@Majoras End We don't really have to do anything, we could say they went to the house. Checked the place to see if there was something left there then go back? You can take the lead there, I'm really swamped right now.
Personality: The silent, headless protagonist of the cursed unnamed island housing the deadly plague known as the Malaise, The Prisoner is a Sole Survivor and ruthless killer of all who oppose his goals of escaping the Island's loop. Despite being a voiceless entity, he is shown to have quite the personality, often making sarcastic and whitty remarks to himself.
He is shown in moments of seriousness to be hot-headed and will (quite often actually) flip the bird to someone who generally upsets him or evokes a negative reaction out of him. He is unknowing of his origins and expects things to change when he assassinates the king of the island, only to be met with further frustration.
The Prisoner is also a seeker of riches, seeing money as a means of purchasing better items and gear for his adventures. While money is not his primary objective in his life (if you can even call what he does for a living a life), he's not one to turn down any reward or bounty.
The island was a treacherous place where the Prisoner was summoned without a purpose. All he wanted from the beginning was to get off of the horrid island, where monsters tried to kill him constantly. The place was downright awful and he had no desire to stay in a place constantly wanting him dead. If he wanted to see change, he had to make it himself by pushing through the traps and monsters lurking on the island. Nothing was certain on the island, it always changed. The only thing that was certain was one thing, the Prisoner was trapped in a cycle, and every time he died, he was forced to return to the Prisoner's Quarters to find a new beheaded corpse. Kill, die, repeat.
As he fought his way through the islands caverns, towers, sewer, and plenty of other unsavory locations, he finally found himself in focal area, the King's throne room. The ruler of the island sat atop his throne aside a body guard who stood next to the main he promised to protect, even past death, which is where he arguably stood now, man sure smelled and looked like a rotting carcass, made the Prisoner lucky he had been without a nose. The knight rose his hand to cast an unbreakable shield around his king, and beckoned the Prisoner to combat. After slaying The Hand of King, the Prisoner took up The Hand's blade, and broke the shield around the king. Just as quickly, he plunged the blade into the kings chest, spewing rubble from the roof atop the rotting body of the Prisoner. Now separated from his body in a bobular form, the Prisoner retreated to the pipes in the Throne Room, travelling through them back to the Prisoner's Quarters. Kill, die, repeat.
Possessing another rotting body, the Prisoner was upset to find the nature of the island had not changed in the way he wished, even after killing the King, in fact, the monsters got stronger and the survivability got lower. He needed to kill the King again. Now traversing a "rearranged" island, the Prisoner now possessed a new motive: keep trying until something changed, and he broke out of the loop. He arrived again at the throne room some time later, forced to slay the Hand once again, and back to the king. After murdering the king again, he returned, only to find the island got more difficult yet again. Kill, die, repeat.
This cycle continued, no matter how many times he killed, murdered, and assassinated. Nothing significant was changing. He was trapped, his own origins unknown, a fate sentenced to forever fighting in a loop. Kill, die, repeat.
It was as he plowed through the forces of the island for a (exaggerated) millionth time that something significant DID change. As he was fighting through the dark caverns of the Forgotten Sepulcher, he saw something incredibly unusual: light. Well, he had seen light in the caves filled with bones before, but only in the form of lanterns and odd growing plants, but this light... Was different.
The light came in a benign bright yellow ray, which ate everything in its path. As if the light was here to save the Prisoner, he ran towards it like he were in a beautiful field of daisies (that's what he imagined at least) until the light slammed directly into him, freeing him from the painful cycle. He no longer was condemned to the island.
Specialty: The Prisoner is a master of all arms and is an all-around fighter, but is unfortunately a bit of a glass cannon.
Homunculus Rune: The Prisoner is able to detach and reattach his head at will. This allows him to leave his current body to adventure into smaller areas or possess a new body after his current one is desecrated.
Imperfect Immortality: The Prisoner, is in functionality, immortal, however, when his head is separated from a desecrated body, he will be rendered unable for combat until a new (humanoid) body is found.
Weapons Expert: Spending his time on the island, The Prisoner had learned to utilize anything and everything as a weapon, such as frying pans, rusted swords, and throwable needles.
Mobility: Dedicating to assassinating the king of the island, the prisoner had learned to be quick in his footing to rush through each and every layer of the island.
Mute: Being without a head, the Prisoner cannot speak. He is forced to speak with simple hand gestures (shrugging, flipping off, nodding) and can resort to other simple forms of communication.
Frail body: The Prisoner lives in the once living body of a headless corpse, which makes him relatively easy to maim.
