[hider=Blazermate] [center] Name: Blazermate Game Origin: Medarots 7 (Japan Only) Appearance: [img]https://medarots.projectrisingbeetle.com/images/b/b8/Mugshot_Blazermate.png[/img] [/center] [hider=changes in looks] Now wears a suffering face as a shield on her left arm. Now has glasses and a crystal on her chest, and her backpack is now a medipack. Wears a kimono that goes down to her knees. [/hider] Personality: While having a fairly kind and supportive demur, Blazermate is aggressive and is raring to go for a fight if it presents itself. While not afraid to fight face to face, she isn't stupid and will tend to put the ally shes healing in between herself and the enemy. Outside of fighting shes cutesy and flirty, but blunt and can get annoyed quickly if things aren't going anywhere. If things are going places however, shes fine with being a bit aloof. Background: Blazermate is a champion of Medabots, winning tournament after tournament and sometimes aiding another hero defeat a criminal organization if they were able to defeat her in combat. Although finding and defeating her was a problem in on itself, as she was the strongest of the -mate line of Medabots. When Blazermate was on her way to the Medabot World Tournament when out of nowhere a blindingly bright light engulffed everyone including herself. Where she awoke would be a totally new place for her, and another world threat would have to be defeated, as soon she'd find out. Specialty: Support Level: 13 Experience: (Holding 5 level up) - (6/130) Powers: • Medi-beam - A beam Blazermate attaches to an ally, healing them over time as long as the beam is attached. Blazermate can also heal herself with this ability. • Revive Protocol - Blazermate can focus her healing beam to remove a negative debuff or CC effect such as stun, sleep, burning, or the like from her healing target. While cleansing the debuff, her healing beam isn't healing the target's HP. • Medaforce - Blazermate can tap into the Medaforce, a mystical power that comes from her Rare Medal. This usually manifests as a devastating large beam or large explosion, although thanks to other spirits Blazermate can use the Medaforce to support as well. The Medaforce does very little damage to anything with no life force. UberHeart - Blazermate has unlocked the abilities of the TF2 medic by absorbing a robo medic soul. This combines the effects of the medic and her medabot origin, allowing her to gain Medaforce energy by healing and use Medaforce power to Ubercharge. • Ubercharge - Blazermate can spend Medaforce energy to turn an ally and herself completely invulnerable for 12 seconds. Knockback and certain effects can still affect both her and her ally, but everything else is ineffective. • Advanced Healing - Blazermate has fully adapted to the Medigun and its healing powers. - She has a slighty increased base rate of healing. - She now heals people faster if they haven't been injured recently. If they haven't been injured in the last 15 seconds her healing rate is doubled, and its tripled if they haven't been injured in the last 20 seconds. - Blazermate can Overheal people up to 50% of their max HP, generating Uber and proccing healing effects while doing so. This overheal rapidly decays linerally over 15 seconds if the person isn't being actively healed by a Dispenser or Medi-beam. - Blazermate now matches the movement speed of whoever she is healing if they are faster than her. However she still has to actively use this speed. • Kritzkrieg - This ability uses 25% less medaforce than an Uber and only 15% more than a Medaforce beam. With this ability, both Blazermate and her healing patient gain 12 seconds of Kritz, which triple the damage of any attacks, make them work at their maximum efficiency, makes those attacks deal "critical" damage which can bypass resistances, and makes these attacks do the same amount of damage regardless of range. • Projectile Shield - Blazermate gains shield charge by ally damage or healing allies. When fully charged Blazermate can deploy a large shield in front of her that covers the front 180^ 2 feet in front of her. This shield deletes all physical projectiles under the size of a breadbox, blocking explosives, and drastically slows down and potentially deleting larger projectiles. Any enemy that tries to pass through the shield is slowed drastically and is constantly taking heavy damage, disintegrating if they die to the shield. The shield does not hinder allies at all. The shield can block melee attacks that don't pass through the shield. Fire, Gas, and some magical effects will bypass the shield. The shield is incredibly durable but can break if enough damage is abosrbed. the shield lasts 12 seconds, flickering at the last 3 seconds to show the shield is coming down. • Ubersaw - Blazermate can swap her healing arm out for an ubersaw arm, which allows her to collect uber/medaforce by meleeing enemies with it. Blazermate gains 15% uber/medaforce per melee hit. However the weapon is a bit akward to use, so Blazermate has to swing precisely with it, which makes it a bit sloer than ehr actual fists. • Healing Drones - Gotten from a shipgirl medic, Blazermate deploys healing drones whenever she flies that go around and heal her allies with minimal input required from her. However these healing drones can't apply Ubercharge, Krtiz, or other uber spending abiltiies. • Summon The Engineer - Blazermate can manifest the TF2 Engineer, who can repair or create objects within his field of expertise or deploy and repair his buildings below. • Sentry Gun - An automated gun that can be used as cover. Fires at the closest enemy. Does more damage and has more hp as it levels up, and has rockets at level 3. • Teleporter - Has both an entrance and an exit. Both buildings can link and teleport to each other.. Upgrading this building decreases its charge time and increases its hp. If an enemy is sitting on top of the exit and is teleported onto, they take insane damage even if they would normally be invincible. • Dispenser - A building that heals anyone nearby and acts as a crafting station, allowing those with crafting know how to turn scrap or other materials into what they need without needing the required tools; such as a workbench, alchemy lab, ext... [hider=Armstrong] [b][url=https://i.imgur.com/Ah63diu.png]Senator Steven Armstrong[/url][/b] A nigh-unstoppable powerhouse wielding superhuman brawn. His attacks, even his grab, are all armored and cannot be intercepted by normal attacks or projectiles. He can perform two massive advancing hook punches, a headbutt that can cause stun, a football kick with high launch power, a running bear grab with reduced turning ability, and a ground pound that causes delayed explosive cracks. The damage transferred to his host is also reduced due to nanomachines. However, Armstrong has a long cooldown to compensate[/hider] Shield Arm of the Suffering • Voice Cords - Blazermate can now issue complicated directions to and effectively control minor undead, and any undead that are part of her Swarm. She can also expend a chunk of stamina to force impulses upon greater undead. In addition, development of the vocal cords allows her to unleash a loud roar from the part that can cause intense pain to foes' ears at close range. • Mutating Bite - Blazermate can mutate undead, turning them into far more powerful forms and granting her greater control over them. Blazermate can also bite corpses to turn them into undead to add to her swarm. • Tongue Lash - Blocks using the Suffering shield arm causes it to lash out with its tongue, striking opponents and poisoning them. Strengths: • Medabot - Medabots are combat robots. A robotic body means that Blazermate doesn't need to eat, sleep, breath, can survive in most extreme conditions and environments, is immune to poison, disease and being lit on fire, and has greater strength than her frame would have you believe. Medabots