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Hidden 9 yrs ago 9 yrs ago Post by Canopy
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Canopy JOSUKE / Diamond ♥ Boys

Member Seen 9 yrs ago

Name: Gale Nathbakk

Gender: Female

Age: 17

Species: Feral (Bat)

Birthday: October 13

Blood Type: AB (Positive)

Height: 4'9"

Weight: 116 lbs.

Measurements: 32B-23-34

Likes: Nighttime, fruit, Brandy Station, Ash, napping, the Nathbakk family, piano music, puffy vests and boots, gliding around with her weak wings, picking flowers, watching horror movies, destroying anything involved with lawful authority or royalty, playing peek-a-boo, making her pompadour-like hair as fluffy as can be.

Dislikes: Daytime, the Renoirs, police, Cirque des Cartes, losing her temper, talking, anything incredibly loud, crowds, other Medici affiliates, rival legbreakers, guns, being teased for her height, chocolate, meat, weeds, swimming, dogs and cats, lack of respect, impatience, being kept away from Ash.

Parasite/Living Weapon: Brandy Station - A living sabre with a thin silver hilt and a curved obsidian blade that alone measures up to at least 72 inches. Wielded by Gale, the sword possesses half of the wielder via their fighting will and makes them an adept swordsman, becoming so precise that they can slice through a speeding bullet with ease. Though the sword's wielder is possessed, he or she is aware of their surroundings and able to control the living weapon with ease so long as the synchronization is stable. If the wielder loses control of their temper and attacks with all of the anger within their heart, the sword's abilities correspond with the emotions and enters a berserker mode, a very dangerous state that could drive the user insane or, in the worst scenario, could kill them from the energy used. When in use, the sword takes on a faint yellow glow, and the hilt becomes burning hot if touched by anyone other than its user as a defense mechanism. The last known wielder, Gale's father, was nearly killed due to the weapon's extreme abilities, and, as a safety precaution to keep the future Nathbakk generations out of danger, retired the sword. It had been sitting on top of the fireplace within the family's living room on a rack and in its sheath until Gale became its user to assist her in battle. While Gale is possessed, her voice has a garbled, static accent. Brandy's voice, however, is audible static that only parasites and other living weapons can understand.

Apperance: As shown by the measurements, Gale is incredibly short for her age, and she was even the shortest amongst her family. Maintaining a rather intimidating and menacing apperance, the feral sports not only a purple pompadour that she has almost perfected and purple lipstick, but snakebite lip piercings, a diamond nose stud that she happened to steal, black pearl earrings, and a red bandana with a single black 'X' over her left eye. The bandana keeps Gale's blind eyes under wraps, and though her sight is gone, her eyes possess the ability to act as lights, often appearing at an intensity of about your average flashlight. The only time Gale's eyes ever show is when she's illuminating an area for the courtesy of others or if she's using them within a fight. The intensity of her light can grow so strong that it is able to permanently blind people, but doing so would burn her eyes out for weeks and would require meticulous care to heal. Instead, they only grow bright enough to temporarily blind an opponent for about ten seconds. When the bandana is off and the light is not being used, her eyes appear empty and ghost-like with the whites being replaced by a bright yellow and the pupils a dark red color. Her usual attire includes a charcoal black down vest with four main sections, a red turtleneck with no sleeves that was tailored to expose her stomach, a black mini skirt, and white knee-high boots that have been tinted pink from the stains of blood caused by her job as a hitman. Her skin is a fair peach color though she does not like daytime because she has to travel out during the early hours to run "errands" for the mafia. Because she is a bat feral, Gale possesses two distinctive traits that immediately give away her bat genes: her freakishly large, black bat ears and her rather small bat wings that only stretch out to the ends of her shoulders. Given that her lack of sight has hindered her senses, it also increased the strength of her hearing and the other senses, explaining why she cannot handle loud sounds. Her bat wings are too weak and too small to allow her to properly fly like a bat, so she can only glide a few feet off the ground before having to land. Given that her strong points are not only precision but speed, her legs are incredibly toned from sprinting around like a maniac, but her arms are lacking in the muscle department.