Desecration: Whenever the current corpse The Prisoner lives in perishes, it is desecrated, or rather fades to ash, making it impossible for him to use again. He will be forced to abandon his current body and possess a freshly beheaded enemy.
"Death": Upon "Death", The Prisoner loses any minor items (can be potions, consumables, etc.), buffs, or temporary perks, as they are reduced to ash. Fusions/interactions with Spirits will stay present on the blobular head of The Prisoner.
The Malaise: Now separated from the Island, The Prisoner now festers the disease known as The Malaise. While it will not be able to infect other characters or enemies, it will continue to grow in The Prisoner's body until the disease overrides the corpse, forcing The Prisoner to behead another humanoid entity to reset the infection. Will function as a meter that increases and decreases depending on the context of the post, EX: if a post is mostly just The Prisoner sitting around, or interacting with other PCs, it will tick up, bringing him closer to desecration, while if he is in a combat phase, or phase of intensity, the counter may be offset. Will be on a 10 tier basis and will increase and decrease as seen fit. The Malaise will significantly weaken The Prisoner in higher tiers, near or to the point of death if in combat.
The Pyro- A mumbling pyromaniac who genuinely he believes he is helping them, if he uses fire. Game of Origin: TF2
Krieg- A mutant Psycho with large muscles and an insatiable need for battle. Game of Origin: Borderlands 2
Jetstream Sam: Secondary antagonist and rival of the cyborg warrior Raiden. Wields a large red katana on a magazine loaded sheathe which could propel the sword. Game of Origin: Metal Gear Rising: Revengeance
Vorpan- A... frying pan which has been utilized for combat.
Balanced Blade- A sharp, light blade which packs heavier punches the more it's swung.
Infantry Bow- A bow which excels in short range combat, excelling in hasteful nocking.
Rampart- A heavy shield, able to block heavier blows
Wolf Trap- A trap similar to a regular bear trap, with sharp serrated edges.
Infantry Grenades- Grenades with short to medium range, resulting in a medium sized explosion.
While the Malaise and Desecration weaknesses could probably be combined, there's nothing wrong with the sheet I don't think. Playing a mute character could pose some challenges, but if there's a definite personality there anyway, it could be doable. And with our discussion of how to reconcile fusion with the desecration system, he should be good to go. I see that Raiden is pretty much level 3, so you could begin straightaway, once we settle on an entry point.
Personality: Rubick is a trickster that craves excitement. He is all too willing to cause mischief and chaos wherever he goes. He quickly jumps from one interest to another, while forgetting the previous in his never-ending search for amusement. Boredom is his archrival, and he will go to great lengths to avoid it, even going so far as risking his life.
He is also an enthusiast for all things arcane and magical, finding and learning new spells as a way to find the most enjoyment out of life. After all, nothing could be more enjoyable than manipulating the very fabric and principles of the world around him.
Already a renowned duelist and scholar of the grander world of sorcery, it had never occurred to Rubick that he might perhaps be Magus material until he was in the midst of his seventh assassination attempt. As he casually tossed the twelfth of a string of would-be killers from a high balcony, it dawned on him how utterly unimaginative the attempts on his life had become. Where once the interruption of a fingersnap or firehand might have put a cheerful spring in his step, it had all become so very predictable. He craved greater competition. Therefore, donning his combat mask, he did what any wizard seeking to ascend the ranks would do: he announced his intention to kill a Magus.
Rubick quickly discovered that to threaten one Magus is to threaten them all, and they fell upon him in force. Each antagonist's spell was an unstoppable torrent of energy, and every attack a calculated killing blow. But very soon something occurred that Rubick's foes found unexpected: their arts appeared to turn against them. Inside the magic maelstrom, Rubick chuckled, subtly reading and replicating the powers of one in order to cast it against another, sowing chaos among those who had allied against him. Accusations of betrayal began to fly, and soon the sorcerers turned one upon another without suspecting who was behind their undoing.
When the battle finally drew to a close, all were singed and frozen, soaked and cut and pierced. More than one lay dead by an ally's craft. Rubick stood apart, sore but delighted in the week's festivities. None had the strength to argue when he presented his petition of assumption to the Hidden Council, and the Insubstantial Eleven agreed as one to grant him the title of Grand Magus.
As time passed, Rubick's joy over his accomplishment diminished. He passed the time answering challenges for his title and solving various complex puzzles and magical equations, but it was not enough. He once again felt the urge to find competition, to prove his might and alleviate his boredom. It was then that he heard rumors of a battle of the ages: the war of the Ancients. This battle attracted people of all sorts and shapes; warriors, mages, scholars, thieves, skyfolk, beastfolk, demons, spectres, and the list never ended. With such a vast and deadly array of beings converging onto one location, and the uncertainty that he would even come out alive...