also have a built in infinite energy engine that means they can't get tired, never run out of power, never need to recharge, and can use their abilities at their fullest unless damaged. The engine is mystical in nature, as medabots do not run on electricity. All medabots are equipped with basic weaponry alongside their special abilities. Due to being a medabot, spirits affect her differently and tend to act like Parts than full fusions. • Vital Point Targeting/Scan - Blazermate passively analyzes her opponents or allies and is aware of how healthy or damaged they are, and of any weak points she can exploit. Allies can see these weak points visually. • Flight - Blazermate can freely fly around thanks to her jet turbines and carry medium sized targets with her, although carrying someone with her reduces her air speed. • Robot Strength - Blazermate has enhanced strength due to being a robot. • Resist All Medal - Blazermate thanks to her Resist All medal has a 50% resistance to all crowd control effects. And only crowd control effects. • Leaf Cloak Medal - This medal makes Blazermate less likely to be targeted as long as she isn't in the frontline. • Fortify Medal - Blazermate gives whoever she is healing a very slight defense bonus. Weaknesses: Lightweight - Blazermate's ability to fly and glide due to her light frame also make her quite easy to knock around. Medipack - Blazermate now wears a medipack, meaning she takes additional damage from the back. Corrupt Data - The Suffering arm causes Blazermate to have difficulty with fine tasks regarding the arm, makes her more susceptible to demonic suggestion, and makes her a bit more uncaring or sadistic. Afraid of the Dark - Blazermate hates dark places due to her experience in the Maw. Wheres my Glasses? (Fixed/Solved) - Blazermate has lower perception without wearing glasses. Spirits: Enigneer - Team Fortress 2 The Suffering Robo Medic Ingraham (Ship girl medic) Abyssal Sun Princess Kindred Spirits: Medic - Team Fortress 2: Another practicer of science and the medi-gun? Maybe Ludwig could share some tips on how to properly conduct science... Queen Sectonia - Kirby: Something about that caring, if brash and aggressive nature of this lady seems... familiar. Enigneer - Team Fortress 2: Well... This robot is interesting. Is this doc from another universe? Inventory: Repair tools, Short Circuit, Pokeball x1 Resist all Medal, Fortify Medal, Leaf Cloak Medal [/hider] [hider=Queen Sectonia] [b]Name:[/b] Queen Sectonia [b]Game Origin:[/b] Kirby Triple Deluxe [b]Appearance:[/b] [img] https://vignette.wikia.nocookie.net/kirby/images/4/46/KTD_Queen_Sectonia_artwork.png/revision/latest?cb=20181130014151&path-prefix=en[/img] [hider=changes in looks] 20% smaller Her Crown is a mix of a witch's hat and her crown. Her attire is now white with gold trim on it now (Of what little cloths she wore.) Jagged glowing mouth she can open for intimidation. Her wings now have white thin ribbon material between the gold and have two moth wing like blue eyes at the ends. Any heart shape on her body is now adorned with a pink crystal. She now has arms and an extra set of arms like an actual wasp, ending in pink crystal spikes for the second set of arms, both sets armored with white armor. Her purple color is now more black. Additionally her eyes look a bit more cartoony. [/hider] [b]Personality:[/b] Sectonia is a vain, haughty, regal lady who believes herself to be the ruler of all things beautiful, and that all things should become as beautiful as she is. She loves objects of beauty, such as gold, flowers, and power. She will attempt to make something she finds ugly beautiful than outright destroy it, since at this point she hasn't been driven completely mad by the mirror. Thus while being haughty, there is almost a gentle touch about it. Well, unless your an enemy, then your more her plaything. [b]Background:[/b] A self proclaimed Queen of Popstar, or more formally the realm of Floralia (Soon to be popstar, once the Dreamstalk is complete and the Star Warrior is taken out of the picture.). Sectonia is a powerful mage obsessed with beauty, of both herself and those around her. While gazing into the magic mirror found on Popstar by one of her minions, admiring her own beauty as her servants started to develop and plant the Dreamstalk. One day a bright glare erupted from the sky, blinding Sectonia as it reflected off the mirror as she and her world was engulfed by the light of Galeem. [b]Specialty:[/b] SpellSword [b]Level:[/b] 11 (5 level up stored.) [b]Experience:[/b] 88/110 [b]Powers:[/b] [list] [*] Blink - Sectonia can teleport short distances in rapid succession. While using blink, a purple after image is left behind for half a second in the position she teleported from. [*] [hider=Summon Antler] - Sectonia can summon Antlers, minions of hers that are bug like creatures. She can summon Blue, Green, Red, and Gold[b]Aghs[/b]. These are fully under Sectonia's control and listen to her unconditionally, even giving their lives if ordered to. They are magical constructs and have limited autonomy if commanded to do complex tasks. [list] Blue - (Limit 5) The smallest antlers, they have weak melee attacks but control over ice and frost magic. They can freeze things solid using their ice mist. Has low HP but is fast. Green - (Limit 4) The medium antler. they have moderate melee attacks and control over electrical magic. They fire chains of lightning or balls of lightning. Has moderate hp and speed. Red - (Limit 3) The large antler. they have fairly decent melee damage, a shield that lets them block weak attacks, and power over Fire magic often in the form of a flamethrower that comes from their shield. high hp, moderate defense, and slow. Gold[b]Aghs[/b] - (Limit 2) The largest antler. they have high melee damage, a strong shield and are nearly immovable. If nothing is in melee range they can cast arcane magic in the form of orbs, but will prefer their melee attacks. Very high HP, high defense, and very slow. [/list] [/hider] [*] Divine Lightning - Sectonia can conjure blasts of lightning and manipulate lightning type magic. Lightning blasts are tinted with dark magic, and look purple. [*] Rings of Light - Sectonia summons magical ornate rings of light. She uses them like buzzsaws, either having them rotate around herself or throwing them like projectiles. Sectonia can conjure and fire up to 2 large light discs at once, or 6 smaller ones. The larger the disc, the slower it is but the more destructive it is. These discs have decent range. Smaller discs will dissipate upon impact, while larger discs will keep going through enemies until they hit a large enough hard object or reach their maximum range. [*] Summoning Portals - Sectonia waves her hands above her head and summons up to 5 summoning portals in one cast. Summoning portals has a short cast time and each portal can only summon one thing. These portals can summon anything under her command or in her possession, including her minions, objects, her own spells, Strikers, abilities gained from other spirits, or even herself. The more portals she summons, the smaller the portals will be and the smaller the object, minion, or spell has to be in order to fit through the portal. Portals can be summoned within Sectonia's line of sight and can summon anything of hers from anywhere. Portals used to summon Sectonia herself can be made outside her line of sight if someone invokes her name and asks to summon her. She will know who invoked to summon her and she can refuse to make portals in these cases. [*] Dark Globule - Sectonia launches a globe of void energy from her staff or hands. This projectile can't be defended against and pierces all resistances. [*] Time Dilation - Sectonia can distort the flow of time in a localized area, either slowing down foes or speeding herself or allies up. Slow halves speed of the foe or area, haste doubles the speed