[hider=Cute-as-'PECK'] [color=8258fa][b]Name:[/b][/color] Hat Kid (Real name unknown; indecipherable in writing, and she refuses to share it verbally.) [color=8258fa][b]Game Origin:[/b][/color] A Hat in Time [color=8258fa][b]Appearance:[/b][/color] [url=https://i.redd.it/764p12cjsah11.png]Hatties![/url] [color=8258fa][b]Personality:[/b][/color] A quintessential cartoon child, she is friendly, playful, energetic, and carefree--with a mild, casual propensity for mischief--even in times that don't call for it. With little exception, she harbors an unshakeably joyous attitude and demeanor, expressed largely in cutsie expressions and mannerisms that highlight her childish, innocent nature. While not entirely silent, she tends to speak very little, which speaks (no pun intended) to an underlying selective shyness about her, in spite of her impulsive willingness to befriend and do favors for others. Contrastly, she has little issue talking to her diary, in which she expresses the greater extent of her honest thoughts and feelings. One might also argue that her actions are not always entirely altruistic or unmotivated, as she has been accused more than once of being selfish and stingy, solely interested in meeting her own ends. That being said, she has never acted or withheld simply out of spite or ill will, and when it comes down to it, she does genuinely seem to care about the state of the world wherever she may be. If she's within her means to make a positive difference, even if there’s no stake in it for her, she would prefer throwing her hat in the ring (figuratively, of course) to contentedly leaving the world to it's fate, and she would do it all with a smile on her face. [color=8258fa][b]Background:[/b][/color] One day, on her way home from an unsupervised expedition across the cosmos (as children tend to go on), Hat Kid made a pit stop over an unfamiliar planet midway through her return trip to rest. She awoke to be greeted by Mafia toll collector knocking on her window demanding payment. When she refused, the Mafia goon broke in, intending to collect by force. In doing so, this caused the ship's atmosphere to violently decompress, pulling out Kid along with her entire stash of Time Pieces, hourglasses that harness magical/metaphysical temporal energy, down to the planet below. Thus began for her a worldwide adventure to recover all of her scattered Time Pieces so she could refuel her spaceship and resume her voyage home as well as keeping them from those that would otherwise abuse their power. After close to a month of being stranded in orbit above the planet, she eventually finds and takes back every last Piece she had lost during the initial incident, and along the way, overthrew the Mafia, starred in a few movies made by and for birds (after legally becoming one), lost and subsequently reclaimed her soul from her now (contractually obligated) BFF, rescued a village of nomadic tribespeople in the mountainous skies from a cataclysmic plague, and ultimately, saved the world--and everyone in it--from someone she had hoped to call her friend. With the world restored, all Time Pieces recovered, and little reason left to stay--even when begged to--she made her bittersweet, if unceremonious departure, and set course for home once more. Sadly, yet again, she never made it home. Her journey would be tragically cut short as she was overtaken by a radiant wave of apocalyptic erasure, along with the rest of the multiverse… as willed by its new god. [color=8258fa][b]Specialty:[/b][/color] Explorer/Specialist [color=8258fa][b]Level:[/b][/color] 7 [color=8258fa][b]Experience:[/b][/color] 51/70 [color=8258fa][b]Powers:[/b][/color] [color=8258fa][indent][b][i]Self[/i][/b][/indent][/color] [list] [*][color=8258fa]Homing Attack[/color] - While airborne at close range, Kid can charge into a single enemy to deal damage, bouncing off of them with a successful hit, which can provide her with a follow-up action. Can be chained together in succession against multiple foes as well as chase down a moving target if timed properly. [/list] [color=8258fa][indent][b][i]Hat[/i][/b][/indent][/color] [list] [*][color=8258fa]Sprint Hat[/color] - As its name suggests, this hat allows Kid to sprint at anywhere between double and triple her normal speed. While in use, her double jump is overridden and replaced with a higher singular long jump. [*][color=8258fa]Brewing Hat[/color] - This hat allows its ([i][b]sole[/b][/i]) user to manifest vials of low yield chemical explosives from seemingly nothing. In defiance of alchemical law, materials are not required, and uses are unlimited. There is, however, a short cooldown time (approx. 1.5-2 seconds) from when the vial is thrown before another can be spawned and readied. [*][color=8258fa]Ice Hat[/color] - Lets Hat Kid flash-freeze herself solid, adding substantial weight and mass to her form, and sending her straight into freefall should she be over open air, water, or otherwise. While typically employed as a traversal method, catapulting herself over great heights and distances, it boasts a mild degree of offensive and defensive utility as well. Offensively, its generated impact with the ground can launch foes (and then some) upward in a 5-10 meter area--with the effect weakening further from the center--but dealing no damage short of directly landing on them. Defensively, she is temporarily immune to some amount of damage--sans fire, concussive force, bypasses, or especially powerful attacks--and is able to maintain this frozen statue form for 20 seconds or until its damage threshold is exceeded, causing it to shatter (but sustaining no damage from shattering). (Cooldown: 1 second default; 10 seconds shattered) [/list] [i]*Note: Cooldown now affects all hats, even those that do not trigger it, and cooldown time is dependent on whichever hat was last used. As in, once the cooldown timer starts following a specific hat’s use, that time is applied universally until it has finished cooling down, and cannot be sped up or reset by switching hats.