Wednesday, December 23, 2015

Behind the Plots of 2015 Part 2: Smells like Time Spirit... The JRM Plot!

Now then, for the belated look back at JRMplot, the strange middle plot between Joyce Jr.'s small affair and the main attraction of the Alruthines! We're going to take a look back at the characters involved this time too, since it pulls a lot on the history of JRM and my RP in general!

INCEPTION

...Is an okay movie, but more importantly, the discussion of the inception of this plot! Now, JRMplot  was born from the fear of another FITE WEEK coming around this year. We had one in 2011 and 2013, so it seemed like we were in a pattern of them popping up. I think FITE WEEK now has to have some sort of small plot and a boss battle because by now its tradition, but as we all know, no FITE WEEK came to pass this year, but I wanted to try and prepare for it.


In doing so though, I made the mistake of tipping my hand too early. As part of my Six Months... series, I put down the groundwork of the plot so that it could be clever foreshadowing if we did get FITE WEEK as a thing, and it might give people something to look at as they tried to figure out what was going on. See, Tripwire would have been messing with the fites as FITE WEEK plots do, but he'd be taking a different approach than ultra-violent Rafflesia and corpse collector Dr. Satan. Tripwire... would be trying to make the fites LESS lethal, padding arenas and trying to tranquilize entrants so they go down non-lethally. Since the ideas behind the first two FITE WEEKs was to fite absurd things like a freaking planet and Actually Satan, I wanted this go round to have some gravitas in a different way. At the end of this possible FITE WEEK, Whitey or someone similar would be held hostage, and JRM would lead a charge to save him... and in so doing, get drugged by the pair of Tripwire and Hatch-o-Hatch. JRM would then go rogue, fiting the Kobbers alongside the other two in the final battle. Here, the stakes would be FYM itself rather than the world, and rogue JRM would go giant and be an actual threat for once instead of his goofy ineffective self.

There's a couple reasons the idea wasn't used, the one main one being showing it too earlier made me feel pressured to do the plot without FITE WEEK, but also because JRM getting his mind fucked with is probably one of the worst things that could happen in ZFRP if played straight, because his time powers would be able to instantly screw everything up. Needless to say, if JRM does get possessed or anything in the course of future RP, his Time Spirit powers are locked off from use because of Spirit related provisions rather than "he doesn't use them just because". Faith and Sunshower were also toyed with in joining the final battle, Faith a bit more seriously than Sunshower due to recognizability, but it all was scrapped pretty quickly and the plot as we know it began to form.

From there, two new goals emerged: to wrap up the never followed up on moment in 2011 where Tut-Tut went to the Sands of Time to rescue a dead JRM, and to try and make JRM relevant again, which was a good year to do this as he began to get close to folks like Ko and show himself a bit more. JRM as anything but fitemaster was falling off the radar, especially in regards to him being the Time Spirit, as more and more characters were screwing with time without the ghost and his role being considered. Cornwind, surprisingly, actually did pull me aside some in 2014 to talk about how JRM would see the time shenanigans and all, and I found myself having to jump through many hoops to explain why JRM wasn't doing something when people just did time junk willy-nilly.

So these were all mixed in one pot, as well as a few other things being added for flavor, but we'll see those in the character sections.

JUMPROPEMAN AND TIME SPIRITS

Origins of Jumpropeman and a few others are discussed in an earlier blogpost, so we won't touch those much here, but it's pretty easy to see that for the most part, JRM and me are alike in many ways. I've tried to pull him away from it by making him less empathetic and all, but when it comes down to it, he's still very much like me, even if we'd act totally different in some situations. However, with this plot, I hoped to make some more of those differences more evident, while at the same time playing on the fact we didn't really know the guy that well. Since the whole plot revolved around whether or not JRM is truly in the right sometimes or how he should be held accountable, I didn't want him to be too sympathetic at parts, and I knew trying to conquer the inherit "well, he's basically JRM the user, so I don't want to be rude" hurdle. Ultimately, the only one I don't think that was jumped upon properly was how JRM and Q worked together to program Faith in such a conflicted way, because most other situations could at least be shown as "best of a bad situation" or "he knows more of the universe than us" ways.


This plot was also meant to expand and explore the Time Spirit role a lot more, since it is very much the reason JRM is both cynical and prone to making decisions that seem heartless to others. His time displacement leads to situations like the one involved with Sunshower and Marina, and it gives him a powerful ability that could fix so many problems if used carelessly. You may also remember a 2012 loose thread where he realized he was alive in the 90s (he was in the 80s too but he was too young to be worth worrying about) and how nothing happened from there. Originally a few srs posts of him just chatting with himself under a false identity to try and understand who he was as a human were planned to peel back the inhumane ways we saw him deal with De Nomolos and such and reveal a nicer JRM, but that as scrapped. Also, living JRM would have met with ghost JRM on the World Trade Center once, and we'd see in ghost JRM's mind the temptations to undo horrible events like 9/11, which... It's probably best I didn't try and do it, since it could have gone very wrong if not treated properly.

Gooper once mentioned he thought of Samhain sort of as the Halloween Spirit to the Jumpropeman "pantheon" of spirits, which include Phantomon as the Death Spirit (who probably needs his own plot to reassert that role forgotten by almost all but Cauren), and although I wouldn't mind that (although a few things like Spirits being created by pulling off a face of the Ultra Spirit or being granted the power by another spirit might not work with Gooper's idea of the character), made me realize that the rules of Spirits probably weren't put into RP very well. Heck, the Time Spirit before JRM was mentioned like, three times maybe, so this plot would serve to explain their roles and hierarchy better, although we still didn't see the Ultra Spirit because if we did something super fucked would have gone down (and also because he'd be hard to draw :V)

Which brings me back to... ORIGINAL JRM 2011 REVIVAL PLOT! In 2011, we would have gone to the Sands of Time and faced Hatch-o-Hatch... and two Destroyers. Spirits are the tenders of their aspects, whether they be Death or Time or Sewers (which is based off a misremembered Monster Collector creature named Pipeta that I upgraded to Sewer Spirit. I looked at the pictures of other Spirits lately and they are all very underwhelming, much like the Time Spirit we see in RP! ...not the JRM Time Spirit, the other one, the original...). They are held accountable even if there are other folks with similar roles or powers who screw with their aspect, and if they screw up royally, the Ultra Spirit obliterates them from existence, past, present, and future. You would never know a failed Spirit for this reason. Destroyers are a tool of that. Although the Ultra Spirit is exempt from all powers of the Spirits or basically anything that alters our universe, he has some flunkies called Destroyers who basically remove things from existence if need be. The Ultra Spirit can destroy a spirit, but he needs something to clean up the mess they left if he can't find a reliable replacement quickly enough, and so, Destroyers wipe the slate clean until the new guy steps in. The Destroyers Hatch-o-Hatch would have been with were the Fire Destroyer and Storm Destroyer, and unlike Spirits, I actually liked the designs for the Destroyers even now. Why he'd have them with him and other things were not planned.

Anyway, THIS GUY. Kinda plain looking, but he came before JRM as Time Spirit. I toyed with doing a blogpost of JRM meeting him for the first time and may still do it one day, but this Time Spirit had to exist to fit JRM into the Spirit "pantheon", since most Spirits aren't actually dead people, although you have to be a soul to do the work. Even Tut-Tut is more a soul that looks like a mummy and keeps its physical form most the time than a true physical mummified dodo now that he's a Time Spirit. Jumpropeman was made a Time Spirit to facilitate things in Fites and explain away how he might have knowledge of certain things (which was also helped by the Snappers being a more physical representation of that), but from day 1 of making him the Time Spirit his predecessor was in mind to do... well, something! And that got addressed in this plot. The Time Spirit is also an inversion of the cliche "I live a long time so everything seems faster to me. A year is a second hurdaburdahur". The Time Spirit is so long-lived that time drags on instead, as time travel has made him older than existence many times over, and each second feels like a year to him instead. Immortals say time lost all meaning to them, but the Time Spirit feels time like the heavy yoke it is more than any other being, and his angst is the extreme version of JRM's own cynicism from working the job.

Sadly, as anything more than a plot piece, the Time Spirit is rather uninteresting and not worth exploring much. I wanted this plot to wrap up him and I had no planned ending for him as an attempt to let RP happen instead of sending people down set paths. Time Spirit is JRM's biggest moment of moral questionability, as he condemned someone weary of existence to eternal existence, although the circumstance was complicated and all with complete eradication from time being the alternative. The gauntlet ended up the means to wrap him up, and the Fabrics of Time are thankfully exempt from access as they are basically a Spirit exclusive construct. Much like how only Deck members and those they bring with them could enter the Dark Void, only JRM/Tut-Tut can go into the physical representation of time they made to make work easier, and thus the Time Spirit corpse and all super weapons placed on it are irretrievable.

Naturally, we'll touch on Jumpropeman a bit more as we move into sections on other characters, but I think that's all I got to say here about Spirits or Jumpropeman! Well, a few other things. I had him casually reveal the origin of his powers to Marina to get that story out of the way. And we learned a bit more about him as a human with the Hero's League. Say... the Hero's League wasn't explained much now, was it?

Maybe that's something we might all learn more about in the future...

MARINA AND SUNSHOWER

Jumpropeman's family. Originally there was an idea to explore this side in an entire plot about Jumpropeman's former life as a superhero, and we may still get that in the Hero's League thing I just teased. Before I continue, a simple bullet point for better understanding the Hero's League. The Hero's League has three tiers for its heroes based on their abilities.

A TIER: People with such overwhelming power that they basically aren't allowed to use it. A Tiers tend to be the face of the League and contain your Superman types, and they are usually only allowed to use their powers to stop disasters or villains of comparable strength. Most of the time they just do public affairs stuff. They're almost like politicians more than anything, and they're always itching to get a chance to go out and fight for real.

B TIER: Jumpropeman fits in here. Superpowered individuals who aren't that great. Basically a step above humans to combat threats more effectively than armed cops. Sometimes they end up commanding C Tiers into battle or police forces, but they cover the kind of real world crimes we see in real life, they just fight with their limited powers instead of guns. But they also usually carry guns.

C TIER: Gifted Individuals. Which is the Hero's League of saying "normies". People who are exceptionally skillful or resourceful. Your Batman types, really strong people, martial arts experts. They are about on par with cops because they are just regular folks who are really good at something.

The reason I bring this up is so you can understand a few things to be explained soon. Anyway, The impetus of this all is part of JRM's backstory, where he mentioned he's had multiple wives who were killed. Partially a joke at comic superheroes having "expendable" loved ones, and even a joke in-universe too as I believe the number has been listed differently, he's had 8 wives. Only one died before Sunshower happened, that being his first, and Sunshower was his fourth wife. JRM divorced his second and third before he met Sunshower.