of the ally or area. [*] Chaos Heart (Defense) - Sectonia has grown more accustomed to the power that Count Bleck could give her, unlocking the power bestowed upon him by the Chaos Heart, or at least, a part of it. Sectonia's Defense and resistance to Void based effects is greatly increased. Sectonia can place a defensive buff on herself or allies that reduces the damage they take and absorbs the damage they would take until it expires. If the buff is used on Sectonia herself, the effect is amplified. [*] Chaos Heart (Offense)/(Spacial Shatter) - Sectonia has awakened to the offensive powers of the chaos heart. This allows her to control and manipulate Void energy and rip a hole in space-time/reality. This ability needs some time to charge and grows in power and size the longer its charged up to a point. When unleashed, the spacial rip is nearly instantaneous and the damage bypasses most defenses. Afterwords, the area is left as a white void for awhile. [/list] [b]Strengths:[/b] [list] [*] Combat Flight - Sectonia can fly, fly well, fly fast, and very easily change direction in the air. Especially for someone her size. [*] Powerful Mage - Sectonia has a very high affinity for and familiarity with magic. She can detect its usage and even identify magic in use, discerning its effects. She exhibits a great deal of control over her own mastered spells, including potency, direction, and precision. [*] Regal Toughness - Due to her size and power, even though you wouldn't think someone like her would be tough, Sectonia is extremely tough and can take quite a lot of damage. Likewise as she takes damage, she still keeps up her regal/royal appearance and look until she is heavily damaged. This will make it look like attacks aren't doing anything at all. Things that can actually see damage/health will know shes taking damage however. [*] Pipe of Insight - Sectonia passively takes 40% less magic damage and regenerates hp, while emitting an aura that gives lesser effects to her nearby allies. She can activate the pipe every 60 seconds to create a magical absorb shield around herself and her allies that will absorb a fair amount of magical damage. [*] N'kuhana's Opinion - If Sectonia recovers her entire healthbar either by healing or regeneration, she fires a homing green skull projectile passively that targets the closest enemy and deals heavy damage. [*] Moon Shard - Sectonia has 40% increased attack speed and more night vision. [*] Symbol of Avarice - Sectonia has a helmet that looks like a mimic she is unable to wear. This helmet injures the person wearing it over time but makes any spirits they crush into items useful to the person that crushes them. [*] BFFS! - [i]A tattoo of an arrow-pierced heart has appeared on the forehead. The size of minions created (but not Strikers) is increased by 25%, their projectiles deal twice as much damage, and enemies take twice as much damage as usual by touching them[/i] [*] Ghost Pepper - [i]A spicy pepper that grants Sectonia fire breath.[/i] [*] Trinket Smelter - [i]A smelter that can smelt the passive attributes of what is thrown into it, applying their benefits on to whoever is holding it. Has a fairly long recharge period between uses and doesn't transfer 'basic' stats such as armor value or weapon damage.[/i] [*} [b]Wiggle Worm[/b] A living, energetic trinket that causes projectiles and spells to travel in a from side to side as they fly, making them more chaotic. In addition to being harder to dodge and harder to hit, they also fire 40% faster. [*] [b]Brain Worm[/b] A living, intelligent trinket that, if the user isn't too close to the target, will caused missed projectiles to hook 90-degree turns to try and hit the instant said projectiles pass perpendicular to the missed target. This can happen once per projectile [*] [b]Flat Worm[/b] A living, dopey trinket that increased the width of projectiles and spells, giving them an oblong shape that makes them easier to hit with [*] [b]Agh's Scepter[/b] A legendary scepter that upgrades a power. Upgrades Summon Antler to summon 2 Gold Antlers. [/list] [b]Weaknesses:[/b] [list] [*] Air bound - Sectonia doesn't have legs or limbs in general, so she stays airborn unless sleeping. While this doesn't affect her stamina, it does mean she has a difficult time doing anything that requires being on the ground. This also makes her less resistant to knockback like effects. [*] Haughty - Sectonia has a through distaste for things that aren't beautiful, and is only interested in beautiful things herself. [*] Defense Down - Sectonia takes 15% more damage from all sources. [*] Rooted Magic: Sectonia’s magic is now drawn from the might of the leaving earth, meaning that the further she is from the ground, the slower her energy regenerates. For every meter she is above the ground, any spellcasting she does using her own power is 25% more taxing on her stamina reserves (externally furled casting such as chaos heart magic is exempt). [*] Cast Aspersions- which requires the host to use a casting catalyst of some sort in order to cast spells. [*] Earthbane- gives the host an inherent elemental weakness (50%) to electricity and causing her to count as 'earth/ground' for the purpose of additional elemental reactions. [/list] [b]Spirits:[/b] [list] [*][b][url=https://mario.wiki.gallery/images/thumb/4/42/Bleck_SPM_art.jpg/1200px-Bleck_SPM_art.jpg]Count Bleck[/url][/b] [*] Nastasia - Striker. Allows Sectonia to mind control a target if she can keep it restrained long enough for the mind control to finish. Long cooldown. [*] Florami - Striker A plant-like creature that attacks enemies with its beams of solar energy. [*] [b]Iron Queen[/b]: Sectonia is 20% stronger, learns Earth and Nature magic easily, give herself and her allies a barkskin shield equal to 10% of her hp which regenerate unless fully destroyed. [*] [b]Radiance[/b]:[hider=Radiance][b][url=https://i.imgur.com/90VkmYP.png]The Radiance[/url][/b] The host has increased in size 20%, now predominantly white in coloration (and with a fuzzy texture) with just a few traces of deep blue finery and pink crystal. Her extra set of limbs is gone, and her abdomen stinger is longer and narrower, its exoskeleton featuring a texture almost like carved bone. Her eyes glow with sunlight, and her hat is now mostly a crown with three domineering spikes. This spirit makes the host more insistent and assertive, dead-set on making sure everyone remembers her. This spirit confers three Powers: [b]Unforgotten Rays[/b], which allows her to fire off targeting lasers that become large light beams after a short delay, [b]Unforgotten Blades[/b], which allows her to create vertical or horizontal lines of pure nails either cropping up from the ground or travelling through the air for a set distance, and [b]Unforgotten Smite[/b], which allows her to call down a heavy pillar of light that can hunt down its target slowly. All have relatively short cooldowns but are unaffected by modifiers. This spirit also confers the weakness [b]Archetypal Enemy[/b], causing the host to hate (and take more damage from) darkness[/hider] [*] [b]Agate[/b]: Crystalline Knight: allows the host to manifest a large, double-bladed gemstone greataxe. In addition to being a strong, heavy melee weapon, it can be used as a casting catalyst, and if thrown it can spin through the air like a giant sawblade before flying back to its owner's hands. If it's used to strike the ground, it will create an outcrop of pink crystalline spikes. [/list] [b]Kindred Spirits:[/b] The Radiance - Another regal being from a different land. Count Bleck - The lord of shadows in possession of the Dark Prognasticon which holds the secrets to create and use the Chaos Heart to end all worlds. Has great mastery over Void magic and inspires his minions to follow him much like Bowser. However, when hes not ex positing, he seems... deeply sad. The Warlock - A devout servant of the Elders