[hider=Raz] [b]- Name:[/b] Razputin Aquato [b]- Game Origin:[/b] Psychonauts [b]- Appearance:[/b] [url=https://i.imgur.com/Eh7gdOZ.png]"My name is Raz, and today is my first official day on the job."[/url] 4'4" tall. [b]- Personality:[/b] Raz is surprisingly mature for his age, full of compassion and care for those around him and observant enough to cut right to the heart of the matter. He never turns a blind eye to someone in need, people who can't help themselves, always willing to lend a hand wherever possible, even if sometimes it's for the thrill of doing something important. Raz always treats people with kindness, approaching even the most flawed with the idea that they can be better, get help. Of course, Raz [i]is[/i] still a kid, no matter how mature he comes across. For one thing, he's a massive dork, unable to control himself around his heroes and always having a quote from his comics on the tip of his tongue. He has a desire to be cool, often mimicking or imitating people he sees as such, though his lack of experience causes him to fumble the execution. It also makes him a bit gullible, easy to be swept up in the dramatics and intrigue of "cool", causing him to make bad judgement calls. But Raz isn't one to ignore his mistakes or brush them under the carpet. If he's messed up, he'll own up to it and do what needs doing. [b]- Background:[/b] Raz grew up in the circus, his family's own circus, a psychic in a family cursed by psychics to die in water, meaning he had to hide his budding gift from the outside world and only able to read the exploits of the famous government entity known as the Psychonauts. Until one day he was given a pamphlet for 'Whispering Rock Psychic Summer Camp', a facility run by the Psychonauts to train young cadets in the ways of the mental realm. So, obviously, Raz ran away from the circus to join the military. After not quite sticking the landing on his arrival to camp, and having to learn everything he needed to become a Psychonauts in just one day before his parents came to get him, Raz had his work cut out for him. Oh, and then it turned out that Coach Oleander, one of the camp's counselors and renowned Psychonaut agent, was hatching a plot to steal the campers' brains to fuel world-conquering psychic death tanks. It was... awesome! An actual psychic threat that only he could stop! Which he [i]totally[/i] did, by the way. He even managed to help four mental patients along the way and deal with the personal issues of traumas of himself and Oleander, reforming the man in the process, just like a real Psychonaut! Being officially accepted into the agency, Raz left camp the next morning having fulfilled his personal dream in just twenty-four hours. And then it turned out the grand head of the Psychonauts had been kidnapped, and Raz was going on the mission to save him! Things were definitely looking up for Raz. Until they weren't. After a successful rescue operation and their arrival at Psychonauts HQ, Raz was confronted with the fact that he had only been a big fish in a small pond, the coolest kid at camp, and now he was in a much, much bigger pond, and he can't swim. Shunted down from "certified agent" to "intern to the mailroom guy" since, well, the guy who accepted him in the first place didn't really have the rank to do so, Raz was back at the bottom rung. He just had to prove himself again, and with the looming threat of a powerful and homicidal psychic, Maligula, and the possibility of a mole within the Psychonauts, Raz would have his chance once more. To keep a long story short (and spoilers for a new game out), Raz managed to find out the mole, foil his secret plan to bring back Maligula, and was finally award with the title of Junior Agent, officially this time. Now all that was left was to figure out this whole 'girlfriend' thing he has going on... [b]- Specialty:[/b] Psychic offensiveness, supernatural recon, and mental health specialist. [b]- Level:[/b] 5 [b]- Experience:[/b] 1/50 [b]- Powers:[/b] [list] [*][b]Psi-Blast -[/b] One of the first things Raz learned in his training, [b]Psi-Blast[/b] allows him to fire off psychic bolts of concentrated aggression. While these shots are pretty powerful and fly fast, Raz can't rapid-fire them, only able to get off 3 shots in quick succession, as it uses up his natural aggression and requires him to aggress all over again. They also can't fly too far from him, making them most effective at a close range. [*][b]TK -[/b] A psychic's bread and butter, Telekinesis. Manifest as a giant orange hand roughly as big as Raz himself, this power enables him to grab, hold, lift, and manipulate things with his mind! Its use is still with all the limits of picking things up by hand, though; while Raz has a certain degree of strength higher than his own when using TK, anything particularly heavy, cumbersome, or just plain [i]stuck[/i] requires physical effort on his part. He also can't TK