Sunshower was actually an A Tier hero, and the Hero's League is actually a bit snobby about its tier system, almost seeing them like castes. Jumpropeman didn't care about that and would regularly mingle with C Tiers, and Sunshower did the same when she found out a B Tier was breaking the rules. The then quite overpowered Sunshower had near limitless use of heated water as she pleased, but the Hero's League held her reins so she rebelled in what ways she could, mainly romancing the B Tier hero...and getting pregnant in the process. They married and had their daughter Marina, who inherited her mothers power slightly and was affected by her father's weird biology, but things got... complicated. Sunshower took care of Marina most the time since her job was less demanding while JRM did his "basically a cop" job, but one of JRM's ex-wives was also a B Tier, and they were gradually reconnecting over the course of the job. Sunshower grew bitter with her position, her husband talking with an ex, and having to do the brunt of raising Marina, so she put an end to the ex-wife. When the truth came to light, she was forced to become a villain to avoid punishment from the League, and so began her punishment of JRM.

His second wife was killed next as Sunshower still tried to get JRM to take care of his daughter that she now protected too much to really let go. JRM tried to move on with wife 5 and 6 only to have them meet their end, and wife 7 was a Vegas style spite wedding to try and discourage Sunshower by showing he would not sacrifice his happiness to appease her. Last wife was a fellow superhero and meant to be part of a trap, and although she died in the battle, Sunshower was captured and imprisoned. She was also imprisoned following the first two wife deaths but she escaped and continued her rampage. When Jumpropeman died, Sunshower swung some cred she had with the Hero's League to get her Montana situation, where she was basically under house arrest and surveillance, although the Hero's League had more subtle ways to keep an eye on her than the cover Harry would use to keep tabs on her.

So there's that backstory! Anyway, Sunshower's powers diminished with age and lack of practice, but in RP we still saw her doing massive waves of water and whirlpools that showed that she still had it. The possible Hero's League plot had Sunshower showing up with two former associates based off of weather as well, although nothing solid came of it. Probably thunder powered guy (not lightning mind you) and clouds or something. They would have been tiny and tall as per the typical dynamic and been her "henchmen" of sorts... but they'd also be really old. Geriatric super villains are always an interesting concept, since they still have the powers to do their evil deeds, just not the body for it.

Marina was going to be a non-issue in that plot, but when Marina and Sunshower were worked into the grander plot Harry was kicking off. Sunshower's art didn't look quite as old and grumpy as I woulda liked. Jumpropeman and Sunshower were from different generations of heroes, JRM being from the tail end of "____ MAN" hero days and Sunshower on the cusp of the new "Single word gritty hero" era, so her costume was meant to mix elements from old and new.

Marina was not meant to become a full character at first, more of an anchor to get things rolling by pulling Sunshower into the picture, and the plans never did quite evolve far enough to give Marina a satisfying ending. Marina is heavily sheltered and despite being "super", she grew up in normal school where she didn't fit in because of her hair color. Home schooling after the age of nine made it even harder for her to adjust to anything outside her bubble, but she gets on well one-on-one since she knows that well from experience. Quite clearly, Marina is meant to pull apart the veil of normalcy that hangs over every character the Kobbers meet these days. These things aren't normal, and even normal people like Mary and Vince now just shrug and accept it. Marina is a character who SHOULD fit in here, but she doesn't, because she thinks like someone who is being shown unbelievable things. I do think I played her straight too long and often to the frustration of others, and many concessions had to be made even when paltry efforts were made on the side of the characters interacting with her to help her feel better. Suppose that's just the difference between single writer and multiple writer works, eh?  The RVPA was a stroke of luck for helping her find a place, as that was created solely for when Greed just did tons of damage we weren't allowed to do anything about to the border states.

There were some things early on to make you think she might be a more normal addition to the Kobbers, like having a combat power and her peppy attitude when one-on-one with Shimmer. There were some scenes I planned with JRM and Marina visiting Sunshower or doing small things to further their relationship that were scrapped for one reason or another. Shimmer's birthday was always going to get interrupted though, no doubt. I almost was surprised I had to put an actual party in front of the battle :V I tried to make it interesting and made sure none of Shimmer's gifts were broken during the battle. Do not worry though: Shimmer's birthday will go off without a hitch next year!

Unfortunately, Marina seems to shed a light on an increasing problem. Remember how Marina sympathized with Otik? Well uh... that was just like, my character's opinion man. Sometimes I make characters go against the grain, like Everett sparing Trooper C, Mac Tonight trying to find the good in Razaan... even if I don't think it's the right thing. Even if I think the villain is bad and should be killed. I'm adding an extra layer to an event, and while killing Trooper C would have probably been satisfying, Everett standing up and sparing him made that ending more memorable I feel. Marina and Otik was just another moment of me having a hero not immediately want to kill a villain, and Shimmer is like, the opposite of that, where she prefers to have opponents she doesn't have to think about fighting. She can just do it and be sure she's doing right. Ol' blue hair here was meant to shake things up in a way different than Everett while still shaking things around. A teenage girl who needed the guidance of Kobbers... but I always felt bad doing basically anything with her since people seemed emotionally drained by her.

Marina's name actually comes from a dummy Myspace account I made back in the day to try and find out what people thought of me :V Here's the picture I used:
That could very well have been the one I used, but I decided to look elsewhere before settling on the schoolgirl. Either way, blue hair was a must as part of her backstory, for we kind of accept character no matter what color their hair is in RP, but Marina's blue hair is actually something that caused her problems in "regular" life. Marina I think was the name of a girl who liked me but I had never met, only heard she liked me, and that's why I made her name the dummy Myspace account and the strange connection of a false girl I created made her a sort of daughter to the real me, so user Jumpropeman gave character Jumpropeman his own Marina.

HARRY AND FAITH

I love taking unfinished characters and trying to wrap them up one way or another. Whether it be giving all the pointless pets I put everywhere new life in Reject or turning them into villains like Doc Gerbil or Harry here, I always feel bad when a character just disappears without really completing an arc or leaving on a sour note.

Almost this entire plot was kicked off by my guilt over giving Harry a bad ending. During the Cenobite attack on the bar in 2011, his boyfriend Phileas Cardwright was killed. Phileas Cardwright is like my writing signature: I put a character with that name in many things I write although he's usually never the same character save being a man of British descent. Phileas's death left the jovial and loyal Harry rattled, and when we saw him on the Amazon trip in 2012, he was an all-business serious guy instead of the man we met the year before. Having him left off this way seemed mean, so it was decided he'd be the FITE WEEK foe. From there, other things like the Sunshower confrontation and reviving Hatch-o-Hatch's plot from 2011 all were pushed together into what was meant to be Harry... getting killed off actually :V A bad end is only bad if it happens to a good guy, so Harry going bad  would mean death would be fine. The pull away from FITE WEEK instead put the fate of Harry/ Tripwire in Kobber hands, and since almost the entire plot no one save Sunshower was really held accountable for being awful with good intentions, he lived.

Thing that didn't make it in: if we had fought Harry more seriously, he had an EMP and toxins on his body to make sure that if he died or went down, no one around him would survive either. It was mostly a threat rather than something he wanted to use and I believe he did threaten to use it, but it was kinda forced since the plot was turning away from that tone at that point.

Tripwire's appearance is taken from Assassination Classroom, a fact Chao picked up, but it had no ties to the character it was taken from. I simply needed a man in a shroud before the reveal it was Harry, and he was fresh in my mind. Harry as Tripwire was also meant to show how paranoid one should be when going against Jumpropeman, as literally everything on the forum is implied to be easily seen by him, even the most private conversations, whether by Snapper or simply being the Time Spirit. We see Harry killing Snappers in a poor attempt to do so, and some things were intentionally never seen on-screen to imply they were out of JRM's sight.

Harry was the connecting thread to make the disparate parts of Faith, Sunshower, and Hatch-o-Hatch all add up into one plot. Phileas's death was the most concrete time JRM probably could have done something but didn't for seemingly no reason, and it allowed me to explore the Time Spirit's powers and personality because of it.

As for Harry in general, I was fresh off watching Brazil and the character called out to me in 2011. Jumpropeman's network of employees was growing and I wanted to give him a Legman of sorts, and with FITE WEEK coming up and alt-JRM arriving, Harry ended up the perfect character for the role of "guy who realizes alt-JRM ain't right." The character didn't grow much as my RP at the time was scant (back then, I thought Fites were the more important part of my contribution as we still had non-RPers and all to appeal to in the bar topics) and although I hope we know him better now, he was once again used to show that something ain't right with a Jumpropeman :V

Faith... a character who was created solely because of laptop troubles. Ignazio and Edyth were trapped on a computer that wasn't charging, and as 2013 RP was starting, I was stuck on Rainbow Dash's laptop without my images of the characters or anything. Ignazio was easy enough to find because of his art coming from Tropico, but Edyth proved harder to find, and other characters like Reject hadn't found their legs yet. So, since this was me coming back to RP after my absence, I wanted to get in while I could. Tallish was created similarly I believe as the role was presented and quickly snatched by a character made up on the spot, but I quickly searched for a good holographic lady to do a holographic lady idea I had, and an acronym name was thought up to tie her to JRM.

Unfortunately... Holograms with limited mobility AND no way to interact are hard to use. And some efforts to interact were shot down. Faith fell to the side, and I gave her a way to interact just in time for me to decide she's better of soft-retired... but she was given a small role in Deckplot of wiping up the Tower's children as they seemed less likely to fill in gaps in action or Deck roles.

So when this plot was coming together, I decided it was time to try and give Faith a second chance... and get her killed by the Kobbers! WHICH YOU DIDN'T DO! I regret her and Dimitri never got a proper chat, but she'll probably be back some other year as I feel she wasn't satisfyingly tied up after she managed to survive her encounter. Faith was meant to represent things out of our control. Faith failing as a character was because of my poor planning for her (represented as Faith's flawed programming that basically is "make her a Kobber character") as well as her strange failures at interaction. Even when we don't mean to, sometimes just our inaction to engage with someone can hurt people. You might not ever know how others around you think of how you treated them, even if it was passive. I felt it a strong motivation for her turn to attacking the Kobbers in the hope of being killed, but as she was deemed sympathetic I kinda toned down her intended "I WANT THE KOBBERS TO FEEL ME... THROUGH BULLETS" and "KILL ME SO I CAN AT LEAST BE REMEMBERED FOR THAT" qualities. Again, her messed up mind was meant to cast a bad light on JRM more than it did, but there were also probably too many things to make it seem less bad, like Q's history of incompetence with AI like with Pool Robot and Jumpropeman being apologetic.

The Kori Bustard robot is named after the bird of the same name, it's name picked because for some reason I decided to really like the bird during high school. It was not meant to be too dominating in presence to make the hologram version of Faith inconsequential, and even when she's moving in it I tried to emphasize her over her weapon, as it really is just a weapon rather than an independent robot.

