeyza gets +1 to cover and +1 to aim.
5. Brace (Active - 3 turn CD) - On the next turn, Aeyza suffers no recoil. [Cooling: 2 Turns]
6. Cross Creation (Active): (http://powerlisting.wikia.com/wiki/Cross_Creation) Aeyza can create crucifixes made of Divine energy. These crucifixes can manifest anywhere from many small crosses to one giant cross.
Equipment:
1. Railcannon - A heavy autocannon that actually uses coils. Powerful enough to smash through armor like a shell through glass. It's usually mounted on vehicles, so while the first shot is accurate, each successive shot is usually not. It has a lot of recoil and bracing with both feet is usually required to not lose the user's balance. Brace with legs and an arm to maybe get two shots at full accuracy and not be pushed back much. Is attached to top of right arm. +4 to attack rolls, -1 to mobility if shot once, -2 if shot twice, cannot move if shot three or more times. Ways to brace lower penalty. Incurs accuracy penalties when fired multiple times.
2. Magnasabers - A pair of medium weight metal blades. Both sides are sharpened. Swinging one of them activates a mechanism that accelerates the blade to incredibly fast speeds, and with this force the blade is practically unparriable and can slice through the thickest metal if it has enough time to accelerate. Hard to dodge, and has to be predicted by the user's movements and the brief flicker before the blade is too quick. Follow through is quite tough, however. Two blades let the wielder get two good swings through, after that they're probably dead. +3 to attack roll, (when used) -2 to dodge, -2 parry.
3. Power armor with grapple attachment - Powered plate armor. A grapple is mounted on the left arm, with two modes: magnetic and adhesive. Improves user's strength as well as giving protection, and also adds weight. Has space for 2 carried medium weapons or 1 heavy weapon on back; 1 medium carried weapon or 2 small carried weapons on outside legplates, for each leg; and 1 medium or heavy weapon on right arm. +1 stability, +1 to defensive rolls, +1 strength (in all it's forms, including mobility), allows grappling: can shoot a grapple that attaches to a relatively smooth surface and pulls in the suit - pulling can be controlled but some circumstances will cause the grapple to detach and come back if there is too much stress on the rope.
Status: Right Ear Shot [-1 Hearing]
Kills: 1
Location: Toyworld
Inventory: Railcannon, Magnasabers, Power Armor w/ Grapple Attachment
Name: Skullduggery Pleasant
Gender: well he was male.
Age: about 443 years old
Appearance: he is a skeleton impeccably dressed in a three piece black suit and wearing a black formal hat and brown gloves.
Backstory: Well he was fighting a crazy apprentice that had the power of a god and was suddenly teleported here. Go Figure.
Abilities:
1. Snap: active: by snapping his fingers he can summon a fireball/a jet of flame and hurl/shoot it at people.
2. Flight: active: He can fly for two turns and with a three turn cool down.
3. Banter: active: With a two turn cool down Skullduggery may cause his opponents to become furious increasing their attack roll by one while decreasing their defense rolls by two.
4. Versatile: passive: Skullduggery may swap or replace his bones for any other bones that exist
5.Lord Vile: active: With a five turn cool down Skullduggery may become Lord Vile if he has Lord Vile's armor for two turns: While Lord Vile he can command shadows to cut people to ribbons or use necromancy to raise corpses he also has a +3 to attack and a +2 to defensive rolls while in this form. However after becoming Skullduggery again he can not attack and suffers a -2 to defense rolls for two turns. [Active: 1 Turn Remaining]
6. Cyclone Spinning: Active: While Flying, Skullduggery Pleasant can attack with a special Cyclone Spin which does heavy Physical damage.
Equipment:
1. Revolver: it's a .45 caliber 6 six shot revolver. Gives him +2 When using it.
2. 1960 Bentley: It's a beautiful and very heavy car [Disabled, On Fire]
3. Lord Viles armor.
Status: Normal
Kills: 0
Location: Ditches & Hoes
Inventory: Revolver, Lord Viles Armor
Name: Segata Sanshiro
Gender: Male
Age: Coalesced into existence on November 22 1994, then proceeded to live until Earth became Mobius, where he dueled Sonic the Hedgehog himself
Appearance:
(http://24.media.tumblr.com/tumblr_m9l4hmb81X1qg6ae4o1_500.jpg)
Backstory: Segata Sanshiros entire life is Sega
Abilities:
1. Segata throw(active): Segata judo throws the target, who then explodes... twice, it's surprisingly less lethal than it seems.