[/i] [color=8258fa][indent][b][i]Badge[/i][/b][/indent][/color] [list] [*][color=8258fa]Projectile Badge[/color] - Not technically a projectile, but Kid’s umbrella can now fire a mid-short range beam that can be charged up to three levels, requiring approximately three seconds for a maximum charge. While the weapon’s base damage yield is relatively low, the larger radius of the actual beam itself allows for greater area coverage, and it does not require ammo. [*][color=8258fa]Hookshot Badge[/color] - With this, Hat Kid can shoot a grappling hook from her umbrella (as well as other weapons, such as a baseball bat) to latch onto and swing from viable attachment points. Resets double jump and air dive with each use; can be interrupted by damage and attacks. [*][color=8258fa]Compass Badge[/color] - (Passive) Provides Hat Kid with a mental treasure map of the surrounding area, pinpointing the location of any valuable collectibles, relics, and other objects of interest. Limited to tracking a single object at a time, focusing on the nearest one. [/list] [color=8258fa][b]Strengths:[/b][/color] [list] [*][color=8258fa]Agile[/color] - A nigh peerless natural acrobat, capable of performing advanced parkour techniques and physics defying aerial maneuvers to reach heights and distances unachievable by most, and that’s just on her own power, [i]before[/i] factoring in anything additional. [*][color=8258fa]Intelligent[/color] - Despite her age, she was able to build and operate her own time travelling spaceship and everything on it by herself, as well as outwitting older, more powerful, and more experienced adversaries. Suffice it to say that her sense of understanding is greater than she is given credit for. [*][color=8258fa]Resourceful[/color] - Did I mention that her spaceship is actually made out of wood? Coupled with her ability to fashion special headwear imbued with unique capabilities on the spot with very little, and to overcome challenges while deprived of them, speaks to a great deal of ingenuity on her part. [/list] [color=8258fa][b]Weaknesses:[/b][/color] [list] [*][color=8258fa]Fragile[/color] - Kid, being just that, is built as light as they come, and as such, she sorely lacks in any capacity to dish out or take much of a hit. As a trade-off for her mobility and wits, she is forced to rely on them to survive. [*][color=8258fa]Immature[/color] - Her overtly jubilant, upbeat, and whimsical personality can result in dangerous lapses in judgement that lead her astray, evidenced by the fact that it has happened before. Moreover, she is not always willing to comply or cooperate when it doesn't suit her to. [*][color=8258fa]Inexperienced[/color] - Despite her intelligence and adaptability, a lack of wisdom attributed to her age still makes her rather gullible, as she has been unwittingly duped into unpaid service to less than reputable characters in the past. On top of that, though she has prevailed in her share of difficult battles before, she didn't do so by way of being a conventionally skilled or proficient combatant. [/list] [color=8258fa][b]Spirits:[/b][/color] [list] [*]Just her own, but at least she got [i]that[/i] back (…again). [/list] [color=8258fa][b]Kindred Spirits:[/b][/color] [list] [*][url=https://vignette.wikia.nocookie.net/villains/images/2/2e/YourContractHasExpired.png/revision/latest?cb=20171111042614]The Snatcher[/url] (A Hat in Time) - [color=8258fa][i]I beat this guy after he double-crossed and tried to kill me, but I think we’re friends now. First, he wanted me to leave, then he didn’t. I know it’s in our latest contract and all, but I didn’t expect him to actually take it seriously. Maybe he really means it? It's cool. He kinda owes me for holding my soul hostage, making me run his errands and trying to kill me, anyway.[/i][/color] [*][url=https://geekandsundry.com/wp-content/uploads/2016/01/PNG-Promo-X3.png]Razputin “Raz” Aquato[/url] (Psychonauts) - [color=8258fa][i]So… this weird, misshapen child (No offense.) is apparently an “influence” on me. Huh??? I don't get it. What does that even mean? Is it because we're both young, acrobatic, prodigal geniuses who sometimes explore trippy subdimensions collecting memories on fun, exciting, charming, humourous adventures? Because other than that...[/i][/color] [*][url=https://vignette.wikia.nocookie.net/banjokazooie/images/6/6e/PromotionalPoster7.jpg/revision/latest?cb=20100425073306]Banjo & Kazooie[/url] (Banjo-Kazooie) - [color=8258fa][i]More so-called “influences”. Where do all these guys keep coming from? I've never heard of ANY of them! I mean, it's not that I mind or anything; I'm just trying to make sense of it. I do admit, though, there’s something oddly… “nostalgic” about them, which is kinda strange. Even if I knew who they were, I don't know if I'd even be old enough to actually *remember* them.