The Faith commission falling through gave Faith a tangible way of showing she was "fixed". She is, right now, a black and white hologram, with her blue holographic appearance representing her false self. She's currently trying to find her true self, so she's in this in between state. It was hinted many times what her real state might be as it shown through lightly during moments she was improving, but nothing ever pushed it over the edge. I wanted to do Faith fretting over her own mortality after the fight against Rex, but it never took off. I'll find some way to wrap her up some day...

Wonder if I could get you guys to kill her next year...

HORATIO

Sheep made a chatzy joke so I made him into a character. Yup. Horatio represents JRM trying to better himself and also showing that it doesn't work quite as well as Harry might think it would. Harry is now retired both in universe and out, but his victory was more of an abstract one as the physical side like the odd personality of lead Snapper Horatio stand as a strange reminder that sometimes you should just improve the foundation instead of trying to fix every shingle on the roof. I've been meaning to draw Horatio since it would be super easy, just a Snapper with a mustache, and I hope Twisted Metal wraps up so we can see how Horatio is effected by his predictions, but Horatio is just a joke character and we won't see him much. Only now and again with the JRM crew.

I'll also mention here Testers, which are robots Jumpropeman uses now and again, and which Snappers and Mr. Chips technically are. Monster Collector had a group of robots called Testers, numbered to indicate their function, and most had some sort of theme. Snappers weren't testers there, but there were testers used for time keeping, to assist with sleep, and so on, although it usually was a drawing of a robot with little lines holding appropriate objects (time one has clocks, sleep on has pillows, etc.) They're the grunt work of JRM's crew and we might hear about them some, but we'll never really get them as a prominent member under the name Tester only.

HATCH-O-HATCH

The big egg himself, and yes Chao, that is a nose, despite how hilarious it would be for him to have an orange goatee.
Perhaps one of my more cherished designs from Monster Collector, Hatch-o-Hatch is a mishmash of design that basically hides one thing: he's an egg that is constantly hatching. With false, larger claws to accommodate his nubby hands, a nose attached to his face to make him look normal, and glasses to make up for poor eyesight, Hatch-o-Hatch shouldn't really be doing much besides hatching into Time Snakes, but that's hardly the existence he wanted. His time snake origin was almost solely as the egg for the mythical Ouroboros, but with Zoofights having its own snake, he was a perfect fit for the plot that only just now came to be. We probably wouldn't have fought Gamma Constrictor back in 2011 since I'd be afraid to use a Zoofighter on the old forum, but now, we got to fight the egg and the former Zoofights Godbeast!

Hatch-o-Hatch's connection to JRM was never really laid down too clearly I feel, partially because of me struggling to rope him in after Harry and Faith were redeemed. After Faith was meant to die, we'd get the reveal that Tripwire was Harry. Harry would then go to Hatch-o-Hatch as he struggled to find out what to do next and we would've got a scene like the one Harry had with Faith, although Hatch-o-Hatch would have been the one in control and he would've let Harry know how foolish he was to release him. Tut-Tut would've been taken hostage as he was in the end, but the Harry scene with a Phileas Cardwright impersonator would not have occurred.

As said elsewhere, when Hatch-o-Hatch broke and revealed his body as a ball of snakes, that was an idea made live as I watched Slowbeef play Bloodborne during the plot and he just so happened to come across that enemy. Many RP ideas, like Jasper and a character I'm using next year, were slightly inspired by Retsupurae, although so far nothing has been directly taken, despite rejected characters like Rock Knight almost having been so. Before the ball of snakes, Hatch-o-Hatch would have likely been either one small snake or just a group of snakes that all slither away.

Yes Chao, that is fire coming out of his head, not a crown. That's the hole larger snakes emerge from, and a light/fire of the energy of time snakes shines out from the top. The cracks on his body are from wear and tear, but also from the imprecise holes made below his vest pockets for smaller snakes to slip out.

I probably should've done more to hint about Hatch-o-Hatch's history with JRM besides a blogpost that gave us Tut-Tut's origin in more detail. Most people probably forgot that secondary character and some people did ask who he was as he was written like someone you already knew. Sheep also expressed interest in his design which only made me want to use him more. Hatch-o-Hatch has always looked ridiculous, but I feel like his initial sketch looks better than my reproduced version oh so slightly, especially in the shoe department.

Yes those are shoes, not tentacles. The wings, thankfully, are just wings though, I don't think anyone thought they weren't.

There was a bit of an underwhelming turnout for what should have been a high-stakes plot and I've used it as an example already as the limitations of RP and how it reflects poorly on the characters if we take things on face level. Having a high stakes plot where characters sit off to the side and say "nah I'll pass" makes no sense, but it just happens with our format and its something we need to accept. I also felt bad having to tell people their time powers didn't work, especially when Ko tried to Haste, but the Sands of Time are the dumping ground for time controlling objects. Even things like the guy we met there who is constantly dying are only allowed to exist on a biological level, as his ability was partially biological and partly time based. Terrence was just made up as an example of something living there (or dying there rather) to better explain the Hourglass. I was tempted to have it a literal hourglass in season 1, but with so much time to think better of that, the dynamo we saw that is an hourglass in shape only is what we got.

IN CONCLUSION

There are probably some things I meant to be here that I left out, as is the way of things, and I apologize if I rambled or repeated myself, as the first quarter or so of this was written on a different day than the rest. I wanted to do a plot that explored the depths of JRM and bring his role as Time Spirit back to prominence. Jumpropeman actually did quite a bit this year, more than some characters who got bigger billing, so to speak. This was definitely my poorest of plots this year, primarily because of the mixed reception of characters like Marina, Faith's inconclusive end, a poorly handled finale as I tried to adjust for RP rather than power through with the original plan, and much more.

This plot was ever so briefly considered as a retirement plot for JRM, but I felt shifting the hands of Fite Yer' Mates is a poor decision unless a new user literally takes it over. Keeping some things consistent is best to keep FYM as a sort of easy entry for new users of a place where users who don't follow RP as closely can still keep track of what's going on in the arena. I do not regret this plot, but it shows its status as an adjusted FITE WEEK plot hat could have used more love, attention, and pre-planning. I'm sure the issues seem more visible to me, but I feel like this is more of what you'd have expected from pre-Deck JRMplots, which is fine, as it is very much a throwback plot, but I'm trying to get better and do new things, not rest on old methods.

So finally, tune in next time for the blogpost you guys actually want. The one about my major plot of the year: Alruthines.

Tuesday, November 17, 2015

Behind the Plots of 2015: Part 1: Ghosts and History... Specifially, History Ghosts! Joyce Jr. Plot

The long promised blog has arrived at your doorstep with a behind the scenes look at JRM's three major plots of 2015!

Let us begin with the first one that ended!

JOYCE JR., HIKER ANTHONY, AND THOMAS

I can't say some things about Thomas quite yet as we'll be learning them next year, but let us give some time to the rectangle who sacrificed himself at the end of this plot.

I've waffled on RPing video game characters before and I wanted the first one I picked to be something unique and unusual. I don't think I rejected many characters because they were from video games, and old Reject Characters post show some early temptations, but it was Thomas who earned the right to be my first video game protagonist because of the challenge he'd impose. Also, because I wanted JUMPROPEMAN'S FIRST VIDEO GAME CHARACTER!!! to just be a rectangle. A red rectangle.

Thomas Was Alone is also a platformer with a bit of a place in my heart. I dabbled in the idea of doing Let's Play on Youtube once upon a dream, but since my computer sucks I could only record flash games or very simple games... and Thomas Was Alone's initial Game Jam version was one I picked. It wasn't anything special then, since it had no narrator yet, but it was a cute enough foundation and I made and posted the video. What really set it apart was when the developer was turning his Game Jam prototype into a full game and actually posted his trailer for the game as a video reply to the youtube video back when Youtube Video Replies were a thing. The idea that he saw the video I made of his game made me feel special <3

Anyway, THAT is the true reason that Thomas was picked, with the joke "it's just a rectangle" cementing it. Also, his silent nature lead to the quick introduction of his narrator, although both Thomas and the Narrator spun away from their incarnations in the game as time went on. When you first meet Thomas the Narrator even mentions this is the third time that Thomas felt alone, a reference to the Game Jam prototype and final product game. Thomas was a ficitonal character, the video game character ripped from his game and placed in our world with the Narrator following after him and certain mechanics coming as well. One thing I've never been too much a fan of is when I have a character from something and having it be referenced. "Hey I played your video game!" was one big barrier to using video game characters, and why characters like Hector and Vector have legitimate sounding reasons for being in the few games they were a part of. Thomas, however, was literally from his game!

The Chapters were also a core part of Thomas since before we met him, although their presentation isn't as minimalist as it is in his source game. What the chapters would mean was never set in stone, but near the end the last few were sort of preplanned since the schedule allowed me to do so. I was very fortunate that I got Thomas to put on a good showing on a few plows leading up to the final chapter, as he often felt hard to implement and the Narrator gimmick, while fun, sometimes dragged him down and made it even harder for him to get involved!

I gave Thomas his water weakness from his game, but its lethality lead to an issue that often came up in chatzy. If he had died by water, there were a few plans that bounced around my head. There are checkpoints in Thomas Was Alone, and Thomas might have respawned at his only "checkpoint" in our world: the computer he emerged from... which would probably be in the ZFS scrapheap at this point. Another was that, if people had tried to pursue a resurrection path for Thomas after the very permadeath, if it was really an issue (I did not want to revive Thomas but I did not want to push too hard to keep him dead if people pushed against me constantly) was to meet the Narrator. When he died, we even almost heard a "If you like to provide feedback, contact this address" or something, but ultimately I didn't think anyone would be pushing hard with the finality of it all and the Narrator giving an address instead of a proper epilogue woulda suuuuuucked.

But if he HAD, this is what the Narrator might've looked like...
Although the Narrator is most certainly meant to be British, I wanted to use this pic without telling anyone its origin. Since it don't matter no more: It's from porn! Bikini A-Go-Go is a naughty picture that I saw back when porn was hard to find and all, and for some strange reason, this narrator character here appeared throughout, stopping the action to give it some narrative. ...Not that kind of action, incidentally. I though including a character from a pornographic film who had nothing to do with porn and nobody would recognize as such would be funny, and in a set of stories I wrote elsewhere I made a similar character to this narrator who was fatter but still black and white and stepped in to talk sometimes. I guess things like him really leave an impression!

But Mr. Narrator would have told us about Thomas being fictional and this guy providing voice work on the game and be surprised that the Kobbers story about Thomas existed at all. It probably would've ended with us seeing Thomas in Thomas Was Alone, the happy rectangle we knew just in the game world being Thomas... although our Thomas was a lot more naive then the one from the game in the end, and our Narrator more sarcastic and irritable.