2. Segata blitz(active): Segata performs a super fast flurry of punches at the target
3. Segata clone(active): Segata creates many clones of himself with varying sizes, these clones lack his abilities and physical capabilities, being only equal to a real world martial artist scaled to their size
4. SEGATA SANSHIRO(active): Segata's theme song plays from absolutely nowhere for two turns, this gives Segata Sanshiro a +2 to all combat rolls, a +1 to all other rolls, and a +3 to Segata throw, this has a two turn cooldown.
5. The power of Sega Saturn(passive): Segata Sanshiro is very superhuman, to the point where he can hold back an in flight ICBM while standing on a glass window, however he does have weaknesses, his TRUE power(like around the level of what I just described) only can be unlocked when defending something Sega related, the more related it is, the more powerful he is while defending it. His abilities are also ineffective against the undead.
Equipment:
1. Training equipment: Segata Sanshiro carries around a giant Sega Saturn and controller on his back, they are extremely durable as they can take a barrage of his own punches unharmed.
2. Disguise kit: Segata Sanshiro uses this to make extremely realistic disguises.(takes a turn to do)
3. Great hair: Segata's hair is so mighty, that anyone who sees for the first time it must succeed in a willpower roll or be stunned.
Status: Left Arm Slightly Singed, Left Leg Grazed
Kills: 0
Location: Toyworld
Inventory: Training Equipment, Disguise Kit, Great Hair
Name: sans
Gender: Male
Age: * i haven't really been keepin' track.
Appearance: *checkin' me out, huh? (https://slm-assets2.secondlife.com/assets/12703379/view_large/sans_512.jpg?1446743951)
Backstory: * not much, really.
Abilities:
1. dodge (passive) - can dodge any attack, if he scores a >5 defense roll, making it do no damage. however, can only take 1 hit of any damage before dying
2. special attack (active) - prevents an enemy from taking it's turn, causing it to not be able to roll against the next attack. 5 turn cooldown
3. knowledge (passive) - grants use of the g. blasters
4. you're blue now (active) - can control the gravity of an enemy, and move them to his will, however, they still retain some control, able to move, if circumstances permit. 2 turn cooldown.
5. bad time (passive) - -1 from any enemy's defensive roll, but +1 to any enemy's attack roll
Equipment:
1. bones - more magic than physical tool, can be summoned from the ground, or hands to be fired at enemies. can also be used to impale, in combination with 'you're blue now'. is removed upon death
2. g. blasters - ... can be summoned at will, and shoot lasers at enemies. can be used in combination with bones, but has a 2 turn cooldown. a max of 5 can be summoned at once. is removed upon death
3. scarf - grants a +1 to defensive rolls, and gives a +1 to offensive rolls,(but the offense bonus is only for sans)
Status: Normal
Kills: 0
Location: C.J. Daniels
Inventory: Bones, Scarf
Name: Coil
Gender: Male
Age: Middle-aged
Appearance: Middle-aged man in high-tech body armor.
Backstory: Rather than taking over one city, Coil, mastermind that he was, commissioned a device to allow crossing between universes and went here(with his minions), in an attempt to gain the power needed to conquer the WORLD.
Abilities:
Timeline Divergence(Active): Coil splits the timeline in two, and can choose different actions for each alternate timeline. After both timelines are resolved, he must choose one timeline to "collapse", nullifying it and making the other one the primary timeline. Coil, and only Coil, remembers the occurrences in the other timeline. Three turn cool down.
Bribe(Active): Coil is extremely wealthy. Using this ability, he may choose an NPC and recruit said NPC to work for him. Requires Uber-Commnicatior. Three turn cool down.
Mercenary Legions(Passive): With each player/quest NPC kill Coil or his minions makes, instead of gaining a new power, roll 1d8:
1-3: Coil gains 1 Squad.
4-6: Coil gains 1 Squad, plus an additional asset(some sort of additional equipment, vehicles, soldiers, supplies, etc. Roll 1d10 to see how good it is.)
7: Coil gains 2 Squads.
8: Roll again, and Coil gains a superhuman with a random power from the Superpowers Wiki.
At the start of the game, Coil gets to roll twice on this table.
Communications Master(Passive): Coil can give orders to his Squads and other minions without using up his action limit. Requires Uber-Communicator.
Damaging PR Campaign(1-Shot, Active): Via some orders on his Uber-Communicator, Coil launches an damaging PR campaign against a target player. Effects depend on a 1d10 luck roll. Requires Uber-Communicator.
Equipment:
Uber-Communicator: A "smartphone" that is anything but. Extremely durable, near infinite battery life... perfect for Coil's usage.
Body Armor: A suit of high-tech body armor that gives Coil himself(not his minions) +3 to resist physical damage.
Gravity Pistol: A very advanced "pistol" that can create fields of extremely enhanced gravity. 5 charges remaining.