[/i][/color] [/list] [color=8258fa][b]Inventory:[/b][/color] [list] [*][color=8258fa]Kid’s Hat[/color] - Kid’s staple, default hat. Guides her to her next objective or other points of interest, provided she’s within range of either. [*][color=8258fa]Umbrella[/color] - Primarily used as a simple blunt melee weapon, but can be adapted for use as a strangely versatile multi-tool, starting with inherent utility as an improvised parachute. [*][url=https://static.wikia.nocookie.net/a-hat-in-time/images/6/6f/TimePiece.png/revision/latest?cb=20140924182525]Time Piece[/url] (1/4/40-56) - Hat Kid's prized collectible; used to power her ship. These mystic hourglasses harness special spacial and temporal properties, the extent or power of which is not entirely known, and should [b]definitely NOT be used by the wrong people[/b] (i.e. [color=8258fa]anyone who isn't ME[/color]). [*][url=https://images-na.ssl-images-amazon.com/images/I/71TV0O8IX%2BL._UX679_.jpg]Terry’s Cap[/url] - Grants a vestige of its owner's energy powers to hat users (those who can utilize hat-based abilities). While worn, the user will be able to draw ergokinetic power from the earth and release it in small waves, geysers, and enhanced attacks. [*][url=https://vignette.wikia.nocookie.net/ssb/images/b/b1/Ssbu_pokeball.png/revision/latest?cb=20181103151907]Poké Ball[/url] (x3) - A standard device for capturing and housing Pokemon. Thrown at the target to activate. [*][url=https://cdn.segmentnext.com/wp-content/uploads/2011/06/bottles.jpg]Empty Bottle[/url] [*][url=http://ep.yimg.com/ay/yhst-51695279624825/cap-bandana-gears-of-war-2-marcus-fenix-2.gif]Skull Cap[/url] - A piece of headwear worn into many dangerous battles. When worn by a Hat User, it grants the Power Active Reload. When going to reload any weapon, the wearer will hear an audio prompt, and between 1 and 3 seconds later the edges of her vision will turn red. If at that point the wearer starts reloading, her reload speed will be increased by 300%, but if she doesn't mind the prompt or mistimes it the reload will be at normal speed. [*][url=https://gamepedia.cursecdn.com/darkestdungeon_gamepedia/4/4a/Inv_trinket-com_lens_of_comet.png?version=201f698ec13527b6c8327fe10cb0a808]Lens of the Comet[/url] - A trinket fashioned from otherworldly crystal. With it equipped, one is able to ignore the effects of stealth, but its malign presence makes one much less likely to turn virtuous under duress [*][url=https://gamepedia.cursecdn.com/darkestdungeon_gamepedia/7/72/Grv_huskclaw_toxin.png?version=a9dde90c51d8466dd179122a5b885814]Topshelf Tonic[/url] - Brew crystallized by maddening alien phosphorescence. The bizarre blend bleeds through to whoever carries it, making him or her much more evasive [i]if[/i] the carrier also possesses herbs with any medicinal properties, and increasing his or her speed, but also making the carrier more susceptible to blighta and making said blights last longer. [*][url=https://vignette.wikia.nocookie.net/halo/images/f/fc/H4-Z040PulseGrenade-AltRender.png/revision/latest?cb=20131206064849]Attentuation Field Generator[/url] (x1) - A dream of a far-off world with a metal sky and creatures with bones of light surrenders an object capable of creating pulses that strip energy shields and disrupt electrical systems. [*][url=https://fireemblemwiki.org/w/images/thumb/9/98/FEMN_Iote%27s_Shield.png/200px-FEMN_Iote%27s_Shield.png]Iote's Shield[/url] - A shield of fanciful design. Wielding it normalizes damage bonuses against the wielder that being a flier would incur, like arrows, lightning, and ice. [*][url=https://giantbomb1.cbsistatic.com/uploads/scale_medium/0/8806/271657-honeycomb.jpg]Honeycombs[/url] (x3) [*]Necro Smasher (Loan) - ??? [/list] [/hider] [hider="Raring to Go!"] [color=fed428][b]Name/s:[/b][/color] [color=0001f2]Banjo[/color] & [color=e60000]Kazooie[/color] [color=fed428][b]Game Origin:[/b][/color] Banjo-Kazooie [color=fed428][b]Appearance:[/b][/color] [url=https://vignette.wikia.nocookie.net/banjokazooie/images/1/1a/BanjoBanjoTooie1.jpg/revision/latest/scale-to-width-down/225?cb=20100425074117]’Gu-huh’[/url] [url=https://vignette.wikia.nocookie.net/banjokazooie/images/4/48/KazooieTooie1.png/revision/latest/scale-to-width-down/240?cb=20100426051928]’Breee’[/url] [color=fed428][b]Personality:[/b][/color] As living examples of “opposites attract”, Banjo and Kazooie are markedly obverse in their behavior and character. Banjo’s polite, amiable, laid-back, easygoing nature and Kazooie’s obnoxious, brazen, sassy, uncouth manner juxtapose one another to a complimentary, often counteractive, and sometimes corrective effect. Banjo often finds himself having to perform damage control (with a variable success rate) on account of Kazooie’s impulsive verbal slights, occasionally resorting to a poorly constructed compulsive lie to manage. Conversely, having Kazooie around makes earning a perfect score in civil conversation seemingly impossible with her tendency to cheekily mouth off or throw out an insult (sometimes at the last second), for which she will usually apologize at Banjo’s scolding behest. Though neither of them are without their obvious shortcomings, they do well in making up for the other’s personal flaws simply by way of being mutually positive influences. Banjo’s time with Kazooie has kept him from being so lazy or non-committal that he would forget or shirk his duties as a hero, nor is he so passive or simple-minded as to be made a gullible pushover of. Similarly, Kazooie picks up a great deal of her good nature and altruism from Banjo, for whom she reserves her highest respects, adoration and loyalty, and she tempers her excitability and eagerness for action and adventure with a good heart and strong sense of justice. In conclusion, they are nothing shy of a unique, perfect pair who bring out the best in each other and share, above all else, a like mind for doing the right thing and a willingness (even if a begrudging one) to help those in need. [color=fed428][b]Background:[/b][/color] Some time after (or possibly before) helping out his friend Diddy on Timber’s Island, Banjo met Kazooie and quietly settled with her and his sister Tooty on Spiral Mountain. It wouldn’t take long after laying down