things that are too big for it to grab. [*][b]Levitation -[/b] Raz pulls out a literal thought bubble, acting as a kind of malleable ball. The 'levitating' part comes from the fact that he can stand on it which really isn't that impressive but he's still learning. His levitation ball affords him faster mobility, protection from floor-based hazards, and a certain bounciness that lets him spring higher into the air than normal. Levitation can also be used in the air, keeping him afloat for a few seconds, like he's hanging from an over-inflated balloon - useful for breaking a fall or making otherwise tricky jumps. [*][b]Mind Reading -[/b] Raz is able to peek into the minds of those around him and read their thoughts in the moment. It's actually much weaker than it was in his home universe; Raz has to actively concentrate in order to pick up snippets of thoughts in someone, and his telepathy is much flimsier too, with even a moderate amount of effort needed on the target's part to keep their thoughts hidden. But if he catches someone off-guard, and they don't have a good natural mental defense, their mind is ripe for the reading. [/list] [b]- Strengths:[/b] (Things your character's always good at, or always can do; essentially, passive abilities or bonuses. You start with three, but you can add more in place of powers when you level up) [list] [*][b]Basic Braining -[/b] Proof that Raz is equipped to handle traversal in the mental realm. Having grown up in the circus, Raz has incredible athleticism and acrobatic skills, capable of twisting, spinning, folding, swinging, and balancing his way across any number of dangerous locales. He's also able to augment his natural abilities with his psychic powers, granting him the ability to 'double jump' as well as project bigger psychic hands over his own for hand-to-hand combat. [*][b]Hard Headed -[/b] No, not [i]literally.[/i] Raz possesses an innate mental defense system that even the most seasoned Psychonauts can't hope to penetrate. This makes him impervious to any mind-targeting attacks or ailments, of course, as well as protecting him from having his mind read or entered. [*][b]Psychic Stowaway -[/b] Pretty soon after he first arrived at Whispering Rock, Raz met an agent by the name of Ford Cruller, a very famous member of the Psychonauts - in fact, he started the whole thing! Nowadays his own psyche is worse for wear, fractured following a psychic duel and leaving him unable to be himself unless near a large deposit of Psitanium. To help Raz along his way, Ford planted a mental construct of himself in Raz's mind, able to summon Ford to his aid whenever he needs it, [url=https://i.imgur.com/n5wRevE.png]like so.[/url] Since Ford wouldn't be able to [i]leave[/i] Raz's head in this state and remain useful, he's really only there for moral support and tactical advice. [/list] [b]- Weaknesses:[/b] [list] [*][b]The Hand of Galochio -[/b] Due to an (ironic) curse upon the Aquato family name, Raz is cursed to one day die in water. This has manifested in the Hand of Galochio, a menacing hand made of water that will literally pull Raz under should he get too close to a deep enough source - even water made of wooden stage props or quilted fabric in mental worlds. Rather than a byproduct of the curse, it's actually a subconscious use of power from Raz, whose fear of the curse makes him control the Hand of Galochio without realizing it. [/list] [b]- Spirits:[/b] (See Spirits section for details. Start with none) [list] [*] [/list] [b]- Guest List:[/b] [list] [*][url=https://psychonauts.fandom.com/wiki/Lili_Zanotto]Lili Zanotto,[/url] Raz's newly-realized girlfriend and daughter to Truman Zanotto, Grand Head of the Psychonauts. Often hot-headed and prone to violence and pyromania, Lili will make it clear that she's not someone to mess with, fiercely protective of the people close to her in spite of her chaotic, rebellious nature. A gifted Herbaphonist like the rest of the Zanotto family, Lili is sure to stick by Raz's side through thick and thin. [*][url=https://i.imgur.com/lmwO1Ns.png]Kaname Date,[/url] a special officer working for ABIS, the clandestine branch of the Tokyo police force. A fellow secret agent, Date similarly enters the minds of other people in order to gather information that they're hiding, consciously or otherwise, and also has a friend taking residence in his head to act as support for his activities. [*][url=https://the-wonderful-101.fandom.com/wiki/Wonder-Red]Wonder Red,[/url] newest recruit of the international defense force for Earth, the Wonderful 100. Inexperienced but skilled and determined, Wonder Red has proven himself a capable leader in times of crises. He can make a really big fist too, so that's pretty neat. [/list] [b]- Inventory:[/b] [list] [*][url=https://i.imgur.com/3AteVLz.png]Psycho-Portal[/url] - A palm-sized device shaped much like a door. The Psycho-Portal is the bread and butter of the