How could he resist?
He packed his things and left for the Ancients. He soon joined the fray and spent many a moment on the battlefield, slinging spells and cracking jokes. He found many an ally who would become his enemy, and many an enemy who would become his ally. He would be chased by assassins and tempted by demons, while blasting Hellbears and buying items from the Shopkeepers. Inns and taverns were also plentiful, giving him a much needed respite for when even his great appetite for battle was too much for the time being. All in all, this war was paradise.
But it seemed fate had a different plan for him, when Galeem descended onto his world, engulfing all who were present in the Defense of the Ancients...
Specialty: Rubick is quite proficient in disabling his foes and using their Powers against them, often with great effect. Chaos ensues when the Grand Magus participates in the battle, as foes may never be certain when their own strength becomes their downfall.
Level: 1 Experience: 0/10
Power steal: Rubick is able to copy the last Power another being has used and use it himself with the same proficiency as the original. It does not matter even if said Powers require other Powers to function; as long as his Power steal can recognize the ability as a Power, his Power steal will fill in the missing pieces needed to use it. These copied Powers lasts for several minutes or so, or until he exceeds his maximum number of stored copied Powers, upon which the Powers he has stolen are erased from his memory in the order he copied them. Any stored Powers hold the same amount of strength as the original user's. Current maximum Powers he can store: 1
Strengths: (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)
Arcane Supremacy: Well-versed in the arts of magic, Rubick's natural talents and years of experience increase the damage of his Powers, both stolen and natural, and he can cast them just slightly faster than the originals could. In addition, ranged Powers will have an extended range, allowing him to maintain his distance from the battlefield.
Adaptable: due to the nature of his fighting style and his advanced mind, he is quick to grasp the nature of the Powers he has stolen and use them for his own purposes.
Quick Study: Rubick is quick to judge whom are the best targets to use which of his Powers on. He is also quick to observe more magical-related Powers and learn how to cast them himself, though retaining the memory of how to actually cast them over an extended period of time depends on how interested he is in doing so.
Boredom: Rubick despises boredom. If he finds his current setting to be too predictable or mundane, he will not hesitate to use his magicks to do something about it, even if such a scenario would indirectly harm others or even himself in the process. After all, if there is no excitement, nothing new to learn, then what's the point of living?
Solo player: While Rubick can certainly hold his own, he is no fighter on his own. His own Powers can take down weak foes, but tougher foes will require extra firepower from other sources.
Squishy: Rubick would prefer to be far away from the fight and/or out of sight in order to perform optimally. The moment he's caught out, he'll be forced to spend time and effort to lose his pursuers.
No Passives: Unfortunately, Rubick cannot steal any passive abilities. The user must actively use a Power in order for Rubick to be able to steal it.
Magic Wand: a simple artifact that restores health based on the number of charges stored within it (Max: 20). Restores charges whenever other nearby beings use Powers, presumably by gathering the excess energies wasted during discharge.
Tranquil Boots: a pair of magically enchanted boots that increases his walking speed and health regeneration dramatically. However, these blessings are unreliable, and dissipate for a time when an attack lands on him.
The Staff of Perplex: the staff he uses to cast his Powers. Should he misplace or otherwise lose it for any reason, he can have it reappear in his hands at any time. It also holds the Puzzle of Perplex within it, which acts as the catalyst.
The Puzzle of Perplex: a complex cubical puzzle trapped within Rubick's staff. He has yet to solve it, despite spending many a day and night studying its intricacies, but he is certain that it is only a matter of time until he does.
That's a good choice! Rubick would definitely make for an awesome and unique character, given both his personality and power-copying gimmick. The strengths and weaknesses are appropriate. There's no Guest List that I saw, but that section is optional anyway, so that's fine. The first two items in his inventory aren't really necessary or that important, but by the same token, they're not offensive either. I'd be fine with the sheet as-is, so you can post Rubick to the Characters tab. Once you do, I can PM you about an entry point for your character. Welcome aboard!
Name: Susie Haltmann Game Origin: Kirby Robobot Appearance: Personality: 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. Background: 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...
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.
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.
Sophisticate - Susie is highly intelligent and calm, able to think quickly and in the heat of the moment, without letting her emotions get to her (but she can still express them). This also lets her learn new concepts or technology quickly.
Weaknesses: 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. Spirits: