The Shadow Gang, etc.

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The Shadow Gang, etc.

Postby AmbushCat » Mon Jun 16, 2008 6:03 pm

TABLE OF CONTENTS





Ambush Cat

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"I'm here to make life just a little more surreal."

Personal theme: "Monster Dance", from Castlevania 2: Simon's Quest
Battle theme: "The Vital Vitriol", by Jake Kaufman (Plague Knight Battle)

Alias: Ambush, Amber Harrison (as a human), Gengreavus (when transformed)
Real Name: Aaron Baseheart

Age: Around 30 in human years

Species: Black Maine Coon (75%), Kittenoan felinoid (24%), Masu (1%)

Physical Description: Basically an oversized Black Maine Coon with a purple gem in his forehead.

Occupation: Does occasional recon work for a shopaholic; part-time work at Raleigh/Rei's shop, depending on which universe he finds it in. Is also the manager (although not the owner) of the Mungojerrie and everything within, but most days will find him doing whatever he wants instead of using his office for its intended purpose.

General Description: A mischevious trickster from a secluded section of the multiverse; has made multiple stops, learning new abilities and tricks along the way. Has shown a gentler side as a human, although he/she retains most of A. C.'s personality. Goes insane when exposed to catnip. Might pull a Hobbes right when you least expect it. :lol: Takes full delight in mocking those who he feels deserve it, but will never go out of his way to initiate a full-blown fight unless someone approaches him with the intent to do so or if he's able to obtain permission.

WARNING: Becomes as close to an eldritch abomination that a mortal can get if he feels that she or her family is threatened. Seriously, do not make her angry.

History: Was known in his kittenhood as a major brat. Accidentally turned into a 3/4ths Earth cat while traveling there for the first time. Almost drowned in a Masu tank after experimenting with newfound teleportation abilities, and was saved only by swallowing some of the Masu in question. Has been experimenting with his powers and expanding his adaptability ever since.

MAIN ABILITIES

Phase-Shifting --- About what you'd expect; Ambush can freely shift his form a step outside the physical plane, bypassing any obstacle (outside of iron). In sanctioned battles, this means that anything used against him starts off with only a 50% chance of hitting him.

Face-Shifting --- A step beyond the above, in which Ambush walks away and leaves his face behind. His eyes, nose, whiskers and mouth all become able to act on their own, with or without input, and can use parts of Ambush's powerset to accomplish tasks. If he's feeling particularly playful, he can extend this ability to the rest of his body.

Darkness Manipulation --- Plays a heavy role in Ambush's offensive capabilities. Extends a bit to shadows as well.

Matter Absorption --- Anything swallowed by him takes one of three paths: standard digestion, storage in a dimensional pocket (complete with corridors and rooms), or a direct merge with his body. This is what allows him to transform into Gengreavus.

Scotty, Give Me More Power --- Ambush keeps a variety of power sources stashed away in the aforementioned pocket, ranging from an analogue of a Chaos Emerald clear up to the Death Star's hypermatter reactor. He can use any of these to increase his energy levels, but using them all at once would likely spell an end to both him and all life in the solar system.

Because I'm A Cat --- In darkened hallways. From the tops of stairwells. From inside envelopes, or telephone receivers, or even in the very clothes you've been wearing for hours. You never know where Ambush Cat will turn up or how; and if he lives up to his name in doing so, that's a bonus.

Superspeed --- Has it. Just prefers not to use it.

SECONDARY ABILITIES

More than can be counted. Due to the above, he can potentially do anything that the mortal mind can perceive and a bunch of stuff that it can't. As such, his Techniques list only reflects what he is allowed to use in sanctioned battles.

Phoenix Gate --- Swallowed the aforementioned artifact at some point. Ambush can use it not only for time travel but for spacial travel as well, teleporting between universes.

Transformation (Gengreavus) --- By merging with the Shadow Gang, Ambush can assume a more humanoid form and use any of his Pokemon's attacks or abilities. Defining characteristics include red jewel shards embedded in his neck, yellow stripes on his tail, limbs and ears, and a large toothy smile that will never go away. Ambush can use this transformation as Amber, but her powerset is much more restricted to begin with.

Transformation (Amber Harrison) --- Initially a human form that Ambush Cat decided to use temporarily to spend time at a beach out of boredom; while in this form, she was victimized by a combination of Himitsu-plushie's love potion and her own feline instincts, and shenanigans led to her marrying a lifeguard and keeping this form whenever Ambush needs to turn human. Most of Ambush's powerset is gone in this form; Amber is limited to a set of cat's claws (which hurt to use) and some low-level fairy spells that she learned as part of her training under Puck, and as such is not authorized to partake in sanctioned battles. Has gray skin and hair just past shoulder-length.

Transformation (others) --- Not too long after first arriving in Muffinville, Ambush ate an experimental TF gun designed to turn others into anything (well, anything humanoid). With his internal staff having worked out the kinks since then, he can freely change those around him at will, whether with Color Energy or otherwise.

WEAKNESSES

Can't handle electricity or high voltage of any kind. Static is about all he can handle, at least to a degree.

Iron, cold or otherwise, is the only physical substance that can do lasting damage to Ambush. It's also the only substance that he can't phase through, absorb or replicate, although he can touch and handle it just fine. This weakness is believed to be a side effect of his training under the Gargoyles-verse analogue of Puck.

Can only handle chaotic energies by transforming into Gengreavus.

While he can swim, Ambush is still highly averse to water.


FAVORITE TECHNIQUES (Main)

Gamma Burst --- Essentially condensed gamma rays used as a weapon.

Laughing Kitten Bomb --- Much like the Moko Takabisha or the Shi Shi Hokodan, the L.K.B. is fully dependant on an emotion: Ambush's happiness, which is almost always in abundance. Does double damage to anyone who frequently uses dark energies, as well as anyone with "Destruct" or "Doom" materia.

Twilight Sphere --- Large, black, and extremely explosive. The radiation from the blast does additional damage later on. If he's willing to spend some extra time preparing, Ambush can utilize his extra power sources to let him spam this attack.

Phase-In Max-Out --- A.C. disappears, gathers all the weight that he's absorbed together at once, teleports directly underneath the target, propells himself upwards, and phases back into being in the process. In doing so, he delivers a solid impact by using his entire body as a projectile. Rarely ever used twice in succession.

Ray of Darkness --- Ambush spits a black beam that strikes one fighter, then bounces around and hits the rest in succession. Requires preparation.

Shadow Ball --- Simplified form of the Twilight Sphere. Cuts the target's defense by one-fifth for the next few minutes. Can't be used for several minutes afterward.

Total Static Discharge --- Ambush turns himself into a conductor and zaps all targets with an electrical field. Does hefty damage to all targets and drastically slows down anyone who had a certain amount of health prior to the attack, but serves as an automatic KO to Ambush himself.


FAVORITE TECHNIQUES (Full Power)

Dark Sun --- Ambush focuses his energies and creates a monstrous solar flare, blinding even those who are unable to see. Then, while everyone is occupied, he exales a solar beam at the opposition.

Confusion Beam --- A bit costly to use, and it's heads or tails whether the attack will do damage or not. Ambush fires a discolored ball of energy at an opponent; in cases where it doesn't do damage, it will confuse and addle the senses of whoever it hits.

Mako Missile --- At some point in the past, Ambush absorbed part of a Mako reactor. By temporarily tapping into its energies, he temporarily becomes a lot more volatile. Costly to use.

Poison Miasma --- Tiring to use, but worth it. This technique has a 50% chance of poisoning anyone with more than half their total health.

Mega Evolution: Shadow Tag --- When Ambush absorbed his Gengar to assume Gengreavus's form, the ghost-type Pokemon's Mega Stone went with it. While he cannot fully Mega Evolve, he can use the extra eye that appears against the enemy and remove any thoughts of fleeing from his next attack. Can only be used once per transformation.

Nightmare --- Requires some preparation. Ambush Cat disrupts the "fear" center of his opponents' brains, enhances his "scare" center (as he calls it), and frightens all enemies out of their minds. For the next few rounds, those targeted will lose some of their health; if Ambush isn't dealt with by the end of that time period, the "Doom" effect---equatable to the Pokemon games' Perish Song move in terms of function---will be set on all opponents.

Oblivion Orb --- Ambush hurls a large sphere of energy into the air. This attack will draw in anything that's not bolted down. Anyone who has less than a certain amount of health by the time this attack runs its course will be trapped in the void for the rest of the battle. Requires preparation.

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Eebon Harrison

"I'll do my best, but I can't promise anything. Gaw."

Species: Black Maine Coon felinoid

Age: About seven years

Abilities: Forthcoming. Can teleport, but aim is almost always thrown off. Freely breaks the fourth wall. Can swallow projectile weaponry, including energy beams, and turn them against another target. Is continuing to experiment with darkness manipulation.

General description: One of Amber's five kids. Rather naive and has a tendency to backtalk, but has grown out of irritating her mother for the most part. Has the habit of uttering "Gaw" at the end of most of her sentences.

Theme: "Waluigi Pinball", Super Smash Bros. Brawl

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Echo Harrison

"...Mrrreow?"

Species: Black Maine Coon cat

Age: About seven years

Abilities: A variation on the shadow-port, minor telepathy

General Description: All-in-all, the most normal of the group... although that's not saying much. Being a cat, he knows next to nothing about the world around him, other than some of the food that exists. Telepathic, although not strong enough to hold long-winded conversations. Has a tendency to turn up in odd places via his shadow-port. Has finally gotten the hang of vocal speech, thanks to Raleigh's familiar Ebony, and this has unlocked a gradually increasing intelligence in him. His aging has been drastically slowed down to the point where he could potentially live as long as the average human.

Theme of Echo: "Labo", from Megaman Zero 2
Last edited by AmbushCat on Fri Oct 16, 2020 7:52 pm, edited 57 times in total.
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Re: The Shadow Gang, etc.

Postby AmbushCat » Mon Jun 16, 2008 6:31 pm

The Shadow Gang

Ambush Cat has a full team of dark- and/or ghost-type Pokemon, but the three seen most often are listed below. They, together with the BMC himself, are known as the Shadow Gang and are just as mischevious as their trainer. All three of them have been trained in Psychic-type moves, helping them to stay in contact. By linking their powers, they can also open dimensional portals to locations they've visited before.

Swift

Species: Umbreon

General Description: The head of Ambush Cat's Shadow Gang. Specializes in sneak attacks. Has a relatively dry wit compared to the wisecracking of his boss. While he likes a good prank as much as the others, he has his standards; the antics of Shiver and Vacuum are at times a bit much for him to take. It has been confirmed that he knows how to play table-tennis. Is the closest thing Ambush Cat has to a familiar. Is friends with an Eevee-girl named Whyte, and attends her matches when circumstances permit.

Also has a human-esque form.

Origin Story: As an Eevee living outside Ecruteak City in Johto, he caught sight of Ambush Cat prowling around one night; deciding he liked the cat, he decided to travel with him. Ambush taught him what he knew about stealth, and eventually Eevee showed its appreciation for him via evolution. When Ambush made the jump back to his home universe, Swift and the other ghost- and dark-type Pokemon that the feline had gathered went with him.

Most commonly seen moves: Curse, Payback, Feint Attack, Psychic. In addition, Swift is equipped with a Darkinium Z, allowing him to use Black Hole Eclipse.

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Shiver

Species: Mismagius

General Description: The only female in the Shadow Gang. Is a bit more insulting than the others, and doesn't bother hiding her disgust for Muffinville's denizens; this came about shortly after her evolution. Can manifest a solid illusion of a human form, and in this sense feels justified in having a crush on Ambush Cat's child Elk. Has an appetite for sweets. Specializes in all-out fright.

Origin Story: Not much to say about her. Misdreavus used to call Mt. Silver home, but her childish naivete led her to join up with Ambush. Said naivete has never really gone away, even after her evolution.

Most commonly seen moves: Confuse Ray, Perish Song, Shadow Ball, Magical Leaf. Shiver is equipped with a Ghostium Z, giving her access to Never-Ending Nightmare.

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Vacuum

Species: Gengar

General Description: Power-wise, is the strongest in the Shadow Gang. Is often the first to get involved in something. The type most likely to throw a Shadow Ball at someone one second and make faces at them the next. Specializes in strategy.

Unlike the other two, Vacuum does not have a human form. He is, however, capable of Mega-Evolving.

Origin Story: Called Kanto's Lavender Tower home for quite some time, and was the only one of the Gang who was fully evolved at the time of his joining Ambush. He joined his new trainer primarily because their senses of humor meshed perfectly.

Most commonly seen moves: Hypnosis, Nightmare, Shadow Ball, Focus Blast. In situations that require him to Mega Evolve, he forgoes Nightmare in favor of Dream Eater. Because he has a Mega Stone and not a Z-Crystal, he does not have a Z-Move of his own.


Theme of the Shadow Gang: "Act On Instinct", by Frank Klepacki
The Gang's battle theme: "Red to Blue", Mr. Bones OST

Artwork by Judaime at DeviantArt. Many thanks. :)
Last edited by AmbushCat on Fri Jul 28, 2017 11:07 pm, edited 16 times in total.
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Re: The Shadow Gang, etc.

Postby AmbushCat » Wed Jun 18, 2008 3:13 pm

These are two of the people that Ambush Cat answers to; the third, Goldie, is seen further down.

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Callista O. Wilson Metallium

"Space: the big parking garage. This is the mission of Callista Wilson: to discover new clothing styles, to locate new department stores, to boldly shop like no girl has shopped before!"

Species: Human (normally)

Age: Thirty-five (true age), eighteen years (physically)

Personal Theme: Alternatively the Brilliant Show Window Gigamix or Weird Al Yankovic's "Fat"
Battle Theme: "Battle in Flash", Ami Itabashi
Callista Wildcat's theme: Mega Man 10 - Wily Stage 1 (Mega Man X Remix)
ALL LIMITERS UNLOCKED: You Will Recall Our Names - Xenoblade 2 OST

General Description: Incessant shopaholic, known in some circles as The Shopping Queen, and head of an extragalactic peacekeeping force. Ambush Cat used her as a template for creating the rasperine, and the Scarlet energy that goes with it. Has one of the Powerpuff Girls Z lurking inside her mind, and the two can switch places (along with their respective appearances) at any time. Possesses a deep hatred of anything that could be construed as morally perverse, due in part to a traumatic experience she suffered during her first year in Spamville. Prefers not to fight and goes out of her way to avoid confrontations where possible, although it is noted that being Himitsu's stepsister has left its mark on her psyche. Tends to unnerve people with her Garfield impressions. Is the current head of the Brotherhood, though she has Missy Coco Shanelle acting as her proxy.

Do not push her too far, or she will make you regret it. In most cases she will give up on something if it doesn't mean much to her in the end. If someone makes her angry, however, nothing will stop her if her mind is set.

HISTORY

Callista O. W-M started off as Curtis, a 10-year-old chubby human kid who had a bit more curiosity than common sense. Unaware that his childish drawings had opened dimensional portals between Earth and elsewhere, he one day decided to investigate a few shadowy figures that were loitering near his school playground during lunch recess (circa April 1994).

Thankfully for him, the figures in question were Kittenoans, and friendly ones at that who were happy that a human had taken an interest in them. Utilizing their assorted special abilities, they "borrowed" Curtis from the school and took him to the upper-class home they were staying in for a tour. While there, however, mishaps happened that ended up transforming Curtis into a human/Kittenoan mutant.

While Curtis was initially happy at being turned into a giant cat of sorts, he was less than thrilled at the idea of having to leave his classmates and family behind due to his altered state. It was decided that a portion of Curtis's remaining human DNA would be used to clone him, with the copy retaining his personality and memories. The clone adopted his original name and was sent back to the school during that same lunch break, with no one the wiser aside from several classmates who had been present at the initial meeting. From then on, the two of them would keep in contact where possible.

Early on, Curtis would establish a crimefighting force known as the Super-Cats. Later, due in no small part to the Game Masters' meddling, it would eventually graduate to a full-blown intergalactic peacekeeping organization: the self-proclaimed "Infinite Defense". While in the midst of some running battles against a certain criminal in 2007, the I. D. discovered the Villes and decided that Curtis needed to relax.

They had good intentions, true, but Curtis always had harbored a desire to be a human again regardless of the power he'd gained during those years. Thus, when he received a selection of options from a high-end death crystal during the summer of that year, the choice was clear... and so it was that Callista O. Wilson, later Wilson-Metallium after being adopted by Zelas, came to be.

MAIN ABILITIES

Shopping Queen --- The initial transformation from Curtis Wildcat to Callista O. Wilson in summer 2007 marked a vast change in personality. Bargains, coupons, regular price or half price, shoes or aluminum siding, grocery runs or mall raids, it makes no difference to her just so long as she can shop. Cutting in line without any complaints from other customers, bartering and haggling with the sales clerks are common things with her; it is said that she purchased a copy of Megas by trading in, amongst other things, chewing gum. So ingrained are these desires into her being that she suffers from headaches, violent mood swings and bouts of insanity if she cannot go to a store at least once a day.

Cyborg Costume --- As an alternative means of self-defense, Callista can equip a special costume to make herself partially mechanical. On the outside she doesn't appear too different, aside from her limbs and such being visibly jointed. She becomes substantially more durable, is able to fly and (to a limited degree) swim, can shoot assorted types of bullets from an Element Gun, and has a rocket launcher built into her back. There was a third weapon, but the author (and Callista by proxy) has long since forgotten what it was supposed to be.

Shape-Shifter --- This weapon's base form reflects the personality of its holder. With Calli being much more interested in shopping and such, Shape-Shifter assumes the role of a purse instead of a tool for battle. Whenever it comes into contact with another weapon, including named artifacts such as Sailor Saturn's Silence Glaive, it becomes able to mimic said weapon from that point forward. However, if someone is actively wielding the original weapon in the universe, most of its capabilities are denied to Shape-Shifter; using the Silence Glaive as an example, it wouldn't be able to destroy the world if dropped or use anything more than its basic capabilities.

Shape-Shifter is permanently bonded to its wielder and cannot be stolen or removed for long. Period. When thrown it will always return, whether it has to boomerang back or escape reality itself to do it; if someone tries to steal it whether up close or afar, it makes the thief regret it. In other words the wielder is stuck with it, whether it's convenient for said wielder or not.

Hair Decorations --- The little yellow clips that Callista owned while she still had the appearance of Laura Haruna. These things have been modified by the Infinite Defense to serve several useful purposes. One of them acts as an amplifier for her already atrocious singing voice. The other one serves as a targeter for the Cosmetic Moonlight Blaster, elaborated on in the Favorite Techniques section.

SECONDARY ABILITIES

Full Control --- As it says, Calli has absolute control over her mind. What this means is that such things as hypnosis or Jedi mind tricks have zero effect, and she has some of the related abilities that Psycho Kitten's powerset includes. Taken to its extreme, her brain can deceive her body into keeping going for as long as her determination holds out, which varies depending on the situation. With the below transformation in her arsenal, she has the potential to be extremely dangerous... if she hadn't asked the Game Masters to place limiters on her.

The Mirage of Deceit --- When left with no alternative, Callista can assume the form of a massive sword-like data construct: Innis, the Mirage of Deceit. Aside from gaining massive lances and assorted energy attacks, she becomes able to reduce anything (on the physical plane, anyway) to data with a touch and 'delete' it from existence. While in this form she can also merge with computers of almost any kind, from home PCs to the systems of spaceships (which makes virus removal a breeze). If this weren't bad enough, Callista can utilize "Full Control" to hack into Innis's powerset without needing to transform.

Power Limiters --- This does not have any effect on others, only on herself. Although she became powerful as a result of the above, Risk and the Game Masters are much stronger still. By Callista's request, she had limiters placed on her that greatly restrict her powerset and prevent her from using them intentionally, leaving only their defensive aspects alone. Only by uttering a specific password can she unlock the limiters for a set amount of time.

Maintain The Balance --- Representations of the good and bad aspects of her personality, referred to as the Light and Dark Copycats, exist in her mindscape and are at odds with each other. For more information on them, see their entry further down the page.

Callista Wildcat --- Utilizing "Full Control" in conjunction with "The Mirage of Deceit", Calli can transform into a human/Delcatty hybrid and regain her mutant form's old abilities: lightspeed travel and titanium-cutting claws, plus enough strength and willpower to unlock the full list of those techniques that Shape-Shifter once allowed her to use. In the event of a battle with everything on the line, this form is her ultimate trump card; in those battles sanctioned by the Game Masters, on the other hand, it is severely limited.

Spiderman Plushie --- Obtained from Acey during Callista's earlier years at Spamville. Has a pullstring that lets it carry out one of six different actions when the string is pulled.

WEAKNESSES

Incredibly fragile in both forms, more-so in her human form; unlike Psycho Kitten (listed farther down), she doesn't have any defensive techniques she can use at the start. She can be tough to hit at times---and nearly impossible to hit when transformed---but a strong enough move will still drop her immediately.

Unless absolutely necessary, Callista outright refuses to fly on her own strength. Theoretically she could by utilizing her enhanced mind or the cyborg costume, but this is counteracted by her fear of heights; anything higher than the average doorway makes her incredibly nervous. Even when using one of the Infinite Defense's Airboards, she prefers to stay a maximum of four feet off the ground despite how rare it is to fall off one of those things.

She can't swim, either; the lessons she took didn't take.

FAVORITE TECHNIQUES (Main)

Dew Detonation ---- Callista keeps a variety of soda pop with assorted effects on hand at all times (see below), and the strength of the effects depends on the size of the bottle thrown. For the most part she prefers to throw regular Mountain Dew, which is treated as a Star Wars-esque thermal detonator when thrown. Any use of soft drink-based attacks are limited by the number of them she has stored away in her shopping bag.

Karaoke Crush ---- Horrific singing reaches the next level as Callista belts out a tune, often improvising lyrics on the spot. With each successive turn that this move is used, the damage doubles (reaching a maximum of 480,000 HP in sanctioned battles). If Psycho Kitten is in the party, any damage done to her allies is negated.

Charge Kick ---- Whenever Callista purchases a new pair of walking/tennis shoes for everyday usage, she has them modified by the Infinite Defense's science department so that they can mimic those worn by the fictional character Conan Edogawa. By adjusting the settings, she can increase her leg speed and strength temporarily before attacking. And yes, this includes using the Mega Man 5 attack of the same name.

Noisy Racket ---- Ah, the tennis racket: Callista's blunt instrument of choice. No special properties, but it makes a nice little "whoing" noise on contact.

Tazer ---- A gift from an associate of Calli's at Spamville back in the day. Built into a ring worn on her left hand. Zaps anyone with bad intentions that it comes in contact with, reserving higher voltages for anyone who sees her as just another cute victim.