Psychonauts, enabling them to astral project themselves into the mental worlds of others through it. Simply stick the Psycho-Portal onto a person's head and let your projection get sucked right in to whatever awaits inside. If the target's brain cannot be entered for any reason, such as being too young or still under Galeem's influence, the Psycho-Portal won't stick to their head. In the World of Light, the Psycho-Portal is not limited to psychics, allowing for any Spirit to take advantage of its use. [*][b]Helmet, Goggles, and Messenger Bag -[/b] Very important accessories for Raz for a multitude of reasons. The helmet and goggles are protective wear, of course, helping to fend off concussions or the poking out of eyes by girl scout den mothers. They also look really cool. The messenger bag is, well, a bag, where Raz stores his things, such as his Psycho-Portal, and where his merit badges are pinned to. Right now the only merit badges he has are his Basic Braining and Psi-Blast ones (not to mention his Oarsman badge), but he's sure he'll come across them all again! [*][url=https://i.imgur.com/2T2Xgml.png]Smelling Salts -[/url] a small container of, well, smelling salts. An important piece of equipment for the Psychonaut on the go, one whiff of these will pull an astral projection right out of the mental world, bringing the person back to reality. It's specially made so that it's projected along with the user, meaning you don't have to be in the physical realm to use 'em. [*][b]Honey Pepper Boar Bacon -[/b] a thick cut of bacon, the kind unique to the Psychonauts HQ. Raz uses it to get Ford's attention, his love for bacon so intense that he can smell it even through the small psychic hook he planted in Raz's mind. [*][url=https://psychonauts.fandom.com/wiki/PSI_Pop?file=Psi_pop_scrubbed.png]PSI Pops -[/url] special made lollipops for use by Psychonauts. PSI Pops heal mental health, letting Raz traverse mindscapes for longer without getting his astral projection kicked out. They also taste really good! Raz is able to carry three at a time. [/list] [/hider] [hider=The Man Who Erased His Name] [center][img]https://i.imgur.com/LXG1Qo5.png[/img][/center] [color=D6E7FC][b]Name:[/b][/color] Joryu (Kazuma Kiryu) [color=D6E7FC][b]Game Origin:[/b][/color] Like a Dragon Gaiden: The Man Who Erased His Name [color=D6E7FC][b]Personality:[/b][/color] A man with very little to live for. A man who can’t truly live. A man known only as “Joryu”, the burden of both his past and present heavy on his shoulders. At his core this man holds strong to his convictions; his willingness to sacrifice himself for others, his care for what remains in his life, his steeled determination in the face of adversity. His circumstances have led to a new disposition, one that’s quicker to snipe and insult, less willing to take fluff or guff, and more open with his thoughts. Even though he remains aloof, there’s deep empathy behind the jagged edges. He stands up for those who can’t stand up for themselves, from what he believes is right, standing up against the cruelty of the world. While he doesn’t tend to show it, his passion can spread far and wide, to places you wouldn’t think he’d be into, and his situation has bolstered his appreciation for life, even those that may not deserve the mercy. But don’t let that fool you - he is very willing to dish out pain and punishment. [color=D6E7FC][b]Background:[/b][/color] Kazuma Kiryu is dead. He died in 2016, in hospital, from severe injuries and gunshot wounds. This man is not Kazuma Kiryu. That’s the so-called existence he’s had for the past 3 years, under the thumb of the Daidoji Faction, a cabal of political elites with a hold on Japan from the shadows, a network of spies and assassins at their command. After uncovering a national conspiracy that could’ve upended foreign relations, a deal was made: Kiryu would fake his death, leave his friends, family, his entire life behind, and remain hidden from society so his knowledge of the conspiracy could never get out. Ever since, Kiryu, now named “Joryu”, has worked as a Daidoji agent, occasionally sent on clandestine missions to support the faction’s power plays. All other times, Joryu spent his days at a secluded temple, learning to meditate from the priest that lived there. In 2019, as governor Ryo Aoki began to amass power, and the fragile balance in the city of Ijincho came to a head, Joryu’s latest mission - helping with a supposed gold exchange with a foreign rebel leader - ended up being a ploy to kidnap Hanawa, his handler. The culprits turned out to be members of the Omi Alliance, after Kiryu, believing his death was fake and requiring his help with a special plan cooked up by Watase, the Omi’s chairman. Embroiled in this plot, his service to Daidoji, and catching the eye of a dangerous Omi lieutenant aboard a ship-based pleasure center for rich hedonists, Joryu tries his hardest to stay afloat and keep