with great psionic power. In truth he'll serve any god with great power. [b]Inventory:[/b] Dual Swords, Dual magic staffs, [hider=N'kuhana's Opinion] [i]For every ten percent of the wearer's max health healed, a flaming skull will be cast from between the horns that deals damage equaling a quarter of the wearer's max health. Triggers even when the wearer is healed at max health[/i] [/hider], [hider=Pipe of Insight] [i]A powerful artifact of mysterious origin, it creates barriers against magical forces. Confers increased personal health regeneration and 30% magic resistance. Has an aura that slightly speeds up the natural regeneration of nearby allies and gives them 10% magic resistance. When activated, it projects a misty magic shield around all nearby allies that absorbs a flat amount of magic damage. This barrier does not include a Shield-Gate that nullifies the remainder of damage from whatever attack that breaks the shield. The active can be used once every 60 seconds[/i][/hider], [hider=Omen Mask] [b][url=https://static.wikia.nocookie.net/killerinstinct/images/1/18/OMEN.png]Omen Mask[/url][/b] - [i]the face of a demon that heralds the end. When worn, all projectiles fired by the wearer are tripled but have totally random flight patterns[/i] [hider=patterns] Accelerator - Starts very slow before greatly speeding up as it travels. Anti-air - Fires at a 30-degree angle into the air. Boomerang - Fires outward before circling back and leaving the screen behind Omen. Bullet - Rockets across the screen at maximum velocity from start to finish. Crawler - Drops at Omen's feet before sliding towards the opponent along the ground. Decelerator - Flies very fast before coming to a complete stop about halfway across the screen. Dud - Flies out of Omen's hands directly into the ground, about one character length away. Looper - Travels in a circular looping pattern that speeds up as it moves across the screen. Tracker - Homes in on the opponent until it hits or times out, moves very slowly. Wave - Slowly moves in a sine wave pattern across the screen. Wiggler - Moves side-to-side in front of Omen five times before disappearing. [/hider] [/hider] [hider=Symbol of Avarice] A grotesque helmet that looks like a mimic. While wearing it the wearer takes damage, but any loot they acquire will be more suited to them or vastly better. [/hider] [hider=Trinket Smelter][b]Trinket Smelter[/b] [i]A smelter that can smelt the passive attributes of what is thrown into it, applying their benefits on to whoever is holding it. Has a fairly long recharge period between uses and doesn't transfer 'basic' stats such as armor value or weapon damage.[/i][/hider] [hider=Deluxe Camping Set] A magical camping set that contains Comfortable bedrolls, Interdiction Torches to help keep away critters, a sophisticated tinderbox, cooking equipment like a spit and a crock pot, a water filter, and even a couple tents. Essential for long-term expeditions most anywhere, especially underground. Items inside scale to their user.[/hider] [hider=Tesla Coil] An Unstable Tesla Coil: a lanturn sized accessory that, when equipped will send up to three beams of electricity to zap foes within 1.5 meters of the wearer for low but constant damage. Nearby minions will auto target foes struck by this electricity. It also can be used to attract metal ores from a small distance away. [/hider] 532 Geo, 1622 gold, 1430 souls, Data Rack. [/hider] [hider=Susie Haltmann] [b]Name:[/b] Susie Haltmann [b]Game Origin:[/b] Kirby Robobot [b]Appearance:[/b] [img]https://i.imgur.com/DrFgcn2.png?1[/img] [b]Personality:[/b] Susie is cool, collected, professional, and egotistical. She is eloquent with how she speaks and acts professionally even when angered. This professionalism can make her come off as cold, which is not too farm from the truth. She likes strong people, especially if they work for her, and is very much into 'girly' things. [b]Background:[/b] Susie was once the executive secretary of Haltmann Co. However after some pink puff ball from a star shaped planet caused the demise of the CEO, Susie took his place as the head of Haltmann Co. A company that harvested planets for their natural resources among other things. After the defeat on Popstar, Susie was left with a company she had to rebuild. And at least after defeating what was supposedly an ancient evil with that self same pinkie, no one was standing in her way of bringing haltmann Co. back to its peak, besides a glowing rainbow ball of light... [b]Specialty:[/b] Technology Savant [b]Level:[/b] 7 (Holding 4 level up) [b]Experience:[/b] 15/70 [b]Powers:[/b] [list] [*] Equipment Summon: Susie can summon any equipment she has out of thin air and instantly equip it, even if it was previously destroyed or lost. She starts with her H.W.C. blaster, a gun that fires energy blasts and can be infused with elemental power by her allies. [*] Transporter: Susie can summon her Transporter, a highly mobile and fast device that allows her to fly and maneuver in any direction with ease. She only has 1 free hand to attack with when using this power. [*] Business Suit: Susie summons her business suit, a large drill shaped mech. Her business suit is equipped with various weapons and abilities from crushing things with its drill tip bottom, spinning its arms around like a buzzsaw as it dashes around, firing missiles, and having these all enhanced with whatever element Susie has on her blaster. However it is a large mech, so Susie loses a lot of agility and mobility for harder hitting attacks and heavier armor. [*] Temporal Paradox: Susie can freeze any of her projectile attacks in time to deploy them later. If an enemy runs into the frozen attack, it will instead explode in a 25ft radius (Or bigger, if the attack's radius was bigger.) dealing its damage to every enemy in the explosion and applying a stack of Vulnerability Up. (Check Tycoon for details on Vulnerability Up.) [/list] [b]Strengths:[/b] [list] [*] Mechanical Expert - Susie is an expert when it comes to anything electronic or mechanical and can discern advanced tech, create tech, or repair it without much issue. [*] Moneybags - Susies background running a galactic business lets her leverage money efficiently. She can spot good deals, haggle well, and can know where and how to make money easily. Money and Currency Susie has can be used universally. [*] Sophisticated Robot - Susie is an extremely advanced robot, being almost indistinguishable from a living creature. She has many enhanced abilities thanks to this such as not needing to breath, not needing (But can partake in) sleeping or eating, a greatly enhanced capability to learn and think, and a solid control on her own emotions. She tends to stay calm at all times, but even if she gets flustered, she can still stay level headed. [/list] [b]Weaknesses:[/b] Lightweight: Susie herself is fairly light and easy to throw around outside of her mech armor. Outside her mech armor she has fairly low defense. Tech Reliant: Susie is reliant on tech, and without it can't do much. Robotic: Susie is a robot, and is weak to electromagnetic attacks and magnets thanks to that. [b]Spirits:[/b] [list] [*] [hider=Tycoon][b][url=https://i.imgur.com/x3r01oP.png]Tycoon[/url][/b] Both the host and her Business Suit are larger, but the Business Suit much more so. The host is now about 4 feet tall. Her eyes are now a bright cyan, and the more elaborate lashes are the same color. Her 'skin' is now a light metallic gray. Her hands now have five fingers and are more mechanical looking. Her visor now looks somewhat like a knight's, which pair with her glowing eyes to make striking slits, and her headset now has metal Valkyrie-like wings. Her Business Suit now much more closely resembles Tycoon itself, being big, heavy, and bulky, with huge arms long enough to reach the ground separated from the torso at the shoulder rather than the wrist. These arms have hands in the middle of three drill-tipped turbines each for more than triple the total power. The Business Suit also has mechanical wings, more for decoration than anything else. This spirit confers the Powers [b]Magitek Crossray[/b], which allow the Business Suit to shoot big lasers that can be frozen in time and released at will, [b]Artificial Gravity[/b], which lays down magic 'mines' that after a brief delay will swell up and then detonate into spacetime vortexes, and [b]Magicrystal[/b], which allows the Business Suit to call down a delayed AoE on top of every enemy present in a large area, which is more effective the more they overlap. All of these Powers also cause stacks of Vulnerability Up that increase damage taken by 20% for 1 minute. This spirit also confers the Weakness [b]Ultra Heavy Metal[/b], which makes the Business Suit's speed match Susie's, and makes Susie unable to fly over a foot off the ground under her own power[/hider] [/list] [b]Guest List:[/b] Binah - Library of Ruina Naked Snake - MGS Peacewalker Leshy - Inscryption [b]Inventory:[/b] H.W.C. Blaster, Gyro Copter Cow Mangler 5000, 1200 gold, White VLADOF shield, Medicine x1, Gasoline Jelly x1, Energy Spike x1 various components like modular frames, automated wiring, circuit boards, and crystal oscillators, a radio control unit, and some packaged liquid biofuel. [/hider] [hider=Roland] [b]Name:[/b] Roland "The Black Silence" [b]Game Origin:[/b] Library of Ruina [b]Appearance:[/b] [hider=Picture][img]https://i.imgur.com/Bas8aAm.png[/img] [/hider] [b]Personality:[/b] Roland is overall a good natured man. He as a casual and relaxed denouement which is shown in his attempt to make friends with those who he has to work with and make connections with them, although this can lead to conflict as well. It can be very difficult to tell if this is genuine or not however, as he tends to mislead or obfuscate what he actually knows or what his goals are if they aren't surface level. Even so, he will at least say half truths and wont lie outright. He hates those that gain enjoyment in making others lives miserable, but unless brought into conflict with those people he will work with them willingly as a professional as its "just the way of the city."; this also includes potentially harming those he once called friend if his employer brings the two into conflict and he has enough incentive to do so. Roland is dismissive of bad or good things happening to him or done by him, using the phrase "That's that and this is this.", tending to stay in the moment. [b]Background:[/b] Roland was once a high grade fixer of The City, hired police from a continent sized city. Those that lived in the city were forced into a cycle of pain and suffering to benefit their cruel overlords, and Roland was no exception. One day he would find himself inside what could only be described as a magical library and forced to work there to gather books for the library. This often involved fighting those who entered the library seeking knowledge turning them into books. Eventually after these adventures, he would find this library to be his home and enjoyed the company of those who resided in it. At least until a bright flash, similar the light of the library itself, whisked him away to the World of Light. [b]Specialty:[/b] Color Fixer (Stealthy Weapons brawler) [b]Level:[/b] 5 [b]Experience:[/b] 26/50 [b]Powers:[/b] [list] [*][b]Gloves of the Black Silence:[/b] Roland's gloves are special and unique making anything he does in combat be completely silent, with only weapon attacks that connect leaving a distorted 'underwater' sound effect for everyone but the person being hit, who will hear it as normal. These gloves act like a pocket space, allowing Roland to store and withdraw items at will including weapons. Weapons drawn in this method are fully loaded and prepared to use if they would have any kind of arming or reload needed as long as he possesses the ammunition needed for them. [*][b]Counter:[/b] After making his attacks, Roland will automatically counter the next attack or combo attack directed at him with his currently held weapon. If Roland overpowers the attack with his counterattack, he will nullify the enemy attack and deal damage to them as if he had attacked them with a basic swipe of that weapon. If the attack matches Roland's in power, both the attack and counter are nullified. If the attack is stronger than Roland's counter, his counter is nullified and he takes the attack's damage as normal. Ranged attacks work the same way, but Roland will not deal damage if his counter is stronger. Once Roland has countered that single attack or combo attack, he no longer has Counter until his next round of attacks. [*][hider=Furioso] [b]Furioso[/b] After using 9 different weapons, Roland can use this ability. He preforms a long, quick combo swapping between all 9 weapons he has used, striking once with each weapon. Each weapon deals 25% of its actual damage and may proc any other effects it has on its own proc chance. When being used to clash, the combined damage of all MELEE weapons used by furioso is what is clashed with, and if Roland wins the clash, he cancels out the entire attack he clashed with. Win, draw, or lose the clash, Furioso is used and another 9 different weapons must be used before he can use it again. EGO do not count towards Furioso.[/hider] [*][b]Memories of the Library:[/b] Roland has gained access to Abnormality pages, strong buffs that he gets based on his emotion level and what floor he is on. Upon fight start, Roland gains access to the power of a floor of the library he was directly involved with/in. Each floor has its own unique abnormality pages. Roland can choose from a tier 1 abnormality page at Emotion level 1 and 2, a tier 2 page at Emotion level 3 and 4, and a tier 3 page at Emotion level 5. When gaining the power of an abnormality page, When gaining a page, a soft voice of the abnormality acquired can be heard, possibly giving everyone a hint of what power he just gained. Roland is stuck on whatever floor is chosen until his emotion level resets. Blue pages known as 'awakening' are weaker, but have no drawbacks and are gotten by Roland and his team being in a 'winning' position or having positive feelings about a fight. Red pages known as 'breakdowns' are stronger but have drawbacks and are gotten by Roland or his team being in a 'losing' position or having negative feelings about a fight. Roland will get a mix of blue and red pages based on the ratio of 'winning' or positive feelings and 'losing' or negative feelings. (Except tier 3 pages) The following floors and their abnormality pages are as such. [hider=Library Floors] [hider=General Works] General Works Tier 1: - Scars (Blue): Roland takes 10% reduced damage, in addition, every 5th attack is negated. (excluding super attacks.) - Pale Hands (Blue): When Roland attacks the same target three times, on the third attack the enemy takes 25% of the third strike as additional mental damage. - Pulsation (Red): Upon gaining this power, Roland and all allies deal 20% extra damage for the rest of the battle, but take damage if they don't inflict damage every 10 seconds. - Urging (Blue): Roland gains 15% max hp and is healed by that amount and gains 35% speed. - Lies (Red): Roland gains a random amount of attack speed on his attacks, possibly making attacks faster or slower. - Curiosity (Red): Roland's weapons randomly change each swing. Ranged weapons do not require ammo to be used but can only be used once before being forced to swap to another weapon. Tier 2: - Blood (Red): Roland takes 20% less damage except mental; Enemies deal an extra 10% stagger and mental damage. - Fervent Beats (Red): Roland gains a 50% boost to his attack power, speed, defense, and immunity to mental attacks, psionic damage, and his Stagger mechanic. After 40 seconds, Roland passes out. - Learning (Blue): Roland can copy the last attack used by an enemy once per fight. Roland will temporarily manifest gear or appendages necessary to copy the attack. - Sword of Frost (Blue): When Roland strikes an enemy, frost accumulates on them, reducing their speed by 30%. All attacks against these enemies take 15% of the strike as additional mental damage. - Hammer and Nail (Blue): When Roland attacks with a Pierce attack, a phantom nail is placed upon the enemy. Upon the enemy getting hit by a blunt attack, the nails pierce into the enemy, dealing damage. - Guilt (Red): Roland takes 30% less mental/stagger damage. Roland reflects 30% of all damage taken back to the enemy as mental damage. (This does not reduce or redirect the damage.) Tier 3: - A Kiss: When Roland successfully attacks twice, the enemy gains a large splinter of frost. Upon gaining 3 stacks, that enemy is frozen for 10 seconds. - Blizzard: All enemies are slowed by 50% as a blizzard buffets them. Weak enemies are frozen. This gradually wears off over 30 seconds. - Leer: Roland deals and takes double damage. [/hider] [hider=Natural Sciences] Natural Sciences Tier 1: - Love (Blue): Upon Roland landing a successful attack or dodging an attack, a random ally is healed for 15% of whatever the strikes damage was. - Justice (Blue): Whatever enemy dealt the most damage to Roland and his allies recently is marked as the 'villain' and takes 20% more damage from all attacks. - Hate (Red): After taking damage three times Roland takes an additional 10% mental damage from the last attack, but gains 10% Power and Speed for 10 seconds. - Blessing (Red): After taking damage, Roland gains 50% resistance to that damage type. This changes when Roland is attacked by an attack of a different damage type. - Despair (Red): When an ally is critically injured, all allies gain 30% Power and Speed, and all enemies take 10% more damage for 30 seconds. - Blades Whetted by Teardrops (Blue): Upon a successful hit with a Pierce attack, Roland deals 25% of that strike as bonus damage that bypasses defense and resistances. (but not immensities) Tier 2: - Intemperance (Blue): On every 4th attack, Roland can't lose a clash using that attack, only win or draw. (Doesn't work against Super attacks.) - Road to Happiness (Blue): Roland gains 10% defense if he successfully blocks, dodges, or deals damage for 10 seconds. - Greed (Red): If either Roland or an enemy lands a solid attack on each other, whoever landed the solid attack deals an additional 30% damage and is healed by that additional amount. - Wrath (Red): Roland goes into a berserk stance, ignoring allies but gaining 40% extra power and speed. - Companion (Blue): If there is no "Companion" present the first enemy Roland attacks upon getting this power is marked as the "Companion", If Roland finishes off the Companion, all allies gain 20% speed for 10 seconds, are healed for 50% of the strike that finished it off, and Roland fully recovers stagger. - Magical Girls (Red): If Roland's attacks are blocked or dodged 5 times after this power is acquired, Roland gains a 50% increase in defense and is immune to status effects. All enemies that attack Roland have their defense dropped by 10% as corrosive shadow sticks to them for 10 seconds. Tier 3: - Acidic Sludge: All enemies take 35% increased damage from all attacks and are slowed by 50%. This effect gradually wears off over 50 seconds. - Void: Roland chooses a single weapon; for the rest of the fight he can no longer use any other weapon but gains an increase in his strength and defense based on the weapon's size. (up to 50%) - Nix: If Roland has Hate, Despair, Greed and Wrath, all enemies deal 30% less damage, take 30% more damage, are slowed by 50%, and these pages lose their drawbacks. [/hider] [hider=Language] Language Tier 1: - Prey (Blue): The first enemy attacked by Roland is marked as 'Prey'. All allies deal 20% additional damage to the marked Prey. - Vengeance (Red): Roland gains strength based on how much damage he has taken in the past 30 seconds, gaining strength based on the amount of damage taken. (up to 40% strength) - Claws of Savagery (Red): Every time Roland takes 25% of his health after acquiring this page, Roland goes invisible and invincible for the next attack he deals. This attack deals 20% additional damage and causes the enemy to bleed. - The Role of the Wolf (Blue): Roland gains 20% strength when using Counter. Upon countering an attack, the enemy loses 15% defense for 10 seconds. - Fear of Water (Red): Roland causes his enemies to bleed for each attack he deals, and gains blood. Blood deals damage to Roland but gives him 20% strength. - Vampirism (Blue): Roland deals 10% extra damage and heals that amount upon attacking a bleeding enemy. Tier 2 - Ruddled Welts (Red): The closer to death Roland is, the more strength he gains, up to 50% at 25% health - Instincts (Blue): Roland gains 5% strength. On every third attack that lands, Roland gains 15% of that strike as healing. - Absorption (Blue): Whenever an enemy is defeated, Roland heals for 20% of his health. Additionally Roland gains temporary strength upon being healed for a significant time based on how much he was healed as a % of his hp. (1% strength for 1% of his hp, max 60%) - Laughter (Red): Whenever Roland takes damage from 2 attacks, he lets loose a horrifying screech, dealing 15% of the currently held weapon's strike damage as mental damage to all enemies that can hear him, and reducing their damage dealt by 10% for 10 seconds. - Mountain of Corpses (Red): Roland absorbs the agony of those around him once upon acquiring this card, gaining damage, defense, and speed based on the health of everything around him (enemy or ally) for the rest of the fight. Things closer to death give a higher value. (up to 10% per target, max 40%) - Wine (Blue): Upon defeating an enemy with Bleed, Roland and his allies are healed for 40% of the final strike's damage and Roland gains Blood; Roland no longer takes damage from Blood. Tier 3 - Goodbye: Every third attack from Roland deals double damage. A sinister "GoodBYE' can be heard when this triggers. - Hello?: Every third attack, Roland is healed by the damage that attack dealt. A confusing "HellO?" can be heard when this triggers. - Shell: Roland is immune to mental/psionic damage and effects and can't be staggered. [/hider] [hider=Social Sciences] Social Sciences Tier 1 - Torn Off Wisdom (Red): Roland chooses a weapon, he can no longer use that weapon but gains 10% speed. - Gleaning (Blue): Upon attacking an opponent that is healthier than Roland, Roland deals 10% extra damage and heals for that amount. - Rake (Blue): After Roland hits an enemy with a massive attack, lock their ability to use a single attack for a minute at random. - Cardiae (Blue): After Roland hits an enemy with an attack, he gains 20% speed for 10 seconds. - Timber (Red): When Roland attacks a target stronger than him, he gains 20% strength against that enemy. - Courage (Red): Roland gains extra Strength and Defense based on how many allies he has with him, up to 20% strength and defense at 4 allies. For every ally below 4, reduce this amount by 10%. (if 2 or less, Roland loses 10% strength and defense per person under 2, up to 20% lost if alone.) Tier 2 - A Warm Heart (Red): If Roland is above 70% of his hp, he gains 20% strength - Home (Blue): Numbers appear above enemy heads. If attacked by Roland or his allies in that order, each enemy takes 15% additional damage from said attack. Resets 10 seconds later after all enemies are attacked or an enemy is attacked out of order. - A Road Walked Together (Blue): If Roland or an Ally take an attack meant for someone else, increase their strength and defense by 20% for 10 seconds. - Power of the Past (Red): Roland loses 10% speed but gains 40% strength. - Oblivion (Red): Once per battle, Roland can put himself or an ally into stasis for 10 seconds, making them invincible but unable to act while in stasis, then healing them to full when stasis ends. - Emerald (Blue): Once per battle, Roland can seal an enemy attack, making them unable to use it for the rest of the battle. Tier 3 - False Present: Roland and his allies gain 30% strength and defense, but take 25% more mental damage. - Magic Trick: Once per battle, Roland instantly recharges and uses all EGO pages at once. - Powder of Life: If Roland or an ally would take lethal damage (before abilities), that attack is nullified and that person heals 20% of their hp. This can only activate for each person once per battle. [/hider] [hider=Philosophy] Philosophy Tier 1 - Watchful Eyes (Red): Roland is immune to power draining moves, redirecting them to allies and gains 20% strength. - Eternally Lit Lamp (Blue): Anything Roland attacks will be forced to attack him back unless under the effects of another taunt move for the next 10 seconds. - Small Flutters (Blue): Roland gains 20% speed. If he dodges an attack, he gains 20% strength on his next attack. - The Weight of Sin (Red): If Roland misses an attack, he takes 10% of the strike as damage and gains 20% defense and strength for 10 seconds. - Long Arms (Blue): Roland is immune to damage from status effects. (Progresses the story of Apocalypse Bird) - Big Eyes (Red): Roland takes 15% more damage from attacks, but heals for 15% of the damage dealt with his attacks. (Progresses the story of Apocalypse Bird) Tier 2 - Salvation (Blue): Roland gains 10% strength against faster opponents. If the target is under 25% hp, seal an attack while they are under 25% hp. - Punishment (Red): Upon taking damage, Roland gains 30% strength on the next attack against that foe. - Punishing Beak (Blue): Roland deals bonus damage with attacks the longer he hasn't been attacked, up to 40%. - Judgement (Red): Roland, All enemies, and all allies gain 1 Sin every 10 seconds. Whenever someone reaches 5 sin, sin is removed and they take damage that bypasses defense (But not immunities). Anyone can attack someone else to transfer their Sin to them. - Tilted Scale (Blue): Upon Roland attacking the enemy with the most health, the ally with the least health is healed for 20% of the strike's damage. - Small Beak (Red): Whenever Roland takes damage, gain 10% strength for the next attack. (Max 20%) (Progresses the story of Apocalypse Bird) Tier 3 - The Beast: If Roland has Long Arms, Big Eyes, and Small Beak, anything that is attacked by or attacking Roland are unaffected by power gain or loss (except by this ability), both offensive and defensive. All enemies deal 30% less damage and Roland emanates a damaging aura of dread that procs Big Eyes on each foe hit. (Finishes the story of Apocalypse Bird, can't be taken if Long Arms, Small Beak, and Big Eyes haven't been taken.) - Guardians of the Forest: All allies gain 15% speed, 15% strength, and 15% defense. - Peace: When there is no "Intruder" present, the first enemy Roland attacks becomes the intruder. The intruder takes 10% extra mental damage from each strike that hits and deals 20% less damage. [/hider] [/hider] EGO Pages Upon reaching Emotion level 3, 4, and 5, Roland can choose from a pool of powerful EGO pages based on the floor he is fighting with. These are special attacks that can only be used every once in a while. When using an EGO page, the immediate area warps to that of the Abnormalities book, Roland gains a new outfit for the duration of the EGO as well as a weapon that he can use for a single attack. (This bypasses any weapon restrictions). EGO labeled as Mass are AoE attacks that hit all foes in an area, but do not benefit from debuffs that would be inflicted by Abnormality pages or buffs that would be applied after an attack lands. Enemies can use their own attacks to clash with mass attacks or dodge/evade, but can't counter attack them. Once the attack is used, the area stays transformed for 10 seconds before turning back to normal (At which point any buffs or debuffs caused by EGO pages also disappear). Roland can only use 1 EGO page at a time, and must wait for the area to go back to normal before he can use another one if he has one. Weapons gained via EGO pages aren't counted or included for Furioso or any other ability [hider=Floors] [hider=General Works] Wrist Cutter (Mass): Deals an above average amount of damage to all enemies as they are drowned in corrupted blood. Removes all offensive and defensive buffs from enemies hit. The area turns into the inside of Bloodbath. Aspiration (Mass): Deals a heavy amount of damage to all enemies as Roland blasts them with his life force. Roland loses half of his current HP and all allies gain 10% strength. The area turns into a flesh cave. Marionette: Deals a large amount of damage to a single target as Roland slashes at them with a large blade. Roland is 20% slower. The area turns into a dilapidated schoolhouse. Frost Splinter: Deals below average amount of damage to all enemies as a cold wind blows. Enemies are slowed by 20% and take 20% extra damage. The area turns into a frozen palace with an ice throne. Remorse: Deals below average damage as Roland pounds nails into the target with a massive hammer. Attacks 3 random opponents. Each opponent deals 10% less damage, is 10% slower, and takes 10% more damage, this can stack if more than 1 hit a single opponent. The area turns into an opulent church. [/hider] [hider=Natural Sciences] In the Name of Love and Hate (Mass): Deals a large amount of damage to all foes as a giant laser is fired from a heart shaped portal summoned behind Roland. The area turns into a cityscape with slight dark purple fog. The Sword Sharpened with Tears: Deals moderate damage to a single foe as Roland thrusts a rapier at them. Dealt from Ranged and its damage bypasses defenses. The area turns into a starlit cityscape with various swords sticking out of the ground. Gold Rush (Mass): Roland dashes at all opponents by going through a series of portal tunnels. Deals below average damage to each and Roland gains 10% strength for each enemy hit. (Max 50%). The area turns into a golden opulent throne room. Blind Rage (Mass): Deals a large amount of damage to EVERYONE as Roland smashes the ground, causing waves of corrosive sludge to radiate outwards. Will be chosen and used if Roland has Wrath. The area turns into a nature scape with some urban waste. The Jester of Nihil (Mass): Deals a moderate amount of damage to all enemies as Roland lets out a blast of void. if Roland additionally has Void, reduce their speed and damage dealt by 40%. The area turns a black and white church with the symbols of all 4 magical girls around. [/hider] [hider=Language] Crimson Scar (Mass): Roland deals a moderate amount of damage to all enemies in front of him by pulling out and rapid firing two shotguns. The area turns into a dark moonlit forest. Cobalt Scar: Roland attacks the opponent with a flurry of blows of very low damage. These deal no damage and attacks used to parry them aren't expended. Roland then howls, dealing damage to the enemy based on how many blows landed. The area turns into a blood moonlit forest house. Smile (Mass): Roland vomits a ton of corpse ichor from a large sword, dealing a low amount of damage to all enemies and reducing their damage dealt by 20%. The area turns into the inside of a decaying military corridor with rotting flesh and blood clinging to the walls and floor. Dipsia (Mass): Roland unleashes needles of blood that deal a large amount of damage to all enemies. Roland is healed a small amount by each enemy hit and gains 10% strength. Enemies gain 10% strength but also start bleeding. The area turns into a blood red landscape with a blood red sky and a red castle in the background. Mimicry: Roland slashes with a scythe formed from his hand, dealing very heavy damage to a single target and healing himself for the damage dealt. The area turns into an [url=https://i.imgur.com/kLolg1o.png]overrun containment unit[/url] with various large fleshy growths of eyes and teeth about. [/hider] [hider=Social Sciences] Harvest: Deals above average amount of damage to a single target as Roland fires out a sharp eldritch barb as a hook then rushes them with his rake claws. This does 10% more damage for every nearby ally. The area [url=https://i.imgur.com/owQNeEf.png]turns into a wheat field.