Thomas was always slated to have a final chapter and sacrifice himself... but the means to do so came later in his lifespan.

Joyce Jr.'s plot was only beginning to stir in my head back in August of 2014, when I went off to the Texas/New Mexico border for my friend/roommate's wedding where I was groomsman. On the car ride there, my dad played some books on tape that I listened to when not sleeping, and one mentioned the peculiar Revolutionary War figure of Joyce Jr. A brief history lesson: Joyce Jr. was a figure used in Colonial America during parades/ceremonies, where he'd lead the festivities. A man dressed to parody whoever the colonists despised, he would cart around effigies of the pope or whoever the hate was directed at until grumblings upgraded into revolutionary fervor. Joyce Jr. stopped solely being this figure of celebration and started performing acts of Tarring and Feathering against people who were deemed unfair... by him mostly. What was once a character anyone could dress up as like Santa Claus became a single man with a mission, and he even objected to some tarrings and featherings done either in his name or with his presumed blessing, posting notices around town to say as much.

The blog post introducing him and his quote on his profiles were direct quotes from Joyce Jr.'s real equivalent. And yes, Joyce Jr. was insistent on the Jr. because of him being a spiritual son to a figure of great revolution, George Joyce, who seized King Charles I in the English Civil War and was given an elevated role in myths surrounding him, right down to the belief he executed Charles himself. Either way, this curious character caught my imagination and I wanted to put him in RP! Historical Fiction has always been a joy of mine, but porting a real man from a couple centuries back was too cumbersome, so he became a spirit! Not a Jumpropeman type Spirit, but a spirit powered by the thoughts of men almost how North Dakota came to life thanks to the minds of the people on her. Take that sentence out of context and try to make sense of it!

Anyway, so Joyce Jr. was given his spectral form, and one of the few pics online associated with him seemed to fit, so next came the plot. Pretty simple: Kobbers were getting more and more fans and adoration, something briefly touched on by the Church of Unity but I felt poorly explored. Joyce Jr. would use all that to try and win some converts to an idea of revolution, for his was a Spirit of Revolution, and it was all he could do! However, he could not do so alone, so much like I dug up Doeg the Edomite from the Bible for Kalisha, I grabbed the talking ass from Balaam. Balaam's ass had no name, but to keep the recognizability, I gave her the name of her famous rider, which lead to an early point of contention in Joyce Jr's and Balaam's relationship. Balaam was originally a sounding board for Joyce Jr. so he could do his musing and all, and since he helped from the shadows the first few times we saw him it kept him from being completely silent.

His powers were a mix on just influencing tractors, as he could supposedly "inspire" people, but I evolved it to be more interesting and to incorporate his role involving Tarring and Feathering... a practice I openly condemned in 2011 when Rain's buddies did it to a guy. I was hoping the fact he had no issue tarring and feathering peeps would be a first clue to his more extreme nature. I think I've worn out the ally-turn-antagonist formula so I'll be holding back now, but Joyce Jr. did actually want the Kobber to succeed! they just needed to start a war to do so!

Some scrapped things involved Joyce Jr. turning unruly citizens on Kobbers in a mob as his method of fighting since Anthony wasn't always planned as so strong a pawn, and before I gave him the limitation of never going indoors, I considered him being starstruck by entering the bar, calling it a hallowed ground he wasn't worthy of being in and still leading to his time spent away from the bar. Mostly, he was meant to make the Kobbers think, both about their celebrity and what they could be doing to better the world rather than punching bad guys in the face. He speaks for himself in his talk with Widow Maker, so no need to dawdle.

On other matters, the final confrontation with Joyce Jr. was slowly born. It evolved from possibly no fight to the mob fight to just fighting him to eventually incorporating late-addition Anthony. The nuke itself was late to the party too, and had I known missiles would be the in thing this year I might have found some other way for him to be threatening, but the nuke came together with Thomas's needed ending and that's how those two came together. Also: Thomas's orb was almost left just in the bar instead of with Tupai, since Tupai was a late add to Thomas's plot but helped it grow a few extra chapters and leave an emotional spot even if for some reason everyone hated Thomas. At least you could feel bad for Tupai instead if that were true, right?

Before we move on: Tupai was a growing idea turned spur of the moment character, and one he was actually placed in that trash can, I suddenly came up with all the ideas for his relationship with Thomas. He broke down the wall of Thomas being useless in combat just in time for it not to matter! Tupai was also born in a similar way to Thomas, in that he was the "I'M FINALLY RPING A TOUHOU" to the "FINALLY RPING A VIDEO GAME CHARACTER" that was Thomas. The strange technical truth kind of a fakeout! The sounds he made were the only quirk about writing him though, as I tried to flex my abnormal simile chops to describe sounds that technically don't exist since chupacabras aren't real.

And our last player in this plot: Hiker Anthony. Originally brought in from the Future folder to fill a very important role: DYING! Unfortunately, he didn't die. As I was doing my quick catch-up on blogs before the season, I grew fatigued, and the idea of the untouchable hero who just kills the bad guys no problem really rubbed me the wrong way. Hypercabale heroes aren't fun to read, the moment you realize they won't face adversity in their battle it's just reading bad guys dying. Anthony was meant to twist your expectations in the Six Months... blog he was part of. Look! A new character! A backstory for him, he's got these Pokemon too, look at this stuff I've thought up for him! ...that made him hard to kill in the end. But although Anthony was certainly not hypercapable in his battle with the then-unknown Blajboa, he lost. He was dying. The hero we were told to watch failed.

Hiker Anthony himself was picked because of him sticking hard in the minds of me and my brother. "Don't you mean my brother and I, JRM?" No, I read a whole book about the evolution of grammar recently and it's only "wrong" in the same way that it used to be wrong to say "all the time" when you meant always or to even use the word "standpoint" in conversation! Anyway, the Hiker who kept calling looking for a battle in Pokemon Gold and Silver made an impression, with his basic team, easy access for Pokemon training, and constant calls, and the Hiker class was my first exposure really to "GWAHAHA"s of hearty JRPG men. So, this NPC was lifted and dressed up to die, but attachment and an idea for him to be the person who could enter the bar for Joyce Jr. came up, so he got saved in the end. The town he defends and lives in, Blue Diamond, is a real location! Although when the Kobbers arrive, the building they enter to the missile silo is based on a strange one I saw in Corpus Christi near the Selena Museum that stuck out in its strange lifelessness amidst decorated buildings.

Anthony's Pokemon were slowly picked and I'm happy with the ones we got in the end, but here are the ones who didn't make the cut!



Golem and Machamp didn't make the cut because I felt Anthony never would have traded... even though he owned both Golem and Machamp in his source games. Graveler and Machoke were shoo-ins because they were owned by him in Pokemon and were the furthest forms of his two mainstays, although I did not give him the duplicates he used in Gold and Silver to keep things fresh and interesting. Nosepass and Throh were considered and scrapped as my biases took over instead of potentially appropriate/useful Pokemon, and I'm sure I considered a member of the Timburr line as well. There might have been others considered too, but we got Dunsparce (because Anthony is the one who calls to tell you about their swarm, plus, Dunsparce is great), Crustle (a quick favorite of mine in Gen V), Bibarel (not a Bidoof, but equally doofy and still adorably dumb), and Shuckle (who I like because its a worm in a rock and a goofy Pokemon). I tried to give each Pokemon a distinct personality, with Dunsparce, Bibarel, and Crustle getting soft character arcs as well as they developed insecurities.

There were some small facts about Anthony that didn't gel with the general RP Pokemon stuff: Anthony only had six Pokemon because in Johto I decided it was against the law to carry more as a way of controlling power, a la gun control but with Pokemon. Also, Anthony had no luck finding an Pokemon in America and that's what lead to his almost-retirement to Blue Diamond, although no one else had that problem later.

Anyway, Anthony's involvement in RP was never meant to go beyond Joyce Jr.'s plot either. Initially, he was going to agree with Joyce Jr.'s position and he'd die defending it. Blue Diamond was getting harassed by Kobber-like and Kobber-opposed weirdos due to its proximity to Vegas and Anthony was not happy holding them off. If the Kobbers were forced to prominence, they'd have to hold them back as they were now accountable, but this later evolved into a respect for the Kobbers and a belief they should be in charge for better reasons. In the end, Anthony became too nice to do so, but Tom's plot killing Anthony gave me a great way to preserve the intended end for the plot where Anthony, who had replaced the mob and other means of fighting Joyce Jr. as the real battle. Now, Joyce Jr. had a martyr and a puppet to fight Kobbers with, although it was regrettably only one of two times we got a real Pokemon battle with Anthony. If not for Anthony dying there, who knows what I would have done!

I also tried to have Anthony be more down-to-Earth than most Kobbers, but freaking out at their weirdness was a role transferred to Marina. Anthony was meant to get a last run against the Magpies but schedules ruined that possibility. Instead, he kind of fell of the map near the end, much like Blajboa and the Professors!

Now then, because I forgot earlier: Joyce Jr.'s fate and Balaam betrayal. Joyce Jr. is immortal since he's the spirit of an idea, but I wanted to give that satisfying ending so that Thomas dying wasn't for nothing. So, as Balaam became even more of a counterpoint to Joyce Jr., the idea of her turning on him after the battle and sentencing him to some fate began to grow. Balaam's zone she step through became the way to do it, and the idea of outdated ideas came to mind... and so did one way to make it a humiliating fate. I read about Whipping Tom at some point in the past, a man who just ran around smacking bottoms and yelling "SPANKO!" as he did so. There were at least two Whipping Toms in history, so this seemed to be some sort of common idea amongst men, anonymous bum smacking that is. This spirit would be Joyce Jr.'s eternal punishment then, an eternity in an empty void with nothing but a man constantly slapping his cheeks.

A brief throw back to Balaam: you may remember a scrapped talking donkey character from my Rejects blogpost. Surprisingly, she was not a revival of that idea. I apparently really just wanted to RP a talking ass.

I'm not sure how much I wanted Joyce Jr. being an antagonist to be a secret, although I certainly didn't want to come out and say it and keep up the ruse a while. Gooper was right not to trust him! I mentioned once how I wanted Tom Bombadil to be my "join plots late" character, but Joyce Jr. took his place in many ways before the almost improptu scheduling of his finale. I also think I was too conservative in how his tractor helped (or hurt) the Kobbers, and next year's character Ingrid will be providing set boosts in a purely benevolent role.

In the end: I'm glad Thomas got to have one single dramatic death instead of scrambling to make poor justifications that weakened its impact. I prefer the faceless Narrator over the image I chose, as it was almost purely picked out of the novelty of a porn character in RP and the nostalgia his image inspires. I don't feel Joyce Jr. was handled well do to a mix of not much interaction with Kobbers and a standard "fight this guy" ending, and Anthony probably did more than he was ever meant to but still missed out on the Pokemon Battles I wanted. I almost organized a Pokemon tournament to try and get him them but when people mentioned entering a trainer with a single Pokemon or something in it seemed less in the spirit of the event and I felt it not worth doing ultimately. And Balaam... I think I was pretty satisfied with her use! RIP Talking ass.

As for Anthony's Pokemon, I wish Bibarel and Anthony bonding was shown clearer and it might have happened if Viola hadn't used Cleffa in their battle, but that instead allowed me to wrap up Dunsparce feeling useless in battle. Crustle quite clearly had an epiphany in Fite Club and Graveler, Machoke, and Shuckle never had any problem to overcome, although Graveler did become slightly more humble and Machoke more affectionate to Anthony. Shuckle stayed Shuckle, as it should be.

And I believe... that's all I can think of to say about this plot! I at first dreamed of doing these all in one post, but it is time-consuming and I want to do other stuff tonight than genuflect on my old RP.

Did that bother you? Me using genuflect incorrectly instead of reflect? Now THAT you can call me out on!

Anyway, if you have any questions about THIS plot (not the other two), feel free to ask them! Or you can ask them about the characters involved in this plot. Next blogpost will be on JRM's plot and its related cast, and we'll end with the Alruthines, as well as touching on the Professors in that blogpost unless I feel I can stretch them more and maybe make a blogpost about "the rest of the 2015 cats". Until then!

Tuesday, July 21, 2015

Index of RP Blogs

Ever wonder where your buddy's blog is at? We all seem pretty willing to share our stories and blogpost links are often posted in chatzy, so I thought I'd just round them up in one index so you can find them later. Just tell me if you don't want yours here for some reason. Also, this is part of my Links Topic quest.

Bree's Blog: http://breepuns.blogspot.com/

The Deleter's Blog: http://delssteakhouse.blogspot.com/
In Character Jonesy Blog: http://jonesysaurus.blogspot.com/

Draco's Blog: http://dracowritesthings.blogspot.com/

Gooper Blooper's Blog: http://clevermantis.blogspot.com/

Jumpropeman's Blog: YOU'RE ON IT, but here http://jumpropeman.blogspot.com/
Fite Yer' Mates Archive Blog: http://fiteyermates.blogspot.com/

M Sheep's Old Blog: http://m-sheep.blogspot.com/
M Sheep's Current Blog: http://msheepplotwarehouse.blogspot.com/

The Ruby Chao's Blog: http://sapphirechao.blogspot.com/

Red Spy (Person Man)'s Old Blog: http://writinnook.blogspot.com/

Cornwind Evil's Blog: http://thecrossroadsofeternity.blogspot.com/

HarpyKuro's Blog: http://harpyjanitorlady.blogspot.com/
Harpy's Pastebins: http://pastebin.com/u/TearyHarpy

Saberwulf's Blog: http://wulfcaravans.blogspot.com/

SteelKomodo's Blog: http://steelkomodo.blogspot.com/

Brilliant Kid's Blog: http://brilliant-kid.blogspot.com/

FormerVengeance's Blog: http://darthvengeance0325.blogspot.com/

Brinehammer's Blog: http://ave667.blogspot.com/

Panda's Blog: https://mythopoeialore.blogspot.com/

Saturday, July 18, 2015

ZFRP MOBA (Unfinished)

(Here is a blogpost that has been gathering dust in my Drafts section for over a year now. My interest in Smite made me want to imagine ZFRP as a MOBA but the time it takes to write out the attacks and the obtuse language I decided to use made this a project not worth finishing, especially since like three of the people in RP even know the intricacies of MOBA gameplay. Anyway, instead of sitting on it more, here is the incomplete stuff, for your perusal if interested. Most of the character stuff is at the front or the back of the list.)

Much like how we did the little thought exercise of FYMBL, my mind has been repeatedly wandering to the idea of a ZFRP themed Multiplayer Online Battle Arena ever since I got into Smite.  Pretty much all major MOBAs follow a similar formula, so I thought I'd just share the ideas I've had for this theoretical game with ya'll. It might not be too interesting if you don't know the basics of a MOBA, and lord knows I won't be dealing with calculations here on damage. It's just a thought exercise for fun.

BASICS:

The goal is to get to the opponent's Bar and kill Gezora. While in the bar, players will be healed and can buy items to upgrade stats, but they may only do so at the counter. Each bar is protected by three characters, one for each lane, with Walter for mid, Sheryl for right, and Tallish for left. There are three lanes,each themed off of a different RP setting. Mid would be the street from years 1 and 2, right would be based of the sci-fi ship the ZFS, and left would be the medieval settings of Orvance. Of course, these are reversed if you are on the opposing side.

Each lane has four kaiju who serve as this game's towers, with 2 to each team. One team's front tower will be Draco, with the back tower being Gamera. The other team will have Biollante as their front tower, with Ogopogo in the back. Although they appear different, they are functionally the same.

Between the lanes are jungles, with technological buildings for the sci-fi lane and a forest for the medieval lane. Each jungle has a an EXP camp, a Speed camp, a Skill camp, and a Strength camp. Medieval also has a camp for late game strength and Sci-Fi has a camp for a late game Money boost. To get the buffs from the camp, you must defeat the character within. EXP camp has Tiamat, Speed Camp has Dr. Satan, Skill camp has Slenderman, and Strength camp has Veshen. The Money boost is provided by defeating Conall Herriot and Simon, and the late game strength boost comes from the Lord of the Night.

The creeps/minions in this game consist of Felynes as the weakest, with Kirbys providing support as long ranged attackers with star rods. Each wave will also have a 17, or rather a member of his race identical to him, who would the most powerful minion of that wave. If a team has managed to take down an opponent's Walter, Sheryl, or Tallish, you will also start spawning Tapogres, which are the most powerful minion possible.

I won't go into the details of specific items players can buy to upgrade their stats and such, but I will mention wards (items players can place to see if an enemy is an area they are not) would be Snappers.

The goal is to destroy a team's kaijus and assistant bartenders with assistance from the minions to get into the Bar so they can kill Gezora. If a team kills the enemy Gezora, they win.

ROLES:

There are six roles in this MOBA: Tank, Warrior, Mage, Marksman, Assassin, and Support. The tank's role is to mostly eat up damage and serve as the defensive wall, with their attack strength relatively low. The warrior, meanwhile, is heavy on the attack strength, but most get close to do battle and thus have decent attack and defense. The mage is a long range attacker with powerful abilities but is frail and weak with their basic attack. The marksman, on the other hand, is powerful with their basic long ranged attack, but they suffer the same defensive woes as the mage. The Assassin is very frail and weak in most matchups, but is able to leap in quickly and deal loads of damage quickly on unsuspecting or weakened targets. The support is their to assist the other classes, usually pairing up with someone to keep them healed or give them an edge in battle, but the support itself is the weakest in straight up combat.

The characters will be sorted into their roles here, with a brief description of their passive ability, their three main attacks, and their ult. There are 80 characters total.

TANK: (15 Characters)

Father Squid
Basic Attack: Tentacle Slap
Passive: Devotion: Using the same ability consecutively increases its strength and effects marginally
1: Righteous Fury: Lose control of Father Squid. His strength and speed are greatly increased, and he'll attack the nearest enemy hero with his basic attack. Enemies hit during this attack will be stunned.
2: Snipe: Father Squid fires a single long ranged shot. It will penetrate minions.
3: Down Keg: Father Squid's defenses and attack strength are greatly increased, but his abilities are locked.
Ult: Minigun: Father Squid pulls out a minigun, spraying incredibly quick, weak shots. They are fast enough to do massive damage on an unmoving target. Father Squid cannot move while using this ability.

Skeiron
Basic Attack: Laser Shot
Passive: Bad Jokes: Enemies who use their abilities within a certain radius around Skeiron have their cooldown timers for the used ability slightly increased.
1: Laser Sweep: Skeiron sweeps with his laser in an arc in front of him, damaging any enemy it hits.
2: Weapon Salvo: Skeiron releases explosive ammunition on a single area. Enemies hit directly take heavy damage, and there is a medium sized explosion radius around the shots that can also deal damage.
3: Jet Burst: Skeiron rockets forward, knocking aside any enemies in the path and dealing damage.
Ult: Nuclear: Skeiron explodes, dealing some damage to himself but massive damage to any enemies hit by it. Opponent's near to Skeiron will be sucked towards Skeiron gradually as he preps his explosion.

Delmond 
Basic Attack: Rifle Shot
Passive: Uranium Bullets: Delmond's basic attacks will ignore defensive boosts.
1: EMP Grenade: Del throws a grenade, dealing slight damage to any enemy it hits and disabling their abilities.
2: Vulture Hoverbike: Delmond hops on a Hoverbike, greatly increasing his speed. Del cannot attack while on it, but he won't be effected by any slows or crowd control. He can still take damage.
3: Texan Strength: Delmond's defense is increased for a brief time and his basic attack is switched to a physical attack. The punches deal more damage than Rifle Shots but have less range, and the are not effected by his passive.
Ult: Stowaway Barrage: The Stowaway drops explosives from above in a line across the battlefield. The drop is horizontal in reference to the map and will even hit opponent's in other lanes.

James the Robot Blastoise
Basic Attack: Crowbar
Passive: Torrent: Depending on how much health James has, his abilities will do more damage. Lower health means stronger abilities.
1: Withdraw: James pulls into his shell, negating all damage for a short period of time. He cannot attack while in the shell except with Surf.
2: Ice Beam: James launches a beam of ice forward, damaging and freezing any enemy it hits for a short time. If they are slowed from Surf or Hydro Cannon, they are frozen a bit longer.
3: Surf: James rides forward on a wave of water, slowing and damaging any enemies he hits.
Ult: Hydro Cannon: James shoots two powerful water blasts in front of him. If they make contact, they do heavy damage and slow the target.

Designate_5
Basic Attack: Punch
Passive: Absolute Order: Designate and any ally within a short radius of him are only able to be debuffed for a set period, with any longer debuffs ending early.
1: Transdimensional Knife: Designate teleports forward, following the teleport with a strong physical attack.
2: Stripper Cannon: Designate fires a strong shot in front of him, damaging any enemy in its path.
3: Blue Flame: Designate shoots blue flame out in a small radius around him, dealing small damage but blinding and slowing any target hit for a short period.
Ult: Freezing Order: Enemies around Designate are heavily slowed and take damage.