Kazuma Kiryu dead, for the sake of his loved ones. [color=D6E7FC][b]Specialty:[/b][/color] Brawler, Crowd Control [color=D6E7FC][b]Level:[/b][/color] 1 [color=D6E7FC][b]Experience:[/b][/color] 0/10 [color=D6E7FC][b]Powers:[/b][/color] [list] [*] [color=D6E7FC][i]Wrist-based Wire - Spider:[/i][/color] a gadget in the form of a wristwatch, the [i]Spider[/i] allows Joryu to shoot microwires from itself. These wires are capable of ensnaring people and wrapping around objects, with enough strength to hold Joryu’s weight & enable him to pull, yank, or whip a person around. It can also be used as a grapple when wrapped around structures. As of now the [i]Spider[/i] has enough wire to ensnare [b]1[/b] person. [/list] [color=D6E7FC][b]Strengths:[/b][/color] [list] [*][color=D6E7FC]The Daidoji Arts - [color=00caeb]Agent[/color] Style:[/color] Working under Daidoji, Joryu was trained specifically as one of its agents. Daidoji agents utilize a special combat style made from various martial arts around the world. The [color=00caeb]Agent[/color] Style is a technique of fighting focused on quick, decisive strikes to an opponent’s weak points and vital areas, favoring defense and avoidance tactics. In this style Joryu is light on his feet, capable of fending off multiple attackers at once through fast hits and quickstep dodges. He’s also learned various ways to disarm opponents as self-defense. [*][color=D6E7FC]Legendary:[/color] While he’s no longer Kiryu in name, he’s every bit as capable as he ever was. Befitting his status as a legend, Joryu is a veritable powerhouse in his own right. He boasts impressive strength, agility, reflexes, flexibility, and coordination. Joryu can lift people with little trouble, control the battlefield with his prowess, and hit like a damn truck while doing so. He is familiar with weapons, too, whether improvised from objects he can get his hands on to actual tools, swords, knives, guns, etc. If he can pick it up, he can beat someone senseless with it. [*][color=D6E7FC]Unyielding:[/color] All that raw power would mean nothing if Joryu couldn’t take a hit himself. He can take quite the beating, as much as he can give one, and still muster the energy to keep going. There’s obvious limits to this, but outside of genuinely debilitating injuries, Joryu won’t let anything stop him, and very few people can say they’ve managed that before. [/list] [color=D6E7FC][b]Weaknesses:[/b][/color] [list] [*][color=D6E7FC]Dragon in Name Only:[/color] For all of his strength, for all the stories told about him, for all the myth the Dragon of Dojima holds… at the end of the day, he’s human. Humans are still capable of amazing feats in the World of Light, but without any outside help, Joryu will find himself against things he simply has no chance at overcoming. [*][color=D6E7FC]Morning Glory:[/color] The very reason for Joryu’s current state; his orphanage. The kids that lived there, that he raised, that he died to protect from his criminal past. It kowtows him to Daidoji’s commands, and is a very easy button to press to manipulate him. Most people who threaten the orphanage are met with anger more than anything, but should there be real danger involved, there’s not much he wouldn’t do to keep them safe. [*][color=D6E7FC]Bad Habit:[/color] Joryu is a smoker. He has been for a long time, and he has no plans to quit anytime soon. On top of being something of an addiction that he's saddled with, the many years of it might just start taking their toll very soon... [*][color=D6E7FC]Nameless:[/color] Joryu is compelled to stick to his oath to Daidoji, keeping his identity secret. To this end he'll often shy away from situations that might reveal himself as Kiryu; keep his face from the public eye, unable to utilize services where ID is necessary, and avoid those that might already know of him, if he can help it. Even if Daidoji aren't as far-reaching in the World of Light, he isn't willing to break the oath without good reason. [/list] [color=D6E7FC][b]Spirits:[/b][/color] [color=D6E7FC][b]Guest List:[/b][/color] [list] [*][url=https://images2.imgbox.com/ca/e1/I10wANp7_o.png]Shun Akiyama - Yakuza 4, 5, 6[/url]: a moneylender and owner of Sky Finance, situated in Kamurocho. He loans massive amounts of money with zero interest and no deadline to clients, so long as they pass his tests of character. Despite his lackadaisical nature he’s very astute and can hold his own, primarily fighting with his legs. [*][url=https://images2.imgbox.com/cc/fb/QlVypkah_o.png]Agent 47 - Hitman[/url]: a nameless assassin operating under a top secret organization, the ICA. His only purpose for existing is to carry out assassinations the Agency requests of him, an existence he sometimes questions, but continues to adhere to with cold efficiency. [*][url=https://images2.imgbox.com/0a/62/mPZyBor1_o.png]Rufus - Deponia[/url]: a selfish, narcissistic, danger-prone klutz of a tinkerer. Living on a planet