Squad Details:
Each Squad is a group of 8 trained mercenaries, with 6 soldiers, one commander, and either a field medic or a minigun user(determined via 1d2 when spawned). Each Squad has a +2 to physical damage resistance because of their body armor, and a +2 to shooting enemies(for damage and aim). Field medics and minigun users may be commanded individually. Field medics get +3 to heal people, and minigun users may attack any number of nearby enemies in a turn and get +4 to shooting damage instead of +2. Minigun users have a one-turn start up before they can shoot and then must spend a turn reloading afterwards if they wish to use their Miniguns again.
Status: Normal
Kills: 1
Location: Ditches & Hoes
Inventory: Uber-Communicator, Body Armor, Gravity Pistol, Alpha Squad [6 Soldiers/Commander/Minigun], Beta Squad [4 Soldiers/Commander/Minigun], Chi Squad [6 Soldiers/Commander/Medic], Stylish Cane, Pocket Pistol
Name: Agent 47
Gender: Male
Age: 55
Appearance: He is around 6'2", with a muscular build. He is quite pale, with imposing facial features. He is bald, with barcode on the back of his neck. He usually wears a snazzy suit with fingerless gloves. His eyes are light blue, and focused on the next person who's going to die.
Backstory: Agent 47 is the 47th clone of Otto Wolfgang Ort-Meyer, who has been employed by an agency known as the ICA to work as a contract killer, or Hitman. Working under his handler Diana Burnwood, 47 is cold and efficient, and while able to be caring, he closes off emotional attachments to anything and everything in order to complete his mission easier.
Abilities:
1st: Master of Disguise (Active): Upon knocking out or killing anyone, 47 can put on their clothing and infiltrate any area, provided he avoids people who know that person well, meaning a -2 to getting past them.
2nd: Handler at the ICA (Active): Diana can call 47 on an earpiece, providing him with info on any one opponent, which provides a +2 to attacks. Due to constant calls being very suspicious to anyone who could potentially hear, it has a 3-4 turn cooldown.
3rd: Infiltrator (Passive): Agent 47's main priority is stealth, so all rolls to avoid getting seen get a +2. (So, if 47 tries to hide from, say, Sans, 47 will get a +2 to not getting spotted.)
4th: Marksman (Passive): 47 is an expert at marksmanship of many kinds. 47 gets a +1 to throwing weapons and a +2 to ranged weapons like Sniper Rifles and his signature Silverballers.
5th: Instinct Mode (Active): For one turn, 47 can use Instinct Mode to see through walls, in order to plan out his attack. He cannot see where people are going until they start moving, however, and he cannot use it during combat, due to needing to concentrate.
Equipment:
1st: 47's Signature Suit: The Suit 47 takes with him during contracts. The Suit itself is unremarkable, though under the suit, it has a bulletproof vest and ammo pouch. +1 to defense rolls.
2nd: Silverballers: 47's signature pistols. They are modified AMT Hardballers, with a chrome build, improved sights, and a laser sight. Due to AMT Hardballers being built similarly to the Colt M1911 45., they only have 7 rounds, though one in the chamber can be included.
3rd: Fiber Wire: The garrote 47 takes with him. They can only be used from behind, but they are strong enough that strangulation, if not the breaking of the neck itself, happen only a few seconds after 47 wraps it around their neck. Victims can escape, but they get a -1 to defense due to their being caught off guard with the stealthy nature of the Garrote.
Status: Normal
Kills: 0
Location: C.J. Daniel's
Inventory: 47's Signature Suit, Silverballers, Fiber Wire
Name: Kyoko Sakura.
Gender: Female.
Age: 15.
Appearance: "Hey, why are ya staring at me?" (http://vignette1.wikia.nocookie.net/puellamagifanon/images/9/9f/Kyokorender.png/revision/latest?cb=20150105041338)
Backstory: "I ain't telling you, after all i only just met ya." (Not stating here cuz spoilers)
Abilities:
1. Puella Magi (Passive): Kyoko is a Puella Magi, she feels less physical pain and is able to survive any attack so long as her soul gem stays intact, though she can still be incapacitated.
2. Veteran Magical Girl (Passive): Exactly what it says on the tin, she is better at dodging and attacking since she has done this thing for a while.
3.Rosso Phantasma: Kyoko can make copy's of herself as well as make other illusions, though she cant really use it as much anymore ever since a certain thing happened in her past.
4.Scorpion Spear: A gigantic version of her spear that she can summon, its only used as a last resort and the power needed for its use is life threatening.
5. Don't waist food (Passive): Kyoko loves food, really she does. If someone does something to destroy food she will get a bit angry with them... okay that's a massive understatement. She also is almost always eating something.