Erebus
Basic Attack: Claw Slash
Passive: Night Lord: Erebus gets a boost to his attack strength after every kill, resetting upon his own death.
1: Lunge: Erebus tears forward with his claws, damaging anyone in his path and knocking them aside.
2: Bolter: Erebus fires a few shots in front of him with a Bolter.
3: Lightning Talons: Erebus's basic attacks and his Lunge and Ult are given electric effects. They do more damage and the first hit will stun shortly, but the opponent is briefly immune to stun after the first stun.
Ult: Ave Dominus Nox: Erebus goes on a rampage, automatically dashing towards the nearest enemy and attacking. He can dash up to four times to reach enemies, with each dash removing one of his attacks when he reaches them. He will normally attack three times with heavy damage following his first dash.

Pech
Basic Attack:Force Sword
Passive: Anger Management: After landing a certain amount of attacks, Pech will receive an attack boost. If he goes a while without attacking, he will get a defense boost.
1: Psy Fire: Pech shoots a trail of green flame in front of him. The trail lasts for a few seconds. Anyone hit by it takes damage and is briefly unable to use abilities.
2: Explosive Trap: Pech buries a trap beneath where he's standing. When an enemy walks over it, it will explode, damaging them heavily and lightly damaging those around them. The trap is slightly visible and Pech can only place up to three at a time.
3: Mind Screw: A single target will have their movement controls reversed and their abilities jumbled for a set time.
Ult: Psystorm: Pech creates a huge storm of green fire in a location, damaging anyone inside it and briefly blocking their ability use.

Doctor Grendel
Basic Attack: Punch
Passive: Booming Voice:
1: Surgery: Grendel will gradually heal his own HP, although if he attacks it will stop the healing. Grendel can also target allies with this, but he must stay very close to his target for it to continue working.
2: DIY Self: Grendel gets a brief boost to his attack strength and speed as well as a resistance to most forms of knockback and slow.
3: Charge: Grendel charges forward, hitting anyone in his path. Targets hit will get a brief defensive debuff.
Ult: Megaton Punch: Grendel delivers a heavy swing, dealing high damage and knockback. The target will damage any other enemies they hit into when being hit back and will take extra damage if they hit a wall.

Gemma
Basic Attack: Hard Hits
Passive: Crystal Skin: Gemma takes reduced damage from physical attacks and cannot be penetrated by attacks that normally penetrate targets.
1: Seduce: Gemma becomes the center of attention of nearby opponents, forcing them to run towards her. Her defense is boosted during this.
2: Crystalline Slam: Gemma slams her arms forward, sending a shockwave through the ground and knocking opponents in the air. Contact with her arms deals more damage.
3: Decrystalize: Gemma briefly loses her Passive ability to gain a huge movement boost, allowing for a quick escape. If she is currently trapped or rooted, Decrystalizing will free her.
Ult: Catalyze: Gemma grows crystal spikes on her body and gets buffs to her attack and defense as well as range.

General Cleft
Basic Attack: Pistol Shot
Passive: Patriotism: When on the "allied" half of the field, Cleft receives a buff to his defenses. What is considered the "allied" half is any area from the bar to the furthest kaiju still alive in a lane.
1: Robot: Cleft sends the Robot slowly walking forward. The Robot will draw the fire of kaiju and minions alike and, either after a brief walk or losing his HP, will explode, dealing damage.
2: Leaping Ram: Cleft leaps forward, damaging anyone in his path and knocking them back.
3: Rock Form: Cleft becomes completely invulnerable to everything except knockback/crowd control for a short period. Cleft cannot move while in Rock Form.
Ult: Roosevelt's Ghost: Roosevelt's ghost shoots forward, snaring whoever he hits first and carrying them up into the air and dealing damage. When they drop back down to the ground, the target sends out a small damaging shockwave and takes additional damage.

Optimus Prime
Basic Attack: Punch
Passive: Matrix of Leadership: Allies near Optimus Prime get a slight offensive buff.
1: Roll Out: Optimus switches into his truck form, driving forward with enhanced movement speed for a short time. Any enemy he hits will be damaged and knocked to the side.
2: Ion Blast: A long range blast of energy that deals damage and disables the abilities of the first enemy target it hits.
3: Energon Axe: Optimus swings forward with his axe, dealing damage and healing for a fraction of the damage dealt.
Ult: Energon Blades: Optimus spins around, swinging Energon Blades and injuring anyone he hits. While doing so, Optimus has a faster movement speed.

Jonesy
Basic Attack: Nemesis Weapon
Passive: Fiery Anger: The more damage Jonesy can take without dying, the longer her fires last.
1: Flamethrowers: Jonesy sprays two gouts of flame in front of her. Any enemy hit takes damage and is lit on fire for a set time, the fire dealing gradual damage and lowering defenses.
2: Psychic Blast: Jonesy blasts a single target attack of psychic energy, which scrambles the controls of the target hit for a time.
3: Incendiary Grenade: Jonesy throws a grenade, exploding into a constantly burning flame in an area. People inside the flame take damage and are lit on fire, the fire dealing gradual damage and lowering defenses. The area the grenade landed is scorched for a time, impeding the movement speed of anyone who walks on it.
Ult: Inferno: Jonesy creates a fiery inferno in an area in front of her, dealing damage and burning the target, the fire dealing gradual damage and lowering defenses. The area is scorched for a time, impeding  movement speed.

Moosh
Basic Attack: Paw Swipe
Passive: Glutton: Moosh gets extra usefulness out of items and camp buffs.
1: Barkle: Moosh sends Barkle forward, the dog biting on to the first target he hits. The target is damaged, slowed and unable to use their basic attacks for a time.
2: Mangoes: Moosh releases four mangoes around him. Anyone who eats them gets healed.
3: Butt Slam: Moosh flies up and slams down, dealing damage in a radius. If a target is hit directly by his butt, they are stunned.
Ult: Devour: Moosh reaches out to grab an enemy. If he connects, he will eat them, stealing large amount of health.

Reject
Basic Attack: Sword Swing
Passive:Wind Powered: Reject's speed increases as he walks up to a certain level. His attack speed shortly after walking is also increased.
1: Jetpacks: Reject flies forward, swinging his sword at any target in his path.
2: Whirlwind: Reject roots himself in the ground and attacks any opponent in a short radius and deals damage.
3:Full Coordination: Reject gets a brief boost to his attack strength, attack speed, and movement speed
Ult: Orbital Crash: Reject slams down anywhere on the battlefield, dealing massive damage in a set radius but also hurting himself.

Dakota
Basic Attack: Body ram
Passive: Main Body: Dakota has an additional body in the bar that she takes control of when she dies. It cannot move outside of the bar, but it can perform all other functions. However, if this form takes damage, the other form will spawn with the same amount of health as the other body. The additional body will gradually heal. If this body dies, Dakota respawns with normal health but lowered defenses. As long as its alive, Dakota gets a small defense buff.
1: Enlarge: Dakota grows larger, increasing her defenses and attack strength for a limited time.
2: Stop Sign Javelin: Dakota throws a stop sign forward, penetrating minions and dealing damage. If it hits an enemy, they are briefly stopped.
3: Bee Smokers: Dakota creates a cloud of smoke that inflicts defense and movement debuffs on any enemies in the cloud as well as dealing slight damage.
Ult: Rock Rush: Dakota creates a mini-avalanche in an area, dealing damage and knocking back those hit.

WARRIOR: (17 Characters)

Ulrika
Basic Attack: Karzantium Punch
Passive:
1:
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3:
Ult:

Sammy
Basic Attack: Yo-yos
Passive:
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Ult:

Leonardo
Basic Attack: Sword Swing
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Ult:

Hypotenuse
Basic Attack: Devil's Plaything
Passive:
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Ult:

Ash
Basic Attack: Sword swipe
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Ult:


Bluejay
Basic Attack: Glacial Glaive
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Garnet
Basic Attack: Axe Swing
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Ult:

Stanley
Basic Attack: Heavy punch
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Ilsaria
Basic Attack: Axe swing
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Ult:

Alexander Triden
Basic Attack: Excalibur
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Eddie Riggs
Basic Attack: Separator
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Doomrider
Basic Attack: Chain swing
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Eshe
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Everett
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Oceanus
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Thurg
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Baltan
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MAGE: (13 Characters)

Victor
Basic Attack: Enchanted Dagger
Passive: Fast Learner: Victor receives increased experience from enemies he kills with abilities.
1: Fire/Blizzard: Fire deals strong damage to a target, reducing their attack strength. Blizzard deals moderate damage to a target, slowing them.
2: Grease/Web: Grease will leave a trail of grease on the ground, increasing ally movement speed if they walk on it. If Victor uses Fire over the grease, it will ignite, dealing gradual damage to anyone in it. Web will create a web that, if an opponent hits, will completely immobilize them until the Web fades.
3: Magic Switch: Victor switches from one type of magic to another. Fire and Grease are one type while Blizzard and Web are his other.
Ult: Frostbite: Frostbite is spawned, charging towards a nearby opponent and hitting them with heavy physical attacks. Frostbite will favor the last opponent Victor hit if there are multiple enemies.

Mikey
Passive:
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Ult:

Viola
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Ult:

Gloria
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Ult:

Stella
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Ult:

Rain
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Ult:


Carla
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Tenshi
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Celestia
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Crunk Wizard
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Dirk
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Utsuho
Passive: Danmaku
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Carlos
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MARKSMAN: (14 Characters)

Jaxx
Basic Attack: Yngvi Shot
Passive:
1:
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Ult:

Samus
Basic Attack: Power Shot
Passive:
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Ult:

Zephyrus
Basic Attack: Air Shooter
Passive:
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Ult:

ROB
Passive: Laser Shot
1:
2:
3:
Ult: Plasma Storm

Mega Man
Basic Attack: Mega Buster
Passive:
1:
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Ult:

Jewel Man
Basic Attack: Jewel Shot
Passive: Fabulous:
1:
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Ult:

Beck
Basic Attack: Buster Blast
Passive: Xel: After Beck kills a target, he receives any of the buffs they had.
1: Wheeled form: Beck gets a huge burst to his speed, and his basic attacks do not slow his speed during this form's duration.
2: Tank Form: Beck turns into a tank for a period, switching to a strong physical attack that throws the target behind Beck on use.
3: Jet Form: Beck flies up into the air and unleashes a flurry of missiles that deal strong damage.
Ult: Xel Overload: An explosion appears around Beck, pulling in any nearby enemies to the blow.

Skurvy
Basic Attack: Hand Cannon
Passive: Pilfering Pirate: If a player uses a consumable near Skurvy, Skurvy has a chance to get that consumable in his own inventory.
1:Green Kroc and Cutlass: Skurvy leaves two ghost crocs at a spot, serving as wards unless an enemy is nearby. If an enemy approaches, the crocs will root that player for a brief period.
2: Dig in Hooks: Skurvy lunges forward, seizing the first target he hits and dealing damage and rooting his target.
3:Treasure Trove: Skurvy opens a treasure chest, forcing any nearby enemies to run towards it. Skurvy gets a small money boost whenever he uses this ability as long as it attracts at least one enemy.
Ult: Shanty: Skurvy teleports to all nearby enemy players, inflicting large debuffs on speed and defenses and dealing slight damage.