made completely of garbage, Rufus has his sights set on a better life, and is willing to do most anything to achieve his goals. No crime too petty, no taboo too unbreakable, no piece of equipment too well-made... I mean, most of it's accidental collateral really, he just never thinks of the consequences. [/list] [color=D6E7FC][b]Inventory:[/b][/color] the Spider wristwatch, a smartphone, a pair of sunglasses (to obscure his face, very helpfully) [/hider] [hider=SHELVED] [h3][center][i][color=FF0000]RED![/color][/i][/center][/h3] [center][img]https://i.imgur.com/YPN8Bxe.png[/img] [url=https://i.imgur.com/sp8lKVa.png](Civilian Appearance)[/url] [color=FF0000][sub]Special Combat Agent Will Wedgewood, CENTINELS Planetary Secret Service, Blossom City field office, better known as The Crimson Fist...[/sub] [h2]Wonder-Red![/h2][/color][/center] [b]Origin -[/b] The Wonderful 101 [b]Personality -[/b] Will Wedgewood is a meek, panicky sort of guy, one who's most likely to cower and run from danger than stand up to it, though he's selfless enough to make sure those around him are safe before himself. In actuality, Will Wedgewood - aka Wonder-Red - is as valiant as they come. Bravery is a trait shared by every Wonderful One, but Wonder-Red takes his dedication and focus to a whole new level. All that matters to him is the mission and the safety of others. Despite impressive marks in training and testing, Red is still a rookie to proper field work, and can carry himself a bit too formally - he seems almost obsessed with calling people by whatever longwinded title he gleans from their interactions, with a very keen memory and eye (ear?) for detail. [b]Background -[/b] Forty years ago Earth was invaded by the GETHJERK, an alien armada with hopes to destroy humanity with no obvious motive for doing so. Earth's defense forces at the time barely managed to fend off the attack in what was to be called [i]Earth Defense War I[/i]. Needing to better prepare themselves for the return of the GETHJERK, the United Nations created the CENTINELS Planetary Secret Service, a military force formed to secretly recruit and train one-hundred members from all across the world, soon to be known as The Wonderful One-Double-Oh, to face off against the GETHJERK should they strike again. Such an invasion occurred some twenty years after Earth Defense War I - now on equal footing, the alien armada attacked with great numbers and force. It was a hard-fought victory, but Earth Defense War II left the world in one piece still. Enter Will Wedgewood. A child at the time of Earth Defense War II, his father, Arthur Wedgewood, was a CENTINELS officer, sent on a mission to infect the invaders with a special computer virus. Will, having stowed away on the airship his father piloted, couldn't do anything to stop Arthur's death. The GETHJERK attacked the ship, culminating in Arthur sacrificing himself to help save his son. Now, another twenty years later, Earth Defense War III has just begun. Will Wedgewood had joined the Wonderful One-Double-Oh, taking over the title of Wonder-Red from the current Commander Nelson, and stationed within Blossom City. At the time of GETHJERK's attack on the city, Wonder-Red, as elementary teacher Mr. Wedgewood, ushered his class to safety before donning his CENTINELS suit, prepared to counter this new, final, invasion. And that's when Galeem attacked. Neither the Wonderful One-Double-Oh or the GETHJERK would've had a hope of stopping it even if they realized what was happening. But it was the perfect storm. Galeem consumed their world out from under their noses, while they were fighting each other, and that's what ended up being brought into the World of Light: a war. Galeem's influence has dampened both forces for the most part, but the Wonderful Ones are still out there, still in the frame of mind of being under attack, and it's only a matter of time before the GETHJERK come out into the open and spark planetary destruction all over again. [b]Specialty -[/b] Team tactics & coordination, hitting really big things really hard [b]Level -[/b] 1 [b]Experience -[/b] 9/10 [b]Powers -[/b][list] [*] [i]Unite Morph -[/i] The signature piece of technology CENITNELS has produced is the Unite Morph, which are essentially a series of versatile 'hard-light' projections built into the special CENTINEL-suits each Wonderful One wears. The form, function, and properties of a Unite Morph is coded directly into the suit, allowing whole people to merge together and create the Morph. The more people, the bigger and more powerful the resulting Unite Morph becomes - a good rule of thumb is that the smallest a Morph can be requires 6 people, at 1.5x the size of its wielder. The current available Morphs are: [list][*] [color=FF0000][b]Unite Hand -[/b][/color] Wonder-Red's main Morph, which is as one would expect, a giant red hand. It can do anything a hand can normally do, punch, grab, pull, tickle, etc. At