Suicide Drink ---- A slew of assorted soft drink flavors mixed together, forming a bizarre concoction. When thrown, it erupts into an incredibly thick and syrupy quagmire that bogs down a target while simultaneously dealing damage. Callista can enhance all her abilities if she drinks it, at the cost of her already low health. Also known as "Mixed Drink".

Dr. Pepper ---- A drink that can fully heal HP and cure any side effects, such as those induced by Peril.

Epitaph ---- Callista temporarily transforms into Innis long enough to swat at her opponent with the lances she holds. This takes time both to prepare and to recover from.

Peril ---- The thoughts that go through her mind concerning her physical and emotional health drive Callista into a berserk rage. For the next five minutes following the use of this move, she will automatically use a random attack from this list against anyone who targets her. For the duration of Peril, all moves that require charging/preparation are free to use. However, there is no conscious control of her actions until the five minutes are past or a "Cure"-style technique is used on her. In either event, Callista's physical strength drops sharply once Peril wears off.

FAVORITE TECHNIQUES (Full Power)

Mind Charge ---- Upon activation, each technique she has in this list gains special properties for several minutes. If an attack's charge-up time would take it past Mind Charge's period of effect, the extra effect(s) will still apply.

Quantum Cutters ---- "Speed is... weight. Have you ever been (clawed) at the speed of light?" Reference to Admiral Kizaru aside, Callista combines her full speed with her claws for maximum damage. Requires a bit of preparation time before using. MC Effect: If the target has a defensive technique in place, damage done is doubled instead of reduced.

Quad-Strike - Quadrant Blade (scimitar) ---- When spun and slashed downward, this rainbow-edged sword will fire off an isotope-shaped energy burst imbued with the energies of fire, earth, electricity and water. Callista's favorite finishing move. MC Effect: there is a 17% chance, or roughly 1 out of 6 tries, that the target hit with this attack will be temporarily immobilized.

Super Breaking Point ---- Callista stabs the ground with Shape-Shifter and causes a cascade of rocks and boulders to shoot out, creating a rocky path leading from the attacker to the enemy. This technique, which is an enhancement of the original Bakusei Tenketsu, also works with steel and various metals. Requires some prep time. MC Effect: for those whose HP is below a certain point, there is a 33% chance that this attack will drop them out of the fight.

Frost Brand: Homing Ice Comets ---- Shape-Shifter is morphed into Frost Brand, a crystal-bladed longsword, and used to fire off frozen orbs that leave icy trails behind them as they fly. Slow moving and possible to evade... although the chances of that are rather low in light of the fact that they home in on their targets. MC Effect: a 50% chance that the target is flash-frozen. If the target is struck with a physical attack while in this state, damage done will double while returning said target to normal.

Dimensional Summon: Red Wing's Comet ---- A bolt of energy from Shape-Shifter is fired into the sky, opening a dimensional portal and releasing a comet of unknown origin (so named because it resembles the Detroit Red Wings logo somewhat). The energy backlash and shockwave caused by its impact increases the strength of Callista's next attack by 50%, but she cannot use it again for several minutes afterward. MC Effect: until the next time that Callista attacks, any enemy techniques that are specifically noted to be "special abilities" will have their effects cut in half.

Dimensional Summon: Cosmetic Moonlight Blaster ---- Impossible to use in anything less than a 3-on-3 battle, and requires a large amount of preparation time. Via a hairclip placed behind her ears, Callista can trigger the chargeup and firing of one of the Infinite Defense's strongest superweapons. Even at less than .001% power, the beam is strong enough to do truly obscene amounts of damage over a wide area, and the multitude of bolts that scatter from ground zero cause even more destruction. MC Effect: 5% chance of an automatic victory.

MOUNTAIN DEW EFFECTS

The strength of each flavor increases with the size of the bottle.

Regular: Causes an explosion akin to a thermal detonator. The Throwback variety can cause a minor electrical fire in addition to this.

Code Red: Creates fireballs if thrown. If held and opened, it functions as a flamethrower.

Livewire: Creates a violent surge of electricity.

Baja Blast: If thrown, it deluges the target with water. If held, it acts as a large fire hose.

Pitch Black: Creates a short-lived black hole.

Voltage: Combines the powers of ice and electricity. Works very well over a wide area.

Revolution: Influences the minds of low-level mooks and causes them to follow the user's orders for a short while. The effects depend upon the mental strength of the target(s) and the charisma of the user.

Supernova: Rapidly displaces the air at the impact point, causing anyone and anything within range to get violently thrown away.

White-Out: Temporarily erases a target from reality. When the effect reverses itself, the target may continue on with his business without realizing what happened.

Distortion: Causes time to slow down at the impact point, effecting the target and anything in the vicinity.

Typhoon: Traps the target in a tornado. If held and opened, it blows away everything in range with high winds.

Diet Ultra-Violet: Exposes the target to heavy ultraviolet radiation. This will result in uncomfortable burns, at the very least.

Game Fuel: Acts a fragmentation grenade. This effect was discovered by Metroidvania at Spamville in fall 2007.


OTHER

A&W Root Beer: Acts like regular Mountain Dew, but waits 10-30 seconds before exploding. This is the only stand-alone flavor which is dangerous to the user if consumed.

Dr. Pepper: Only works if consumed. Will heal whoever drinks it, both physically and mentally. The Throwback variety is strong enough to cancel out overabundances of Color energy, keeping them at safe levels. It can also restore low levels of said energy to their normal amounts if the user so desires.

Faygo Rock 'N' Rye: Fires a volley of fireworks.

Faygo Moon Mist: If consumed at sundown, this allows the person to stay awake through the night without any ill effects. Once the person actually does go to sleep, however, they will more often than not stay asleep twice as long as they would otherwise intend.

Sunny Daylight, Sunkist (all flavors): Exposes the target to solar energy.

Hawaiian Punch (all flavors): Hits the target with a giant fist.

Coca-Cola and Pepsi: Highly acidic. Pepsi's Throwback variety is even more so.

Suicide Drink: See Favorite Techniques.

Gatorade (all flavors): Only gains its effects if mixed with Coke or Pepsi. Releases an elemental alligator that will act on its own for a short time, the element depending on the flavor of Gatorade used (ex. Grape = Poison).

Powerade (all flavors): Only gains its effects if mixed with Coke or Pepsi. Releases an elemental heavyweight boxer that will act on its own for a short time.
Last edited by AmbushCat on Wed Feb 10, 2021 11:15 pm, edited 37 times in total.
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Re: The Shadow Gang, etc.

Postby AmbushCat » Wed Jun 25, 2008 5:31 pm

Risk

"Life is a game. Play it."

Personal Theme: Tchaikovsky's '1812 Overture', with this portion heard when she's gearing up for a game
Battle Theme: Lords of the Realm 2 - Battle 4

Species: Human

Age: At least five centuries; appears as a thirty-something year-old woman

General Description: A member of an omnipotent group of gamers, known as the Rules Committee or Game Masters back in Callista's home universe. The group is in charge of keeping foreign changes out of their universe---which means nullifying any extra abilities/adjustments that Ambush Cat may undergo without permission---since the universe they are from is incapable of supporting those things without collapsing. Risk herself is congenial towards everyone, though not overtly friendly, and is willing to give others the benefit of a doubt.

HISTORY

Much of her past is a complete mystery, the same as the rest of the Game Masters; however, she willingly divulged some information on a lost artifact known as the "Spam Sandwich", and she would later provide additional info of her own accord. None of it says what her real name is.

During her youth Risk had some negative experiences with a Spamville-esque universe, gaining reality-warping abilities during her stay there before finally leaving. As she grew older, she had to use those abilities to hide the fact that she ceased to physically age during her 30s; ultimately she ended up faking her death by diabetic complications during her 80s, leaving behind a fake body that would gradually deteriorate over time, and she left her home universe forever. She made one attempt to return a while later, but gave up on it, saying that it wasn't the same anymore.

While she was wandering a number of parallel Earths for some years afterward, relying on her love of games to keep herself going, Risk met up with several others---human and alien alike---who were gathering a small group together to live separate from society and keep themselves entertained with games forever. Feeling she was losing nothing in doing so, Risk joined the group and would go on to demonstrate that when it came to board games in general, the others had nothing on her; this would lead to her changing her name to reflect that superiority, much like how the others had names that showed their specialties.

Centuries of universe-hopping and staying out of the sight of people at large followed. After arriving in a universe where the Super-Cats had only been in operation for several years, Risk and the others pulled some strings to introduce Wildcat to a powerful admiral---getting the mutant's forces stomped during their first meeting---and orchestrated a five-year intergalactic competition known only as "The Game" (which was only interrupted for summer vacation). Even after The Game concluded, Risk has continued to keep an eye on Wildcat (and later Callista) to make sure she stays on the straight and narrow.

MAIN ABILITIES

Pretty much anything and everything, although she's at her best with things that pertain to board games in some way (such as shoving people aside with gigantic Sorry! tokens). Several examples are listed at the bottom of her dossier.

When Risk isn't actively warping reality, her powers are sealed into a pair of dice earrings. It isn't the only set she owns by any means, as she can spawn and recreate dice at will. The results of the die roll and the types of dice she uses can influence what turns up on the physical plane, if variety is what she's looking for.

Limiters --- Like the rest of the Game Masters, Risk believes that it is better to play a fair game and have fun than it is to win. If faced with a weaker opponent in a sanctioned fight, she'll deliberately limit her capabilities in order to offer a 50% chance of winning.

WEAKNESSES

If she's battling without her limiters, she has no weaknesses that can really be exploited. She can be caught off guard on rare occasions, but it's not to be counted on as a reliable strategy.

FAVORITE TECHNIQUES (Samples)

Stratego Onyx --- Powered by one six-sided die. Risk spawns a 19th-century soldier crafted from onyx; the soldier will take a few shots at the target before disappearing. The accuracy and power of the shots depends on the die roll.

Scrabble Scramble --- Powered by a twenty-sided die. Scrabble tiles rain down overhead, some of them expanding to the size of a kitchen table without warning. If a seven-letter word is formed by the rain, two of the table-sized tiles will attempt to slam the opponent between them. The die result influences the duration of the technique, the point value and the table tiles' appearance rate; higher results could mean that seven-letter words show up more frequently.

Reign of the Conqueror --- Powered by three six-sided dice. Risk transforms the battleground into her namesake's board and mows down the enemy with a massive cavalry charge, while a fragment of the 1812 Overture (see "Theme Song") plays in the background. If all three die rolls are sixes, there is no force in reality that can protect the enemy from this OHKO strike.

-----

A listing of the remaining Rules Committee members follows:

ALIAS: Fanta
AGE: Unknown
SPECIES: Human
GENDER: Male
SPECIALTY: Role-playing games, card games
OTHER: A stickler for the rules, and is a bit of a prankster. Is the Committee's referee by default by virtue of being the group's founder.

ALIAS: Vieza
AGE: At least 900 years
SPECIES: Saiyan
GENDER: Male
SPECIALTY: Action/fighting games
OTHER: Has excellent organizational skills. Is quick to point out when something is out of place. Favors the unexpected. Has the most direct experience with combat.

ALIAS: Coruscant
AGE: Unknown
SPECIES: Zelosian
GENDER: Male
SPECIALTY: Strategy games
OTHER: Very quiet, but his mind is constantly working. Detail-oriented and creative, being responsible for creating both the massive gaming table used by the Committee and their ship, the Enigma Strategy.

ALIAS: Osgood
AGE: At least 650 years
SPECIES: Juraian
GENDER: Male
SPECIALTY: Sports games
OTHER: Inquisitive, thinking of questions about situations that escape the others' notice. Is well-versed in life's little things.

ALIAS: Overa
AGE: Unknown
SPECIES: Unknown
GENDER: Male
SPECIALTY: General
OTHER: Very laid back and easy-going, and is quick to share what he has with other people. Doesn't specialize in anything in particular.

-----

Psycho Kitten

"Calling me 'mental' wouldn't accomplish much."

Age: Late teens

Species: Felinoid (domestic shorthair; fur on head is pink)

General Description: Is prone to occasional fits of rage, hence her self-assigned moniker. Works for the Infinite Defense as their Field Marshall, putting her in charge of occasional inspections and investigations akin to an Inspector General's job.

Theme: "Brain Freeze", from Command & Conquer - Red Alert 2: Yuri's Revenge

HISTORY

P.K. had her abilities from an early age, but was fortunate enough to have plenty of associates who didn't care about her mental superiority or occasional bursts of madness. She remained on Kittenoa with her friends until word got out of the Super-Cats' existence in 1994. and would later become their Field Marshall after the advent of "The Game" once it became clear that those systems under the Infinite Defense's jurisdiction would occasionally require policing.

During a visit to Muffinville around 2009 or so, P.K. requested a wish from a genie in order to deal with two issues: her oversized head, and the aforementioned temper tantrums that could sometimes cause her powers to rampage. The genie willingly made those changes, turning her head fur pink during the process; P.K. considers this change irrelevant to the fact that her mind is completely stable and has given it no further thought.

MAIN ABILITIES

Psycho Analysis ---- This term is used to describe P.K.'s powerset as a whole. Like Callista she has complete control over her mind and all its functions, although unlike her boss it came about as a pre-birth mutation and lacks any sort of access to mid-tier reality warping. A partial list of her abilities includes telekinesis, telepathy, intelligence that far outstrips almost everyone else on the planet, and a picture-perfect memory.

None of this has any impact on her physical strength; in that regard she's only about as fit as the average adult human. She's defensively fragile compared to the Infinite Defense's powerhouses, and she knows it. She thus relies on a combination of her speed and brainpower to keep from getting hit.

Psycho Boost ---- P.K.'s "Super Mode", doubling the strength of all her attacks and giving her a nice green glow. She can sustain this for up to five minutes before needing to rest.

Agility and Speed ---- Standard cruising speed is 400 MPH, but according to P.K., her top speed is a few MPH above the speed of light. Standard Game Master limiters apply here.

SECONDARY ABILITIES

Energy Manipulation --- Her default means of attack when she isn't relying on her brain.

Sound Manipulation --- Toying with sound waves and such can produce some rather strange effects.

Transformation --- Not in herself, but in others. Using her mind alone, P.K. can completely rewrite a person's genetic code and transform that person into someone or something completely different; she was the one responsible for turning a clone of Callista into the mouse that regular visitors of Circe's Shop now know as Cynth. She cannot turn living beings into inanimate objects, however, and unless outside forces get involved these transformations don't last long.

Shinguards --- Not an "ability", but still worth noting. Worn beneath any clothing at all times are some shinguards, equipped with sound dampeners of her own design. Those that are allied with P.K. will not be effected by the sound-based attacks she uses.

WEAKNESSES

Although it seems odd that this would be the case for a Psycho-element master such as P.K., she is unable to fly on her own power and can only succeed in hovering for short periods. She has plans to fix this, however.

As stated above, P.K.---while not physically weak---has trouble taking hits; if one has figured out counters to her brain and agility, one or two good attacks are generally all it takes to KO her. Again, she is taking steps to improve this.

Nothing in P.K.'s arsenal can harm those who are truly "stupid" in every sense of the word, and can actually make her ill if she tries to use her brain against them; once, after curiosity made her attempt to read the mind of a felinoid whose superpower was stupidity, she was immobilized for several weeks by a severe illness.

All of P.K.'s damage-causing attacks are wide-area in nature, intended to hit multiple targets. Against single targets, some---such as her Ultrex Bomb---aren't quite as effective.

FAVORITE TECHNIQUES (Main)

Spider Grip --- A ray shoots from P.K.'s eyes and splits into multiple beams, hitting all targets in a given vicinity. This attack has its name due to its perfect accuracy and its ability to avoid any defensive measures taken.

Sine Jazz --- P.K. freely manipulates any sound waves around her to form a strong barrier, reducing all attacks used against her to 10% of their original effectiveness for several minutes.

Psycho Scream --- P.K. takes a deep breath, then leans forward and lets it all out with a tremendous, blood-curdling shriek that lasts for nearly half a minute. While the attack will do physical damage to anything within earshot, any opponents within half a city block of her will suffer additional damage due to mental strain.

Mental Bolt --- A psychic blast in energy form. It's a tossup as to whether or not this will hit its target, but if it does it can induce complete paralysis and halt attack preparations for upwards of a minute. Can't be used twice in succession.

Ultrex Bomb --- Named for a fake bomb in an old Fantastic Four/Incredible Hulk comic story that allegedly had the power to destroy the planet. P.K. leaps into the air, concentrates all her energies, and causes a huge explosion. Testing has shown that if she doesn't concentrate prior to releasing the explosion, it can destroy or damage everything in a 1,000 mile radius.

FAVORITE TECHNIQUES (Full Power)

Objection --- Telekinesis at work, as P.K. grabs hold of any and all debris nearby and throws it in a wide arc.

Hallucination --- P.K. disappears entirely, generating an illusion of herself to take damage; the illusion usually disappears after a minute, but if it absorbs damage past a certain point she can turn all that power back on the attackers. Can't be used twice in a row.

Recover --- About what you'd expect, as P.K. can restore her health by about half of its base amount. Fine when in tandem with her Sine Jazz technique, but otherwise it's not very useful.

Trickery --- P.K.'s brain influences her target, forcing it to take damage for her until her next attack. Wears off after a bit. Can't be used in 1-on-1 battles or twice in a row.

Sonic Flare --- Using her brainpower to increase her speed, P.K. races around the enemy team and catches them all in the resulting shockwave. Again, it can't be used twice in succession.
Last edited by AmbushCat on Sat Oct 22, 2022 10:56 pm, edited 16 times in total.
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Re: The Shadow Gang, etc.

Postby AmbushCat » Wed Dec 10, 2008 12:51 pm

Zapana Zquor

"If there's a malfunction at the idiot factory, it's my job to fix it."

Age: Early seventies

Species: Wolf caninoid

Personal theme: Night of Fire, by Niko
Battle theme: Alternatively "Hell's Gate Open", Mythos Remix, from Megaman Zero 3, or "Soul Ablaze" from Megaman ZX Advent, depending on whether she's holding back or not

Physical Description: Gray timber wolf caninoid. Fur is a uniform black, and her eyes are blue. Likes to dress in purple and yellow.

General Description: Was once very hot-headed, but has taken some time (literally) with the Protoss in order to mature. Has a soft spot for anything small and cute, especially hamsters. Was once forced to work for a Lord Surtur-analog, but has since broken the physical and emotional bonds. Hates having people tell her what to do, unless the orders come from someone that she actually likes. Is emotionally attached to Aldonza and Callista. Is prone to giving group hugs if at least two people she likes are standing in relative proximity to her.

HISTORY

A member of a clan from Kittenoa's closest equivalent to Japan, Zapana was abducted in her youth and used as a test subject for a madman's serum, Codename: Fenrir Blood. While the serum acclimated itself to her system, she was forced to work as his right-hand wolf; although she was allowed out of his sight, she couldn't have any contact with other people. Her closest friend, if one could call it that, was an AM/FM radio; the pain and loneliness she dealt with left her bitter and depressed. The only good thing she gained from her experiences was a lifelong love of music.

Finally, she'd had enough. Fighting past the urges brought on by the serum the entire time, she triggered a volcanic eruption and destroyed her master's base; the aftermath would keep Lord Furtur too occupied to find Zapana for more than a decade. Meanwhile, she eventually made her way to Earth and joined up with the team that Aldonza was a part of. She would later reunite with her clan, but it was agreed that Zapana stay on Earth for her own safety. Kittenoa's courts would rule that her time with Aldonza and the others would serve as her probation, in light of the crimes she committed while she served Furtur.

It took time and a ton of persistence, but after a prank that went wrong almost grievously injured Aldonza in the mid-1990s, it finally sunk into Zapana's brain that the fox was willing to be friends with her regardless of her jealousy. This proved to be the lifeline that Zapana needed when her parents died around the same time, pulling her out of the deep depression she'd fallen into and working to ease her grief. Following the discovery of the Villes and some time spent with the Protoss in Callista's home universe, Zapana has managed to sort out most of her mental issues and is now relatively stable mentally.

As of 2011, Zapana no longer works for the Infinite Defense in any space-based operations, preferring to stay land-bound instead.

MAIN ABILITIES

Sensitive hearing ---- Can hear a whispered conversation from up to six miles away in an urban area, taking into account such things as automobile traffic and animal calls. With practice she has been able to tune most of it out, but Callista's awful singing can still make her ears ring for hours.

Sensitive eyesight ---- Possibly outdoing her firepower in importance is her incredible vision. Provided she has a clear line of sight, she can discern the details of any human-sized object from as far out as five miles and identify exactly what it is. The clarity of her vision is enough that she isn't hindered by thick fog or smoke. Both of these abilities Zapana has had even before she was subjected to the Fenrir Blood serum.

Fire Manipulation ---- What Zapana is most known for. Aside from controlling the temperature of the flames, she can control their intensity as well; all the heat of a raging forest fire can be condensed into an orb that only effects an area fifteen feet across, but does damage far out of proportion to its size.

Physical Strength ---- The Fenrir Blood serum was responsible for both this and the fire manipulation above. At roughly middle age, Zapana's strength is as high as it will go; at maximum power, one punch is all it will take to split open the planet. From this point on her strength will decrease the older she gets---she'll be as weak as the average human towards the end of her natural life---but that aside she doesn't need to worry about accidentally breaking whatever she touches, as with her hearing.

Zapana's physical strength isn't limited to her arms and legs, but rather extends to the rest of her body as well. Amongst other things she is completely immune to strangulation, either by the Force or otherwise.

Agility and Speed ---- As with most Super-Cats who claim superspeed as part of their powersets, Zapana is highly quick on her feet. Her cruising speed is a hair shy of hypersonic, while her top speed has been calculated to be right around 890,000 MPH. In official battles, limits on her speed are enforced by the Game Masters to prevent an unfair advantage.

Except in rare cases, most Super-Cats laugh in the face of the natural order. Being able to make sharp turns and safely curve around obstacles are par for the course; their brains speed up to match as well, allowing them to---amongst other things---think many times faster and comprehend when something is in their way. It typically takes another Kittenoan to either outspeed them or outthink them to bring them down. Sonic booms, strangely, are optional.

SECONDARY ABILITIES

Darkness Manipulation ---- Zapana uses this to augment the potency of her fire attacks; most of her higher-tier techniques require this. Since darkness plays second fiddle to fire in her case, she never uses this ability by itself.

Transformation --- Negligible. Before reaching the height of her power, Zapana needed to tap into this in order to utilize her full capabilities. After the decades (from her perspective) that she spent with the Protoss, not only can she use her full strength from the start, she no longer receives as much feedback from her high-tier attacks. Her eyes' irises still turn black when she uses them or her Dark Fire technique, but that's just a cosmetic difference.

Funeral Dirge --- A set of abilities and weapons obtained after fighting and defeating Dirge, one of Raleigh's familiars.

#1: Unrequited Love --- Previously known as Grave Danger. A massive red-and-black sword as wide and nearly as tall as Zapana herself. It was later upgraded by the Infinite Defense's Neon Advanced Weapons Laboratory, becoming tougher to destroy than its wielder and serving as a conduit for her planet-busting strength.

#2: Wing Dust --- Stated by Raleigh to be "Lust Dust". Later tests showed that the dust is capable of influencing a target's thoughts, making him/her more likely to desire Zapana instead of fighting against her. Those with a strong mental fortitude can resist or completely stall its effects, however, making it more useful against mooks.

#3: Heavy Stinger --- Armor for her tail, lined with spikes and capable of piercing thick armor. Comes with a telescoping feature. Doesn't make use of it much due to her tail not being terribly long, but this is still Zapana's favorite of the bunch.

#4: Soul Sight --- Upgrades Zapana's already stellar vision, letting her negate illusions outright and determine whether someone is living or dead.

#5: Blood Lust Satiate --- Balances Zapana's temper and state of mind, allowing her to keep her cool even in the face of an overwhelming desire to fight.

WEAKNESSES

Zapana cannot fly on her own power. Attempts to keep herself airborne via flame bursts from her feet tend to be rather choppy at best.

If an attack is on the way that she can't dodge, she'll usually attempt to tank the hit instead of raising any sort of shield. In most cases she can handle it; to quote her, "You'd have to drop all of Mt. Everest on me before you could begin to do me serious harm", and the majority of energy weapons (bladed and otherwise) won't even break the skin. There's no shortage of people who meet her lofty standards in the multiverse, though, and Aldonza (as an example) knows how to amplify her blasting power enough to break through her defenses via brute force.

It should also be known that while she's capable of attacking with the Kokuryuha, she doesn't have access to the Jagan Eye of its original wielder. As such, she can only have one dragon active at a time, and she has to rest in-between each utilization.

FAVORITE TECHNIQUES (Main)

Dark Fire -- Similiar to Eunice's Dark Water technique, Zapana can project a wave of purplish-black fire along the ground to inflict wide-area damage. This takes a few moments to charge up.

Hiken -- Translates to "Fire Fist", this is essentially the same as Portgas D. Ace's attack: an oversized fist of flame. Anywhere from short- to long-ranged. Hardly ever used twice in succession.

Triple Hammer -- Zapana punches with both fists and kicks out with one foot simultaneously. The circumstances that would allow her to pull this off are incredibly rare, and it's next to impossible to accomplish this from a standing start, so she generally favors the next technique if it's damage she's going for.

Hall of Holyfield -- Fist + Black Fire + Zapana's raw strength = KO. Short-range attack. Not hard to dodge, but then there really isn't any other option. The closest equivalent to this attack would be Little Mac's K.O. Uppercut from Super Smash Bros. 4.

Fire Wall -- If the opponent's strength is waning or if he/she can't fly, Zapana can surround a target with this to hinder their mobility.

Extreme Heat -- Zapana temporarily becomes a living fireball, doing damage by proximity alone. The high temperatures linger for some time even after the attack runs its course. Rarely used twice in a row.

Power Struggle -- More of a "last ditch attempt" thing than anything else, Zapana can use the strongest attack inflicted on her during the battle against her opponent. Due in part to its main requirement (can only be used when low on health) and the differences between her powerset and that of the foe, this automatically knocks her out after usage.

FAVORITE TECHNIQUES (Full Power)

Plasma Blast -- In those cases when Zapana needs to inflict non-fire damage, she can gather nearby energy into her hand and fire it off as a high-intensity beam.

One Hand Clap -- To quote Zapana, "Imagine a dark hole surrounding you. Now, imagine the mother of all backhands coming out of this hole to whallop you into next month." Coincidentally, the dark hole she's talking about refers to her battle aura, manipulated to such an extent that it temporarily cancels out the target's senses. Can't be used twice in succession.

Explosive Tengu Assault -- Zapana combines her fire with all four limbs and launches a supersonic attack barrage, ending with a blazing ground-to-air-to-ground combination. If she's hit with an attack while she's gathering the energy for this, she allows her anger to get the best of her as a means of doubling this technique's damage output.

Temple of Tyson -- Like Hall of Holyfield, this combines Zapana's fists, power and black fire. Unlike HoH, she can maintain this barrage of punches for up to 90 seconds before needing to stop and catch her breath. Until she does so, sneaking in a melee attack is next to impossible.

Triumphant Volcano -- Zapana quickly tunnels underground, charges her energy, and causes the battle arena to erupt in a brilliant display of fire and magma. This takes a bit of time to accomplish.

(Ensatsu) Kokuryuha -- Or as those familiar with it call it, the "Dragon of the Darkness Flame". Zapana draws on the deepest depths of her abilities and turns loose a serpentine dragon composed of black fire onto the opposition. If the attack is reflected back at her, she'll voluntarily let herself be hurt in order to re-absorb the dragon into her body; this serves to double her attack and defense until the powerup wears off on its own. This technique takes a bit of time to utilize.

GAME-CHANGER: Heat Sink

The Heat Sink series is a three-step process culminating in Zapana's only named Planetary-grade attack:

#1: Expulsion --- Channeling all of the fire and heat from her body into the ground, INCLUDING a reflected Kokuryuha. This will temporarily overtax her Fenrir Blood, returning her coloring to that of her childhood self and changing the state of the arena until the next step is carried out.

#2: Zero Velocity --- Forcibly reabsorbing ALL of the heat she just got done expelling, along with all remaining warmth in the area. This will reduce the temperature to Absolute Zero, and if Zapana doesn't go about things the way she's supposed to, then prolonged exposure to the sheer cold will kill her.

#3: Arctic Firestorm --- Gathering her internal fire and external ice together into a wide-angle blast that's simultaneously colder than deep space and hotter than the sun's surface. If done correctly, both elements are completely isolated from each other and will do nothing to cancel each other out.
Last edited by AmbushCat on Mon Dec 16, 2019 12:29 am, edited 16 times in total.
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Re: The Shadow Gang, etc.

Postby AmbushCat » Wed Feb 18, 2009 11:06 am

Aldonza Karate

"What's the point of having a life if you don't do something with it?"

Age: Around 30-35 years or so

Species: Mixed-breed fox caninoid. Half red fox, half bat-eared fox.

Personal Theme: "Believe", Folder5
Battle Theme: "Airman Windshear" by AE

Physical description: Has all the markings of a red fox caninoid, plus the oversized ears and teeth of a bat-eared fox. Half-French and half-Turkish. Her tail is easily several meters in length and is typically kept curled up behind her, resembling a cinnamon roll when viewed from the side.

General Description: Very upbeat and energetic, being borderline genki at times. Is never bored, always having something to do. Has somehow managed to become Zapana's greatest friend, and is the one she respects the most. Loves to cook, and is able to make just about anything taste good. Loves anime, in particular Pokemon and Sailor Moon, and will go berserk if they're insulted in some way. Does some occasional globetrotting, and sometimes slips into other languages without meaning to. Her enthusiasm and workaholic tendencies have been detrimental to her at times.

Extra Equipment: See below.

Jusenkyo Curse: That of a normal teenage human girl.

HISTORY

As a small child, Aldonza was rather clumsy and would repeatedly trip either over her feet or---as was more often the case---her abnormally long tail. Other kids (and the occasional bully) would tease and mock her for this, and eventually she decided to take some self-defense courses to try and shut them up. "Friendly yet violent" wasn't the way to go, though, and she'd get into frequent trouble with her parents after she finished her classes.

Deciding she needed an adventure one day, she jumped into a dimensional portal that was outside her window... and ended up in South Africa, of all places. Traveling whenever she could and doing her best to learn about humanity, she eventually ended up hiding out in Death Valley, USA with several other Kittenoans. Investigation of a serious crime in Washington State landed them a fourth teammate, Zapana, and later led to them hopping around the United States until their arch-nemesis was dealt with. During all this, Aldonza reconciled with her parents and resumed her education in the state of New York and, later, at the University of Nevada-Las Vegas.

Amidst all the teasing and mockery from Zapana (and more than a few jabs dealt in return), Aldonza did her best to reach out to her and pull the super-soldier out of her manic-depressive moods, although she didn't have much success until after the Super-Cats were formed. As the years went by, Aldonza dealt with joys and trials alike: marriage and a family of her own, diving headfirst into a universe of combat possibilities unlike anything she'd known before, the loss of her father to Brain Cat's Armada, and several illnesses brought on by her refusal to delegate her workload. Through it all, she does her best to keep a smile on her face and look towards a happy future.

MAIN ABILITIES

Flight ---- Her earliest-gained and most often used ability. Aldonza has enough control over her tail that she can use it to keep herself airborne for long periods. She cannot soar into outer space or anything like that, though.

Combat Master ---- Has trained herself in several unarmed combat styles, using not only her hands and feet but also her tail. Kittenoa's supervillains and former schoolyard bullies alike still remember her lightning-fast kicks.

Laser Vision ---- So named for the beams of energy she can fire from her eyes. By themselves they aren't terribly strong, although it's more than enough to deal with the common criminal in most cases.

Agility and Speed ---- Standard cruising speed is Mach 3. Top speed is around 900,000 MPH. Standard Game Master limiters apply.

SECONDARY ABILITIES

Combat Drive ---- Experimentation during the years of "The Game" resulted in Saiyan DNA (or Saiyajin, whichever you prefer) being successfully fused with her systems. Because of the restraints placed on it by the Infinite Defense's scientists, Aldonza doesn't increase in strength after tough fights or transform by full moonlight; instead, when a battle pushes her to the point where she truly loves what she is doing (or if she is greatly stressed going into the fight), the Combat Drive kicks in and amps up all her combat capabilities for several minutes. Her orange fur turns pink as a visual side effect.

Air Manipulation ---- Although she has been able to fly for most of her life, it wasn't until after the advent of "The Game" that she learned how to successfully control air and wind to help her fight. This plays second fiddle to her flight and other combat abilities, so it usually doesn't come up unless a Game Master-sanctioned battle is underway.

WEAKNESSES

While nowhere as bad as Psycho Kitten, Aldonza is not the greatest when it comes to physical toughness (this is true of most Kittenoans, actually). If the other person can keep up with her speed, or successfully tank enough hits from her and retaliate, then she has some difficulty recovering.

FAVORITE TECHNIQUES (Main)

Mirror's Reflection ---- Aldonza can increase the power of her laser vision several times, then harden the energy in front of her to form a reflective shield. Half of the enemies' attacks can bypass the shield and do damage to her, but the remaining half bounces off the shield and returns to its originator, damaging it. This also holds true for whatever attacks that can remove Aldonza from the battle, aside from those that are incredibly overpowered.

Hyper Tornado ---- Aldonza flies up into the air, then spins herself AND her tail as fast as she can. This creates a tremendous tornado that entraps an enemy and prevents it from attacking temporarily, as well as bombarding them with razor wind and debris. This move can't be used for some time afterward.

