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[OOC] Under Night In-Birth: Hollowed Alter


GodofGamingRWBY

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Discord Channel Link (Recommended)

 

Thousand night, Recurrence night, Reverie and Invite. 
And… [7 days Immortal] Unreal BLACK THINGS. 
The deep darkness of the hollow night. New shells of incarnation alight. 
One swing of a sword. Sinuous white snake. Savage fangs of the beast. 
Tonight, the deepest night. Blessing for all who confronts…

 

 

Another month has passed. Another Hollow Night has begun in the city of Kanzakai. Voids appearing before everyone’s eyes, beginning their feast upon those inside the supernatural night. Most importantly, there are those who have come for their own reasonings. Perhaps to enhance their powers at the Abyss. Perhaps to find a powerful opponent to fight. Perhaps simply to exterminate the Voids that infest the night.

 

These are the In-Births, those bitten by the Voids and have survived the ordeal to awaken their inner EXS powers.

 

Hello everyone, GodofGamingRWBY here with an RP based in the Under Night In Birth franchise. If you don’t know what that is, then I do not blame you. Because no one does. Anyways, Under Night In Birth is a lesser known Fighting Game made by French Bread, who are more famous for the game “Melty Blood”. Since this is a fighting game, let me make this clear that this entire game is about PVP, specifically about guessing what your opponent’s next move will be. So if that isn’t your thing you may want to leave.

… Alright, still here? Good.

 

The basic plot of this game is that it takes place 20 years before Under Night In Birth, so I don’t have to worry about using too many canon characters. Characters brought in by the players have arrived to the Hollow Night (explained later) for a variety of reasons, and try to make their way to the “Abyss” and beat down obstacles in their way (though you don’t have to fight everyone and can actually talk and such). For the most part, this RP will be character focused, and rely more on said characters rather than a major story. Not saying there won’t be any, just that it won’t be the main focus. So, it is sort of expected that characters be able to make their own movements and actions instead of relying on me to direct people towards each other.
 

Setting Terminology

 

Spoiler

In-Births

Individuals bitten by a Void, unlocking their dormant EXS and allowing them to see Voids. In-Births are generally skilled fighters, with enhanced physical capabilities due their EXS, along with unlocking a unique ability tied to their soul. The process to become an In-Birth is a painful one, but with it comes many gifts. And many curses.

 

Re-Births

A special kind of In-Births with immortal bodies, widely regarded to be the most powerful of all In-Births.

 

Voids

Creatures of the Hollow Night who search for and consume EXS, specifically what is inside normal people and other In-Births. Their bite is what causes one to become an In-Birth, though they have a tendency to devour their prey before they can complete the “Awakening”

 

EXS (Exist)

A source of magical energy dormant in every living being, EXS is known as the “Source of all things”. EXS is the source of an In-Birth’s power, and what Voids seek to consume. Voids use FLS (False), which is fairly similar to EXS in use.

 

Executioners

A member of the Licht Kreis, trained to fight and kill Voids. Their specific rank is “#th Executioner”, based on the Executioner Test. Multiple people can hold the same Executioner Rank.

 

Hollow Night

A supernatural phenomenon inside of a specific area of Kanzakai, where Voids become visible to non In-Births, and the area becomes “detached” from the physical realm for the night. The Hollow Night only appears once every full moon, and is where most In-Births gather for one reason or another. The Hollow Night ends in only two ways: Either enough time passes for the day to break apart the phenomenon, or the Abyss is manually destroyed.

 

The Abyss

The center of the Hollow Night, and a place of near limitless EXS. The Abyss is generally sought after by In-Births to enhance their abilities, and by Voids for a food source.

 

Groups of Interest

 

Spoiler

EFG (Exist Force Guardians)

A small vigilante group made up of students at Kanzakai High, dedicated to observing In-Births in their school, protect them, and train them to use their new powers.

 

Licht Kreis

An All-Female Organization who has been protecting innocents from the Voids for generations. The Licht Kreis takes in orphans from Void attacks, teaching them how to use their newfound powers as In-Births and how to deal with the Night. In terms of Hierarchy, the Licht Kreis has one leader, 

 

Ritter Schild

A group that separated from the Licht Kreis once it became all female, effectively being made of the male members that left the Licht Kreis. The Ritter Schild focuses more on information gathering rather than the extermination of Voids, but due to the fact that they still retain several powerful fighters, the relationship between the Licht Kreis and the Ritter Schild is rather volatile. 

 

Night Blade

An ancient group who has taken the role of providing order in the Hollow Nights, led by Kuon for most of their existence. Recently, however, the group has fragmented and fallen to ruin due to internal strife, the remnants being led by Linne.

 

Important Folk (Will be updated over time with relevant people)

 

Spoiler

Adelheit

The current leader of the Licht Kreis, also known as “The Supremacy Princess”. One of the few Re-Births, Adelheit is a woman widely known for being a benevolent ruler and caring for the lives of the innocent, though firmly believes that men “cannot be trusted” due to the betrayal of an old friend (Read: Waldstein)

 

Linne
The mysterious, current leader of the Night Blade, known as “The Princess of the Night Blade”. Linne herself is rarely seen, preferring to keep out of sight of most people, including her own organization. She is known to be very intelligent and duty focused, and is known as one of the few existing Re-Births.

 

Waldstein
An old friend of Adelheit, who was turned into a Void and fled the Licht Kreis, joining up with the Night Blade. Waldstein is notable for being the cause of Licht Kreis’s “All Female” policy. Waldstein is one of the most powerful Inbirths alive, and is a fearsome, intelligent warrior.

 

Combat

 

Spoiler

Combat will always be played in a 1v1 type of match. The matches themselves are fought on a 17 square “line”, with both fighters starting on the 8th and 10th square respectively. The main focus of these fights is more so to predict what your opponent is going to do, and acting accordingly, with a lot of Risk/Reward being at work here.

 

Fights play out in a turn based system, with three action points per turn. Actions being used are sent to me, and are updated on Discord. It should be noted that all actions, except for blocking, are unable to be used twice in a row without a special modifier.

 

Attacking: Attacks are how you win a match, and one of the most extreme parts of Hollowed Alter. Moves can be categorized in three types, heavy, medium, and light. Heavy attacks cost three AP to use, medium attacks cost 2 AP to use, and light attacks cost 1 AP to use. Fairly simple. If you land any attack on your opponent successfully, you can initiate a Combo.

 

Combos: Combos are given when you manage to land a hit on your opponent, and a bit more complex. When you land a hit, you automatically gain three extra AP to use (which only activates once per combo), and you can continue attacking your opponent. Missing any attack during this time will drop the combo (though doing a movement option that chains into an attack is acceptable). It should be noted that when doing combos, going over the maximum AP limit will drop the combo as well, though EXS Specials can bypass this restriction.

 

Movement: There are three types of movements. Dashing, which allows you to move 3 spaces forward and perform a dash attack. Teleporting, which allows you to move 2 spaces, but allows you to move through your opponent. Backdashing, which universally moves your character back 2 spaces. Jumping, which lets your character move 2 spaces, avoid projectiles, and use Aerial attacks, though leaves you vulnerable to Anti-Air attacks, and finally walking, which lets your character 1 space in any direction. Each movement type costs 2 AP, except for walking, which only costs 1 AP.

 

EXS: The primary resource for every character, EXS is essentially the “Super Meter” for the game. EXS is gained by taking or dealing damage, equal to the percentage of damage taken/dealt. It can be used in a variety of ways, such as using Vorpal, EXS Specials, or Viel Off.

 

Blocking: Blocking allows your character to neutralize damage taken by attacks, for the low cost of 1 AP. When blocking, you have two types, high blocking and low blocking. Both types will block neutral, but high blocking will be beaten out by low attacks, while low blockings will be beaten out by high attacks. In addition, every time you use block more than once in a turn, you will lose 5% EXS.

 

Grabs: Grabs are a universal option that any character can use. Grabs cost two AP, dealing [5+Character Strength] damage, and are capable of hitting blocking/countering opponents, along with allowing you to knock the opponent two spaces ahead or behind your character. However, this comes with the downside of grabs unable to work against an opponent who is attacking, and only work if the opponent is in an adjacent square. If both opponents grab, both will be knocked a square away from each other, with no damage being taken by either side.

 

EXS Specials: EXS specials are powered up moves that your character possesses, costing 50% EXS to use. EXS Specials have an AP cost equal to the cost of their normal move, and can bypass the normal AP limit for combos. In character creation, EXS possible moves are marked by the creator, and I add the EXS version’s abilities as needed.

 

Vorpal Cancel: For 25% EXS, your character can give themselves 2 AP once per combo for free. In addition, all of your actions will be reset, meaning you’ll be able to use any action you want after the cancel.

 

Veil Off: At 100% EXS, your character can use Viel Off, which increases your character’s damage by 20%, as well as letting you use EXS freely for the next three turns.

 

Infinite Worths: Your character’s most powerful attack, only usable during Veil Off and when you are under 20% HP. Infinite Worths deal 70 damage, as well as having three range and 6 knockback. However, they automatically end your characters combo.

 

Character Sheet

 

Spoiler

Name: Self explanatory
Alias: A nickname/title your character has. Completely optional.
Age: Self explanatory
Gender: Self explanatory
Description: What does your character look like? How do they act? Simple things like that.
Affiliation: Licht Kreis, Ritter Schild, Night Blade, EFG, or Unaffiliated. Should be self explanatory what this means.

Weapon: This is entirely optional, since some In-Births simply use their hands to beat the crap out of their opponents, or their abilities ARE their weapons.
Ability: Your character’s power as an In-Birth. Can be tied with your Gimmick and/or Weapon.

 

Character Mechanics: Characters start off with [30] points to spend on their stats.
HP: How much health your character has. Decided by 150+(Con*5)
Movement Type: Dashing or Teleporting (Either is two points).
Gimmick: A unique addition to your character that changes how they play/respond to situations. Gimmicks can vary, but try to at least to be reasonable with it. Discuss with me to figure out how much a gimmick would cost. See the Character Sheets added below for examples.

 

Strength: How strong your character is. Increases all attacks by 1 damage.
Con: How much of a beating your character can take.
Technique: The “skill” of your character, more or less. Each point put into this stat will give you one point to spend on Modifiers only.
Movelist: How many moves your character has at their disposal. Each character starts off with 4 moves, with each point being put into this giving them one more move.

 


MOVES

 

Note: Tag four moves with * to indicate EXS compatible moves.


Move: Each move has 30 points to spend.
Type: Light, Medium, Heavy, or Projectile.

 

Power: How much damage your attack deals. Light attacks have a maximum of 10 points that can be spent in this category, while Medium attacks have a maximum of 20. Projectiles, however, have a maximum of 10.

 

Speed: How fast your attack comes out. If your move has 5 points more than your opponent’s, it will have priority over it and beat the other attack. Medium attacks have a limit of 20 for this stat, while Heavy attacks have a limit of 10, as do Projectiles.

 

Reach: How far your attacks reach. All move types aside from Projectiles require 2 points to increase this stat by 1. Light attacks have a limit of 1 for this stat, Mediums have a limit of 3, and Heavies have a limit of 6. Projectiles do not have a limit. Mechanically, this stat is added to a 1 for all attacks.

 

Knockback: How far away your attack will fling the opponent. Each point put into this stat reduces the knockback by 1 point. Light attacks naturally have 1 space of knockback, Medium and Ranged attacks have 3, and Heavies have 6.

 

Modifiers: Special properties you can buy with your points that make your moves more unique. See the Modifier List for examples. Multiple modifiers are capable of being used on a single move if they are compatible. Projectile moves require you to select either the Orb modifier or the Beam modifier.
 

 

EXS MOVES

 

EXS Move: Name of the move goes here

Changes: I add modifiers to this.

 

Modifier Examples

Spoiler

- Superheavy [-10]: This move costs 4 AP instead of 3. Can only be used with Heavy attacks.
- Delayed [-5]: This move loses all trades. Cannot be used with Superarmor.
- Combo Ender [-5]:  Using this attack ends the combo.
- Heavy Hit [-]: Adds extra knockback for every point spend, up to a maximum of 6. Can only be used with Heavy attacks.
- Retract  [-]: Moves the opponent one space towards the user for every point put in, to a maximum of 3. Can only be used when the move already have no knockback.
- Extra Hit [-]: This attack will hit again for every amount of points put into it, starting at 5, which each other extra hit adding an extra 3 to the cost (So, 8 more points for a third hit, 11 for a fourth, etc)
- Followup [-]: This attack can be used multiple times in a row, one time for each 2 points put in.
- Aerial [0]: This attack can only be used while jumping. In exchange, this attack will only cost 1 AP.
- Dash Strike [0]: This attack can only be used while dashing. In exchange, this attack will only cost 1 AP.
- Strikedash [5]: This move will cause the user to move two spaces forward.
- Anti-Air [3]: This move can only hit opponents that are jumping, and will always beat out aerial attacks.
- Vertical [5]: This move will hit both grounded and aerial opponents.
- Low [5]: This attack will hit a high blocking opponent. Cannot be used with the Overhead Modifier.
- Overhead [5]: This attack will hit a low blocking opponent. Cannot be used with the Low modifier.
- Wallbounce [5]: If the opponent’s knockback by this move hits the edge of the screen, they will bounce one space away from it.
- Dash Cancel [5]: A Dash action can be used immediately after this move for 1 AP.
- Command Grab [10]: This attack ignores Blocking and Counters. Cannot be used with a light attack.
- Counter [10]: This move will always cancel any move that connects with the character, except for grabs and projectiles. However, this move is unable to deal damage UNLESS it cancels an attack. Cannot be used with any other type of Modifier except Reversal.
- Reflect [10]: The same as Counter, except for projectiles. Cannot be used with any other type of Modifier.
- Super Armor [10]: Move cannot be hit out of. Cannot be put onto a light attack.
- Priority [15]: This move will always beat out any non-Priority moves/Counters. In addition, the move cannot be combo’d out of, and cannot be used with any other type of Modifier except Anti-Air/Vertical.
- Extension [15]: This move will add two AP to a combo. This modifier can only be activated once per combo.
- Reversal (15):  This attack always deals damage equal to 10% more than the amount it blocked. Can only be used with the Counter modifier


- Projectile (Orb) [0]: Attack will move 1/4th of its range per turn.
- Projectile [Beam] [0]: Projectile will travel its full range instantly, but deal half damage.
 

 

The freakin' rules

Spoiler

1. The famous rule that almost everyone uses: Don’t be a dick.
2. You won’t win every fight. Don’t cause too much of a ruckus if you do lose.
3. Related to the above rule, I’m not an experienced GM. This is one of the few RPs that I’m running. Because of that, please be patient with me if I make a mistake and have to go back and fix it.
4. Again related to the above rule, I am free to buff and nerf characters as I see fit. This is based on a fighting game, everyone should be somewhat balanced.
5. GMs get last say. That should be a given.
6. I’d like to keep character death to a minimum. Barely anyone actually dies in the actual game. However, if there is a good IC reason and both players agree to it, winning a fight can mean you can kill the other character. Do note that this rule is less enforced if the losing party is playing as a Void-type character (Yes, it is possible to make one. You’d just have to talk to me about it).
7. Have fun I guess.

 

So yeah that's it for this post

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GM Sheets

 

Linne

Spoiler

Name: Linne
Alias: Princess of the Night Blade
Age: Unknown
Gender: Female
Description: Linne is 5’2” woman with medium length, messy brown hair, a white complexion, and brown eyes, who wears a plain yellow t-shirt, covered by an open brown jacket, regular blue jeans, and brown combat boots.

 

Linne as a person is mostly a focused individual, calmly analyzes situations to figure out the best course of action. She has no qualms letting people know her rough age (at least, making sure people know she’s much older than they are)

 

Affiliation: Night Blade

Weapon: No Name and Nameless, a long sword and folding knife.
Ability: The EXS of Agility: Speed Star
Linne’s EXS grants her immense speed, allowing her to move as though she was teleporting. Due to the fact that EXS is tied to one’s soul, this power has transferred itself through multiple bodies during Linne’s lifetime.

 

Character Mechanics:
HP: 170
Movement Type: Dash
Gimmick: Roll [3]: Every 3 turns, Linne can use a special dash that lets her move three spaces, ignoring enemy attacks and being able to move the the other side of the opponent. This dash costs two action points.

 

Strength: 5
Con: 4
Technique: 12
Movelist: 4
 

Moves

Spoiler

Move: Divine Chains*
Type: Heavy
Power: 19
Speed: 7
Reach: 4 (2)
Knockback: 0
Modifiers:
- Counter [10]: This move will always cancel any move that connects with the character, except for grabs and projectiles. However, this move is unable to deal damage UNLESS it cancels an attack. Cannot be used with any other type of Modifier.


Move: Wolf Howl
Type: Light
Power: 13
Speed: 15
Reach: 2 (1)
Knockback: 0
Modifiers:
- Follow Up [6]: This attack can be used three times in a row
- Overhead [5]: This attack will hit a low blocking opponent. Cannot be used with the Low modifier.


Move: Moon Gyre*
Type: Medium
Power: 19
Speed: 0
Reach: 2 (1)
Knockback: 3
Modifiers:
- Priority [15]: This move will always beat out any non-Priority moves/Counters. In addition, the move cannot be combo’d out of, and cannot be used with any other type of Modifier except Anti-Air/Vertical.
- Anti-Air [3]: This move can hit opponents that are jumping, and will always beat out aerial attacks.

 

Move: Flying Swallow
Type: Light
Power: 12
Speed: 15
Reach: 2 (1)
Knockback: 1
Modifiers:
- Strikedash [5]: This move will cause Linne to move two spaces forward.
- Overhead [5]: This attack will hit low blocking opponents

 

Move: Tenacious Mist*
Type: Medium
Power: 9
Speed: 7
Reach: 2 (1)
Knockback: 3
Modifiers:
- Extra Hit [22]: This attack will hit four times


Move: Sky*
Type: Projectile
Power: 10
Speed: 11
Reach: 6
Knockback: 3
Modifiers:
- Projectile (Orb) [0]: Attack will move two spaces per turn.
- Dash Cancel [5]: A Dash action can be used immediately after this move for 1 AP.


Move: Foot Dive
Type: Light
Power: 15
Speed: 12
Reach: 2 (1)
Knockback: 1
Modifiers:
- Aerial [0]: This attack can only be used while jumping. In exchange, this attack will only cost 1 AP.

 

Move: Low Shank
Type: Light
Power: 11
Speed: 16
Reach: 2 (1)
Knockback: 1
Modifiers:
- Low [5]: This attack will hit high blocking opponents.

 

EXS Moves

Spoiler

EXS Move: Moon Gyre*
Changes:
*Attack now hits twice, with the second hit dealing 50% less damage.

 

EXS Move: Tenacious Mist*
Changes:
*Attack now hits twice, with the final hit dealing 75% less damage.
*Final hit removes knockback stat, and adds wallbounce modifier.

 

EXS Move: Sky*
Changes:
*Damage increased by 25%
*Projectile moves three spaces per turn

 

EXS Move: Divine Chains*
Changes:
*Damage increased by 50%
 

 

Infinite Worth Name: The Diviner

Linne creates a large blade made of blinding light, then spins around with it, using both of her hands. After a few spins, Linne will then slam the sword onto the ground, causing a large pillar of light to erupt from the ground.

 

Waldstein

Spoiler

Name: Waldstein
Alias: The Strong-Armed Ancient
Age: Unknown
Gender: Male 
Description: Picture Link

 

Waldstein is notable for being completely focused on warfare and fighting. He tends to view other In-Births as weak opponents, often boasting about his own strength compared to them. However, outside of battle he can be fairly calm and kind, especially when working/protecting Linne.

 

Affiliation: Night Blade

Weapon: Iron Claws: The Destroyers
Ability: The EXS of Mountainous Strength: Hecatoncheir
Waldstein’s EXS is fairly simple in its usage. It grants him immense strength and durability, far greater than most In-Births could hope to achieve.

 

Character Mechanics: 
HP: 210
Movement Type: None
Gimmick: Hecatoncheir [2]: Waldstein’s attacks will destroy Projectiles


Strength: 14
Con: 12
Technique: 0
Movelist: 2
 

Moves

Spoiler

Move: Eisen Naegel*
Type: Heavy
Power: 21
Speed: 0
Reach: 4 (2)
Knockback: 0
Modifiers: 
- Wallbounce [5]: If the opponent’s knockback by this move hits the edge of the screen, they will bounce one space away from it.


Move: Drehen Durchbohren*
Type: Heavy
Power: 24
Speed: 0
Reach: 6 (3)
Knockback: 0
Modifiers: 
- Command Grab [10]: This attack ignores Blocking and Counters.
- Combo Ender [0]: This move gains 5 extra points, but ends the combo.
- Delayed [-5]:


Move: Verderben*
Type: Light
Power: 5
Speed: 10
Reach: 3
Knockback: 2
Modifiers: 
- Command Grab [10]: This attack ignores Blocking and Counters.

 

Move: Headbutt
Type: Light
Power: 5
Speed: 10
Reach: 0
Knockback: 0
Modifiers: 
- Extension [15]: This move will add two AP to a combo. This modifier can only be activated once per combo.

 

Move: Sturmangriff*
Type: Light
Power: 3
Speed: 10
Reach: 2 (1)
Knockback: 0
Modifiers:
- Command Grab [10]: This attack ignores Blocking and Counters.
- Carry Grab [5]: If this attack lands, both Waldstein and his opponent will move to the other side of the stage.

 

Move: Elbow Smash
Type: Light
Power: 9
Speed: 20
Reach: 0
Knockback: 1
Modifiers: 

 

 

EXS Moves

Spoiler

EXS Move: Eisen Naegel
Changes
*Damaged increased by 50%

 

EXS Move: Drehen Durchbohren*
Changes:
*Damage is increased by 50%

 

EXS Move: Verderben*
Changes:
*Priority modifier is added to the move

 

EXS Move: Sturmangriff
Changes:
*Damage increased by 25%
*Waldstein and the opponent will be moved to the wall behind Waldstein.
 

 

Infinite Worth Name:  Katastrophe

Waldstein grabs the opponent, then jumps high into the air, high enough so he begins burning up on re-entry, before finally smashing the opponent back into the ground, hard enough so a pillar of flame erupts from the ground, followed by large cracks appearing.

 

Annabel Von Kharisma

Spoiler

Name: Annabel Von Kharisma
Alias: The Arctic Spear. The Third Executioner
Age: 17
Gender: Female
Description: Annabel is a 5’4” woman, with a white complexion, silver hair that goes all the way to the middle of her back, along with two strands of hair going well past her breasts, along with a notable ahoge. Her eyes are also dull grey in color.

 

Clothing wise, Annabel wears a custom Licht Kreis uniform, being a long sleeve blue shirt, with a long, grey trench coat covering all of that except the middle portion, along with a pair of grey gloves and a dull blue scarf wrapped around her neck, the end trailing off behind her. Additionally, Annabel wears a blue skirt that stops a few inches above her knees, with black tights underneath that and grey, armored boots.

 

Annabel is notably a fairly socially awkward person, a far cry from what one would expect from one of the highest ranked Executioners in the Licht Kreis. While she is extremely duty focused, she often has a short attention span and often gets lost without clear directions (or even WITH clear directions). Despite these shortcomings, she’s more than willing to step up to lead if she has to, and willing to put her life on the line for anyone she considers an ally.

 

Affiliation: Licht Kreis
Weapon: Justifier, a long, smooth, white spear with an clear, glass-like blue tip, encrusted with multiple blue jewels.
Ability: The EXS of Frost: Gefrorene Seele
Annabel’s EXS grants her the ability to create ice at will from her body, often extremely quickly if she puts the effort into it. However, her EXS has the side effect of lowering her internal body temperature, rendering her cold no matter what she wears.

 

Character Mechanics: Characters start off with [30] points to spend on their stats.
HP: 180
Movement Type: Dash
Gimmick: By the Spear’s End [1]: Annabel’s damage is reduced by x0.75, except if it the hit connects at the very edge of her attack’s range, where it will be increased by x1.25. Only effects moves marked with this effect as a modifier.

 

Strength: 10
Con: 6
Technique: 5
Movelist: 6

 

Moves

Spoiler

Move: Froststich (Frost Stab)*
Type: Medium
Power: 17
Speed: 5
Reach: 4 (2)
Knockback: 1
Modifiers: 
- Wallbounce [5]: If the opponent’s knockback by this move hits the edge of the screen, they will bounce one space away from it.
- Dash Strike [0]: This attack can only be used while dashing.
- Charging Strike [2]: When using this move, Annabel moves two extra spaces after attacking. Can only be used with Dash Strike.
- By the Spear’s End [1]

 

Moves: Hagelschlag (Hail strike)
Type: Heavy
Power: 18
Speed: 0
Reach: 4 (2)
Knockback: 6
Modifiers: 
- Overhead [5]: This attack will hit a low blocking opponent.
- Vault [2]: This attack avoids low attacks.

 

Move: Winter’s Spitze (Winter’s Spike)
Type: Medium
Power: 13
Speed: 0
Reach: 0
Knockback: 3
Modifiers: 
- Anti-Air [3]:This move can hit opponents that are jumping, and will always beat out aerial attacks.
- Priority [15]: This move will always beat out any non-Priority moves/Counters. In addition, the move cannot be combo’d out of, and cannot be used with any other type of Modifier except Anti-Air/Vertical.
- By the Spear’s End (Anti-Air version) [1]

 

Move: Eisberg-Haltung (Iceberg Stance)*
Type: Medium
Power: 20
Speed: 0
Reach: 2 (1)
Knockback: 3
Modifiers: 
- Counter [10]: This move will always cancel any move that connects with the character, except for grabs and projectiles. However, this move is unable to deal damage UNLESS it cancels an attack. Cannot be used with any other type of Modifier.


Move: Spear throw*
Type: Projectile
Power: 10
Speed: 12
Reach: 8
Knockback: 0
Modifiers:
- Projectile [Beam] [0]: Projectile will travel its full range instantly, but deal half damage.

 

Move: Sweep
Type: Medium
Power: 10
Speed: 17
Reach: 2 (1)
Knockback: 1
Modifiers: 
- Low [5]: This attack will hit a high blocking opponent. Cannot be used with the Overhead Modifier.

 

Move: Glacial Fissure*
Type: Medium
Power: 17
Speed: 0
Reach: 3
Knockback: 0
Modifiers: 
- Mirrored [10]: Attack hits on both sides of the character.
- Vertical [5]: This move will hit both grounded and aerial opponents.
- Aerial [0]: This attack can only be used while jumping. In exchange, this attack will only cost 1 AP.

 

Move: Slash
Type: Medium
Power: 10
Speed: 15
Reach: 2
Knockback: 3
Modifiers: 
- By the Spear’s End [1]

 

Move: Erfrierung (Frostbite)
Type: Medium
Power: 7
Speed: 0
Reach: 0
Knockback: 3
Modifiers:
- Extension [15]: This move will add two AP to a combo. This modifier can only be activated once per combo.
- Command Grab [10]: This attack ignores Blocking and Counters. Cannot be used with a light attack.
 

 

EXS Moves

Spoiler

EXS Move: Froststich (Frost Stab)*
Changes:
*Damage is increased by 10%
*Move no longer has knockback
*Dash length is increased to 4 spaces, and can go through 

 

EXS Move: Eisberg-Haltung (Iceberg Stance)*
Changes:
*Damage is increased by 25%
*Eisberg-Haltung will now activate against projectiles.

 

EXS Move: Spear throw*
Changes:
*Damage is increased by 25%
*Attack now travels across the entire stage.

 

EXS Move: Glacier Fissure
Changes:
*Damage is increased by 50%
*Range is increased by two
 

 

Infinite Worth Name: Blitz Einfrieren (Flash Freeze)

Annabel places a hand on the ground, turning the immediate area into a frozen wasteland in mere seconds, fully freezing her enemy as well. Then, the stands up, then stabs the through the ice once with her spear, right into the opponent’s chest. Then, the ice shatters, freeing the opponent.

 

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Torakuma Shinobu (Murdoc)

Spoiler

Name: Torakuma Shinobu
Alias: The Raging Demon, Executioner-in-Training
Age: 17
Gender: F
Description: White hair and yellow eyes, middling height, has a runner's build. Her hair is about waist-length and straight, largely left to do whatever it damn well pleases after it's been cleaned and brushed. She wears a dark skirt slightly over knee length and dark shorts underneath it (no upskirts for you), alongside a lighter brown vest and a white shirt. Her knuckles are callused and tough. A dark fire seems to burn in her gaze, and she seems to perpetually look as if she's lacking in sleep. Additionally, the In-Birth process seems to have caused a pair of horns to sprout from her head, each set a bit less than 45 degrees off from straight up and just shy of a foot long.

 

Shinobu used to be a chatty and confident woman, before her transformation into an In-Birth. A friendly individual with a good sense of her own skill and both pride in that, and graciousness toward any opponents. . . though she did have an issue with taking things seriously, often turning them into jokes or attempting to avoid the topics.  Now, she smolders with rage at virtually all times, being easily provoked by even the slightest issue. Fortunately, she channels this as beneficially as she can. 


Affiliation: Licht Kreis

Weapon: A set of rifle, pistol, and sword. 
Ability: The EXS of RageMúspellsheimr. Converts emotional impulses into strength and elemental effects, particularly anger into fire.

 

Character Mechanics: Characters start off with [30] points to spend on their stats.
HP: 175
Movement Type: Dash
Gimmick: The EXS of RageMúspellsheimr (Cost 5): Gain stacking 20% damage boosts  at 25%, 50%, and 75% missing HP. 

 

Strength: 
Con: 5
Technique: 9
Movelist: 1

 

Moves

Spoiler

Note: Tag four moves with * to indicate EXS compatible moves.
Move: Gungnir

A blast with Shinobu's rifle, to be followed up swiftly. 

Type: Projectile
Power: 3
Speed: 14
Reach: 10
Knockback: 0 [3 points spent]
Modifiers: Beam [0], Retract [4], Dash Cancel [5]: A Dash action can be used immediately after this move for 1 AP. 

 

Move: Skofnung*

A sweeping, heavy strike with a katana wreathed in flames, carrying the force of Shinobu's rage.

Type: Medium
Power: 13
Speed: 10
Reach: 2
Knockback: 1 [2 points spent]
Modifiers: Dash Strike [0], Super Armor [10]

 

Move: Lævateinn*

Shinobu gathers energy, then leaps at the opponent, grabbing them and then smashing them into whatever is convenient.

Type: Medium
Power: 20
Speed: 0
Reach: 2
Knockback: 6 (0 points spent)
Modifiers: Command Grab [10], Carry Grab [5], Delayed: This move loses all trades. [-5]

 

Move: Sumarbrandr*

A leaping strike combined with a point-blank pistol-shot, dazing the opponent long enough to allow Shinobu more strikes. 
Power: 5
Speed: 12
Reach: 1
Knockback: 0
Modifiers: Extension [15], Overhead [5]

 

Move: Reiðibrottr*

Shinobu stomps, and conjures a tall pillar of flame. 
Power: 7
Speed: 18 [Light]
Reach: 2
Knockback: 0
Modifiers: Vertical: This move hits both ground and air-based targets [5], Low [5]

 

EXS Moves

Spoiler

EXS Move: Skofnung
*Damage increased by 25%
*Shinobu moves an extra two spaces

 

EXS Move: Lævateinn
*Damage increased by 50%

 

EXS Move: Sumarbrandr
*This attack now hits twice.

*Adds 3 AP instead of 2 on hit. Does not extend twice.

 

EXS Move: Reiðibrottr
*Damage increased by 50%
*Range increased by 2.

 

 

Torakuma Rei (Twinwolf)

Spoiler

Name: Torakuma Rei (surname > given name)

Alias: None yet!

Age: 17

Gender: Female

Description: Rei has white hair and yellow eyes, with shoulder length and curly white hair beneath a red beret that has holes in it to accommodate the horns that developed when she became an In-Birth, around 10 inches long and at an angle of forty five degrees from straight. She wears a red shirt with a white vest over it, and a red skirt (with shorts underneath), along with white stockings and black shoes. She has a fairly athletic build, but not quite the sort one would expect from one in her line of work.

 

She's generally got a laid back and cheerful sort of demeanor, not seeming to take too many things seriously (besides matters that deal with her sister). Rei tends to enjoy fighting, and tries to be respectful but her general attitude can sometimes seem insulting to opponents, as if she doesn't consider them a threat. When fighting, or really just excited in general, electricity begins to spark around her, getting more frequent and stronger depending on how much she's enjoying herself.

 

Affiliation: Licht Kreis

Weapon: Fists! And kicks! And really her body in general!

Ability: The EXS of Lightning: Thunderfist!

Rei spontaneously generates lightning as her adrenaline gets pumping, speeding up and gaining strength far more than is reasonable for a girl her size.

 

Character Mechanics:

HP: 175

Movement Type: Dashing (2)

Gimmick: Quick Recovery (0) - Can miss one attack in a combo without ending that combo

 

Strength: 5

Con: 5

Speed: 16

Movelist: 2

 

Moves

Spoiler

Lightning Fists*

Rei’s strikes come as fast as lightning and have solid force to them too!

Power: 12. (11 points)

Speed: 4 (Light)

Reach: 4. (3 points)

Knockback: 0

Modifiers:

- (10) Follow up - This attack can be used five times consecutively in a combo

- (5) Charge - Each time this attack is used in a combo, add 2 Damage

 

Shockwave*

A stomp that shakes the ground and sends a wave of lightning forth

Power: 14 (13 points)

Speed: 0 (Medium)

Reach: 6 (5 points)

Knockback: 3 (No points)

Modifiers:

- Low (5) - Ignores high block

- Projectile (Orb) (10) - Attack moves two spaces a turn

 

Thunder Crash*

Clasping her hands together, Rei tries to do an overhead swing at the enemy.

Power: 17 (16 points)

Speed: 4 (Light)

Reach: 4 (3 points)

Knockback: 0

Modifiers:

- Overhead (5) - Avoids low guard

- Vertical (5) - Hits both air targets and non-air targets

 

Storm Hand*

A thunder clad grab that’s nigh unstoppable.

Power: 10 (8pts)

Speed: 0 (Medium)

Reach: 4 (3pt)

Knockback: 1 (2pt)

Modifiers:

- (10) Super Armor - Cannot be interrupted

- (10) Command Grab - Ignores blocking and counters

 

Storm Surge

A surge of thunder that stuns the enemy and leaves them open to further attack.

Power: 12 (11pts)

Speed: 4 (Light)

Reach: 4 (3pts)

Knockback: 0

Modifiers:

- (15) - Combo Extender: This move will add two AP to a combo. This modifier can only be activated once per combo.

 

Cloudburst Flurry

Power: 24

Speed: 0 (Medium)

Reach: 2 (1pt)

Knockback: 6 (0pt + Heavy Hit)

Modifiers:

- Combo Finisher (+5 Points) - Ends the combo but gives 5 points.

- Double Hit (10 Points) - Attack will hit twice

- Heavy Hit (3 points) - Adds 3 knockback.

 

EXS Moves

Spoiler

Lightning Fists

Changes:

*This attack hits twice, with the second hit dealing 75% less damage.

*Charge can proc twice with this.

 

Shockwave

Changes:

*This move becomes a Beam Projectile.

*Damage increased by 25%

 

Thunder Crash

Changes:

*Damage is increased by 50%

 

Storm Hand

Changes:

*Damage increased by 50%

 

 

Izumi Nakamura (DragonRage)

Spoiler

Name: Izumi Nakamura
Alias: Sensei Nakamura, That Crazy Gaijin
Age: 38
Gender: Female
Description: Izumi is a Japanese-American, and looks Japanese even if she speaks the language with a west coast American accent.  She has dark hair, which she keeps tucked under an open-faced motorcycle helmet.  She wears motorcycle leathers and sturdy boots, with “Born to be √2” stenciled on the back of the jacket.  Izumi usually fights with a wooden sword, only swapping to her katana against void monsters or when in Veil Off mode.

 

Izumi is a bit of a wild woman; intensely competitive, highly motivated, and good at bulldozing through gender stereotypes and others’ objections.  A math teacher by day, a monster hunter by night, and proud of both.  She isn’t actually trying to seem cool, despite what most people who meet her think.  Inordinately fond of math puns.


Affiliation: Unaffiliated

Weapon:  A World War II officer’s katana, a wooden sword, a can of mace, a slide rule on a chain, and a 2006 VRSCSE2 Harley Davidson motorcycle.
Ability:  Grabblitz, the EXS of Damping

Izumi’s EXS lets her charge her body or weapons with black lightning, which disrupts the people she hits’ ability to control and gather EXS and FLS on contact.

 
HP: 180
Movement Type: Dashing [2]
Gimmick:  Grabblitz [6]:  Enemies hit by Izumi’s EXS and Infinite Worth attacks suffer from Power Lock.  Power Lock prevents the victim from gaining EXS or FLS for 3 turns, or 5 turns if the Power Lock comes from her Infinite Worth attack.

 

Strength: 10
Con: 6
Speed: 0
Movelist: 6

 

Moves

Spoiler

Move:  Slide Rule

Izumi whirls a slide rule on a chain in rapid circles, repeatedly striking enemies and pulling them closer to her.

Type:  Light

Power:  0 (Damage is halved)
Speed:  12
Reach:  10
Knockback:  0 [1]
Modifiers: 

Beam [0]:  Damage is halved, but the attack travels its full reach instantly.  Reach increases are half price.

Retract [3]:  Enemies struck by this attack are pulled 3 squares closer to Izumi.

Follow-Up [4]:  This attack may be used sequentially up to 3 times.


*Move: Black Lightning

Izumi fires a bolt of black lightning to damage enemies at a distance.  Good for making space.

Type:  Medium

Power:  8  (Damage is halved)
Speed:  10
Reach:  7
Knockback:  2 [1]
Modifiers: 

Grabblitz [5]:  Enemies don’t gain EXS or FLS from being struck by this attack.

Beam [0]:  Damage is halved, but the attack travels its full reach instantly.  Reach increases are half price.


Move:  Multivariable Equation

Izumi charges forward and drives the target back with a flurry of blows.

Type:  Heavy
Power:  7
Speed:  0
Reach:  1
Knockback:  0  [3]
Modifiers: 

Dash Attack [0]:  Despite being heavy, this attack costs 1 AP.  However, it can only be used after a dash.

Super Armor [10]:  Damage does not disrupt this attack.

Strikedash [5]:  This attack causes the user to move two spaces forward.

Extra Hit [5]:  This attack hits the victim twice.


*Move:  Mace to the Face

Izumi pulls out a can of mace and sprays the enemy with it.  Guaranteed to suck if it hits.

Type:  Heavy
Power:  11
Speed:  0
Reach:  3 [4]
Knockback:  6
Modifiers: 

Priority [15]:  Ends the combo.  Overwhelms counters and non-priority moves.  Cannot be used with light attacks.


Move:  Imaginary Numbers

Izumi smashes the enemy with a pommel strike, opening them up to further attacks.

Type:  Light

Power:  9
Speed:  0
Reach:  1
Knockback:  0 [1]
Modifiers: 

Extension [15]:  This attack adds 2 AP to a combo when used.  Only one extension may be performed per combo.

Grabblitz [5]:  Enemies do not gain EXS or FLS for being damaged by this attack.


*Move:  X-Axis Shift

Izumi charges herself with black lightning and body-checks the enemy, slamming them into the nearest wall.

Type:  Medium
Power:  10
Speed: 0
Reach:  1
Knockback: NA
Modifiers: 

Command Grab [10]:  This attack ignores blocking and counters.

Carry Grab [5]:  If this attack lands, Izumi and the target are moved to be adjacent to the wall that Izumi is facing.  Only works with command grabs.

Grabblitz [5]:  Enemies do not gain EXS or FLS from being hit by this attack.


*Move:  Trig Homework

Izumi winds up and delivers a devastating overhead blow, but leaving herself extremely open without set-up.

Type:  Superheavy
Power:  50
Speed:  0
Reach:  1
Knockback:  6
Modifiers: 

Superheavy [-10]:  This attack costs 4 AP.

Combo Ender [-5]:  This attack always ends the combo.

Grabblitz [5]:  Enemies do not gain EXS or FLS from being hit by this attack.


Move:  Damping Burst

Izumi catches and drains enemy projectiles with Grabblitz, and then fires back with a blast of black ball lightning.

Type:  Light
Power:  5
Speed:  6
Reach:  8
Knockback:  0 [1]
Modifiers: 

Reflect [10]:  This attack only fires if Izumi is struck by a projectile when it is used.  Cannot be used with other modifiers

Orb [0]:  The projectile travels ¼ of its range each round.


Move:  Pop Quiz

Izumi lunges forward, throwing a fast cut with a flick of her fingers, in an attempt to catch enemies off guard.

Type:  Light

Power:  2
Speed:  20
Reach:  2 [2]
Knockback:  0 [1]
Modifiers: 

Strikedash [5]:  Izumi moves two squares as a part of using this attack.


Move:  Draw Cut

A basic attack with her lightning-charged sword.  A simple, reliable move.

Type:  Medium
Power:  10
Speed:  15
Reach:  1
Knockback:  3
Modifiers: 

 Grabblitz [5]:  Enemies do not gain EXS or FLS from being damaged by this attack.

 

EXS Moves

Spoiler

EXS Move:  Mace to the Face

Changes: 

*Damage increased by 50%.  

*Applies Power Lock for 3 turns.

 

EXS Move:  Grave Slash

Changes: 

*Damage increased by 50%.  

*Applies Power Lock for 3 turns.

 

EXS Move:  Multivariable Equation

Changes: 

*Now hits 1 extra time.  

*Applies Power Lock for 3 turns.

 

EXS Move:  Simple Geometry

Changes: 

*This attack now hits a second time for 75% of the original damage.  

*The final hit throws the enemy behind or in front of Izumi. 

*Applies Power Lock for 3 turns.

 

Infinite Worth:  Black Lightning Ride

Izumi mounts up on her motorcycle, and charges both it and her katana with Grabblitz.  She rides down her opponent, cuts them down, and then runs them over.

 

Jacob, the Tri-Fold Spearman (Storm)

Spoiler

Name: Jacob

Alias: The Tri-fold Spearman

Age: 20

Gender: Male

Description: Tall, thin, and a bit lanky.  He wears a long sleeved leather jacket, white t-shirt, and jeans.  He's got slicked back black hair and a frequent look of boredom.

Affiliation: None, or rather just whoever is paying the most.

Weapon: Triple Spiked Spears: Three simple spears with broad cutting heads and butt spikes.

Ability: The EXS of Wind: The Summer Storm

 

Character Mechanics:

HP: 165

Movement Type: Dash

Gimmick: Lunge[5]: Jacob channels the power of the wind and a good old fashion spear on the battlefield to increase his threat range.  

Innate Reach increased from 1 to 3.

Strength: 10

Con: 3

Technique: 10

Movelist: 2

 

Moves

Spoiler

Move: Impaler Strike*

Power: 20(10)

Speed: Light(16)

Reach: 4(2)

Knockback: 0(1)

Modifiers:

- Double Hit [5]: This attack hits twice.

- Follow Up [6]: This attack can be used Three times consecutively in a combo.

 

Move: Burst Swipe

Power: 20(10)

Speed: Light(7)

Reach: 4(2)

Knockback: 0(1)

Modifiers:

 - Low [5]: This attack will hit a high blocking opponent. Cannot be used with the Overhead Modifier.

- Extension [15]: This move will add two AP to a combo. This modifier can only be activated once per combo.

 

Move: Vortex Snatch*

Power: 10(6)

Speed: Projectile(10)

Reach: 12(9)

Knockback: -3(0)

Modifiers:

- Double Hit[5]: This attack hits twice.

- Reversed [10]: This projectile starts at the end of its range and moves towards you, knockback is reversed.

 

Move: Wind Drop*

Power: 24(14)

Speed: Medium(10)

Reach: 6(6)

Knockback: 3(0)

Modifiers:

- Aerial [0]: This attack can only be used while jumping. In exchange, this attack will only cost 1 AP.

- Overhead [5]: This attack will hit a low blocking opponent. Cannot be used with the Low modifier.

- Vertical [5]: Hits both air targets and non-air targets

 

Move: Burst Lancer

Power: 10(0)

Speed: Light(27)

Reach: 4(2)

Knockback: 0(1)

Modifiers:

- Dash Cancel [5]: A Dash action can be used immediately after this move for 1 AP.

- Strikedash [5]: This move will cause the user to move two spaces forward.

 

Move: Silver Tear*

Power: 28(18)

Speed: Heavy(0)

Reach: 9(12)

Knockback: 6(0)

Modifiers:

- Double Hit [5]: This attack will hit twice.

- Super Armor [10]: Move cannot be hit out of. Cannot be put onto a light attack.

- Combo Ender [-5]: This attack ends any combo it’s used in.

 

EXS Moves

Spoiler

EXS Move: Storm Strike(Impaler Strike)

Changes:

*Each attack deals 25% more damage

 

EXS Move: Vortex Grapple(Vortex Snatch)

Changes:

*Damage increased by 25%

*Projectile moves twice as fast

 

EXS Move: Dragoon Drop(Wind Drop)

Changes:

*Damage increased by 50%

 

EXS Move: Panzer Strike(Silver Tear)

Changes:

*Each attack deals 25% more damage

 

 

Chimi, the Mountain Emperor (IntSys)

Spoiler

Name: Chimi
Alias: The Mountain Emperor
Age: 48
Gender: Male
Description: Chimi is a muscular figure of Asian descent. Clocking in at 2.2 meters with burly muscles all over, he looks like a tower from a distance. His eyes are yellow, and his skin is a dark yellow. His black hair is long and messy, reaching all the way to his shoulders. He wears a black vest and baggy white pants, as well as a pair of sandals. A chain of skulls goes around his neck. Over his shoulders is a long stick holding a sack of his personal belongings, and in his right hand is his trusty, giant, two-headed axe.

 

Being a bandit king, Chimi is known for his ruthlessness toward unwanted visitors in the mountains he rules over. On the other hand, he treats his goons like blood brothers, and they return the favor with unwavering loyalty. Though, outside of his domain, he's merely a traveler that looks strikingly similar to an actual homeless man. His code often pushes him into protecting the weak, killing the evil, and accepting duels, all under broad daylight.


He has a deep grudge against his actual blood brother, Mōryō, the River Emperor, who betrayed his trust and clashed against him and his men multiple times.


Affiliation: Unaffiliated.

Weapon: The Black Whirlwind, a mighty two-headed axe.
Ability: The EXS of Chaos - Demonic Winds

Surges of black winds accompany each of Chimi's swings and blows, reinforcing the damage. When not attacking, black winds rise from Chimi's body to increase the tension of the battle.

 

Character Mechanics: 
HP: 180
Movement Type: Dashing (2)
Gimmick: Windbox (6) - Every attack gets a windbox placed one space after the end of its reach, pushing the opponent away by half of the move's knockback (rounded down, minimum of 1).

 

Strength: 12
Con: 6
Technique: 4
Movelist: 0

 

Moves

Spoiler

Air Cutter *

Two shockwaves fired through the air, filled with darkness.

Type: Projectile

Power: 12

Speed: 10

Reach: 8 (7)

Knockback: 3

Modifiers:

Projectile [Beam] [0]: Projectile will travel its full range instantly, but deal half damage.

Extra Hit [5]: This attack hits twice.

 

Death Drive *

Three forward slashes with a two-headed axe.

Type: Medium

Power: 5

Speed: 0

Reach: 3 (4)

Knockback: 3 - 2 = 1

Modifiers: 

Super Armor [10]: Move cannot be hit out of. Cannot be put onto a light attack.

Extra Hit [5+8]: This attack hits thrice.

 

Sinful Vortex *

A vortex fired from the Black Whirlwind wraps the opponent, wrings them, and slams them against the floor.

Type: Medium

Power: 5

Speed: 0

Reach: 3 (4)

Knockback: 3 - 2 = 1

Modifiers: 
Command Grab [10]: This attack ignores Blocking and Counters. Cannot be used with a light attack.
Extra Hit [5+8]: This attack hits thrice.

 

Samsara *

A fierce barrage of forward slashes, with the opponent blown away by a powerful burst of black wind on the last hit.

Type: Heavy

Power: 16

Speed: 0

Reach: 6 (10)

Knockback: 6

Modifiers: 
Delayed [-5]: This move loses all trades. Cannot be used with Super Armor.

Combo Ender [-5]:  Using this attack ends the combo.

Extra Hit [5+8]: This attack hits thrice.

Vertical [5]: This move will hit both grounded and aerial opponents.

EXS Moves

Spoiler

EXS Move: Air Cutter
Changes:
*Damage increased by 25%
*Travels the entire stage

EXS Move: Death Drive
Changes:
*Each hit deals 15% more damage

EXS Move: Sinful Vortex
Changes:
*Each hit deals 5% more damage
*If used against an aerial opponent, gives Chimi one extra action point. This effect can only be activated once per combo.

EXS Move: Samsara
Changes: *Each hit deals 15% more damage

 

 

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Not!Xaldin has arrived.

Spoiler

Name: Jacob

Alias: The Tri-fold Spearman

Age: 20

Gender: Male

Description: Tall, thin, and a bit lanky.  He wears a long sleeved leather jacket, white t-shirt, and jeans.  He's got slicked back black hair and a frequent look of boredom.

Affiliation: None, or rather just whoever is paying the most.

Weapon: Triple Spiked Spears: Three simple spears with broad cutting heads and butt spikes.

Ability: The EXS of Wind: The Summer Storm

 

Character Mechanics:

HP: 165

Movement Type: Dash

Gimmick: Lunge[5]: [Name] channels the power of the wind and a good old fashion spear on the battlefield to increase his threat range.  

Innate Reach increased from 1 to 3.

Strength: 10

Con: 3

Technique: 10

Movelist: 2

 

MOVES

 

Move: Impaler Strike*

Power: 20(10)

Speed: Light(16)

Reach: 4(2)

Knockback: 0(1)

Modifiers:

- Double Hit [5]: This attack hits twice.

- Follow Up [6]: This attack can be used Three times consecutively in a combo.

 

Move: Burst Swipe

Power: 20(10)

Speed: Light(7)

Reach: 4(2)

Knockback: 0(1)

Modifiers:

 - Low [5]: This attack will hit a high blocking opponent. Cannot be used with the Overhead Modifier.

- Extension [15]: This move will add two AP to a combo. This modifier can only be activated once per combo.

 

Move: Vortex Snatch*

Power: 10(6)

Speed: Projectile(10)

Reach: 12(9)

Knockback: -3(0)

Modifiers:

- Double Hit[5]: This attack hits twice.

- Reversed [10]: This projectile starts at the end of its range and moves towards you, knockback is reversed.

 

Move: Wind Drop*

Power: 24(14)

Speed: Medium(10)

Reach: 6(6)

Knockback: 3(0)

Modifiers:

- Aerial [0]: This attack can only be used while jumping. In exchange, this attack will only cost 1 AP.

- Overhead [5]: This attack will hit a low blocking opponent. Cannot be used with the Low modifier.

- Vertical [5]: Hits both air targets and non-air targets

 

Move: Burst Lancer

Power: 10(0)

Speed: Light(27)

Reach: 4(2)

Knockback: 0(1)

Modifiers:

- Dash Cancel [5]: A Dash action can be used immediately after this move for 1 AP.

- Strikedash [5]: This move will cause the user to move two spaces forward.

 

Move: Silver Tear*

Power: 28(18)

Speed: Heavy(0)

Reach: 9(12)

Knockback: 6(0)

Modifiers:

- Double Hit [5]: This attack will hit twice.

- Super Armor [10]: Move cannot be hit out of. Cannot be put onto a light attack.

- Combo Ender [-5]: This attack ends any combo it’s used in.

 

EXS MOVES

EXS Move: Storm Strike(Impaler Strike)

Changes:

*Each attack deals 25% more damage

 

EXS Move: Vortex Grapple(Vortex Snatch)

Changes:

*Damage increased by 25%

*Projectile moves twice as fast

 

EXS Move: Dragoon Drop(Wind Drop)

Changes:

*Damage increased by 50%

 

EXS Move: Panzer Strike(Silver Tear)

Changes:

*Each attack deals 25% more damage

 

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What do you mean this is just a reskinned Toshizou Hijikata WIP, obviously

 

Name: Torakuma Shinobu
Alias: The Raging Demon, Executioner-in-Training
Age: 17
Gender: F
Description: White hair and yellow eyes, middling height, has a runner's build. Her hair is about waist-length and straight, largely left to do whatever it damn well pleases after it's been cleaned and brushed. She wears a dark skirt slightly over knee length and dark shorts underneath it (no upskirts for you), alongside a lighter brown vest and a white shirt. Her knuckles are callused and tough. A dark fire seems to burn in her gaze, and she seems to perpetually look as if she's lacking in sleep. Additionally, the In-Birth process seems to have caused a pair of horns to sprout from her head, each set a bit less than 45 degrees off from straight up and just shy of a foot long.

 

Shinobu used to be a chatty and confident woman, before her transformation into an In-Birth. A friendly individual with a good sense of her own skill and both pride in that, and graciousness toward any opponents. . . though she did have an issue with taking things seriously, often turning them into jokes or attempting to avoid the topics.  Now, she smolders with rage at virtually all times, being easily provoked by even the slightest issue. Fortunately, she channels this as beneficially as she can. 


Affiliation: Licht Kreis

Weapon: A set of rifle, pistol, and sword. 
Ability: The EXS of RageMúspellsheimr. Converts emotional impulses into strength and elemental effects, particularly anger into fire.

 

Character Mechanics: Characters start off with [30] points to spend on their stats.
HP: 175
Movement Type: Dash
Gimmick: The EXS of RageMúspellsheimr (Cost 5): Gain stacking 20% damage boosts  at 25%, 50%, and 75% missing HP. 

 

Strength:
Con: 5
Technique: 9
Movelist: 1


MOVES

 

Note: Tag four moves with * to indicate EXS compatible moves.
Move: Gungnir

A blast with Shinobu's rifle, to be followed up swiftly. 

Type: Projectile
Power: 3
Speed: 14
Reach: 10
Knockback: 0 [3 points spent]
Modifiers: Beam [0], Retract [4], Dash Cancel [5]: A Dash action can be used immediately after this move for 1 AP. 

 

Move: Skofnung*

A sweeping, heavy strike with a katana wreathed in flames, carrying the force of Shinobu's rage.

Type: Medium
Power: 13
Speed: 10
Reach: 2
Knockback: 1 [2 points spent]
Modifiers: Dash Strike [0], Super Armor [10]

 

Move: Lævateinn*

Shinobu gathers energy, then leaps at the opponent, grabbing them and then smashing them into whatever is convenient.

Type: Medium
Power: 20
Speed: 0
Reach: 2
Knockback: 6 (0 points spent)
Modifiers: Command Grab [10], Carry Grab [5], Delayed: This move loses all trades. [-5]

 

Move: Sumarbrandr*

A leaping strike combined with a point-blank pistol-shot, dazing the opponent long enough to allow Shinobu more strikes. 
Power: 5
Speed: 12
Reach: 1
Knockback: 0
Modifiers: Extension [15], Overhead [5]

 

Move: Reiðibrottr*

Shinobu stomps, and conjures a tall pillar of flame. 
Power: 7
Speed: 18 [Light]
Reach: 2
Knockback: 0
Modifiers: Vertical: This move hits both ground and air-based targets [5], Low [5]

 

EXS MOVES

 

EXS Move: Skofnung
*Damage increased by 25%
*Shinobu moves an extra two spaces

 

EXS Move: Lævateinn
*Damage increased by 50%

 

EXS Move: Sumarbrandr
*This attack now hits twice.

*Adds 3 AP instead of 2 on hit. Does not extend twice.

 

EXS Move: Reiðibrottr
*Damage increased by 50%
*Range increased by 2.

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Izumi Nakamura

Spoiler

Name: Izumi Nakamura
Alias: Sensei Nakamura, That Crazy Gaijin
Age: 38
Gender: Female
Description: Izumi is a Japanese-American, and looks Japanese even if she speaks the language with a west coast American accent.  She has dark hair, which she keeps tucked under an open-faced motorcycle helmet.  She wears motorcycle leathers and sturdy boots, with “Born to be √2” stenciled on the back of the jacket.  Izumi usually fights with a wooden sword, only swapping to her katana against void monsters or when in Veil Off mode.

 

Izumi is a bit of a wild woman; intensely competitive, highly motivated, and good at bulldozing through gender stereotypes and others’ objections.  A math teacher by day, a monster hunter by night, and proud of both.  She isn’t actually trying to seem cool, despite what most people who meet her think.  Inordinately fond of math puns.


Affiliation: Unaffiliated

Weapon:  A World War II officer’s katana, a wooden sword, a can of mace, a slide rule on a chain, and a 2006 VRSCSE2 Harley Davidson motorcycle.
Ability:  Grabblitz, the EXS of Damping

Izumi’s EXS lets her charge her body or weapons with black lightning, which disrupts the people she hits’ ability to control and gather EXS and FLS on contact.

 
HP: 180
Movement Type: Dashing [2]
Gimmick:  Grabblitz [6]:  Enemies hit by Izumi’s EXS and Infinite Worth attacks suffer from Power Lock.  Power Lock prevents the victim from gaining EXS or FLS for 3 turns, or 5 turns if the Power Lock comes from her Infinite Worth attack.

 

Strength: 10
Con: 6
Technique: 0
Movelist: 6


MOVES

 


Move:  Slide Rule

Izumi whirls a slide rule on a chain in rapid circles, repeatedly striking enemies and pulling them closer to her.

Type:  Light

Power:  2 (Damage is halved)
Speed:  10
Reach:  10
Knockback:  0 [1]
Modifiers: 

Beam [0]:  Damage is halved, but the attack travels its full reach instantly.  Reach increases are half price.

Retract [3]:  Enemies struck by this attack are pulled 3 squares closer to Izumi.

Follow-Up [4]:  This attack may be used sequentially up to 3 times.


*Move: Black Lightning

Izumi fires a bolt of black lightning to damage enemies at a distance.  Good for making space.

Type:  Medium

Power:  8  (Damage is halved)
Speed:  10
Reach:  7
Knockback:  2 [1]
Modifiers: 

Grabblitz [5]:  Enemies don’t gain EXS or FLS from being struck by this attack.

Beam [0]:  Damage is halved, but the attack travels its full reach instantly.  Reach increases are half price.


Move:  Multivariable Equation

Izumi charges forward and drives the target back with a flurry of blows.

Type:  Heavy
Power:  7
Speed:  0
Reach:  1
Knockback:  0  [3]
Modifiers: 

Dash Attack [0]:  Despite being heavy, this attack costs 1 AP.  However, it can only be used after a dash.

Super Armor [10]:  Damage does not disrupt this attack.

Strikedash [5]:  This attack causes the user to move two spaces forward.

Extra Hit [5]:  This attack hits the victim twice.


*Move:  Mace to the Face

Izumi pulls out a can of mace and sprays the enemy with it.  Guaranteed to suck if it hits.

Type:  Heavy
Power:  11
Speed:  0
Reach:  3 [4]
Knockback:  6
Modifiers: 

Priority [15]:  Ends the combo.  Overwhelms counters and non-priority moves.  Cannot be used with light attacks.


Move:  Imaginary Numbers

Izumi smashes the enemy with a pommel strike, opening them up to further attacks.

Type:  Light

Power:  9
Speed:  0
Reach:  1
Knockback:  0 [1]
Modifiers: 

Extension [15]:  This attack adds 2 AP to a combo when used.  Only one extension may be performed per combo.

Grabblitz [5]:  Enemies do not gain EXS or FLS for being damaged by this attack.


*Move:  X-Axis Shift

Izumi charges herself with black lightning and body-checks the enemy, slamming them into the nearest wall.

Type:  Medium
Power:  10
Speed: 0
Reach:  1
Knockback: NA
Modifiers: 

Command Grab [10]:  This attack ignores blocking and counters.

Carry Grab [5]:  If this attack lands, Izumi and the target are moved to be adjacent to the wall that Izumi is facing.  Only works with command grabs.

Grabblitz [5]:  Enemies do not gain EXS or FLS from being hit by this attack.


*Move:  Trig Homework

Izumi winds up and delivers a devastating overhead blow, but leaving herself extremely open without set-up.

Type:  Superheavy
Power:  55
Speed:  0
Reach:  1
Knockback:  6
Modifiers: 

Superheavy [-10]:  This attack costs 4 AP.

Combo Ender [-5]:  This attack always ends the combo.

Grabblitz [5]:  Enemies do not gain EXS or FLS from being hit by this attack.

Delayed [-5]:  This attack automatically loses trades.  Cannot be used with Super Armor


Move:  Damping Burst

Izumi catches and drains enemy projectiles with Grabblitz, and then fires back with a blast of black ball lightning.

Type:  Light
Power:  5
Speed:  6
Reach:  8
Knockback:  0 [1]
Modifiers: 

Reflect [10]:  This attack only fires if Izumi is struck by a projectile when it is used.  Cannot be used with other modifiers

Orb [0]:  The projectile travels ¼ of its range each round.


Move:  Pop Quiz

Izumi lunges forward, throwing a fast cut with a flick of her fingers, in an attempt to catch enemies off guard.

Type:  Light

Power:  2
Speed:  20
Reach:  2 [2]
Knockback:  0 [1]
Modifiers: 

Strikedash [5]:  Izumi moves two squares as a part of using this attack.


Move:  Draw Cut

A basic attack with her lightning-charged sword.  A simple, reliable move.

Type:  Medium
Power:  10
Speed:  15
Reach:  1
Knockback:  3
Modifiers: 

 Grabblitz [5]:  Enemies do not gain EXS or FLS from being damaged by this attack.

 

EXS MOVES

 

EXS Move: Trig Homework

Changes:

*Deals 50% more damage

*Applies Power Lock for 3 turns.

 

EXS Move: X-Axis Shift

Changes:

*Damage increased by 50%.

*Applies Power Lock for 3 turns.

 

EXS Move: Mace to the Face

Changes:

*Damage increased by 50%.

*Applies Power Lock for 3 turns.

 

EXS Move: Black Lightning

Changes:

*Travels the entire stage.

*Damage reduction is removed

*Applies Power Lock for 3 turns.

 

Infinite Worth:  Black Lightning Ride

Izumi mounts up on her motorcycle, and charges both it and her katana with Grabblitz.  She rides down her opponent, cuts them down, and then runs them over.

 

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Sheet away!

Spoiler

 

Name: Torakuma Rei (surname > given name)

Alias: None yet!

Age: 17

Gender: Female

Description: Rei has white hair and yellow eyes, with shoulder length and curly white hair beneath a red beret that has holes in it to accommodate the horns that developed when she became an In-Birth, around 10 inches long and at an angle of forty five degrees from straight. She wears a red shirt with a white vest over it, and a red skirt (with shorts underneath), along with white stockings and black shoes. She has a fairly athletic build, but not quite the sort one would expect from one in her line of work.

 

She's generally got a laid back and cheerful sort of demeanor, not seeming to take too many things seriously (besides matters that deal with her sister). Rei tends to enjoy fighting, and tries to be respectful but her general attitude can sometimes seem insulting to opponents, as if she doesn't consider them a threat. When fighting, or really just excited in general, electricity begins to spark around her, getting more frequent and stronger depending on how much she's enjoying herself.

 

Affiliation: Licht Kreis

Weapon: Fists! And kicks! And really her body in general!

Ability: The EXS of Lightning: Thunderfist!

Rei spontaneously generates lightning as her adrenaline gets pumping, speeding up and gaining strength far more than is reasonable for a girl her size.

 

Character Mechanics:

HP: 175

Movement Type: Dashing (2)

Gimmick: Quick Recovery (0) - Can miss one attack in a combo without ending that combo

Strength: 5

Con: 5

Speed: 16

Movelist: 2
 

MOVES

Note: Tag four moves with * to indicate EXS compatible moves.

Move: Each move has 30 points to spend.

Power: How much damage your attack deals. Namely, 1+Power.

Speed: How fast your attack comes out. This reduces how much AP is spend doing the attack, with 10 points turning the attack into a Medium Attack, while 20 points turn it into a 1 AP attack.

Reach: How many spaces your attacks take up. Can only go to a maximum of 3 without “Projectile” modifier. Move reach is calculated by 1+Reach Stat.

Knockback: How far away your attack will fling the opponent. Every point put into this will reduce the knockback by 1, with it starting at 6. Knockback will also be reduced to 3 if the attack is classified as a Medium attack, and will have no knockback if the attack is classified as a light attack.

Modifiers: Special properties you can buy with your points that make your moves more unique. See the Modifier List for examples. Multiple modifiers are capable of being used on a single move if they are compatible.


 

Moves: (30 + 3 points due to speed)

 

Lightning Fists*

Rei’s strikes come as fast as lightning and have solid force to them too!

Power: 12. (11 points)

Speed: 4 (Light)

Reach: 4. (3 points)

Knockback: 0

Modifiers:

(10) Follow up - This attack can be used five times consecutively in a combo

(5) Charge - Each time this attack is used in a combo, add 2 Damage

 

Shockwave*

A stomp that shakes the ground and sends a wave of lightning forth

Power: 14 (13 points)

Speed: 0 (Medium)

Reach: 6 (5 points)

Knockback: 3 (No points)

Modifiers:

Low (5) - Ignores high block

Projectile (Orb) (10) - Attack moves two spaces a turn

 

Thunder Crash*

Clasping her hands together, Rei tries to do an overhead swing at the enemy.

Power: 17 (16 points)

Speed: 4 (Light)

Reach: 4 (3 points)

Knockback: 0

Modifiers:

Overhead (5) - Avoids low guard

Vertical (5) - Hits both air targets and non-air targets

 

Storm Hand*

A thunder clad grab that’s nigh unstoppable.