larger sizes Unite Hand gains a set of thrusters to add some oomph behind it, and one unique property it has is being entirely flame-resistant, and can even catch alight with no adverse consequences. [/list] [/list] [b]Strengths -[/b] [list] [*] [i][url=https://i.imgur.com/vP1fDyC.png]The Virgin Victory[/url] -[/i] Being a team stationed all over the world and needing to group up at a moment's notice, the Wonderful One-Double-Oh don't have a traditional HQ. Instead, their command center is The Virgin Victory, a flying warship helmed by Commander Nelson. He and his second in command Alice McGregor pilot The Virgin Victory and deliver support to the Wonderful One-Double-Oh, from transport to firepower and everything inbetween. It's currently out in the skies somewhere, with Wonder-Red retaining contact with it, though Galeem's influence is hindering any further use for the time being. [*] [i]CENTINEL Suit -[/i] Wonder-Red, as well as every Wonderful One, has a highly advanced battle-suit at their disposal. Each suit appears different, but at the core they provide the same benefits to their wearer: enhanced super-strength, agility, and reaction time, with the technology itself being able to be used in one three-billionth of a second. It's also what allows them access to their Unite Morphs, so that's pretty important. [*] [i]Unite Up! -[/i] Obviously, the Wonderful One-Double-Oh work best as a full team, one-hundred members strong. As they've all been scattered to the various corners of the World of Light (and out of necessity as getting one hundred individual people in the same place quickly is kind've a crap shoot to begin with), the technology used to make Unite Morphs affords for a bit of corner cutting. So long as there are several Wonderful Ones present, a Unite Morph can be supplemented using ordinary civilians that aren't geared in the necessary suit, letting Wonderful Ones use larger, stronger Morphs while operating at less-than-full capacity. It's a temporary fix, of course, and is liable to strain a participant if done too often. [/list] [b]Weaknesses -[/b] [list] [*] [i]Divided We Fall -[/i] To be a Wonderful One is to already be expertly trained in combat against powerful foes. Wonder-Red, and by extension anyone else, [i]can[/i] hold their own in a fight if solo, it still leaves them at a very severe disadvantage. No access to Unite Morphs, primarily. [*] [i]Limits & Faults -[/i] While extremely impressive already, Unite Morphs are in no way perfect. The Shirogane Drive used to power them can only hold so much power at a time, restricting the frequency that Unite Morphs can be formed, as well as how large they can get. Too much too often will leave the team unable to form more until they juice back up. On top of that, what the Unite Morphs are made from has some gaps in effectiveness; certain elements, such as fire, electricity, or light-based attacks, can break a Unite Morph right down, and coming into contact with anything too 'spiky' will do much the same. Certain Morphs are able to withstand these conditions, but not all of them. [*] [i]Infighting -[/i] Pobody's nerfect. Now, get about a hundred Pobodies together and force them to be a single unit in a high-pressure situation? There's going to be disputes, arguments, insubordination... you know, typical human things. At best, it's amusing. At worst, a fight amongst the team at the wrong time could lead to things going south, fast. [/list] [b]Spirits -[/b] [b]Guest List -[/b] [list] [*] [i]The Guyzoch -[/i] a band of space pirates led by one [color=9400D3]Prince Vorkken[/color] with his righthand [color=D2691E]Chewgi[/color]. Vorkken arrived on Earth shortly before the invasion, meaning he and his group got swept up in Galeem's attack as well. They're out to find the best warriors of the galaxy and bring them into their folds, setting their sights on the Wonderful One-Double-Oh. They have their own [i]Unify[/i] Morphs as well, which could prove very valuable to the team... if they can best them. There's also the space cop [color=EE82EE]Immorta[/color], a much more affable ally on her own quest to take down Vorkken, with more ties to the errant Prince than she lets on. [*] [i]Henry Stickmin -[/i] a fellow failer of funny QTEs and a crafty guy who always has just the right tool for the job. And several wrong tools as well. [*] [i]Sissel -[/i] one stylish ghost with weird hair. Sissel set out on the night he died to figure out why, and used his ghostly powers to save several others from the same fate. [/list] [b]Inventory -[/b] [list] [*] [i]Wonder-Pendants -[/i] pendants worn by every Wonderful One, emblazoned with the team's symbol. These devices allow for the donning of the CENTINEL suit, as well as housing the Shirogane Drive that powers it. Don't have it, can't do it. Easy. [*] [i][color=FF0000]Vulcan Knuckles -[/color][/i] Wonder-Red's personal weapon, a pair of custom gauntlets that allow for speedy and precise punches, and act as the basis for his Unite Hand morph. [/list][/hider] [hider=BENCHED] [color=BB2F56][b]Name:[/b][/color] Ichiban Kasuga [color=BB2F56][b]Game Origin:[/b][/color] Yakuza: Like a Dragon (aka Yakuza 7) [color=BB2F56][b]Appearance:[/b][/color] [url=https://i.imgur.com/xdB5kMw.png]Just a mop-headed ex-yakuza looking for a job.