Pit
Basic Attack: Light Arrow
Passive: Fame and Fortune: While Pit is in the line of sight of an enemy player, he gets a small gradual income of money
1: Orbitars: Two orbitars begin floating around Pit, shooting automatically at any enemies nearby.
2: EZ Cannon: Pit Fires and incredibly powerful blast that will knock back targets hit.
3: Burning Palm: Pit fires a searing blast forward, dealing damage to enemies hit and debuffing their defenses for a set time.
Ult: Sacred Treasures: Pit gets the Sacred Treasures for a brief time, all of his stats are buffed and his basic attack becomes stronger.

Samus
Basic Attack: Power Beam
Passive: Loose Armor: As Samus takes more damage, she will slowly lose her armor. Her attacks don't change, but she gets large boosts to her speed as she loses pieces at the sacrifice of slightly lower defenses. If she returns to base, her armor will all return and buffs will reset.
1: Ice Beam: Samus fires a strong shot of ice that will freeze a target briefly if it hits.
2: Morph Ball: Samus curls up into her morph ball, gaining huge speed boosts but becoming unable to use abilities. If she clicks her basic attack while in this form, she will leave bombs behind that are stronger than regular shots but take a bit to detonate.
3: Wavebuster: Samus fires a powerful attack in front of her for a set time, slightly homing in on nearby enemies and stunning them if it hits but also knocking them back slightly.
Ult: Zero Laser: Samus fires a powerful and large beam in front of her, dealing heavy damage to any enemy hit.

Ariel
Basic Attack: Bow and Arrow
Passive: Environmentally Conscious: Ariel is not affected by the debuffs of abilities that replace the regular ground (like grease or jelly).
1: Magical Shot: Ariel fires an arrow charged with electricity. If a foe is hit, they take damage and are stunned briefly.
2: Arrow Flurry: Ariel opens fire quickly with a few shots in front of her of somewhat greater strength than her basic attack.
3: Ultra Ariel: Ariel gets a brief period of attack buffs and speed buffs, but she can only use her basic attack, which is now a stronger energy shuriken.
Ult: Orion: The Orion mech appears. If an enemy is nearby, they will be scooped up by Orion and used as an arrow in the direction Ariel is aiming. The shot enemy takes the most damage, with any targets it hits taking less damage.

Browny
Basic Attack: Machine Gun
Passive: Officer of the Law: If Browny witnesses the death of an ally, the ally's killer gets less money and XP. Browny also gets a brief attack buff.
1: Victory Laser: A penetrating shot that deals moderate damage to all enemies hit.
2: Shield Chaser: Browny creates a shield of orbs that will absorb attacks if hit (but not most abilities). It will either disappear after taking a few hits or Browny can launch it at a foe, dealing damage based on how little the shield was hit.
3: Gemini Scatter: Browny fires a spread of explosive shots in front of him, dealing damage to any opponent they hit. If the ability misses, it has a faster cooldown.
Ult: Electromagnetic Yo-Yo: A yo-yo appears attached to Browny, homing in on nearby enemies to deal strong damage and stunning on first impact. The yo-yo will not linger, but it will bounce between targets. It can only stun a specific target once per use.

David
Basic Attack: Tanhauser
Passive: Omnus: Enemies hit by Wulf's basic attack have their HUD impaired. Information is jumbled and presented improperly for a brief second.
1: Merchant Extraordinaire: Wulf sets up shop, sending a small set of exploding bobbleheads out in front of him that damage enemies on explosion. Wulf can buy items as long as he has his shop set up.
2: Chet: Chet appears and begins lining up a shot. Anyone still in Chet's range will take a massive hit to their health, but Chet can be killed with a few attacks.
3: Chaos: The area around Wulf explodes, dealing damage and inflicting a strong impairment similar to Omnus's effects on opponent's hit. Screens become wavy and rainbow colored for the brief period the player is affected. Targets are also slowed.
Ult: Jörmungandr: David becomes his massive snake form, lunging towards a designated area and dealing heavy damage.

Ivar
Basic Attack: Bowgun
Passive: Monster Hunter: Ivar deals extra damage to minions, kaiju, and camp enemies.
1: Paintball: Ivar marks a target, causing the marked target to take more damage from his shots until the mark fades.
2: Poison Shot: Ivar shoots a powerful shot, inflicting poison on his target, draining their health for a set time.
3: Slicing Shot: Ivar fires a shot that penetrates through targets. Defenses of targets hit are lowered for a set time
Ult: Regulus: Ivar unleashes a flurry of strong magical shots, slowing targets that it hits.

ASSASSIN: (10 Characters)

Widow Maker:
Basic Attack: Claw Slash
Passive: Genre Savvy: Widow Maker does not trigger passives that would negatively effect her.
1: Five Mantis Band: The Five Mantis Band appears around Widow Maker, playing a short song that causes nearby enemies to lose control and slowly walk towards the band until the song ends.
2: Marlinnium's Lance: Widow Maker lunges forward, dealing damage to any opponent she hits.
3: Widow Gun: Widow Maker fires a few spiders in front of her. They will run to the nearest enemy, slowing them and dealing damage. The spiders can be killed before they reach a target.
Ult: Eloher: Widow Maker flies up into the air, getting a movement buff as she becomes Eloher. She fires a barrage of energy blasts, dealing damage and weakening the attack strength of any target she hits for a set time.

Rainbow Dash
Basic Attack: Hoof Kick
Passive: Determined:Rainbow Dash gradually gets boosts to her attack strength and speed as the match goes on.
1: Super Speed Strut: Rainbow Dash runs forward, dealing damage to anyone in her path.
2: Rainblow Dry: Rainbow Dash charges towards a target, spinning them around repeatedly and dealing damage.
3: Buccaneer Blitz: Rainbow Dash flies upward, dealing damage to people in a certain radius and blinding them momentarily.
Ult: Sonic Rainboom: Rainbow Dash zooms forward instantly until she hits a wall, damaging everything in her path.

Santos
Basic Attack: Gunfire
Passive: Mind Reader: Santos can see cooldown timers for any ability on cooldown above enemy health bars.
1: Snipe: A strong shot with long range.
2: Analyze: Santos picks a target. This target takes extra damage from all of Santos's attacks.
3: Emerald Flame: Santos shoots a strong blast of green fire forward, slowing targets who are hit and lowering their defense for a time.
Ult: Hack: Santos briefly takes control away from an enemy target, turning them on their allies. That enemy is briefly controlled by aggressive AI, but Santos must be incredibly close to activate this ability.

Phantomon
Basic Attack: Scythe Swing
Passive: Grim Reaper: When an enemy dies, Phantomon can "back to base" to instantly teleport to their death site. After a few seconds following a death, the ability to teleport there fades. He will teleport to the most recent death point.
1: Shadow Scythe: Phantom swings his scythe forward, shooting a wide beam of dark damaging energy.
2: Diabolic Star: Phantomon flings an attack forward, pulling in any target it hits and slowing them.
3: Bakemon Swarm: A swarm of Bakemon appear around Phantomon, dealing damage and trapping anyone from leaving it briefly.
Ult: Words of Death: Any enemies near Phantomon will have their vision blackened and their health drained rapidly. If they walk out of the attack's radius the health drain ends. Phantomon is rooted until the attack ends.

Red Spy
Basic Attack: Knife Swipe
Passive: Dead Ringer: When the Red Spy is "killed" he will drop a body and give a false kill notification. He will be invisible for a few seconds and come back with almost no health. He must return to base or die again for him to be able to Dead Ringer again.
1: Cloak: The Red Spy disappears, appearing when either he attacks or runs out of time.
2: Ambassador: The spy fires a few long range revolver shots which do more damage if they hit the target's front.
3: Sapper: Spy throws a sapper, which lower the movement and attack speed of anyone in a small radius as well as disabling their abilities. If the sapper hits a target, they are also stunned.
Ult: Backstab: Heavy single target damage that does more damage when behind an enemy.

Sister Alice:
Basic Attack: Slash
Passive: Negative Aura: Enemies near Alice have their attack speed slightly slowed down.
1: Boiling Anger: Sister Alice gets temporary buffs to her strength and speed, but she must pick an enemy target to get them. She cannot do anything but use basic attacks on this target until the buffs fade.
2: Forward Slash: Sister Alice charges forward, slashing anyone in her path.
3: Harsh Words: Sister Alice insults a target so hard that their defenses, speed, and offenses are debuffed to incredibly low levels for a short period.
Ult:  Black Alice: Sister Alice grabs an opponent, dealing massive repeated damage to them.

Doktor Hanz
Basic Attack: Knife Swing
Passive: Nimbleness: For every enemy player Hanz kills, he gains a slight boost to his attack and movement speed.
1: Hitler's Pistol: Hanz fires a single shot, slowing the movement speed and dealing damage to an enemy.
2: Song of Mein People: Hanz plays a song, forcing any enemies nearby to lose control and dance momentarily
3: Throat Slice: A strong single target attack with incredibly low range. If the target survives, they lose health over a set period of time or until they are healed.
Ult: Honey Badger: Hanz unleashes a Honey Badger, which bounces between enemy targets. Players attacked by the Honey Badger are stunned as long as it is attacking them. If there are no enemies in range, Hanz is attacked instead.

Sine
Basic Attack: Fantomas Slash
Passive: Deliverywoman: Sine does not need to be in base to buy items, but buying them in field immobilizes her briefly.
1: Sifter: Sine teleports forward, ignoring all obstacles and walls.
2: Fate Locus: Sine activates brief attack buffs to herself and defense debuffs to an opponent in her line of sight. Cannot be used if there are no visible targets.
3: Special Package: Sine tags an enemy target with a timed explosive. When it goes off, it hurts everyone within a certain radius.
Ult: Fantomas Form: Sine becomes a powerful being, rapidly attacking anyone within a certain range. The attack does more damage to each target the more people there are in the radius, including allies.

Lisa
Basic Attack: Jelly Slap
Passive: Squishy: Lisa is unaffected by knock back.
1: Jelly Splash: Lisa transforms into a ball and launches forward, exploding in a spray of goo. The initial attack does damage, with the splash of goo slowing anyone it hits.
2: Envelope: Lisa oozes forward and envelopes whoever she hits with her body, rooting them and damaging them. Lisa can be damaged by others while doing this.
3: Jam Puddle: Lisa melts into a large puddle of goo which can still move. Any enemy caught in it will be slowed as they are in it. When Lisa pops out of the puddle, it does damage to anyone who was in it.
Ult: Multiply: Lisa creates three duplicates to her side who mirror her actions for a set time.