Tae Kwon Disco ---- Over the course of 10 seconds, Aldonza can use her speed to launch up to 3,000 different attacks (from all directions) using her arms, legs, and tail. If Aldonza's been weakened mid-battle for whatever reason, it will still do full damage; however, the effort she expends will put serious strain on her muscles. Also, preparing herself for this technique takes a bit of time.

Wind Blaster ---- Aldonza spins both her arms as fast as she can, causing whirlwinds to form around them; she then takes aim and blasts the opposition with them. If used as a close-range attack, it becomes the Tornado Fist.

Laser Tail ---- Regarded as her signature technique. Aldonza's tail curves around in front of her and rotates at high speed, creating a small tornado. She then fires her laser vision into the whirlwind, releasing a larger beam about 5 feet in diameter. Despite its relative lack of strength, it's notable for the fact that defensive techniques don't reduce its damage; in fact, the damage only doubles.

Cascading Flower Storm ---- After preparing herself physically and mentally, Aldonza flips around the battlefield and scatters black flower petals. Aside from doing some fine damage to the opponent's HP via poison, the petals also serve to fully restore the health of all her allies at once. It is rumored that Kodachi Kuno was the inspiration for this technique, but if it's true, neither of them will confirm it.

Full Restore ---- Completely restores the health of any individual fighter, counting herself. She is limited to four uses of this technique per battle.

FAVORITE TECHNIQUES (Full Power)

Party Table ---- If surrounded by opponents, Aldonza can drop to the ground and launch a helicopter-like barrage of split kicks. In sanctioned battles, the total damage increases by 1.5x if everyone else on her team has already moved before her. Can't be used twice in succession.

Double Crush ---- Aldonza flies into the air, arms herself with a Tornado Fist on each hand, then divebombs the enemy into the ground.

Jet Stream Elixir ---- Having the effects of a cool breeze on a summer's day, this move can completely restore all allied fighters' health and status conditions (except for those already out of the battle). This does not effect MP. Aldonza can't use this move more than once per transformation.

Stone Stinger ---- Repeatedly jabs with her tail, utilizing enough force to punch through rock and some weaker metals. This attack will do increased damage to anyone who steps in to defend her target.

Central Air ---- An explosive gust of icy wind, coming seemingly from out of nowhere, washes over the opposition and blasts them out of the way. Can't be used twice in a row.

Laser Tailnado Cannon ---- Aldonza goes horizontal and initiates her Hyper Tornado technique, then fires her laser vision while the tornado is active. The resulting energy beam is nearly twice as wide and powerful as the tornado is, but there's a 50% chance that it'll harm her as much as the target(s). Can't be used more than once per transformation.

GAME-CHANGER: Flash in the Pan

Requires her Combat Drive to be active just for her to survive the stress. Accelerating to her full speed, Aldonza takes her Tae Kwon Disco to its logical conclusion to completely and utterly pulverize her opponent, delivering as many physical attacks that it takes to bring them down to size in the shortest time possible. Occasional wind and ice-element attacks are scattered throughout.

------

"If it weren't for Fangirl over here, I'd be busting chops and grabbing treasures right now... at least those that I could carry."

Name: Mini-Lina Inverse (or just Mini-Lina for short)

Personal Theme: KUJIKENAIKARA, by Megumi Hayashibara; linked cover by Minami Kuribayashi and Mikuni Shimokawa
Battle Theme: In My Unlimited Desires, by Megumi Hayashibara

Species: Sentient figurine. Can turn human via her Jusenkyo curse.

Age: 7-9 years (actual), 15-16 (physical, as a human)

General Description: As stated above, Mini-Lina is a figurine of Lina Inverse given life at Circe's shop. Appearance-wise, she has her attire from the OVAs and the fiery red hair of her anime counterpart. She states that her size is "just right", meaning that she can recline in one of the pockets on Aldonza's jacket comfortably and still have a good view of the goings-on around her. Her Jusenkyo curse, on the other hand, is that of a normal teenage human girl.

Mini-Lina technically belongs to Aldonza, but she'll still happily do her own thing whenever she sees fit. She exploits her curse for all that it's worth, gorging herself on massive dinners and then switching back to her figurine form to avoid the subsequent drawbacks of overeating. Whenever Zapana isn't around, though, M-L does everything she can to keep Aldonza in line. For all that they act like a strange version of Abbott and Costello at times, the both of them are fierce friends of the other and will protect each other to the last.

Abilities: As a human, she doesn't have much going for her. In that form she has no special powers to call on, though some karate lessons that Aldonza gave her have managed to stick with her.

As a figurine, she has the original Lina's complete powerset down to the last spell, with all of the destructive and potentially world-ending firepower that implies. The chaos words she uses for the Ragna Blade and Giga Slave are different from the norm, utilizing Goldie's power specifically instead of just any iteration of the Lord of Nightmares. As a partial example, she refers to Goldie as "sparkling like sapphires in the midnight blue".

------

And my very first creation...

Teasy Melika

"'Laughing with' people is my day job."

Age: Around 31-35

Species: Bengal tabby felinoid

Physical Description: Always dresses in purple or indigo, complete with baseball cap.

General Description: The first to be called a "Super-Cat". Easy-going, and likes to joke around with people. Works as a stand-up comedian and part-time actor. Sometimes works as a tag team with Ambush Cat.

Abilities: Is more of an old-school crimefighter, especially when compared with the more overpowered Zapana and Aldonza. Specializes in "Rad-Class Aerodynamics", in which he dons a pair of shades, wields a spiked mace, carries a laser cannon on his wrist, throws flaming baseballs around, and generally looks cool. For some odd reason, the stripes on his body can be used as projectile weapons.

Status: Having gathered the material he needs, Teasy has returned to his home on Callista's Earth and has not shown his face in Muffinville for some time.

Theme: "The Entertainer" by Scott Joplin
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Re: The Shadow Gang, etc.

Postby AmbushCat » Mon Feb 23, 2009 9:38 am

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Maria Kathleen

"...Am I supposed to say something?"

Age: Mid-twenties

Species: Human

General Description: Formerly a kraken who attacked a seafaring ship while Caprice and several other Muffinville notables were on-board, the wounded sea creature was transformed into her current state when Ambush Cat targeted her with a beam of Scarlet energy. Maria is naive to the ways of the surface world, although she knows enough about sea life to be of some use to those who need her. She is a relatively fast learner in some respects.

Abilities: Since it was Scarlet energy that she was hit with, Maria occasionally gets the urge to shop; and, like the person that the Scarlet color was based on, she is very good at it. Otherwise, she has no special powers whatsoever.

Due to some off-screen events, Maria has picked up the same Jusenkyo curse as Aldonza and Mini-Lina. When switching her from her 20-year-old form to her teenage form, it serves to nullify the Scarlet energy in her body.

Status: Following the invasion of her apartment by Kerrigan's Zerg, Maria has taken up residence in Spamville.

Theme: "Echoes", by Michael Walthius
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Re: The Shadow Gang, etc.

Postby AmbushCat » Sun Mar 01, 2009 10:58 pm

Goldie, alias L-Sama

"Deep hurting. Deeeep hurrrtinggg."

Age: Unknown

Species: ???

Physical Description (as human): Blonde. Very tall, easily reaching seven-foot-six. Wears a complete adamantium suit of armor and adamantium-toed boots, but conceals it beneath a long, flowing white dress. Has a silver tiara.

General Description: An alternate-universe Lord of Nightmares. Gives Ambush Cat occasional advice on what to do, reminding him of the situation at hand. Has an absurd sense of humor, which is evident by the "experiment" that she is currently running in her realm (hint: "Saaaanndstorrrmm!"). Has showed up recently to assist Ambush Cat with a few things.

Abilities: Everything that comes with being L-Sama. Unlike most versions of the LoN, she can use a physical form at will (as mentioned earlier), and loses next to none of her awesome power when she does so. Can split her power across vast distances. Wields a mean shovel.

Theme: Do you even need to ask?

-------

The following do not show up in the Muffinverse proper, instead being referenced as part of Goldie's experiment in the Sea of Chaos: forcing a de-powered mazoku lord to watch bad movies and fanfiction given life. As of the day when this edit was made, year #16 was in progress.

Name: Curtis Wildcat
Description: A clone of Callista's pre-shopaholic self. Tasked with keeping the others in line, but often causes just as much trouble thanks to his massive appetite. Serves as the group's Joel/Mike/Jonah.

Name: Hellmaster Phibrizzo
Description: Survived the events of Slayers NEXT, only to takes things too far when seeking revenge on Lina Inverse. Was subsequently de-powered by Curtis's anti-magic aura for the duration of his imprisonment. Is the group's Tom Servo.

Name: Clawshu Mewkubi
Description: A clone of the genius scientist of the same name, who exists as an anime character in the universe of the Swat Kats. Has decked out Phibrizzo's prison with all sorts of technological odds and ends. Acts as the group's Crow.

Name: Aisha Clan-Clan
Description: Helps keep the Satellite in order, and acts as a restraining bolt for Phibrizzo's temper and darker tendencies. The Gypsy of the group.
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Re: The Shadow Gang, etc.

Postby AmbushCat » Fri May 22, 2009 2:20 pm

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Kaoru Matsubara, a.k.a. Buttercup

"You already know who I am."

Age: Around 13 years or so. Due to her direct connection to Callista's subconscious, any aging (whether natural or otherwise) is always reverted to this point.

Species: Human

General Description: Callista's mind-residing passenger. Became that way due to a series of events involving a transformation belt, a stray Phoenix Down, and a certain thieving mazoku. Is tomboyish, and generally prefers to stay out of the limelight. Sometimes doesn't know what to make of her host. Excels at several sports, most notably soccer (or football, depending on your locale).

Abilities: In addition to her powers as one of the PPGZ (highly-enhanced strength, flight, breathing in space, extremely massive hammer), Kaoru also has a green Fairy Leviathan costume obtained from Spamville's resident costume specialist, and she can stack her normal transformation on top of it in order to use both power-sets. The costume allows her the use of the Frost Javelin and a handful of ice-element attacks, and gives her complete freedom of movement underwater.

It should be noted that she the distinction of being unaffected by memes. How this is has yet to be discovered, but it is suspected that it comes from the nature of her connection to Callista's life.

Theme: Powerpuff Girls Z 1st OP (as Powered Buttercup), Megaman Zero 2 OST - Ice Brain (as Glacial Buttercup)
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Re: The Shadow Gang, etc.

Postby AmbushCat » Tue Jul 07, 2009 8:32 am

Sarah Kerrigan, the Queen of Blades

"Beware, those who would oppose the Swarm!"

Age: Late twenties

Species: Zerg/human hybrid

General Description: Catnip given life with a blast of Orange energy. Kerrigan has all the memories of her in-game counterpart (as of Starcraft: Brood War), but does not quite know what to make of her 'new' environment.

Abilities: All the abilities that come with being the Queen of Blades, including the massive claws seen above, creating mind-tearing storms, ensnaring targets in a goopy quagmire, and powerful telepathic control. May also have additional abilties due to the Orange energy that powers her.

Status: At present she resides in a parallel universe provided to her by Rei and Dact, consolidating her power. It is not likely that she will return.

--------

Light Copy and Dark Copy

"Maintain the balance..."

Age: Unknown

Species: Delcatty-human hybrid

General Description: The light and dark sides of Callista's personality given physical form. Normally, they lurk in the recesses of her mind and can rarely, if at all, influence her actions directly. But if allowed to break free when her death crystal is used, they can reshape the crystal to use as a physical body for brief periods. Only one can be out at a time. The Light Copy is nice and polite, never raises her voice even when annoyed, takes the time to think things through, and has a special fondness for Cadbury cream eggs. The Dark Copy is more aggressive and violent, prone to using profanity, and could be accurately described as "hot-blooded".