[/url] [color=BB2F56][b]Personality:[/b][/color] Ichiban might seem simple on the outside - a well-meaning goofball who's a bit slow on the uptake and too stubborn to care - but there's a lot more going on under the surface. Ichiban has a rigid moral code, a sense of righteousness that colors everything he does. Heavily believing in one's honor and the responsibilities that come with it, he'll set straight anybody he sees as straying from the path. But don't think that makes him some holier-than-thou type. Ichiban is incredibly humble and will always see the best in those that get looked down on. He's no bully, and only uses his skills to protect those that need it, like a real hero. He [i]is[/i] really stubborn though, that part's very true. [color=BB2F56][b]Background:[/b][/color] Ichiban Kasuga, born on New Years day, was an orphan who was found and raised by a soapland owner since he was a baby. Growing up in an unsavory environment didn't lend him much of a social life, but it afforded him an immense pool of compassion and empathy to people that others would see as lesser. His friendless childhood also drove him to spend most of his freetime playing Dragon Quest, leading to his obsession with the game and RPGs as a whole, eventually viewing life as one big one. Before then, during his teen years, Ichiban ran afoul of some local Yakuza and, in a bid to protect himself, name-dropped the Arakawa clan, hoping it would scare them off. Instead, it lead to the head of the Arakawa clan, Masumi, to show up in person and save Ichiban, at the cost of a finger and a humbling apology. Ichiban, shocked at Arakawa's choice to demean himself to help a random kid, all for the sake of upholding the clan's image, indebted himself to Arakawa in the hopes of joining his clan and learning from him. After months of hanging around the Arakawa office through rain or snow or shine, Arakawa eventually relented, and accepted Ichiban into the family. Ever since, Ichiban was a loyal member to the Arakawa clan, becoming a personal favorite for the patriarch himself and even appointed as a sort of caretaker to Arakawa's wheelchair-bound son, although his direct superiors weren't so happy with Ichiban's goody goody antics. Eventually, at the turn of the 21st century, Ichiban's life would change forever; one of his commanding officers shot a rival yakuza member, and Arakawa asked Ichiban to take the fall and go to prison in his stead. Ichiban, ecstatic to finally have a chance to honor the clan's name as Arakawa had the first time they met, marched himself right to the police to confess to the crime. 18 years in the clink later, Ichiban was released to... nothing. Despite Arakawa's promises, no one was there to greet him back to the free world. Nobody save for a retired cop named Adachi, who delivers some poor news to him; the Tojo clan, to which the Arakawa family was a subsidiary of, was wiped entirely, with Arakawa now a member of the Tojo's sworn rivals the Omi Alliance. In complete disbelief Ichiban agrees to help Adachi get to the bottom of Arakawa's change in allegiance, if and why he would sell out the Tojo, and his apparent coldness towards Ichiban. However, this ultimately lead to Ichiban getting shot through the chest by Arakawa himself... ...but not dead yet. Waking up in a city called Ijincho, Ichiban was saved from death by a local homeless settlement, particularly an ex-nurse named Nanba who patched him up. Now without a job, a family, or a real place in the world, Ichiban set out to figure out the truth of his 18 year imprisonment, why Arakawa shot him, why he ended up in Ijincho, and maybe, just maybe, be able to afford dinner. (Ichiban will have been taken partway through the story - around a mid-point, rather than the start of his proper journey.) [color=BB2F56][b]Specialty:[/b][/color] Adaptability, buffs & status effects, the power of friendship [color=BB2F56][b]Level:[/b][/color] 1 [color=BB2F56][b]Experience:[/b][/color] 0/10 [color=BB2F56][b]Powers:[/b][/color] [list] [*] [color=#ED2800]T[/color][color=#ED3803]a[/color][color=#ED4807]g[/color] [color=#ED680F]T[/color][color=#ED7813]e[/color][color=#ED8817]a[/color][color=#ED991A]m[/color][color=#EDA91E]:[/color] [color=#EDC926]E[/color][color=#EDD92A]s[/color][color=#EDE92E]s[/color][color=#EDFA32]e[/color][color=#DCF741]n[/color][color=#CBF451]c[/color][color=#BAF161]e[/color] [color=#98EC80]o[/color][color=#87E990]f[/color] [color=#66E4B0]M[/color][color=#55E1BF]a[/color][color=#44DFCF]y[/color][color=#33DCDF]h[/color][color=#22D9EF]e[/color][color=#12D7FF]m[/color] - Ichiban's