roots for their lives to quickly get exciting out of nowhere when the resident witch, Gruntilda, showed up to kidnap Tooty with plans to steal her beauty (yes… literally). Naturally, this came as a shock with demand for immediate action, but given that they knowingly moved in next door to what was obviously a witch’s lair (bearing her visage and all), it was hardly unexpected. Nevertheless, the duo set off on their debut adventure through Grunty’s lair and all of its colorful locales, rescuing Tooty and defeating Grunty in an epic showdown that left her entombed at the mountain’s base. Two peaceful years passed following Grunty’s downfall until the duo’s calm hiatus was brought to an end with the arrival of Gruntilda’s sisters and her subsequent resurrection and exhumation by them. In an immediate act of vengeance, she destroyed Banjo and Kazooie’s home (narrowly missing them) and set off for Cauldron Keep with her vile siblings to concoct a nefarious new scheme to cure Grunty of her undeath by siphoning life energy from the island’s inhabitants. Being a another problem obviously intended for them to solve, as well as a perfect opportunity for a much anticipated sequel, Banjo and Kazooie set out on yet another adventure--even bigger than the last (and strangely absent of Tooty after all the trouble rescuing her)--to thwart Gruntilda and correct the damage dealt by her, and once again succeeded. The expected celebration and trilogy teaser followed, and then… nothing. Nearly two decades with little else besides a spin-off and re-release. No Banjo-Threeie; no inclusion in Smash (with only rumors and whispers); the assumption of their mantle by a “spiritual successor”; but for them, things remained mostly still. Their following years were spent in somewhat depressing relative silence while they waited for their next call to action. Little did they know, they would finally get one from the other end of reality, when the all-consuming everbright washed over their world… and all others. [color=fed428][b]Specialty:[/b][/color] Generalist/Hybrid [color=fed428][b]Level:[/b][/color] 7 ([i][b]Level Pending...[/b][/i]) [color=fed428][b]Experience:[/b][/color] 1/70 [color=fed428][b]Powers:[/b][/color] [list] [*][color=fed428]Egg Firing[/color] - Kazooie is able to fire a variety of egg based projectiles out of either end (front or rear), with power, fire rate and effect varying by ammunition type. Can be used while airborne, underwater, and on foot, but the latter requires Banjo to still and position himself for effective use. [b]All ammo types are accessible.[/b] [indent][color=fed428]Breegull Blaster[/color] - Banjo wields Kazooie as an improvised firearm to allow them mobile use of Egg Firing as well as Beak Bayonet, a method of attack that utilizes Kazooie’s beak as a piercing melee weapon (much like always, but handheld). As an added benefit, projectile velocity is increased for every ammo type. Other moves cannot be performed while this is in use.[/indent] [*][color=fed428]Beak Buster[/color] - Their equivalent of a “butt stomp/ground pound”, Banjo and Kazooie tuck and forcefully descend beak first onto whatever is beneath them, even if it’s solid ground or empty space. Caution should be exercised with this attack, as descent is rapid and uncontrolled, but can be stopped with damage or Shock Spring Jump. [*][color=fed428]Shock Spring Jump[/color] - Portable variant of an old technique; allows Banjo and Kazooie to perform a ‘super jump’ to reach greater heights than before. Can now be activated anywhere, even in midair, and they retain unspent jumps (2 mid-air; 3 total) after use. [*][color=fed428]Flight[/color] - As the name suggests, this allows Banjo and Kazooie (mostly Kazooie) to fly at the periodic cost of one Red Feather to maintain altitude, or as needed to increase it. Takeoff is free, but it does require an unimpeded vantage point and can be interrupted by enemy attacks. Ranged capability is retained while flying. [indent][color=fed428]Beak Bomb[/color] - While flying, Kazooie can perform a devastating accelerative beak ramming attack--with or without Banjo--in which she launches herself like a missile straight forward wherever she’s facing for an activation cost of one Red Feather. Though reckless and unruly, the maneuver can be steered and sustained for an additional Feather for every second of continued use. Care must be taken when using this, lest she (and Banjo) sustain heavy impact damage, and potentially ground themselves. While aimable, turns cannot be made with it, but the move can be cancelled at any time after the initial takeoff.[/indent] [*][color=fed428]Split-up[/color] - Banjo and Kazooie can now separate on command, no longer requiring the stationary use of Pads, and allowing them to move and act independently of one another. They retain their individual abilities while also providing Banjo with the greater range of utility functions of his backpack while it’s empty. While separated, their overall vitality is split by a 60/40 margin favoring Banjo, and neither of them can leave any area without rejoining the other. [/list] [color=fed428][b]Strengths:[/b][/color] [list] [*][color=fed428]Stout[/color] - While not tanky, they (mostly Banjo) are capable of taking heavy hits, and almost as good (mostly Kazooie) at giving them out. Between them, they are strong enough to physically shatter solid stone and durable enough to withstand high-impact blunt trauma ([i]read: falls/crashes[/i]) as well as direct hits from lower-yield explosives without going or slowing down. [*][color=fed428]Mobile[/color] - Being a combination of athletic ursine and compact avian, they innately boast a strong combined potential for