Equipment:
1. Modular Spear: A modular spear. While steel hard, it is extremely flexible, and can extend or bend easily. The handle can be broken down into numerous pieces, connected by a chain, allowing the user to attack or defend over a wide area. The chain runs along the handle, ending in a heavy ball at the blunt side. The ball's weight is used to easily wrap the chain around foes, restricting them.
2. Soul gem: The one thing all puella magi have, it allows her to go into her magi form as and contains her soul, she would technically still be alive if only her soul gem was left of her.
3. Box of pocky: Exactly what it says on the tin, its just a box of chocolate pocky.
"Oh, i see, guess you have to die now!"
Status: Normal
Kills: 0
Location: Toyworld
Inventory: Modular Spear, Soul Gem, Box of Pocky
Name: Crusty Pete
Gender: Male.
Definitely Male.
Age:
Appearance: Crusty Pete is a very large, muscular being that if not a Human, at least heavily resembles one. A very thick layer of accumulated Filth has built up over the
Eons Years, and acts as a sort of second skin. Crusty Pete reeks of Tobasco Sauce, Cheap Booze, and what smells like some kind of Chili Powder. He is extremely hairy, to the extant that his bodily appearance is unknowable, his hair is brown with many gray streaks, food stains, and miscellaneous garbage tangled up in it. He wears a pair of well-worn Gray Overalls that might've been Blue once upon a time, a filthy undershirt, a pair of heavily scuffed Leather Boots, and lastly, a pair of seemingly ordinary, yet unusual Sunglasses. His Hands, the only visible part of his body, are extremely calloused, filthy, and scarred. He Laughs at everything in a Psycotic Manner and seems to have no Fear of Death, but he
does have a Crippling Phobia of Spaghetti, for reasons known only to him.
Backstory:
"De day dat I tell the likes a' You my backstory 'll be da day I die!"Abilities:
1.
Smells Horrible, (PASSIVE) When in Melee Combat with a Living Opponent with a Functioning sense of Smell, that Opponent must roll a 5 or Higher to Attack each Turn, if that Opponent rolls a 4 or Lower, they are Stunned and unable to Attack for the Turn. However, Crusty Pete gains a -4 Penalty to All stealth rolls.
2.
Sentient Hair, (ACTIVE) When in Melee Combat, Crusty Pete can unleash his Mystical Living Beard to Attack 1 Opponent for 2 Turns. The Beard gets it's own Piercing Attack, and can roll to Attack the Opponent. It doesn't provide any bonuses or penalties to Crusty Pete's Attacks while functioning, however Crusty Pete and his Mystical Living Beard can Attack in the same Turn. The Sentient Hair Ability has a 4 Turn Cooldown.
3.
Built Like An Ape, (PASSIVE) Crusty Pete gains a +3 Bonus to All Strength Based rolls.
4.
That Reeks! (ACTIVE) Crusty Pete gain gather all of his Stench and Fling it at an Opponent in a Fog. The Stench Fog has an Area of Effect Radius of 20 Feet, and all Living Opponents caught in it must roll to avoid instant heart failure. If they roll a 2 or Lower, they are Killed Instantly, but if they roll a 3 or Higher, they are only Blinded and Stunned until they can leave The Stench Fog. The Stench Fog has Acidic Properties and will damage Metal Equipment. Crusty Pete is Immune to The Stench Fog's Effects, But while The Stench Fog Ability is Functioning, Crusty Pete temporarily loses his
Smells Horrible, (PASSIVE) Ability. The Stench Fog exists for 4 Turns, and has a Cooldown of 2 Turns.
5.
Large Size, (PASSIVE) Crusty Pete is Larger than Normal, giving him a -2 to all Dodging rolls, but a +2 to all Strength rolls, and sightly reduces the damage of successful hits.
Equipment:
1.
Ma' Whoppin' Stick- A very large, makeshift wooden club. Despite it's crude nature, it could probably do a lot of damage to someone's body, and, judging by the Cracks in it's surface, it probably has.
2.
A Can Of Beard Oil(6 Charges Left)- A Can Of Beard Oil, when used, it Strengthen's the User's Beard, giving it a +4 to all Beard Attacks for 2 Turns, however, too much of it will cause The User's Beard to Fall Off, and become it's own Combatant.
3.
Strange Sunglasses- These malevolent shades give the User a +2 to resist Fear and Mental Attacks, but they may attempt to possess the Wearer after doing so, in an attempt to Join the Carnage and Get it's Grasping Appendages on the Prize.
Status: Normal
Kills: 0
Location: Ditches & Hoes
Inventory: Ma' Whoppin' Stick, A Can of Beard Oil, Strange Sunglasses