signature Heat Move, [color=#ED2800]E[/color][color=#EA4108]s[/color][color=#E85B10]s[/color][color=#E67518]e[/color][color=#E48F20]n[/color][color=#E2A928]c[/color][color=#E0C330]e[/color] [color=#DCF741]o[/color][color=#C2F358]f[/color] [color=#90EB88]M[/color][color=#77E7A0]a[/color][color=#5DE3B7]y[/color][color=#44DFCF]h[/color][color=#2BDBE7]e[/color][color=#12D7FF]m[/color] is an all-out attack against a single target. Should Ichiban land a blow using this move, the target is stunned, setting them up for additional attacks from [b]up to 3 other allies[/b], one after the other, finishing it off with a dropkick from yours truly for devastating damage. Ichiban cannot use [color=#ED2800]E[/color][color=#EA4108]s[/color][color=#E85B10]s[/color][color=#E67518]e[/color][color=#E48F20]n[/color][color=#E2A928]c[/color][color=#E0C330]e[/color] [color=#DCF741]o[/color][color=#C2F358]f[/color] [color=#90EB88]M[/color][color=#77E7A0]a[/color][color=#5DE3B7]y[/color][color=#44DFCF]h[/color][color=#2BDBE7]e[/color][color=#12D7FF]m[/color] if he is afflicted with a status ailment. [/list] [color=BB2F56][b]Strengths:[/b][/color] [list] [*] [i]Personality Stats -[/i] Like most people, Ichiban has a personality that's made up of several different traits - [b][color=fa0200]Passion[/color], [color=07fbfe]Confidence[/color], [color=fea508]Charisma[/color], [color=fc36c4]Kindness[/color], [color=c5fd60]Intellect[/color], & [color=fd31fd]Style[/color][/b]. Unlike most people, these traits can provide bonuses to Ichiban; raising his resistances to ailments, increasing power for specific attacks, and boosting the effectiveness of his buffs. They all start off weak, at [b]Lv. 1[/b] (out of 10), though Ichiban can gain points towards their next levels by divvying up [b]EXP[/b] gained from posts or through significant "dialogue choices" that best represent a related trait. [*] [i]Life is Like a Video Game -[/i] Having been so invested in playing RPGs in his youth, Ichiban has gained considerable knowledge of the various gaming franchises of his time. Despite being an unremarkable skill where he's from, this wealth of information is pretty useful in the World of Light, affording Ichiban details and foresight on what he may encounter that others lack. [*] [i]Inventory Space -[/i] Typical of any RPG protagonist, Ichiban possesses a near infinite amount of storage space on his person even though he realistically has, like, only five or six pockets to use. He's able to carry a staggering amount of different items, upwards of 99 of each unique kind, regardless of size, weight, bulkiness (though the common sense of it being able to be held in the first place is still required), with even perishable foods staying fresh and living creatures remaining healthy and content. [/list] [color=BB2F56][b]Weaknesses:[/b][/color] [list] [*] [i]Trying Hard to Beat the Stage -[/i] 18 years in the joint made Ichiban [s]a fucking pussy[/s] lose his bearings in the video game world. Without the proper time to have caught up in all that he's missed, Ichiban's knowledge of video games cuts off past the year 2000, so anything that came after that time will be a mystery to him, though he may get by on context clues from long franchises. [*] [i]Flat Broke -[/i] On a level even more extreme than most, Ichiban is penniless. Or yenless. Not a single coin to his name, Ichiban's current poverty back in his home world has translated to a near cosmic constant in the World of Light - any funds he does get will be gone soon, meaning he has a time limit in being able to use the money he gains. [/list] [color=BB2F56][b]Inventory:[/b][/color] [list] [*] [b]Valuables:[/b] Cell Phone [*] [b]Weapons:[/b] Self-proclaimed Hero’s Bat (a metal bat with rusty barbed wire bunched up at the end) [*] [b]Consumables:[/b] None [/list] [color=BB2F56][b]Spirits:[/b][/color] [list] [*] [/list] [color=BB2F56][b]Guest List:[/b][/color] [list] [*] [url=https://i.imgur.com/Gdq9B7b.png]Nanba[/url] - a very close friend to Ichiban, though he views their bond as even closer due to Nanba's role in saving his goddamn life. Despite being a homeless bum, Nanba provides invaluable support, both in his knowledge of healing from his time as a nurse and his scrappy, street-level knowhow. [*] [url=https://i.imgur.com/VmhEbIV.png]The Hero[/url] - the descent of Erdrick, tasked with bringing light back to the kingdom of Alefgard. Ichiban used to play the early Dragon Quest games obsessively, so if he knew he was in the same place as this guy, he'd probably nerd the hell out about it. [*] [url=https://i.imgur.com/k3qALHq.png]Fuyuhiko Kuzuryu[/url] - known as the "Ultimate Yakuza", Fuyuhiko was enrolled in Hope's Peak Academy with other notable Ultimates. Fuyuhiko has a few less scruples than Ichiban and a whole lot more cynicism, but much like the baby face he's stuck with, there's a softer bit of him somewhere in there. [/list] [/hider]