The duo's bodies are human-shaped, with Delcatty characteristics: tan-cream body fur with white (LC) or black (DC) ears, collar, and tails. Both of them were turned into these by Circe, DC because she deserved it and LC by request.

Abilities: Both of their powersets differ. LC's powers revolve around her leaning towards strategy and pacifism, while DC prefers brute force and reducing the enemy's defenses. In addition to this, DC has a fondness for explosive weaponry and can often be seen wielding Fighting Fefnir's Knuckle Busters whenever she shows up.

NINE LIVES EMERGENCE

This facet of their power only effects Callista while she is in her hybrid form. By shouting the above code phrase, she can focus everything that makes the Dark Copycat who she is into her being, magnifying her power and speed by 9x. If she can calm herself while in this state, she can empower herself further by 81x her base form instead. Finding the proper balance between the two leads to Callista's appearance split evenly between black and white, as well as rendering her the most dangerous mortal alive for a short period of time.

It should be noted, though, that using this powerup can destabilize the Copycats when Callista returns to normal. This renders her comatose for a time period proportionate to how long the Emergence was active (roughly one hour of inactivity per one minute of use).

LC's theme: Peach's Castle, from Mario Golf: Advance Tour
DC's theme: "Crawl", from Descent II
Together: "Metallic Soul", from Megaman ZX
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Re: The Shadow Gang, etc.

Postby AmbushCat » Tue Sep 08, 2009 3:55 pm

Saturn Eunice

"Hm? Did you say something?"

Age: Somewhere in his 30s

Species: Red fox caninoid

Personal Theme: Arena, from Dynasty Warriors 3
Battle Theme: "Spirit of Zoro"

General Description: Is known to go to extreme lengths to fulfill his self-imposed duties, often skirting the edge of the Dark Side to do so and "taking refuge in audacity". True to his Corellian upbringing, he prefers to defy the odds whenever he can. Does an eerily accurate Kakashi impersonation, often reading a Jedi/Sith technique book while pretending not to listen to other people. Despite his quirks, he is very much devoted to ensuring Callista's well-being.

Has a human form. How he got this is yet to be explained.

HISTORY

Originally born on the same world as most of Callista's officers, he was transported to the Star Wars universe via a dimensional anomaly within a month of his birth. Discovered on Corellia some time later, he was brought to Coruscant and permitted to learn the ways of the Force. Despite being rebellious in nature from his time on Corellia, he proved to be a diligent student as he continued to grow. His willingness to learn and his devotion to the Jedi Order caught the attention of Mace Windu, who began instructing him in the use of Vaapad once the other available styles had been mastered to some degree or another.

The training had only just begun, though, when the Clone Wars broke out; it would be another decade before he could focus his attention on it again. When Order 66 was executed by Darth Sidious, Saturn's rebellious nature saved his life when he opted not to reinforce one of the clone armies. Unaware of the scope of the genocide and knowing only that escape was his primary priority, he instead jumped into hyperspace for parts unknown. When he encountered another dimensional portal, he ventured through it without hesitation.

Shortly after arriving on Earth, circa mid-1990s, he encountered the crimefighting group known as the Super-Cats. Deciding to join up with them until he feels it is safe to return home, he has devoted his efforts to bettering himself so that he can both keep the peace and protect those that he cares about.

MAIN ABILITIES

Jedi Master --- Was a Jedi Knight at the time of his arrival in Calli's home universe, and had to work his way to mastery by the time "The Game" was over and done. Has the standard array of abilities associated with such... along with a few that aren't. Always carries a lightsaber, at first single-bladed but upgraded to a double-blade after witnessing the events of The Phantom Menace. The second blade rarely ever comes into play, though, and even then only to shake things up when his opponent isn't expecting it.

Superspeed --- Standard cruising speed is 75 MPH, but he can hit upwards of 950,000 MPH on a good day. Standard Game Master restrictions apply.

Vaapad --- Mace Windu's signature style. Eunice hadn't fully mastered it by the time he showed up, but Psycho Kitten was a huge help in keeping his temper just far enough in line for him not to slip to the dark side. Tends to fall back on this if and when his other abilities fail him.

Hiten Mitsurugi Style --- Discovered by Eunice while on a dimensional sojourn following the events of "The Game". Uses this to supplement his Vaapad if his connection to the Force is somehow negated.

Santorryu --- See above. The black-bladed swords that Eunice always carries around are meant to increase his strength to the point where he can successfully pull these techniques off.

SECONDARY ABILITIES

Water Manipulation --- Pales in comparison to his swordplay overall, but still useful at times.

Heavy Weights --- Wears a hooded cloak intended to halve his strength and speed. When the cloak comes off, the kiddie gloves go along with them.

WEAKNESSES

Can be slowed down some by earth-based attacks, but Eunice's true weakness is to intensified gravity; they slow him down enough to keep him from bringing his best sword techniques to the table.

Cannot fly on his own.

Like all Jedi, Eunice's connection to the Force can be negated by ysalamari. If you aren't prepared to follow the above suggestions, though, don't count on this to stop him.

FAVORITE TECHNIQUES (Main)

Safeguard --- A protective shield that protects Eunice and his allies from all status effects for about three minutes. Consumes energy.

Force Bolt --- As the name suggests, it's a Force-powered energy bolt. It does no physical damage, but instead halves the effectiveness of materia or---if the opponent doesn't have any---reduces his/her MP by 25%. If utilized against a materia user, the technique can only be used again after the opponent is defeated.

Saber --- A standard lightsaber slash, coming on the heels of a burst of Force Speed. Normally does only partial damage, but if the target's HP is below a certain point, that target is immediately defeated.

Lightsaber Riposte --- Involves a use of "Saber", and then a followup attack against each person who targets Eunice specifically. A bit costly to use. Inspired by the "Star Wars Miniatures" board game.

Fool's Eye --- Eunice combines the Force with his natural agility to create an exact copy of himself. Only one of those 2 is the real Eunice, though, and henceforth all attacks that target him have only a 50% chance of hitting him. Only used once per battle. Costly to use.

Dark Water --- Following some preparation, Eunice can summon a tidal wave of water from out of nowhere, combine his energy with it, and send it crashing down onto the field.

Recover --- See Psycho Kitten's entry. Can also use this with his allies a total of eight times per battle.

Black Blade Night --- If targeted with a non-physical projectile attack that would normally do hefty damage to him, Eunice utilizes the maximum amount of speed and control available to him to transfer the entire attack to the Vortex (see Thunderball's entry below). On the next turn, he can use an equivalent amount of Vortex energy against the person who targeted him. Cannot be used twice in succession.

FAVORITE TECHNIQUES (Full Power)

Dragon Twister --- Eunice uses his lightsaber and swords to create a cutting whirlwind that sends the enemy spiralling skyward. This and Dark Water are the only wide-area attacks in his moveset.

Ryu So Sen --- Combines his speed with his swordplay to attack 600 times in the space of ten seconds. The damage adds up very quickly.

Lion Song --- A quick-draw move. By timing it right, Saturn's black swords can cut through even the hulls of the Infinite Defense's toughest ships. Until it comes time for him to attack again, his target's attacks are reduced by 50%, and other attacks used against the target are increased by 50%. This move can't be used for roughly two minutes afterward.

Inside Trader --- Eunice can restore either his HP or MP by draining one to fill the other. The scale is 10,000 HP for 100 MP, and vice-versa. Although it has nothing to do with the technique, the name for it was taken off a stock market computer game released in the 1980s.

Vortex Wave --- Utilizing both of his black swords, Eunice attacks his target in such a manner that it creates a blast of Vortex energy at their impact point. Like Aldonza's Tail Laser Cannon, the damage done doubles if a defensive technique is active. Requires preparation to use.

Diamond Dust --- Can only be used if any opponent has an active defensive technique in place. Whether it's physical or made of energy, Eunice's weapons can carve through them without effort and leave a starburst pattern in their wake. The resulting Vortex particles left behind will explode point-blank. Can't be used twice in a row.

Ultimate Attack (Amakakeru Ryu No Hirameki) --- Impossible to defend against, and dodging it makes it more dangerous: this is Eunice's Ultimate Attack, potentially more dangerous than Thunderball's Dark Nature. Eunice sheathes his swords, increases his speed to his absolute maximum, vanishes, then uses one of his three blades to execute an upward-diagonal slash. The amount of force that Saturn puts into the attack completely displaces the air around him: thus, if the enemy somehow manages to dodge or defend against it, air rushes into the vacuum and drags the target with it. This allows Saturn to follow through on his attack and increase its strength by nearly a third. In either case, the technique puts serious strain on his health and MP. Requires lengthy preparation.
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Re: The Shadow Gang, etc.

Postby AmbushCat » Mon Dec 14, 2009 12:53 pm

Crystal Hartt

"You are the sun, I am the moon, I am the cold flame, and you are---wait, that didn't come out right."

Age: Late twenties

Species: Gray timber wolf caninoid

General Description: Described by Zapana as "Johnny Bravo with minty bad breath". This white-furred wolf is as close to a womanizer as the standards of his homeworld will allow, and thinks of himself as an "ultra-cool hunk" and extremely macho, when in reality his efforts to impress females of his species fall flat; this has happened often enough that he has no idea what to do if a girl actually likes him. Has travelled to Muffinville from the Infinite Defense's Headquarters, having heard rumors of a fox-like Yuki-onna.

Abilities: Ice-elementalist, capable of freezing things on contact and icing over large areas of the landscape; can shoot ice beams into the clouds in order to create blizzards. Can also manipulate snow to a lesser degree.
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Re: The Shadow Gang, etc.

Postby AmbushCat » Fri Jan 15, 2010 3:38 pm

She doesn't appear outside the Mungojerrie, but I probably should still make mention of her.

Ivankov Blowupski

"I lost a bomb... do you have it?"

Age: Early thirties (actual), late teens (physical)

Species: Human

General Description: Originally a Crazy Ivan unit from an alternate reality, Ivankov was dimensionally misplaced and captured by Ambush Cat after being hit with a mixed blast of Red-Orange energy. Needing to fill a void in the restaurant's cooking staff that was created when Aldonza left, it was agreed to put her on parole and allow her to take the job. She is good enough with what she does, but her personality tends to manifest itself in her creepy remarks and borderline psychopathic behavior. An injury just prior to her displacement has given her a permanent limp.

Abilities: Demolition expert.
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Re: The Shadow Gang, etc.

Postby AmbushCat » Sun Mar 07, 2010 1:18 pm

Elk Harrison

"Muffins, muffins, tasty muffins and spaaaam! Whew yeah!"

Age: Twelve years (actual), seventeen years (physical)

Species: Catboy

General Description: The third of Amber/Ambush Cat's children. Has black hair, and usually wears either a Miami Marlins or Orlando Magic cap. Is hyperactive enough for several people; giving him some Pepsi Max turns him into a natural disaster. Pity the fool who tries to get this child under complete control.

Special Abilities: None. However, since it tires out even his mother, his hyperactivity may be a superpower in itself.

WARNING: Following an incident where he intentionally drank a magical potion without knowing what it did, Elk will transform into Pepsi Man if he drinks any carbonated beverage. And we do mean "any". Be afraid. Be very afraid.

Theme: "Beer Barrel Polka", as performed by Liberace
Battle Theme: Pepsi Man Theme

-----

Ellen Harrison

"...You are standing in my light."

Age: Twelve years (actual), seventeen years (physical)

Species: Human

General Description: The fourth and last of the quadruplets. Has moderately-short black hair, coming equipped with an Alice band. Eyes are brown, and aside from those (extremely) rare occasions when she's genuinely angry, these are typically locked in a passive, half-lidded stare. Generally favors clothing with a pink-and-blue color scheme (usually a T-shirt and jean shorts, owing to her residence in a region whose climate is similar to Florida's). Is a bit stronger than the average child her age. Skin color is a fraction darker than the norm; for all that she prefers reading, she's not afraid to spend time outdoors.

Unnaturally calm and quiet; those who meet her for the first time tend to fall under the impression that she doesn't know how to talk or smile. Extremely cautious, she chooses her words and actions carefully to the point that ellipses are a natural part of her speech; arguably, this makes her the smartest of the five Harrison kids. Is Elk's foil, although Ezekiel---the youngest of the Harrison kids---has also proven adept at working past her stoicism.

Ellen can often be seen around town, usually reading, trying to get some peace from Elk, admiring landscapes, swimming, or some combination thereof. She's typically long gone when TF hijinks are in play, however, and exceptions to this are few and far between.

History: Due in no small part to Amber's freaky genetics, Ellen's intelligence at birth was increased high enough that her caution rose to match. She became aware of not only her surroundings, but also herself far quicker than she should've--and realized before too long that she was having problems with asthma. To keep from worrying her parents with it, she decided discretion was the way to go and refrained from speaking at all until she was absolutely positive that she was ready. Her quote at the top of her profile was reportedly the first thing she ever said to anyone.

Even after Raleigh took steps to help cure her condition, Ellen decided to keep doing what she was doing because she felt that it was the smart way to go. She's become a little bit more talkative over the years, but not so much that the average person would consider her "social".

Special Abilities: Has some degree of skill at manipulating paper, being able to remotely control it through an odd form of telekinesis. Examples include using it as an effective cutting tool and hardening playing cards to act as shields; constantly refining her abilities has given her the power to attack creatures that exist on the astral plane and to slice apart objects on the atomic level. Carries a deck of playing cards which are silver-backed and laminated in Callista's supply of Sunny D and Code Red Mountain Dew, making supernatural forces and those weak to sunlight/fire take her more seriously as an enemy.

Her only named attack so far is Jerry's Revenge, in which her entire deck of cards surrounds an enemy and systematically annihilates it. No banter, no tricks, no fooling.

Theme: "The Calm", by Joshua Green
Battle Theme: Athena Cykes ~ Courtroom Révolutionnaire (2016 version), from Ace Attorney - Spirit of Justice
Future-Self theme: Respect - Upper West Side, from The Big O

Useless Trivia: Desires to compete in the summer Olympics someday. Due to an incident at a circus early in her life, she is both afraid of elephants and highly disturbed by calliopes. Sings a pretty good cover of Splendora's "You're Standing On My Neck".

Special Thanks to KonokoHasano for creating Ellen's artwork. :D
Last edited by AmbushCat on Sat Mar 28, 2020 10:23 pm, edited 25 times in total.
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Re: The Shadow Gang, etc.

Postby AmbushCat » Wed Oct 06, 2010 5:57 pm

"Ladies. Gentlemen. Creatures. You have devoured the universe's wealth. Its spirit. Your feast is nearly over. From this moment on... none of you are safe."

Thaddea Vincent, a.k.a. Thunderball Visello

Age: 5 years (human), around 70 years or so (felinoid)

Species: Human when at Muffinville and Spamville, felinoid elsewhere

Personal Theme: Batman Beyond: Return of the Joker main theme as Thunderball, Descent II Soundtrack - Level 4 (SC-55 II) as Thaddea
Battle Theme: This remix of Jazz Jackrabbit's Medivo stage

General Description: A bounty hunter/mercenary/information broker who prefers to be alone whenever he's not on the job. As a human, she wouldn't look out of place in a dungeon-and-dragon-esque environment, dressing in blue and red (appearance seen here). As a felinoid he is tall, purple-furred, dressed in black, and has a multitude of black spikes on his back, neck, and head. He/she has a perpetual glare in either form, and hates it when anyone bothers him/her. Regardless, Thaddea has a soft spot for children and has actually babysat the Harrison kids on several occasions. If the altered quote above is any indication, he is obsessed with anything having to do with Batman.

HISTORY: Thunderball has decided that you do not need to know his past, beyond the fact that he started becoming rather grumpy after joining the Super-Cats in 1994. Before then, he was a fairly nice and amiable fellow as long as it was of his own accord.

MAIN ABILITIES

Elemental Manipulation ---- Cruising the galactic space lanes by himself gives him a lot of time on his hands. Thunderball has more or less mastered all the elements that can be utilized on the physical plane, but he's at his best with those that make up thunderstorms. Electrical attacks in particular are his specialty. Also of note is that he freely experiments, combining two or more elements to create entirely new techniques. That list you see at the bottom of his dossier? That's nowhere close to what he's fully capable of.

Gadgetry ---- Being a long-time fan of the Batman franchise and some associated media, Thunderball has taken to studying and applying this whenever he can. Regarding his line of work, he believes that not being prepared would be the worst thing for him.

Agility and Speed ---- Standard cruising speed is 500 MPH, with his top speed being 1.2 times the speed of light. As Thaddea, this is reduced to 40 MPH. Standard Game Master limiters apply.

Teleportation ---- Thunderball is fond of utilizing lightning to teleport, more often than not temporarily blinding others when he makes a quick escape. The systems on his ship, the Storm Eagle, let him extend the reach of this teleportation across star systems.

SECONDARY ABILITIES

Immunities ---- Thunderball's initial mutation rendered him immune to electricity in all its forms, at the cost of leaving him with black spikes all along his spine and the back of his head. Following the end of "The Game", his immunity extended to poison and tiberium as well.

Transformation (human) ---- A limited one, gained from a trans-dimensional mishap that left him the spitting image of a five-year-old magic-using princess. As Thaddea her overall power is fairly limited, but she retains her elemental manipulation and gains some of the attacks that her counterpart is fond of using. She also has a pink-bladed dagger equipped, but since she prefers not to use it, it's there primarily for decoration. In exchange for having a lesser power output and speed (without factoring in the aforementioned elements), Thaddea's smaller size makes her more difficult for opponents to hit.

Transformation (full) ---- More of a visual effect than anything else, in which extra spikes grow on Thunderball's arms. The picture is completed with a set of sunglasses.

WEAKNESSES

For Thunderball? That's... that's a good one. I'll have to think about that.

Thaddea's capabilities are lower than Thunderball's, and she can't fly without actively utilizing air manipulation.

FAVORITE TECHNIQUES (Main)

Dark Thunder ---- Thunderball's trademark; a combination of darkness, thunder, and lightning. Twin towers of electricity rotate around him, serving as a shield of sorts, before bolts of rocket lightning hit everything in the vicinity.

Tiberian Sun ---- Essentially a fusion of materia, tiberium and moonbeams, if you want to call them that. Can alternate between doing heavy damage to one target, or weak damage to up to seven targets.

Thunder Flare ---- A fire beam that can bypass an enemy's defenses entirely, even going straight through them if need be. As a result, moves such as Aldonza's Mirror's Reflection do not prevent this attack from succeeding in its entirety.

Double Dragon ---- Similar to Tiberian Sun, this consists of several elements combined with materia. Releases a set of dragons that start off weak, but repeatedly double in both size and power until the attack's end.

Toxic Mist ---- A cloud of spores are releashed from the dorsal spikes on Thunderball's head. They don't do much damage on their own, but those who try to defend themselves from the spores will end up poisoned afterwards.

Eye of Thundara ---- A technique that depends on how much HP the user has left. If he has more than half, then half his target's base HP will be removed. If he has less, whoever next uses a magic attack against Thunderball will have its damage and effects turned against him (the opponent, that is). Rather costly to use.

Mistidrain ---- The specifics of this aren't known, but Thunderball can drain an opponent of 20% of their MP, restoring his own by the same amount.

Remote Disquiet ---- Thanks to a matter conversion experiment conducted by one of the Infinite Defense's best scientists quite a while ago, Thunderball now carries a rather unusual remote control with him. By pointing the remote at someone and pressing the "mute" button, he can render the target unable to use magic for a while; like the Eye of Thundara, this is rather costly to use. Outside of battle, this just renders the other guy inaudible.

FAVORITE TECHNIQUES (Full Power)

Thorn Wheel ---- Flips onto the ground and races along like a racecar wheel, doing damage to anything his dorsal spikes come in contact with. Due to the toxins within the spikes, his next attack will do increased damage.

Dracula's Ultimatum ---- If his opponent's health is greater than his, Thunderball can drain their energies through his claws until their HP is exactly even. If he's already at full health, this attack does nothing.

Chain Steal ---- Thunderball morphs into Thaddea, glows brightly, and showers the battlefield in electrical chains. Any targets hit by the chains will lose 20% of their health and magic.

Triblast ---- The Vortex is a sub-dimension associated with Callista's home universe, although it can technically be accessed anywhere; within the Vortex is every type of energy in existence, coming together into a jumbled and chaotic mess. Using one hand, Thunderball can shoot bullets containing those energies at three random enemies.

Dark Lightning ---- There are rainclouds, and then there are lightningclouds. The end result of this is that the sky completely darkens and rains purple-tinged lightning on the battlefield for a while, damaging targets at random. At the end of it, rocket lightning strikes one target before the clouds dissipate.

Dark Nature ---- By far the strongest technique in his arsenal, but strangely not the one that acts as a planet-buster. Thunderball combines a piece of every element and sub-element into one attack, guaranteeing that it will do damage no matter what; due to a unique quirk, Dark Nature always leaves its targets alive. It can also wreck havoc on the planet's ecosystem, such as giving it weather patterns where before there had been none (ex. making snow fall in the tropics).

/-/-/-/

/-/-/-/

STORM EAGLE

Thunderball's massive battlecruiser, through which he transitions from universe to universe. The Storm Eagle measures six kilometers in length and carries an entire slew of weaponry, the strongest of which can tear through entire solar systems worth of enemy fleets with minimal cooldown (and yes, we do mean ENTIRE SOLAR SYSTEMS). Its defenses are equally ridiculous, capable of withstanding multiple shots of weapons that would normally rip galaxies asunder.

Though he favors lightning and such, Thunderball's ship is also loaded with a few from the Infinite Defense's Final Exodus series of superweapons. These weapons are capable of obliterating multiple galaxies simultaneously, but can also cause mass regeneration if calibrated properly. They've been used more than once to reverse damages on those occasions where Thunderball's battles go awry.

The ship is approximately 19 years old, dating back to "The Game" referenced elsewhere in this thread. Thunderball rarely ever goes more than two weeks without finding some way to upgrade its tech and design, giving it enough capabilities that would take too long to go into detail about them here. The sheer expense required is why Thunderball is always on the move, searching for bounties to hunt.

As a side note, the Storm Eagle is also where Thunderball keeps his massive Batman-related library. As a precaution, one of his spare Final Exodus weapons is keyed specifically to regenerate that library in the unlikely event that his ship is ever destroyed.
Last edited by AmbushCat on Sat Nov 14, 2020 2:17 am, edited 12 times in total.
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