[/url] Lumber: Roland strikes a single target multiple times with a mighty axe, gaining extra damage on each successful hit to the final blow. Each hit deals below average damage and the last hit inflicts Bleed. The area turns into a bright forest. The Homing Instinct (Mass): Roland drops a house on a group of enemies. This does a below average amount of damage and If at least 1 enemy takes damage, Roland and his allies gain 10% strength. [url=https://i.imgur.com/VUDJrwi.png]The area turns into a bright grassland with a golden brick road leading to a city of emerald.[/url] Faded Memories (Mass): Roland attacks with a blast of light that deals below average amounts of damage to every enemy. It at least 1 enemy takes damage, Roland and his allies gain 10% strength. The area turns into a [url=https://i.imgur.com/npLm3SY.png]decrepit ruin filled with emerald mist.[/url] False Throne (Mass): All allies have their debuffs removed. This attack deals a moderate amount of damage to all enemies as large magical emerald crystals crash into them. The area turns into an emerald throne room. [/hider] [hider=Philosophy] Lamp (Mass): The room goes dark and a single light breaks the darkness. This deals below average damage to all enemies and they can't benefit from buffs. The area turns into a dark forest with a bright yellow light. Justitia: Roland forces an enemy to confront their sins. Deals very heavy damage that bypasses resistances, however the initial hit is moderate. The area turns into a dark forest with a bright yellow light. Beak: Roland punishes opponents with a beak-like weapon, dealing low damage and increasing his strength by 20%. The area turns into a dark forest with a bright yellow light. Twilight (Mass): Roland attacks all enemies with bolts of twilight coming from Apocalypse Bird. Deals moderate damage and slows enemies by 10%. The area turns into a very dark forest with almost no light, with the only light emitting from a large creature looking over the battlefield. Apocalypse (Mass): Roland summons the mighty claw of the Apocalypse Bird that slams down, crushing a group of enemies and dealing heavy damage. This damage is increased if the enemies have low health and if Roland has high health. The area turns into a very dark forest with almost no light, with the only light emitting from a large creature looking over the battlefield. [/hider] [/hider] [/list] [b]Strengths:[/b] [list] [*] [b]Emotion Level:[/b] Roland starts a fight at 0 emotion level, going up to 5. Roland gains emotion level when he clashes his attacks against enemy attacks. Roland must clash 1, 2, 3, 5, 8 times win or lose for each level relatively. Emotion based effects and attacks can modify Roland's emotion level as well, however Roland can never lose emotion levels in a fight. Each time his emotion level goes up, Roland gets 10% stronger, faster and more powerful. Other abilities are tied to this directly. Roland's emotion level resets to 0 if there is a rest period between battles. [*] [b]Distortion Mask:[/b] The mask Roland wears in combat distorts the perception of foes. This makes it more difficult for enemies to notice him and easier for them to forget he is even involved in the battle. Enemies he fights will not remember he was fighting them after a fight. [*] [b]Weapon Master:[/b] Roland is incredibly proficient with all types of weapons both melee and ranged and can learn how to use new weapons almost instinctively. Roland can deflect small ranged attacks if his currently drawn melee weapon attack is stronger than them. [*] [hider=Booking] Booking When Roland is involved in a fight and him or his allies defeat an enemy, instead of turning into a spirit, page-like will o wisps envelop their spirit and turn them into a book instead. Books act like spirits in most regards; you can absorb them or crush/destroy them like any spirit. The differences being, [list] *Books do not expire on their own. *Books can be read to get an understanding of the booked person's personal history and dreams *Books will be fancier based on the rank of the spirit. *If a foe is defeated that is a composite of multiple spirits, each spirit will split from the main foe and form their own, damaged, books. Damaged books act like normal books, but have some information missing or a fewer choice of items. The main foe will form into a book as normal. *Books can be 'burned' to retrieve items from the spirit instead of being destroyed like a normal spirit, with the item being a choice of equipment the spirit used/wielded instead of a random item. *A resurrection spell can be cast upon the book to revive the spirited person. This can only be done once and if defeated again, they will not turn into books. [/list] Guardians can not be booked. [/hider] [/list] [b]Weaknesses:[/b] [b]Slow Start:[/b] Roland is weaker than other combatants when starting out a fight, getting to roughly the level of opponents around emotion level 2, 3, or 4 based on their strength, with bosses possibly being stronger than even 5. [b]Mental Weakness:[/b] Roland is weak to psionic attacks or attacks of the mind, especially ones that stir up negative emotions in him thanks to the conditions of the city where he's from. [b]Stagger:[/b] As Roland takes damage, he loses mental fortitude. When it bottoms out, he is stunned for a moment and takes double damage from all attacks while in this state. When he recovers, his mental fortitude is fully restored. Roland can regain some of this mental fortitude by evading enemy attacks. [b]Careless:[/b] After a traumatic experience in his past, Roland went on a careless rampage, crushing lives and causing problems that made him many enemies while he wasn't wearing his distortion mask. This mental breakdown, when resolved, left Roland fairly careless about the things he says. He will say whats on his mind, often in a sarcastic tone. He will also preform actions he thinks are right for the moment, unless they would be outright foolish or dangerous to himself. [b]Spirits:[/b] [list] [*] [/list] [b]Guest List:[/b] Phantom Thief Retort - Medabots Shadow Queen - Paper Mario TTYD Wasp King - Bug Fables [b]Inventory:[/b] Durendel (named longsword), Shotgun, Clubs, Hammers, Daggers, Shortswords, Greatsword. Hand Crossbow, Special Pistol, [hider=X-Baton]Item obtained: [b]X-Baton[/b] [i]The standard-issue cutting-edge weapon of the Neuron police taskforce. Made in part with matter from the Astral Plane, it is capable of damaging Gates, chimeras, and so forth even in the hands of someone who can't see them, and it can also transform. Its standard telescopic [url=https://i.imgur.com/64MC8LL.png]baton[/url] form is well-suited to quick, dextrous melee attacks that compliment hand-to-hand techniques. Its [url=https://i.imgur.com/iWroPMQ.png]blaster[/url] form can release bursts of blue bolts, either in sequence or as a shotgun blast, as well as large projectile orbs. This adaptability and range comes at the cost of low damage, pretty high spread, and below-average projectile speed. Its [url=https://i.imgur.com/z7ee2Jp.png]gladius[/url] form is a heavy one-sided greatsword that can deal lots of damage with its slow swings[/i][/hider] [hider=Robosaurus Hunter Bundle] [b][url=https://i.imgur.com/IkqYCYQ.png]Robosaurus Hunter Bundle[/url][/b] [i]A full suit of futuristic armor modeled after the apex predators of the ancient past. It provides solid defense and limited EVA operations, as well as better defense against electricity, heat, and dark/void attacks[/i][/hider] [/hider]