Power: 10 (8pts)

Speed: 0 (Medium)

Reach: 4 (3pt)

Knockback: 1 (2pt)

Modifiers:

(10) Super Armor - Cannot be interrupted

(10) Command Grab - Ignores blocking and counters

 

Storm Surge

A surge of thunder that stuns the enemy and leaves them open to further attack.

Power: 12 (11pts)

Speed: 4 (Light)

Reach: 4 (3pts)

Knockback: 0

Modifiers:

(15) - Combo Extender: This move will add two AP to a combo. This modifier can only be activated once per combo.

 

Cloudburst Flurry

Power: 24

Speed: 0 (Medium)

Reach: 2 (1pt)

Knockback: 6 (0pt + Heavy Hit)

Modifiers:

Combo Finisher (+5 Points) - Ends the combo but gives 5 points.

Double Hit (10 Points) - Attack will hit twice

Heavy Hit (3 points) - Adds 3 knockback.

 

EXS MOVES

EXS Move: Name of the move goes here

Changes: I add modifiers to this.

 

Lightning Fists Changes:

This attack hits twice, with the second hit dealing 75% less damage.

Charge can proc twice with this.

 

Shockwave Changes:

This move becomes a Beam Projectile.

Damage increased by 25%

 

Thunder Crash Changes:

Damage is increased by 50%

 

Storm Hand Changes:

Damage increased by 50%

 

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Spoiler

Name: Tenacity Treaty

Alias: Oakleaf

Age: 24

Gender: Female

Description: A woman of short stature notable for her deep-cowled, mottled grey cloak. She has unremarkable features accompanied by equally unremarkable short, brown hair and brown eyes, making her very forgettable. Underneath the cloak she wears a grey tunic and black jeans, as well as a belt with various tool on it. She carries a massive longbow and a quiver of heavy arrows to fire from it.

 

Treaty is a friendly and talkative individual, perhaps even downright chatty. At some point in the past she was highly optimistic, but she's grown to be quite jaded, lending her to a very dry sense of humor even in happy situations.

 

She doesn't relish fighting, but accepts it as her duty and always takes it seriously. In combat she completely loses herself behind her cowl, her talkative nature is replaced by a deafening silence and her dry wit completely takes over when she does speak.

Affiliation: Night Blade

Weapon(s): The previously mentioned longbow serves as her primary weapon, she also carries two knives on her belt, one a heavy utility and combat knife and the other a lighter throwing knife.

Ability: The EXS of Vision - Faded Canvas

Treaty can manipulate light in a highly specific manner that alters the clarity of sight. She can do things such as distort her appearance or enhance her own eyesight. 

 

Character Mechanics: [30/30]

HP: 180

Movement Type: None

Gimmick: Vanish[1]: Once per turn, may execute a backdash for 1 AP. 

 

Strength: 15

Con: 8

Speed: 6

Movelist: 4 (0)

 

MOVES

 

Move: Longbow Shot [40/40]

Power: 16 (15)

Speed: 0 (Heavy)

Reach: 6 (5)

Knockback: 6 (0)

Modifiers:

-Projectile (Beam) [15]: Attack will travel its full range instantly.

-Aiming [5]: Can hit both jumping and grounded opponents

-Combo Finisher[+5]: Ends a combo when used.

-Draw Weight[+5]: Reduce power by 10 unless used as part of a combo.

 

Move: Murder of Arrows [30/30]

Power: 1 (0)

Speed: 4 (Medium)

Reach: 6 (5)

Knockback: 0 (3)

Modifiers:

-Projectile (Beam) [15]: Attack will travel its full range instantly.

- Anti-Air [3]: This move can hit opponents that are jumping.

 

Move: Bear Trap [30/30]

Power: 6 (5)

Speed: 14 (Light) 

Reach: 2 (1)

Knockback: 0 (0)

Modifiers:

-Astolfo [10]: Places a trap at maximum Reach that deals damage to the opponent if they walk across it. Can be jumped over or attacked, disappearing after taking two light attacks or one medium/heavy attack.

 

Move: Halting Stab [30/30]

Power: 7 (6)

Speed: 0 (Heavy) 

Reach: 2 (1)

Knockback: 9 (Heavy Blow) 

Modifiers:

-Heavy Blow [3]: Adds 3 knockback

-But also very cheap blow [20]: Reduces AP cost to 1

 

EXS MOVES

 

EXS Move: Name of the move goes here

Changes: I add modifiers to this.

Le noot

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  • 1 month later...

Chimi, the Mountain Emperor.

 

Spoiler

Name: Chimi
Alias: The Mountain Emperor
Age: 48
Gender: Male
Description: Chimi is a muscular figure of Asian descent. Clocking in at 2.2 meters with burly muscles all over, he looks like a tower from a distance. His eyes are yellow, and his skin is a dark yellow. His black hair is long and messy, reaching all the way to his shoulders. He wears a black vest and baggy white pants, as well as a pair of sandals. A chain of skulls goes around his neck. Over his shoulders is a long stick holding a sack of his personal belongings, and in his right hand is his trusty, giant, two-headed axe.

 

Being a bandit king, Chimi is known for his ruthlessness toward unwanted visitors in the mountains he rules over. On the other hand, he treats his goons like blood brothers, and they return the favor with unwavering loyalty. Though, outside of his domain, he's merely a traveler that looks strikingly similar to an actual homeless man. His code often pushes him into protecting the weak, killing the evil, and accepting duels, all under broad daylight.


He has a deep grudge against his actual blood brother, Mōryō, the River Emperor, who betrayed his trust and clashed against him and his men multiple times.


Affiliation: Unaffiliated.

Weapon: The Black Whirlwind, a mighty two-headed axe.
Ability: The EXS of Chaos - Demonic Winds

Surges of black winds accompany each of Chimi's swings and blows, reinforcing the damage. When not attacking, black winds rise from Chimi's body to increase the tension of the battle.

 

Character Mechanics: 
HP: 180
Movement Type: Dashing (2)
Gimmick: Windbox (6) - Every attack gets a windbox placed one space after the end of its reach, pushing the opponent away by half of the move's knockback (rounded down, minimum of 1).

 

Strength: 12
Con: 6
Technique: 4
Movelist: 0

 

Moves

Spoiler

(The number in the parentheses indicates the number of points invested in Reach)

 

Air Cutter *

Two shockwaves fired through the air, filled with darkness.

Type: Projectile

Power: 12

Speed: 10

Reach: 8 (7)

Knockback: 3

Modifiers:

Projectile [Beam] [0]: Projectile will travel its full range instantly, but deal half damage.

Extra Hit [5]: This attack hits twice.

 

Death Drive *

Three forward slashes with a two-headed axe.

Type: Medium

Power: 5

Speed: 0

Reach: 3 (4)

Knockback: 3 - 2 = 1

Modifiers: 

Super Armor [10]: Move cannot be hit out of. Cannot be put onto a light attack.

Extra Hit [5+8]: This attack hits thrice.

 

Sinful Vortex *

A vortex fired from the Black Whirlwind wraps the opponent, wrings them, and slams them against the floor.

Type: Medium

Power: 5

Speed: 0

Reach: 3 (4)

Knockback: 3 - 2 = 1

Modifiers: 
Command Grab [10]: This attack ignores Blocking and Counters. Cannot be used with a light attack.
Extra Hit [5+8]: This attack hits thrice.

 

Samsara *

A fierce barrage of forward slashes, with the opponent blown away by a powerful burst of black wind on the last hit.

Type: Heavy

Power: 16

Speed: 0

Reach: 6 (10)

Knockback: 6

Modifiers: 
Delayed [-5]: This move loses all trades. Cannot be used with Super Armor.

Combo Ender [-5]:  Using this attack ends the combo.

Extra Hit [5+8]: This attack hits thrice.

Vertical [5]: This move will hit both grounded and aerial opponents.

 

 

EXS Moves

Spoiler

EXS Move: Air Cutter
Changes:
*Damage increased by 25%
*Travels the entire stage

EXS Move: Death Drive
Changes:
*Each hit deals 15% more damage

EXS Move: Sinful Vortex
Changes:
*Each hit deals 5% more damage
*If used against an aerial opponent, gives Chimi one extra action point. This effect can only be activated once per combo.

EXS Move: Samsara
Changes: *Each hit deals 15% more damage

 

 

Additional Info:

Mountain Emperor Chimi's Bandit Tribe

Spoiler

Chimi rules over several mountains (name pending) a few kilometers south from Kanzakai. His goons are either poor people, fugitives, or refugees. Very few of them are In-Births, but the ones that are are among the top ranks of the tribe. Chimi used to rule over the mountains to the north, though the River Emperor, Mōryō, forced him out since.

 

The mountains are fortified with walls of purple bamboos, which are also used as a clear definition for trespassing, and trespassing means death. Passages between the mountains are guarded by his goons as well, who will extort money from travelers passing by based on how they act and what their social standing is - the worse and the richer the traveler is, the more they will demand from the traveler.

 

With a considerable number of goons under his wing, Chimi's mountains look fairly populous at night, with bits of light dotted all over them.

 

River Emperor Mōryō's Bandit Tribe

Spoiler

Mōryō rules over the regions a few kilometers north from Kanzakai, where a sprawling river surrounded multiple mountains (name also pending). He used to be allies with his brother, Chimi, who ruled over the same mountains. He was more friendly to outsiders than his brother was, and eventually he couldn't live with his brother's methods anymore, and decided to force his brother out by force.

 

His men are a lot like the Yakuza's, in that they're mostly delinquents (or used to be). Of course, a few of them are In-Births, tasked to defend the area from Chimi's assaults. Unlike his brother, Mōryō instead transformed his brother's mountains into a grand resort, complete with casinos, hot springs, hotels, pubs, and hostels, and is now raking in lots of cash.

 

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