Biography: Gale was born and lived in the outskirts of Little Innsmouth with her family, and that little bat family of hers consisted of the father, Drac Nathbakk, her mother, Rhine Nathbakk, and her younger twin brothers, Rush and Caine. The Nathbakk family was notorious for possessing incredible speed and hearing to make up for no vision, and though there were frequent robberies in their neighborhood, no thief had succeeded in penetrating their home. The mother and father were so bent on not only protecting their property but their offspring, that no criminal had succeeded in advancing at least four feet before either being killed in cold blood by the father or being chased out by the duo. Upon the arrival of the two twin brothers, who the doctor had predicted would die at birth, Drac taught Gale how to defend and fight through means of strictly her hands and her environment to defend their precious family. After weeks of strenuous training, her father strengthened her vocal chords and taught her to screech like a true bat to navigate her surroundings, and she soon perfected the art of navigation through echolocation and her hearing, allowing her to create a mental map within her mind of her area. By age seven, Gale was an incredibly strong fighter as her brothers grew to be adept fighters as well. Throughout the years, the family lived in harmony and maintained their intimidating reputation, but on Gale's fifteenth birthday, life threw her the biggest curveball that a juvenile bat chick could ever ask for. On the day of her birthday, Gale had come down with a cold. Though she was sick, her family wished her a happy birthday and gave her the biggest fruit buffet that she could've dreamed of. After a few hours of festivities, her mother and father along with the twins notified her that they would be back with a present that all four of them had been saving up for. As Gale lay in bed, sick but excited for the return of her family, a shootout was taking place within New Meridian between the crooked policemen whose strings were being pulled by the mafia and the Black Egrets. Caught in the crossfire, the four ferals were all fatally wounded, and their injuries halted the entirety of the fight. As the policemen took their leave, the remaining Egrets worked to keep the family alive, but their efforts were for naught. The twins had passed within seconds of the bullets penetrating them, and the mother had finally bled to death in the arms of Drac, who had been shot at least five times in the chest. Rushed to the nearest hospital in critical condition, the father soon succumbed due to the shock of the nightmarish situation.
Gale, blissfully unaware of her family's demise, woke up after hearing the faint knocks at the door of her little home. Filled with energy, she rushed to the door and prepared to greet who she thought would be there, but her smile fell slightly at the sight of a rather tall Egret, the exact one whose bullets had pierced her father's chest. After a few minutes of explanation and the news that the four ferals had passed, the news began to slowly sink in within Gale's heart and caused her to snap within that very moment. Filled with an uncontrollable rage, Gale was charged with first-degree murder that very night for the death of the messenger.
The Medicis, who had been aware of the family's power for ages, had purposely caused the death of the Nathbakks to give Gale a reason to join as one of their many personal hitmen. After pulling a few strings and having her freed, she immediately joined the ranks of the mafia to obliterate any lawful authority within the kingdom, especially anyone affiliated with the Renoirs. Taking on the title as the wielder of Brandy Station, Gale sold the house as a way to ease her heartache and began to train relentlessly with the living weapon. The heartache and anger soon gave way to emptiness, and for about two years, Gale has been devoid of all emotion. Though she is unaware, her malice and somberness is let out through her fighting style, quickly and mercilessly. Her closest friend, Ash, who had been taken into the family in Gale's late teen years as the only Gigan in Little Innsmouth and had adopted the Nathbakk name, joined her as her partner in the mafia. Ash is the only person in Gale's life that can make her smile and feel safe without fail, causing Gale to grow incredibly protective and possessive of her. The two are currently residing in a small apartment right outside of New Merdian and carry out the latest hits given to them by the head of the mafia.

Special Attacks/Blockbusters: Dasher's Slash (Level One) - Multiple quick slashes from Brandy Station's blade that knock the opponent far away from the wielder due to the immense power.


Bat Breaker (Level Two) - Gale takes the opponent over her shoulders with her rather weak muscles, and though struggling to hold them up in the air, successfully bends his or her body to the point that it feels like their spine is going to break and delivers three hits before throwing them back to the ground. Deals an immense amount of damage.


Bat Berserker (Level Two) - Brief period of time where Gale and Brandy Station enter a berserker mode where speed and strength has increased. Attacks become slightly slower due to increased power.

Nathbakk Frenzy (Level Three) - A speedy blockbuster that begins with a direct blow to the face followed by a flurry of quick, powerful kicks delivered to the opponent's shins to throw them off balance and kick them a fair distance.


Radiant Rays (Level One/Five -- AIR OK) - Depending on how much energy (bars) one has, Gale's eyes deliver powerful rays that knock the opponent back. Level one is a medium-sized ray that appears similar to UV light that leaves the opponent burned but standing. Level five is a gargantuan beam that appears as a scorching laser and results in a hard knockdown.

__

Will make my second character tomorrow.
Remember that Skullgirls is full of references. Like, everywhere, so don't be afraid to base your attacks on other fighting game moves.
Also, though it was not listed, please make sure you specify what species your character is, and when stating birthdays, refrain from listing a specific year.
Hidden 9 yrs ago 9 yrs ago Post by Guess Who
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Guess Who The Nameless Writer

Member Seen 12 hrs ago

Name: Scott Thompson

Gender: Male

Age: 23

Birthday: December 7

Blood type: O-

Height: 6'4

Weight: 170 Ibs.

Likes: Fellow Black Egrets, proving himself to those who doubted him, the Canopy Kingdom and it's royal family, guns, women that are way out of his league, rock and roll music.

Dislikes: Criminals, people with a lack of respect, anyone who shows him up, anything sticky.

Parasite/living weapon: None. Just uses the Black Egret standard issue MP40, Luger P08, and Model 24 grenade.

Appearance:



Blockbusters:
1. Boom Baby - Scott throws one of his grenades after shouting "Boom baby!". Does mild amount of damage, stuns opponent for one second, and throws them back a few feet.

2. Hasta la vista, baby - A fellow Black Egret pulls up in a motorcycle and gives it to Scott before running off. Scott then drives towards his opponent and grabs them by their collar before throwing them in the air and unleashing an entire magazine from his MP40 on them. He then drives away before turning back around and crashing the motorcycle into them. Does moderate amount of damage.

3. Overkill - Scott calls in a squad of fighter planes to make five strafing runs toward his opponent. Each strafing run will also throw his enemy into the air. Does extreme amounts of damage.

Bio: Scott's parents both worked for the Black Egrets, so it was only natural that he would join them himself. As soon as he turned eighteen, Scott volunteered for service. It was during his first few days at boot camp that he met his best friend Liam MacTaggart. The pair became fast friends, as they shared very similar interests and world views. The only difference between the two was their confidence. Scott often second-guessed every decision he made, even though it more-often-than-not the right decision. Liam, on the other hand, would be able to quickly figure out what needed to be done and then do it. This allowed Liam to ascend in rank with less struggle than Scott.

Rumors have spread from the intelligence division of the Black Egrets that the Skull Heart might have resurfaced. Seeing this as the perfect opportunity for them to gain recognition among the higher-ups, if the rumors are true of course, Scott has talked Liam into teaming up to search for the weapon of mass destruction.

Currently, both Liam and Scott are the Black Egret's equivalent to the rank of Sergeant. While Scott is single, he helped play wingman for Liam several months ago and is proud to have helped his friend meet the woman that Liam now calls his fiancée.
Hidden 9 yrs ago Post by lif
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lif the fastest RPer this side of fuck

Member Seen 11 mos ago

Name: Scott Thompson

Gender: Male

Age: 23

Birthday: December 7

Blood type: O-

Height: 6'4

Weight: 170 Ibs.

Likes: Fellow Black Egrets, proving himself to those who doubted him, the Canopy Kingdom and it's royal family, guns, women that are way out of his league, rock and roll music.

Dislikes: Criminals, people with a lack of respect, anyone who shows him up, anything sticky.

Parasite/living weapon: None. Just uses the Black Egret standard issue MP40, Luger P08, and Model 24 grenade.

Appearance:



Blockbusters: (Since I'm not completely sure how these work, I'm just going to cheat and say that it's the same as Parasoul's)

Bio: Scott's parents both worked for the Black Egrets, so it was only natural that he would join them himself. His goal is to get as high up in rank as possible, which is why he's so intent on finding the Skull Heart. Scott wishes to destroy it, in hopes that in doing so will get him recognized by his superiors and get him the position he feels he deserves.

This is a good start, but you should make up your own blockbusters, canopy's CS is actually an extremely good example.
Hidden 9 yrs ago Post by Canopy
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Canopy JOSUKE / Diamond ♥ Boys

Member Seen 9 yrs ago

snip


Guide to Creating Blockbusters

1.) Give it some sort of catchy name. Alliterations or words that make sense and go well together are where you should start.

2.) Describe the attack. Skullgirls is full of references, so don't be afraid to just go look up some supers from other fighting games and reference them. I would go easy on this rule, though; try to make maybe two original supers.

3.) Decide on its damage and how many bars it should cost.

4.) Go over all of the moves real quick and make sure they're not ridiculously overpowered or just that they make sense. Like, I don't think your Egret would have a fireball super because it flat-out doesn't make sense.

5.) lol you're done

Hidden 9 yrs ago 9 yrs ago Post by Canopy
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Canopy JOSUKE / Diamond ♥ Boys

Member Seen 9 yrs ago

Name: Morgann Lacroix (Stage Name: "Morrgan the Magnificent")

Gender: Female

Age: 23

Species: Human; born and raised in the Chess Kingdom.

Birthday: April 26

Blood Type: O (Negative)

Height: 6'1"

Weight: 136 lbs.

Measurements: 34C-26-39

Likes: Magic, flowers (specifically magnolias), her dozens of suitors, money, fancy cars, bedazzled wands, the colors white and gold, chocolate, glamorous attire, the Medicis, rubies, reading tabloids, signing various things with her signature, birthday cake martinis, being rude, punctuality, Cirque des Cartes, pink doilies, gossip.

Dislikes: Fake magic and cheesy tricks, bad jokes, other women, poverty, Dagonians, Little Innsmouth, those who defy her wishes, gaudy or dull clothing, the Renoirs, Gale, rumors about herself, people better than her, Gigans, wizard-like apparel, anything associated with the Holy Trinity, socially awkward people.

Parasite/Living Weapon: Magnolia - Though the entirety of her magician's attire is the weapon itself, the parts primarily used in battle are her hat and her jacket. The inside of the suit is similar to a Sea of Dirac, which is assumed to be either connected to another dimension or is another dimension itself. The suit's attacks are aided by Morgann's magical antics, but its main function is executing scarring psychological attacks. The psychological attacks are formed after the suit has figured out the opponent's greatest fears, and after learning about what they fear the most, the attacks are tweaked to throw the nightmarish situations into play. Aside from its psychological abilities, this suit has been known to devour its user whole unless tamed and properly cared for. The current user, Morgann, has wielded this suit effectively since she was at least thirteen years of age due to her knack for magic and fancy clothing. She protects this suit with her life, and the strange thing is that it's the only thing she ever wears. Even in her sleep, she wears simply the jacket over her gown as a safety measure against any enemies that might attempt to attack her. The fibers within the suit are far too strong to simply be shredded, and yet no one knows what exactly they are made of. In order to properly destroy Magnolia, its seams must be undone by magique, an obsolete form of magic that has been lost to the ages. This suit cannot function on its own offense-wise without a user, but defense-wise, its methods are simple and effective. If someone other than Magnolia were to wear it, they would quickly be devoured and lost within the suit's depths forever.

Apperance:

Under the mask, Morgann's eyes are a piercing bright green. Her hair is short due to its pixie cut.

Biography: From her very birth, Morgann was said to have had a great deal of power within her magic. The cause for such power was that Morgann had been draining the very energy from her mother, Aes Lacroix, from the womb ever since the doctor confirmed that she was, indeed, going to be born. After she was conceived and her mother died during the birthing process, her father, Anton Lacroix, cherished her and protected her with his very life because she was all he had left. Not only was she the only one he had in the immediate family, but she was the last baby to be born so far in the Lacroix bloodline. Because she would possibly be the last to carry the family's blood within her veins, he provided her with a rather dangerous but magical suit known as Magnolia. From then on, not only did she come to love the suit, but she acquired a taste for glamorous clothing.
Her father, being the well-known and rather rich magician that he was, lived in a lavish mansion within the Chess Kingdom with a young Morgann and two chess servants. While the kingdom struggled to recover from the war that completely destroyed the economy, Anton used his money that he collected through performing to provide for his daughter and spoiled her to the point that there was no way she would ever be able to comprehend poverty nor hard work. Morgann, by age six, had become a spoiled brat. Though elementary and high school, not only was she one of the most popular, but one of the most antagonistic students on campus. Frequently playing tricks on her teachers or bullying other students using her magic, she was usually seen sitting right outside of the principle's office. Despite her social status and magical abilities, she was nowhere near the smartest in the school district, and was actually ranked ten students from the bottom of the bucket regarding her average. This, of course, infuriated her because she never had and never would comprehend the essence of hard work and modesty. She thought simply because she was "the greatest in all of the Chess Kingdom" that she had to be valedictorian.
So she destroyed the school and killed most of the people within it.
Including the valedictorian.
After realizing the repercussions that her deed would come with, Morgann cleaned up the rubble to the point that the campus seemed as if it had just disappeared, just like a true evil magician. Fearful of her father's righteous wrath, she packed up all of her things and left in graceful silence, setting her heart on becoming one of the biggest stars within her new destination.
Canopy Kingdom.
Prior to Gale's enlistment into the mafia, Morgann soon learned of the circus, Cirque des Cartes, and immediately signed up without second thoughts. Though she was blissfully unaware of their affiliation with the mafia, she became a sensation within the circus, not because she was the best, but simply because they lacked a magician in the first place.
One night, as Morgann was about to retire to her dressing room to sleep for the night, Morgann caught a few of her fellow circus members moving a Dagonian's lifeless body to the elephant pen so that the animals would crush the proof that this man even existed. Appalled and feeling a tad hypocritical due to her previous actions, she demanded what was going on and demanded an answer. Cornered with no way to wriggle out of an explanation, one of the culprits stepped up and explained the mafia's goal for total domination over the Canopy Kingdom. After careful consideration and deeming herself a hardened criminal, Morgann demanded to be enrolled in the mafia's forces as the "deadliest hitman they would ever see." With only a day of waiting, she was quickly accepted into their ranks as a lethal force of nature. Though she wishes to be the best assassin within the mafia, many of the hitmen have pegged her below many other killers' abilities, Gale being one of them. Ever since that day, Morgann has vowed to not only kill those in her way of being the best, but has created a plan in her head to get to the Skullheart and become the Skullgirl. She would work strictly for the Medicis and help them dominate the kingdom with ease.
With such outlandish goals, she's got a long way to go.

Special Attacks/Blockbusters: Alacarzam (Level One -- AIR OK) - Morgann sends a bolt of energy into the ground using her wand before several cars, one-by-one, knock the opponent back. Deals fair damage.


Stellar Gunner (Level One) - Morgann pulls a rabbit out of her jacket before shoving it impatiently into her tall hat and promptly rips out a tommy gun before shooting feverishly at the opponent until she runs out of ammo (15 hits). If blocked, still manages to move the opponent back quite a ways away; has weak damage due to multiple hits.


The Houdini (Level 2) - Counter super in which Morgann quickly blocks the super with a pair of rusted cuffs similar to Houdini's before disappearing in the midst of a smoke bomb. The disappearance leaves the opponent confused before a large cage from the magician's signature water escape comes reeling down from the ceiling, slamming down onto the opponent's head as Morgann escapes the cage. This attack can be easily blocked; can only occur right as Morgann is being hit. Deals major damage.

Now You See Me, Now You Don't (Level 2) - If the opponent blindy charges Morgann, she'll wave cheerfully before falling into a trap door on the floor only to rebound up from another behind her challenger. She'll quickly shove her magician's hat over their head and keep them locked in a chokehold, keeping the hat on long enough for an explosion to occur from within it. The only sign that it has happened is the sound of a muffled explosion followed by smoke escaping from the bottom of the hat. This attack causes a hard knock down, but can simply be jumped out of if the opponent manages to stop attacking in time. It is categorized as a grab super, so jumping out of Morgann's range is possible, but if not avoided, can deal major damage.

Magnolia's Magique (Level 3) - Morgann's most dangerous command grab super in which she opens her magician's jacket and forces the opponent into it before shutting it and struggling to keep it closed over her. Whilst in the suit, the opponent finds him or herself falling into a dark area similar to the Sea of Dirac before being pummeled by a multitude of white, purple, and golden fists before being thrown out of the jacket and onto the floor. Cannot be avoided unless the opponent has jumped out of Morgann's range. Deals crippling damage.
Hidden 9 yrs ago Post by Kafka Komedy
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Kafka Komedy Bearer of The Curse

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Hidden 9 yrs ago 9 yrs ago Post by Lord Santa
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Lord Santa Body of a man, heart of a Chupacabra

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Hidden 9 yrs ago 9 yrs ago Post by lif
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lif the fastest RPer this side of fuck

Member Seen 11 mos ago

Name: Ash Nathbakk

Gender: Female

Age: 18

Species: Gigan

Birthday: May 22

Blood Type: B+

Height: 10"5'

Weight: 284 ibs.

Measurements: 32D-23-36

Like: Mornings, Gale, sleeping, eating, sleeping again, her gun, seeing Gale smile, long walks through Meridian, botany, gardening, flowers, big windows that she can climb out of easily, and small things.

Dislikes: The Renoirs, Egrits, moonless nights, mean small people, mean tall people, hot days (which are all too common in the Meridian), and Gale injuring herself.

Parasite: Rorschach - a parasite that replaces an unknown part of Ash's body, only Gale has seen it activate and live.

Appearance: Ash is a ten foot tall Gigan, with a pair of stubby yellow horns and peach colored skin, her eyes are an expressive yellow, topped off by badly kept white hair. Ash usually wears a striped jacket, and a white undershirt that barely fits her elongated arms, along with her jacket, she also has a bright red bow tie around the collar of her jacket, fur mantle included, which matches the hair on top of her head. She also carries a Gigantian machete as a secondary weapon, alternatively to her .30 caliber Canopian anti-tank rifle; which can often be found slung over a shoulder, with Gale attached to its long barrel.


Biography: Ash's origins lie in the cold wastes of Giga, where she was born to a family of Gigan, whose names even she can't remember. They dissipated from Ash's life when she was nine, and she found her way to little Innsmouth through a lowly Elven caravan. After she had strayed from the Elves that had been with her for so long, she found her way to a small family of bat Ferals who, despite her size, took her in. Their giving attitude had touched her so deeply, that she had decidedly stayed with them. Everything went well for a few months, Ash managed to live a relatively normal life tending to flowers, and getting a proper education--until Gale's parents died. Gale's mental state immediately declined, and as it did Ash was the only thing left to keep it from falling into madness. The next seven years were hell not only for Gale, but for Ash as she was treated to all of Gale's hatred and sadness, but Ash soldiered through it. In those seven years Ash and Gale grew significantly closer as Ash slowly became a pillar for Gale, but despite the pair becoming so close, Gale still doesn't know much about Ash; save for what she's been around to witness.
In fact, nobody knows much about Ash.
After Gale decidedly joined the Medicis, Ash decided to buy a new home in Little Innsmouth where she and Gale can rest in relative peace in between hits. Now a days the pair just hang out, so to speak, lounging in their shared home, and on occasion tending to the flowers covering the interior of their house. When the pair are not scattered through out their home in Little Innsmouth, or breaking backs for their employers, Gale rests on Ash during the night; almost like a Gigan mattress.

Blockbusters:

Maul (Level 1): Ash unsheaths her machete, and hyper extends her arm, using it to whip lash her opponent several times--blade included.

Bullet Hell (Level 2): Ash loads a special 'slug' round into her rifle, which fires numerous smaller caliber bullets in a flurry of lead, which all impacts her opponent; effectively juggling them in the air to open them up to a counter attack.

Bloom (Level 3): Ash activates Rorschach.
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Hidden 9 yrs ago Post by GreenGoat
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GreenGoat Harmless Flower Person

Member Seen 1 yr ago

Here's mine, since Poog gave the A-Ok.

Name: Juno Bernstein

Gender: Female

Age: 20

Species: Human

Birthday: April 1

Blood Type: AB

Height: 5'4", 6'2" if Marionette encases her in armor.

Weight: 50kg.

Measurements:
29A-26-28

Likes: Money, good food, good bed, convenient things, silent areas, ultra spicy curry, not being in debt, rich people, nice suits, being paid on time, Dusk Soul Marionette, novels and writing.

Dislikes: Being in debt, hunger, sleeping out, inconvenient things, loud areas, curry that does not taste like curry, being in debt, beggars, skinflints, misers, sappy movies, cats, dogs, furry things in general, being in debt, her appearance,Dusk Soul Marionette eating something without her noticing, bad puns. Did I mention she dislikes being in debt?

Parasite/Living Weapon: Dusk Soul Marionette - It primarily appears only as a gauntlet made of reddish steel seemingly fused to her left hand, with a single eye, Juno's, on the back, and a maw it can open on its palm. With all the advantages an armored gauntlet on your hand would give, it also strengthened her basic abilities somewhat, especially her strength in her left arm, and gives her the ability to gather and fire purplish luminescent energy from the glove.

If needed however, it can extrude itself to cover the entirety of the host in armor for a certain amount of time, pushing up their defensive and offensive capabilities, but lowering their dexterity, essentially inverting her normal abilities.

Oh, and it speaks in unnecessarily loud booming baritone.

Appearance:




Biography:
Being born in April first, not one of her birthday passed without some sort of prank being played on her by her family. It was fun the first few times, but she quickly learned to turn a skeptical eye to anything outrageous her family tried to pull off. Which unfortunately, led to her whole house burning down with her entire family inside, when she dismissed the smoke inside her room as another prank. With no other immediate family to turn to, she quickly found herself on the streets.

It was harsh few years for a girl her age, until she learned how to pickpocket. Working up from there, she started on robbery, theft, and fraud, never doing more than one major hit in any one frame of time. Which means Juno stayed on doing small time. Big time crime does pay better, but the heat wasn't worth it to her. And joining the mafia wasn't exactly an option since she rather dislikes the way they did things.

One night however, while she was eating her dinner on top of some building, she noticed a skylight wide open on a house. Not just some guy's house, but a rich guy's house. Normally she would have cased the place, learn all its quirks, which door leads where, the usual. In this case, she reasoned it would be just a quick grab and run, whatever she could get. It was almost a bust when she entered, most of the valuables were either big, too obvious to fence, or things that were very niche, like a mummified hand she had no idea where to fence.

Sighing, she almost gave up before spotting a tarnished gauntlet sitting pretty in a glass container. Reasoning someone might want it as decoration, she quickly shorted out the sensors on the glass, and made off with the gauntlet, putting on her left hand to avoid losing it should she needed to run.

Feeling pretty proud of herself, she returned to her apartment and promptly fell asleep. The first thing she noticed when she woke up was her skewed vision. It felt as if one of her eye was lower than the other, causing her to instinctively raise her left hand to her face. Juno's eyes widened as she noticed the gauntlet, now looking very polished and bright, as if it was still fresh out of the forge. Fearing that she might have grabbed something she shouldn't have, she turned her left hand around, bringing to view her green eye embedded on the back, giving her vision of her own shocked face. And just when she thought it couldn't get worse.

"BONJOUR!"


Special Attacks/Blockbusters:

Moves starting with Dusk Soul refers to the moves only done while Soul Protect is activated.

Burst Hammer Lv1 - With a little startup, she pulls back her left hand, gathering energy into it, before releasing it with a swift punch. Will knock back unguarded opponents into the opposite wall. Deals fair damage.

Dusk Soul Burst Rondo Lv1 - With a moderate startup, they pull back their left hand, gathering energy into it, before releasing it with several lightning quick punches, before ending it with a powerful explosive punch. Breaks guard on the last hit, and will make a character taking an unguarded hit drop to their knees. Deals minor damage on the quick punches and moderate damage for the last hit if unguarded, and minor damage if guarded.

Queen's Bomber Lariat Lv2 - Air Ok - Jumps either to the wall behind her or the wall opposite depending on commands, and springs diagonally downwards, slamming her left arm across the opponent's neck. Deals moderate damage.

Dusk Soul Monarch Bomber Lariat Lv2 - With a powerful dash, execute an explosive lariat with either arm, or dash past the opponent to their back, and then quickly dash backwards to execute an explosive lariat with either arm. Deals moderate damage, though higher than the base version.

Soul Protect Lv3 - Air Ok - Juno emits a shockwave, as Dusk Soul immediately encases her in armor. Inverts her strengths and weaknesses for a certain amount of time in addition to having better defenses. Deals minor damage if the shockwave hits, with moderate knockback.

Dusk Soul: Prepare to Die Lv3 - Usable even with 0 units of power, it consumes a chunk of hp for each missing unit. Dusk Soul fires out the left gauntlet along with Juno at breakneck speed. If it is blocked or it misses, Soul Protect mode ends immediately, and any consumed power and hp is not refunded. If it connects, Dusk Soul immediately dashes to the back of the opponent, firing off rapid punches from the back as Juno does the same, putting away her usual electric baton. After several seconds of rapidfire punching, both of them jump backwards, and execute a double lariat.
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Hidden 9 yrs ago 9 yrs ago Post by RoflsMazoy
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RoflsMazoy Enjoyer of cute animals~<3

Member Seen 2 mos ago



GM approved
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Hidden 9 yrs ago Post by Nthitho12
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Nthitho12

Member Seen 9 yrs ago

Name: Angus de Barra

Gender: Male

Age: 35

Birthday: February 29

Blood Type : B-

Height: 8'2"

Weight: 398 lbs

Measurements: I have no idea how this part works.

Likes: Exercising, Horses, Large hats, Text books, Non-fiction books, Vegtables, Working, Pharona

Dislikes: Cosmetics, Scratchy clothing, Candy, Cars, Explosions, Fire

Parasite/Living Weapon: Pharona: A Remote Parasite that forms itself as a little girl on top of the giant, she stole part of Angus's brain to bond with each other. Pharona must keep constant contact to the head at all times, it can be touched from any point of the small body, but Pharona prefers to sit on Angus's shoulders as it is much more comfortable for her body. For being able to live on his shoulders and feeding her, she is able to give the body an immense amount of growth and muscle generation once combined and making the body extremely agile and flexible making his size deceptive for opponents. She controls Angus's body completely, but Angus can have control of his own body whenever the two aren't fighting. If they would ever be inside of a fight, Pharona and Angus switch between controls to do rather devastating combos.

Apperance:




Biography: Living inside of the Canopy Kingdom, he was always a rather large kid when growing up through his life. However, it wasn't the muscles that made him large, it was actually his fat that made him so big. An easy target for kids to laugh at him at a young age, Angus tried everything to make him lose weight from weight loss pills to becoming a vegan. However, nothing worked for him making the ridiculed boy depressed for several years, even dropping out of school.

When he reached the age of eighteen, his parents as a last ditch attempt to get him out of his depression as nothing seemed to be working, his own personal gym. They set up the rather expensive home gym just for their son and tried to push him to get out of his deep depression. He never used it, making his parents give up on trying to get him to leave his deep sadness. Leaving the house to figure out if they could return the home gym, they were involved inside of a fatal car accident by a random drunk driver hitting them from the side, instantly killing both of his parents. After hearing the news, Angus had decided to use the home gym in honor of his parents and not letting their lives go to waste.

Several years later, Angus is now 25 with his birthday the next day, he was a changed man. The fat that had been retained had become slimier, but it still remained under the fat. However, under that fat was pure muscle that made him able to lift and carry most things than any regular person could ever hold! Later in the day, he was outside ready to get some groceries to celebrate his birthday until in the corner of his eyes saw something stir the trashcans. Curiosity gripped the man, and he peeked his head around the corner to find two large men wearing suits stuffing something that was muffled and squirming into the bag. He immediately knew what to do, grabbing a nearby trashcan lid, Angus quickly threw the disc towards one of the men to hit one directly in the head, immediately knocking the fiend out. The other man, quickly realizing what was happening pulled out his gun, and started firing upon Angus giving time for the squirming thing get out of the bag. Angus ducked behind some trash, but soon realized that the creature they were shoving into some dirty bag was a little girl, and that further enticed him to punch that guy shooting at him. The loud gun shots of the pistol were soon replaced by clicks and Angus knew what to do at that point. Quickly, he ran up to the man and sucker punched that man right into the jaw, leaving his body to slam into a nearby wall and collapse. Angus was finally done with those thugs and looked upon the little girl staring at him with wide eyes, the large man was about to say something to the little girl, but she suddenly latched onto his face with surprising speed and Angus blacked out on touch.

The large man soon found himself waking up on his bed, his head feeling like it was splitting into two while something else was stabbing something into his eye. Angus was thinking if that heroic act was all in his mind produced by drinking? He never drank alcohol that night, however, but when he tried to rub his head, he touched something. Angus quickly screamed, which also made his mind scream like an actual little girl. Angus looked up to see that the little girl he rescued was latched onto the back of his head... After several hours of explaining as her voice echoed through his mind, this entire thing was insane. Several days after staying inside of his house, Angus finally accepted the fact that he now had to share his body with some parasite that took apart of his brain... His life is kinda messed up at the moment.

Special Attacks/Blockbusters:

Iron Thighs(Level One) - If within grabbing range, Pharona commands the body to jump and grab the enemy's head between his thighs. He then squeezes his thighs together and causes moderate damage and smashes them into the ground leaving the enemy dazed for one second.

Running Man(Level Two) - Angus goes into a mad dash, anyone in the path takes a large amount of damage and are thrown into the air. However, if blocked, the damage will be low but will still be thrown into the air.

The Full Workout(Level Three) - Pharona and Angus control the body in sync to create a devastating combo. Angus suddenly tears out a large piece of the ground starts to smashes it against the enemy repeatedly until it is only rubble. Pharona takes control and jumps high into the air, the massive body weight speeds them down and the body points the large knees towards the enemy and directly lands on top of the person, crushing them completely.
Hidden 9 yrs ago 9 yrs ago Post by Lugubrious
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Lugubrious The player on the other side

Member Online

Name: Grumm (Percival Botley)

Gender: Male

Age: 38

Race: Formerly Canopian human, now effectively undead with living weapon

Death Day: February 26th

Blood Type: B-

Height: 5'11”

Weight: 292 lbs

Likes: Desperation, not dying, karmic justice, underdogs, getting points across, and using the wild part of his brain

Dislikes: Pride, envy, wrath, greed, lust, sloth, gluttony, and having to use the human part of his brain

Living Weapon: Tick Tock – a clockwork heart of dizzying complexity, built to function like a parasite. Tick Tock has no mind of its own, performing an autonomous function. When Grumm's body is damaged, it goes into overdrive with tiny clockwork drones and chemical cocktails to repair the damage as quickly as possible. If part of Grumm is irreparably destroyed or separated from the whole, it uses scrap metal that Grumm has ingested to create new clockwork body parts.



Blockbusters:
Level One – Rot Wrecker - Grumm springs forward, spewing bile, and delivers a crushing hydraulic punch with his clockwork arm that will often cause a wallbounce.

Level Two – Clockwork Carnage – All seven tentacles erupt from Grumm's belly, weaving through the air in search of a target. Upon contact, they chomp down on the victim repeatedly before flinging it away.

Level Two – Grave Filler – Grumm hurls his axe ahead, and when it embeds itself in the target, he rushes across the ground, grabs the axe's handle, and then punches the enemy off of it with his clockwork arm.

Level Four – Vigilante Justice – Reaching out with his clockwork arm, Grumm grabs a close-by opponent. He forces it to its knees, spewing disease-ridden bile over their head as he does so. Finally, Grumm performs an inside-out cut with his axe, dealing both incredible damage and a DoT to boot.

Bio:
The esoteric Gurghamstead Revolt failed almost as soon as it was started. The Canopy armed forces overran the small but petulant cluster of farming villages, crushing their one uniting factor -political conservatism- by taking out the ringleaders and then extinguishing any fire that remained. One noteworthy thing did result of the Revolt, however; Percival Botley. The cold-eyed man because a vigilant, taking justice into his own hands when the hard-handed government failed to serve the people that it claimed to. Cloaked in black, he sought out and brought unnecessarily merciful ends to the cruel underlings of corrupt officers, executives, and politicians; soon, he targeted the string-pullers themselves. Canopy Kingdom was better served for his illegal but morally justified activity, however bloody and unlawful.

Still, Percy deeply regretted what he had done. However just his actions, he had still killed people—which flew in the face of his own moral code and religion, making him a glorified hypocrite. In the early days, after leaving his wife and child behind for their own safety and pledging to return, he had told himself that he was doing what needed to be done, and that nobody else had the courage necessary...but now, the veil grew ever thinner. Percy developed a consuming fear of death and judgment, fearing he'd be sent to hell despite all the good resulting from his vigilante campaigns. Terrified, he sought out what some might term a mad scientist and begged of him a means to cheat death. The man he pleaded with turned a sympathetic ear to his claims; the corrupt officials Percy strove to remove had confiscated his medical degree (For what ultimately proved to be good reasons) and subsequently ruined his life, turning him from an esteemed doctor into a crazed tinkerer. At Percy's behest, the scientist created one of the first living weapons, a clockwork heart which he dubbed Tick Tock, and installed the device in Percy's body. The incredible machine was designed to sustain him from the inside out, replacing Percy's organs from the inside as they failed.