movement, traversal, and by extension, exploration. Be it on land, underwater, or in the sky, almost no terrain is off-limits for them… provided they’ve the proper moves/skills/etc necessary for it. [*][color=fed428]Synergistic[/color] - Despite being functionally separate entities, they manage to operate seamlessly as a single unit, almost as if existing on the same wavelength. Even in the rare instances that they’re separated, they exhibit an uncanny aptitude for teamwork and problem solving without having to communicate their intent or even be present within the same area to accomplish a shared task, and together, they boast greater combined ability, potential, and utility overall. [/list] [color=fed428][b]Weaknesses:[/b][/color] [list] [*][color=fed428]Unskilled[/color] - Beyond exploring, sometimes fighting, and the occasional annoyingly perilous game of trivia (in descending order of frequency and likelihood), they’re not particularly useful for much else. While capable of managing in a general sense, they lack in any refined skills or proficiencies (besides with their namesake instruments), as well as being undisciplined as combatants. [*][color=fed428]Inefficient[/color] - Though they can get around relatively easily, they are far from the fastest or most efficient when it comes to it. Even their average airspeed leaves something to be desired, on top of flight being impermanent for them. To add, the requirement of ammunition and resource energy (eggs and feathers respectively) for some of their major abilities can make attrition a problem for them during prolonged bouts. [*][color=fed428]Codependent[/color] - There’s a reason why they spend most of their time literally at each other’s backs; they fair much better that way. While they do have unique abilities of their own, they are individually weaker and less capable when separated, so it is advisable that they stick to each other as often as possible to improve their odds of survival, splitting up only if/when needed. [/list] [color=fed428][b]Spirits:[/b][/color] [list] [*][url=https://www.youtube.com/watch?v=qyJ4djjQOr0]Restored![/url] [/list] [color=fed428][b]Kindred Spirits:[/b][/color] [list] [*][url=https://www.mariowiki.com/images/thumb/0/06/DiddyKong2.png/1200px-DiddyKong2.png]Diddy Kong[/url] (Donkey Kong) - One of Banjo’s oldest friends back from the Golden Rare Era. They knew each other back before Banjo made a name for himself alongside Kazooie, and they have since remained on circumstantially divergent paths despite developing as concurrent successes. While they’re not as close as they once were, there can be little doubt about the influence they had on one another as well as the generation in which they were brought up and have left an inerasable mark on. [*][url=https://static.gamersgate.com/media/products/product/14762873/screenshot_1920_1080_UKG4KKZ.jpg]Yooka & Laylee[/url] (Yooka-Laylee) - The divisive, somewhat maligned, but well-intended would-be spiritual successors to Banjo and Kazooie, their eventual debut was something of a controversial one to say the least. With frankly legendary expectations set before them in anticipation of their arrival, it was, in retrospect, unsurprising. In spite of the criticisms received (some legitimate, others not), they stand as, if nothing else, an undeniable testament to the legacy of an icon, the times that inspired it, and a long-standing desire in many to see its return. [*][url=https://i.kinja-img.com/gawker-media/image/upload/t_original/yifwpaqahlja8s7o8g7m.png]Fox McCloud[/url] (Star Fox) - Aside from the obvious anthropomorphism, the achievement of immortalizing success in bygone day, and even having once shared a [url=https://pm1.narvii.com/6858/9295428ac071e1df94aa62f48422196619d56fcfv2_hq.jpg]common ally[/url], these two/three have admittedly little in common. However, there are indirectly linked by [url=https://www.google.com/search?gs_ssp=eJzj4tTP1Tcwii9INjJgBAAStALW&q=star+fox+adventures&rlz=1C1CHBF_enUS725US725&oq=starfox+adven&aqs=chrome.1.69i57j46j0l4.6718j0j7&sourceid=chrome&ie=UTF-8]an event[/url] that, for some, marked the end of an era. Depending on who you ask, both have since experienced a relative fall from grace and relevance, but even among them, there are those who remain hopeful that they will someday return in all their former glory. [/list] [color=fed428][b]Inventory:[/b][/color] [list] [*][color=0aaaff]Banjo’s Backpack[/color] - Exactly that; Banjo’s trademark backpack. Besides perpetually acting as portable rent space for Kazooie, it also still serves its intended function as additional storage for whatever items, supplies, collectibles, etc. they may pick up. At later levels, Banjo can also use it as a potato sack, sleeping bag, pocket space, hazard shield, and even bludgeoning weapon. [*][color=59e6ff]Blue Eggs[/color] (48/100) - Basic ammunition; low physical damage; fire rate - 3; no additional effects. [*][color=ff591a]Fire Eggs[/color] (0/50) - Incendiary rounds; moderate fire damage; fire rate - 2; ignites enemies. [*][color=126d0c]Grenade Eggs[/color] (1/25) - Explosive rounds; high damage; fire rate - 1; can destroy obstacles/affect terrain. [*][color=a5c9cd]Ice Eggs[/color] (0/50) - Cryonic rounds; moderate cold damage; fire rate - 2; freezes enemies. [*][color=ee0a12]Clockwork Kazooie Eggs[/color] (0/10) - Land-based guided explosives; high damage; fire rate - <1; fuse time - 20s; short range; can clear obstacles/affect terrain/sabotage; remote controlled miniature. [*][color=e01410]Red Feathers[/color] (30/50) - Used by Kazooie to fly and perform Beak Bomb and Talon Torpedo. [*][color=f8d03a]Golden Feathers[/color] (1/10) - Used exclusively for Wonderwing invincibility. [*][url=https://vignette.wikia.nocookie.net/bayonetta/images/3/34/PurpleLollipop.png/revision/latest/scale-to-width-down/120?cb=20110823172940]Purple Magic Lollipop[/url] - A butterfly-shaped candy lollipop that increases one's alertness, it restores magical power when used. [*][b]Accept-lance[/b] - A large white jousting lance with ornate, golden, octagonal hand-guards and a row of golden spikes down one side. Heavy and difficult to aim while moving oneself. [*][url=https://p1.hiclipart.com/preview/563/977/194/sonic-the-hedgehog-icons-ring-gold-o-art.jpg]Ring[/url] (x4) - Pretty but with no discernable use, they’re easy to collect and keep in bulk, and may hold some value. [*][url=https://vignette.wikia.nocookie.net/witcher/images/1/16/Tw3_monster_eye.png/revision/latest?cb=20160323142543]Monster Eye[/url] - A crafting component for the various tiers of feline boots, feline silver swords, griffon armor, griffon swords, manticore armor, wolven armor, and wolven swords. [*]Trowlon-lon Milk (x0.4) - Don't be fooled by that lookalike bottle and label. Whatever that red stuff in there is, it isn't milk. Ingesting it will cause anyone to float upward at 5 meters per second for 5 seconds, then abruptly stop floating. 200 calories per serving, 5 servings per bottle. A great source of Vitamin Aaaaaaaaaaaaaa! [*][url=https://oyster.ignimgs.com/mediawiki/apis.ign.com/mario-rabbids-battle-kingdom/5/50/SilentButDeadly.jpg]A Grenaduck[/url] [*]Bunny Hood - [*]Spring - [*]Boomerang - [/list] [/hider] [hider=Legendary Leader] [color=5edaf6][b]Name:[/b][/color] Fox McCloud [color=5edaf6][b]Game Origin:[/b][/color] Star Fox [color=5edaf6][b]Appearance:[/b][/color] [url=https://i.ytimg.com/vi/Arw6c0dJHAE/maxresdefault.jpg]07[/url] [color=5edaf6][b]Personality:[/b][/color] Brave, assertive, loyal, fearless, dutiful, determined, and with an air of cockiness to match it all, Fox is about what one could expect of an archetypal spacefaring hero. Edified throughout his life from his earliest age of understanding with the conviction to “never give up,” he boasts an indomitable will that drives him ever forward, free of doubt or hesitation. Accordingly, he takes this to somewhat of an extreme, bearing what could conservatively be considered an impulsive streak, as he all but erases the line between boldness and insanity with some of his actions. Action, of course, being what he’s more inclined to, preferring to leave the thinking and planning to others, and as a leader, he would sooner charge headlong into the storm ahead of his allies than command any one of them to take his place, willing to stake his own life before that of anyone else. Some may understandably mistake his method (or lack thereof) for a careless lack of consideration attributable to witlessness, but this is not so. Rather, he simply leans more toward a reliance on his instincts and intuition to guide him, and those who have fought at his back and alongside him can attest to the reliability of his inner judgement. When outside of the battlefield, he is generally casual and amicable in his disposition and straight-spoken in manner, only responding in blunt, aggressive, or hostile fashion when warranted or provoked. Otherwise, he is not the most socially active or engaged individual, even though he is perfectly capable and decently well-adjusted to it. While most might find him approachable and easy to talk to, they may find it harder to truly get closer to him on any personal level. Those who do manage to connect with him--be it as a comrade or a friend--could scarcely ask for one better or more dedicated. [color=5edaf6][b]Background:[/b][/color] At a young age, Fox McCloud, son of James McCloud and an unnamed mother, showed great talent and promise as a soldier and pilot, and joined the Cornerian Flight Academy as a teenager. Already, he was beginning to look a lot like his father, leader of the original Team Star Fox. One fateful day, Peppy Hare, James’ wingman, returned from a mission on Venom to inform Fox of his father’s fate; that he’d been betrayed by his other wingman and murdered by the exiled mad scientist Andross. Fox subsequently dropped out of the academy and assumed his father’s mantle as leader of a new Team Star Fox, which he formed with his friends Slippy Toad and Falco Lombardi, as well as former member Peppy, who acted as his mentor and adoptive godfather. A couple of years later, they were called upon for their first mission to lead the war effort against Andross and the Venomian forces, during which Fox finally confronted and defeated Andross, successfully ending the Lylat Wars and avenging his father. Nine years passed, and aside from the occasional smaller mission and a lineup change that followed (with Falco returning and Krystal taking Peppy’s place), Team Star Fox saw a substantial period of inactivity, until war broke out once again when the Cornerian Army was beset by the remnants of Andross’s forces. Star Fox showed up to intervene in the conflict only for it to be shortly brought to an abrupt end with the appearance of an even greater enemy. The Aparoids, an alien species of hive-minded, parasitic-symbiotic, biomechanical insectoids, surfaced to invade the whole of the Lylat System, threatening to assimilate or destroy all life within it, and coming dangerously close to succeeding in their conquest. However, with the combined efforts of Star Fox, the Cornerian Army, and even Star Wolf, Fox and his allies were able to drive the Aparoids back to their homeworld, where they fought and killed the queen at the planet’s core, destroying the planet and ending the threat of the Aparoid menace for good. Fox and his team very nearly suffered unimaginable losses on their mission, but were ultimately able to pull through and prevail in restoring peace to the galaxy. Three years later, Team Star Fox receded once more into dormancy with their unofficial and indefinite disbandment, but there were still battles that needed to be fought. With no sign or intention of slowing down, Fox took it upon himself to investigate and intervene on a series of mysterious occurrences in the collective [url=https://www.ssbwiki.com/World_of_Trophies]World[/url], and found himself caught up in a greater conflict than he could expect to take on alone, which would later come to be known as the Subspace Incident. With a dark army at their disposal, villains and would-be conquerors from their universe orchestrated a number of portal bombings to rend fragments of the world into a realm of limbo and void, known as the Subspace, at the behest of a puppeteered Master Hand. As it turned out, he was being controlled by an even more powerful entity, Tabuu, who had duped the villains into unwitting service to him by proxy, and comes just within reach of achieving his nebulous goal of destructive world domination before ultimately being thwarted in the end. Heroes and villains alike banded together to defeat their greatest foe yet, and from the cliffside overlooking the sea--facing the mark of light where the Isle of Ancients once was--they watched the sun set on the world they saved, hopeful for its future. Then, years later, they returned to the world's edge with bolstered ranks to combat an unprecedented threat even greater than the last, and one way. Galeem, the Lord of Light, brought forth a Master Army to match them. There, where it all ended before, one way or another, it would end again. Though, their odds were hopelessly unfavorable, they determinedly faced them down and readied themselves for what would undoubtedly prove to be the biggest fight of their lives, with Fox leading them at the front of the line… ...and for the first, and last time... [url=https://youtu.be/ZjQNHp-_hbo[/url]they lost…[/url] [color=5edaf6][b]Specialty:[/b][/color] Offense/Leader [color=5edaf6][b]Level:[/b][/color] 6 [color=5edaf6][b]Experience:[/b][/color] 48/60 [color=5edaf6][b]Powers:[/b][/color] [list] [*][color=5edaf6]Fire[/color] - After a brief charge, Fox propels himself in a chosen direction with a headlong flaming charge attack. Course cannot be altered once activated, but can be aimed omnidirectionally. Capable of damaging throughout the duration of the move with the most being dealt with the initial hit. [indent][color=5edaf6]Jet[/color] - A non-lethal variant that propels Fox faster with greater control and no startup, but does no damage. Can perform shallow turns for small flight adjustments. ([url=https://youtu.be/IIWjy3LDXGk?t=140]Basis[/url])[/indent] [*][color=5edaf6]Illusion[/color] - A high speed, forward illusory dash technique that deals minor slashing damage on contact. Useful for split-second distance traversal as well as for offense. Travels strictly straight with no turning ability, but lacks cooldown with minimal recovery between uses. However, Fox is still susceptible to damage and interruption during use, simply becoming a harder target. [indent][color=5edaf6]Burst[/color] - The dash itself deals no damage, instead ending with a heavy explosion generated directly from Fox--harmless for him, but harmful to others. Dash distance is marginally reduced, and momentum is stalled at the end, eliminating forward drift. ([url=https://youtu.be/IIWjy3LDXGk?t=60]Basis[/url])[/indent] [/list] [color=5edaf6][indent][b][i]Blaster[/i][/b][/indent][/color] [list] [*][color=5edaf6]Impact Shot[/color] - Alternate firing mode. Rate of fire is substantially reduced for slightly higher damage and much greater knockdown/stopping power per shot. ([url=https://youtu.be/IIWjy3LDXGk?t=1]Basis[/url]) [*][color=5edaf6]Charge Shot[/color] - (Description pending...) ([url=https://youtu.be/IIWjy3LDXGk?t=26]Basis[/url] | [Alt link pending...]) [/list] [color=5edaf6][b]Strengths:[/b][/color] [list] [*][color=5edaf6]Fearless[/color] - Perhaps his greatest weakness as well, Fox isn’t one to back down from any fight or challenge he sees a chance at winning. His experiences and upbringing have shaped him with iron nerves, unshakable tenacity, and an indomitable will that have seen him through a great many ordeals, as they may yet continue to. When faced with suicidal odds, be they overwhelming numbers, transcendent to godlike power, or a realized lack of either on his part, he has never been fearfully deterred by, or willingly submitted to any of them, and if he has his way, he never will. [*][color=5edaf6]Versatile[/color] - Legendary fighter pilot, expert martial artist, crackshot, peak athlete; Fox boasts an extensive repertoire of combative prowess. He can proficiently pilot just about anything built for speed, combat, or both, wield any ranged or martial weapon he’s strong enough to use, and competently engage enemies stronger than himself with or without one. Quick of hand, foot, and study, with a learned understanding of every relevant facet of his trade, there’s little in the way of what he can’t somehow translate or apply his skillset to, or that he can’t potentially learn and add to it. [*][color=5edaf6]Experienced[/color] - Fox has spent effectively half his life bearing the mantle of a heroic mercenary leader, credited with winning no less than two wars in his time; three if counting his role in thwarting the Subspace Army. To add, the boast-worthy accolade of being a life-long Smash veteran (one of the original twelve, no less) speaks greatly to his abilities and competence (and that of his ilk)--enough to say that no odds or opponents are too great for him to take on. [/list] [color=5edaf6][b]Weaknesses:[/b][/color] [list] [*][color=5edaf6]Moderate[/color] - In most settings, Fox is often among the LEAST remarkable figures around. There are definite limits to his capabilities and expertise, and general competency can only carry him so far when insurmountably outmatched. His skills, while admirable and plenty, are largely middling, and he possesses no spectacular powers, abilities, or traits to make up for it against the overwhelming opposition he is so often faced with, forcing him to fight uphill to succeed. For everything he’s good at--among the many things--he dominantly excels at none of them, meaning there’s always someone to potentially outclass him in any given category. [*][color=5edaf6]Lightweight[/color] - As a tradeoff for exceptional speed and agility, Fox hasn’t much to offer in terms of strength, and even less for durability. His talent for handing out hits is evened out by a critical need to sustain as few as possible on account of his build and relative normality, for it would take but a handful (or fewer) powerful blows to do him in. This makes direct engagement with powerhouses and heavyweights especially dangerous for him. [*][color=5edaf6]Overconfident[/color] - Though profoundly fearless with a (debatably) reasonable sense of well-earned self-assurance in his abilities, it’s easy to see that it tends to overrule his judgement sometimes, often resulting in him taking on greater odds and enemies (sometimes alone) than can be considered sane. To boot, he’s not much of a strategist, preferring a bold, aggressive, straightforward approach to combat, which can, has, and does at times lead him to become careless and predictable. [/list] [color=5edaf6][b]Spirits:[/b][/color] [list] [*][url=https://i.pinimg.com/originals/5b/c5/74/5bc5745eb7e08ce5459be01feb2c40b3.jpg]Ezio Auditore[/url] - [b]Striker[/b] - [i]A highly versatile, masterful, and valuable spirit. Ezio can strike with a variety of weapons from a variety of angles, appearing from hiding in Fox's vicinity as if he'd always been there, rather than from Fox himself. He possesses a rapier, a hammer, a crossbow, a flintlock, and his iconic hidden blade; he can appear from grates and trapdoors, spring from bushes and haybales, and also just fall out of the sky directly over opponents. Although his up-front damage and defense are low, his assists can deal high critical damage at good speed, and a moderate cooldown means he can be utilized frequently.[/i] [/list] [color=5edaf6][b]Kindred Spirits:[/b][/color] [list] [*][url=https://wallpapercave.com/wp/wp2772926.jpg]Sly Cooper[/url] (Sly Cooper) - Both are mammalian anthropomorphs, and leaders of their respective packs. Both lost their parents to allies turned traitors. Both proudly bear the weight of upholding their family legacies. Both have become legends in their own right because of it. Undeniably, the two share an uncanny degree of connecting commonality that, despite living entire universes apart, utterly unaware of the other’s existence, may yet draw them together. [*][url=https://i.ytimg.com/vi/WuaFyfTBcxM/maxresdefault.jpg]Commander Shepard[/url] (Mass Effect) - A spacefaring mercenary leader of legendary renown, much like Fox, both of whom have more than once been called upon to save the galaxy from great calamity, and with the earned aid of loyal comrades at command, they succeeded time and again. Little can be doubted about either of them for their near unrivaled ability to rally entire worlds behind them to fight for the greater good of all or their willingness to make the ultimate sacrifice if and when needed, even if only one of them has ever actually had to. If anything is for certain, it’s that the uni- nay, omniverse, couldn’t have enough like them, and now, more than ever, needs as many as it can offer. [*][url=https://i.ytimg.com/vi/XI4ioozVmXg/maxresdefault.jpg]Raiden[/url] (Metal Gear) - Mercenaries--of Team Star Fox and formerly “[i]FOX[/i]HOUND” respectively--orphaned by war, with a shared sense of justice and unyielding conviction to their ethics and ideals. Despite their best efforts, and a career lifetime of success and hard won victory, neither of them has ever truly been able to see an end to war and conflict for long enough to find lasting peace. In a sense, it could be said that they both live at war; have been inured to it; bred by it even. Is it perhaps that their deeds have in some ways indebted them indefinitely to their roles in life? Or rather, is it simply the case that the lives that chose them once before are the very same that they now choose for themselves? After all, the world is never short on just causes in need of someone capable willing to fight for them. At least… that’s what they’ve convinced themselves of. [/list] [color=5edaf6][b]Inventory:[/b][/color] [list] [*][color=5edaf6]Blaster[/color] - Low-powered, semi-automatic laser pistol that sacrifices stopping power for a high rate of fire, allowing for rapid damage buildup. Can be outfitted with additional firing functions. [*][color=5edaf6]Reflector[/color] - A portable, handheld g-diffuser shield that envelops the user in a hexagonal barrier that reflects most forms of projectiles and other ranged attacks (as well as some AOE) with slightly multiplied speed and power (x1.5). Does not protect from physical attacks, however, but can be utilized offensively as an electrified repulsor upon activation. [*][color=5edaf6]Comms Headset (Online)[/color] - Allows wearer to remotely communicate through any established device capable of acting on a two-way frequency. Outfitted with HUD through a monocular eyepiece. [/list] [/hider]