At first, it seemed lucrative. Thanks to Tick Tock, Percy redoubled his efforts, finding death would always ellude him. Poison was ineffective; being shot a minor inconvenience. Even when Percy was seized by a crooked police squad, tortured, and robbed of his left arm, bronze mechanisms replaced what was lost. Suddenly, no mission was too dangerous and Percy could cast out for the biggest fish to fry. Justice, though, awaited the vigilante too. As time wore on, Percy found himself changing. Tick Tock was malfunctioning. It made more and more errors, failing to keep him healthy. Percy's skin turned pale and bloated, his blood clotted and green, and when his intestines were torn out by a particularly vicious street gang they were replaced were clockwork tentacles tipped with fearsome mechanical maws. All this, however, failed to alarm him. His mind was withering too, leaving only feral, killer instincts where a brilliant psyche had been. And yet, Grumm could not die. Finally, the Black Egrets captured the monster and, unable to kill him, made him into a secret weapon—a loose cannon able to be thrown at an enemy as a last resort. This was achieved by tapping into the part of Grumm's brain that was still human, and helping it to forget what it was fighting for.
Hidden 9 yrs ago Post by The Irish Tree
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The Irish Tree Hot-Blooded Loser

Member Seen 1 hr ago

Name: Allan Crow

Gender: Male Gentleman

Age: 46

Race: Feral Crow

Birthday: January 19

Blood Type: A

Height: 7ft. 8 in.

Likes: Fine dining, Wine, Breadcrumbs, Corn, Fisticuffs, Classical Music

Dislikes: Filth, Criminals, Cacophonies, Scarecrows, Heavy Objects suspended in mid-air

Parasite/Living Weapon: “THESE FISTS ARE THE ONLY LIVING WEAPON I NEED!”

Appearance:

Personality: Allan is a rather eccentric man, most of the time being fairly good-natured and generous most of the time, showing kindness even to those who he doesn’t know. Despite his generosity, he does not tolerate people squandering anything, or defeatists.

Biography: Allan’s life before he took the center stage of the wrestling world is irrelevant, to him, his life began, and truly ended in the ring. That was where he became a man, where he found a friend, and where he lost his career.

A rising star in the works, Allan sought to become as great as legends such as Beowulf, and Von Gam, and was willing to undergo anything to do so. He was never alone, however, in the form of his biggest fan, and best fan Edgar, the son of a wealthy philanthropist in New Meridian who frequented the matches. In the two men who lived different lives, a deep friendship formed between them that went beyond Edgar cheering for him in the matches. The two became inseparable, and Allan only rose in popularity and strength, his performances in the ring serving to inspire impoverished ferals, who came from the same walk of life as him. Wordlessly, and honestly, he pursued being the strongest in the ring relentlessly, with the wind in his sails, and his best friend at his side.

But, alas, all good things must come to an end. After years of being friends, Allan had finally convinced Edgar that he ought to propose to the girl of his dreams, and, she said yes. With a smile on his face, Crow promised to Edgar the greatest gift he could offer; the championship belt, which, at the time, was held by the six year defending champion, Edgardo Von Malkovish. Crow had tried and failed many times to decrown the reigning champ, but every match ended with defeat, though in the more recent it had to end in a decision call. With a goal in his mind, Crow trained as hard as he thought possible, pushing himself well beyond the limits of what he ever thought himself to be capable of to fulfill his promise to his friend, and to accomplish his dream. The day before the bout, however, didn’t create a spark for the fanfare of victory. It only burnt the rope supporting Crow.

A normal routine drive for Edgar and Allan, nothing in particular was any different on that day, but then again, accidents do come out of nowhere. Faster than either could react, a support beam for a newly constructed building fell from a crane lifting it, and of all the rotten luck, the beam fell and crushed Edgar in his seat, leaving Allan feeling horrified at the death of the friend sitting beside him, and hopeless in being unable to save him. Depressed and uncaring, Crow lost the match pathetically, tapping out in the first round and leaving the ring forever, ashamed and frustrated.

Severe depression hit Crow like a rock, especially after he got word of Edgar’s fiancee taking her own life after news of her lover’s death reached her ears. Thoughts of ending his own life occurred to him as well, before a hand reached out to help him from an unlikely place. Edgar’s father, whom Crow had also been rather close to, was the one who kept a bullet from piercing Crow’s brain. Treating the feral as a friend, he offered to house Crow and, with no other place to go, Crow accepted. Several years went by for Crow and Edgar’s father, wherein they formed a close bond, the father mostly out of looking for something to love and support with his son missing from his life. Tragically, Edgar’s father passed on at the age of 72 from a terminal lung condition, and wrote in his final will that he left everything in a 71-29 split, 71% of his inheritance going directly to the causes he believed in, including medical sciences, automotive companies, children’s hospitals, and puppy orphanages. Without a friend in the world, and enough money to build an empire, Crow did just that, becoming one of the dominant stockholders in technological industries and construction companies in New Meridian. Despite his riches and new social standing, Crow still longs for the cheers of the crowd, and the thrill of the ring.

Blockbusters:

Level One Crowdemic: Allan calls down various local birds from the surrounding buildings, forcing them to converge on his opponent in a ball, biting them viciously.

Level One CANNOT CONTAIN!: Allan rips his suit to pieces, revealing his muscular torso. The sheer site of such musculature actually damages the opponent. Blinding Sparkles included.

Level Two Flying Crow-Bar: Allan flies towards his opponent and grabs their arm between his talons, twisting it and spinning them around three times before throwing them across the screen.

Level Three Nevermore...Again: Using his unfinished wrestling technique, Crow grabs his opponent in his talons and flies them up roughly 100 feet into the air, before dropping them. On the way down, he unleashes a flurry of quick jabs, as well as pecks before he slams them into the ground, slowly walking out of the massive crater created.
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