Nepeta
Basic Attack: Scratch
Passive: Shipping Wall: Nepeta receives a slight attack boost when near allies and a slight defensive boost when fighting two or more enemies at once.
1: Pounce: Nepeta leaps forward. If her pounce hits a target, they are damaged and briefly stunned. There is a small radius of damage around where Nepeta lands.
2: Claw Fury: Nepeta swipes furiously, doing quick and rapid damage to anyone in front of her.
3: Sylladex: Nepeta ejects an object out. If it makes contact with an enemy, it does damage and knock back. Nepeta can pick up the item afterwards to instantly end the cooldown on this ability.
Ult: Catnip: Nepeta gets a boost to all her stats, making her a quick, powerful attacker. After the Catnip ends, Nepeta will be briefly slowed.

SUPPORT: (11 Characters)

Jumpropeman
Basic Attack: Jump Rope Smack
Passive: Fitemaster:When Jumpropeman is near a battle between an ally and an enemy, his abilities have their cooldowns sped up.
1: Tut-Tut: Tut-Tut spawns, acting somewhat like a minion. He will try to position himself between allies and enemies to try and block attacks and abilities. After either a certain amount of time or damage, Tut-Tut disappears.
2: Slow: Jumpropeman decreases the attack and movement speed of an enemy considerably.
3: Haste: Jumpropeman increases the attack and movement speed of an ally considerably. Jumpropeman can use it on himself.
Ult: Time Tomb: All opponents within a certain area are completely frozen. They cannot move, attack, or use abilities. They take slightly reduced damage however.

Sarah
Basic Attack: Hammer Swing
Passive: Sweet Tooth: If Sarah stands still for a certain amount of time, she will pull out a chocolate bar and take a bite, healing her and giving her a small boost to movement speed.
1: Cura: Sarah heals an ally or herself for a decent amount of health.
2: Blink: When used on a target, multiple illusory versions of that character will appear and mirror the actions of the target. Sarah can use this on herself or allies.
3: Water Crystal: Sarah creates a pool of water around her, slowing any enemies inside it and damaging them. Sarah's movement speed is greatly increased in the water.
Ult:Thor's Hammer: Sarah leaps forward, slamming down her hammer and sending lightning shooting outwards. The hammer strike is stronger than the bolts of lightning, but if Sarah uses this on her water pool, any enemy in the water will be heavily damaged.

Josephine
Basic Attack: Hammer Swipe
Passive: Chemist: After Josephine uses a consumable (like a potion or ward), it will regenerate after a set period of time without her having to buy a new one.
1: Hi-Potion: Josephine throws a position at an ally, healing the target for a high amount of health. If it hits an enemy, they take a small amount of damage instead.
2: Molotov: Josephine throws what looks like a potion, but it explodes into fire. Being hit by the attack deals strong damage, and afterwards there will be a fire trap on the ground to deal damage for a short period.
3: Bazooka: Josephine fires a powerful explosive shot from a bazooka. It will keep moving until it hits something, detonating on contact and dealing splash damage.
Ult: Construct 8: Josephine spawns Construct 8, who she will hop on to and ride for a while. Construct 8 moves slower than Josephine, but can fire his fists for powerful physical damage. Josephine takes incredibly reduced damage while riding Construct 8.

Helios
Basic Attack: Staff Smack
Passive: Reborn: If an ally stands in the spot where Helios dies for a set time, he will respawn there with full health. The ability to be reborn fades after a few seconds.
1: Protect: Helios puts a shield over an ally. The shield has a set amount of health before it breaks, but it will fade with time.
2: Dia: Any enemy in a target area will receive debuffs to their strength and defense. This attack also does damage, and will deal extra damage to a hero Helios has killed or assisted in killing before.
3: Curaga: Helios heals in a radius around him, healing any allies hit by it.
Ult: Holy: Helios releases a powerful spell. Any enemies hit by it will take damage and receive defense debuffs while any allies hit by it will be healed and received defense buffs.

Antoinette
Basic Attack: Bat swing
Passive: Friend to All Things: If Antoinette is near minions, they will begin following her and attacking any enemies she goes near. There is a set limit on how many minions can follow her.
1: Cover Fire: Antoinette will fire a series of shots in a direction. Any enemy hit by these shots will be knocked back slightly.
2: Befriend: A targeted enemy will briefly turn on their allies, using their basic attacks on them.
3: Kindness: Antoinette gives nearby allies a speed buff to their attacks and movement, as well as giving them a regenerative buff.
Ult: Snipe: Antoinette fires a powerful shot at an enemy, able to hit them from anywhere on the map. Antoinette will be immobilized while using this attack.

Blik
Basic Attack: Origami Papercut
Passive: Pacifist: Blik receives a boost to his defense and speed if he has avoided dealing damage for a set time.
1: Origami Constrictor: Blik traps an enemy, dealing damage and rooting them for a time.
2: Metalog: Blik removes any buffs a targeted enemy currently has.
3: Last Resort: Blik attacks with heavy damage, but after hitting, he will be debuffed heavily to his strength and speed.
Ult: Pocket Dimension: Blik lunges toward an opponent. If he hits, that opponent is trapped in a separate map, where they must get to the exit to return to the main map. Objects floating through the dimension can damage a player while they are in the dimension.

Purnima
Basic Attack: Umbrella Smack
Passive: Deadly Efficient: Boosts Purnima receives from items are slightly increased.
1: Mukti Lahara: Purnima blocks in front of her with her umbrella. If an opponent hits it, they are repelled backwards and take damage.
2: Outfit: Purnima "dresses" an ally, giving them boosts to their defense and movement speed.
3: Aggressively Dress: Purnima "dresses" an enemy, rooting her opponent as she dresses them and slowing them for a period afterward. This also damages the target.
Ult: Zhuangzi: Purnima hops into the Zhaungzi for a limited time, increasing her movement speed. Her basic attack is replaced with the ability to fire psychotropic gas, which if it hits an opponent, will create false illusions of both allies and enemies for a limited time.

Octavious
Basic Attack: Wendigo
Passive: Doll Army: Octavious is accompanied by 4 dolls walking behind him. If these dolls are hit instead of Octavious, he takes moderately reduced damage.
1: Barbie: Barbie charges forward, swinging her weapon wildly and dealing strong damage.
2: Hitomi: Hitomi charges toward an ally, healing them and giving them defensive boosts.
3: Hurl Doll: Octavious hurls a doll forward, dealing damage as the doll clings to them. The target is slowed when the doll is clinging to them.
Ult: Melody: The Melody doll creates a sphere of influence for a limited time. Damage is heavily reduced in this sphere, both for allies and enemies.

Clippy
Basic Attack: Paper Swipe
Passive: Research: If Clippy can see an enemy, they take slightly more damage from his and ally's attacks.
1: Constrict: Clippy wraps his metallic body around an enemy, immobilizing them and dealing gradual damage. Clippy can take damage while doing this.
2: Need Some Help? Clippy teleports to an ally. Clippy can do this across lanes, but there is a set distance. He cannot teleport from his base to the opponent's base for example.
3: Paper Tornado: Clippy sucks opponents close to him, dealing small but consistent damage.
Ult: Newgrounds Tank: Clippy hops into a giant tank. He receives a boost to his movement speed, his basic attack becomes a powerful but slow tank shot, and he will leave a mine behind him every few seconds. Being run over by the tank also does damage.

Christine
Basic Attack: Soulstorm Swipe
Passive: Generous: Christine and nearby allies receive a small boost to the money they receive in battle.
1: Wind Blast: Christine pushes foes back with a damaging shot of wind.
2: Flash Bang: Christine will create a brilliant flash of light, blinding opponents and confusing minions.
3: Reverse Heal: Christine will heal her target to what their health was 3 seconds ago. This ability will not activate if her target had less health 3 seconds ago.
Ult: Speed Boost: Christine and anyone around her receives a substantial boost to their basic attacks. Their next basic attack executed will deal extreme damage, but the buff fades if not used.

August Caine
Basic Attack: Punch
Passive: In a Foreign Land: When August is far from an ally, he receives a substantial defensive boost.
1: In Your Defense: August attaches himself to an ally for a short period, taking all the damage for them. The damage he takes is also reduced.
2: Inspire: August increases the strength and attack speed of an ally for a time. He can use it on himself as well.
3: Melancholy: August reduces the strength and attack speed of an enemy for a time.
Ult: Battle Fury: Anyone around August, including himself, receives a heavy damage buff for a short period.

DEL'S SUGGESTIONS:

Freddy Fazfuck and Co.
Role: Tank
Passive: Band of Belligerents
Freddy Fazfuck and Co starts with the player controlling Freddy. At level 6, 11 and 16, they can choose an additional animatronic to follow Freddy around. They grant the following bonuses to Freddy whilst alive:
Chica: increases Freddy's HP regen by 0.3% of his max health.
Bonnie: reduces damage taken from basic attacks by 5%.
Foxy: increases movespeed by 5%.
Each animatronic will attack whatever Freddy attacks, and can be killed, respawning at Freddy's location. Chica, Bonnie and Foxy give only 20% of the experience of a normal kill and revive twice as fast as a normal character. The animatronics all die if Freddy dies, and only respawn when he respawns. They'll teleport close to him if he moves a certain distance away or they can't path to him.
Q: Hat Toss: Freddy tosses his hat like a boomerang, dealing damage on the way out and back.
W: Lead Stinger: Freddy emits a sonic screech that deals initial damage, slows briefly and inflicts damage over time.
E: Toreador March: Freddy emits a sound wave around him that mesmerises foes for a period. Mesmerised foes are stunned, but lose their stunned status if hit by damage over a certain (low) threshold.
Ultimate: Night of Debauchery: Freddy doubles the bonuses of any allied alive animatronics, and gains an aura that greatly slows enemies close to him. Any alive animatronics emit a smaller, weaker slowing aura.

Operative One
Role: Marksman
Passive: God Complex
Each minion or monster kill grants One a stack of God Complex. At eight stacks, his next basic attack or railgun shot does 50% bonus damage. Killing an enemy hero instantly grants full stacks of God Complex.
Q: Railgun: One fires his railgun rifle, dealing damage. The round pierces all targets but deals reduced damage for each target hit.
W: Jetpack: One briefly engages his jetpack, enabling him to fly over units for a brief time period.
E: Seeker Drone: One launches a Seeker Drone from his belt. The drone hovers back and forth in an area, and will reveal anyone close by.
Ultimate: Clone Drone: One marks an enemy hero. If the enemy dies, One uses a Clone Drone to create a duplicate of them. The clone follows One around, has 50% of the stats of the original and can only make basic attacks, before expiring after a brief while.

Michael Angstrom/Robert Calico
Role: Assassin
Passive: Mania
As Michael Angstrom, you gain bonus cooldown reduction. As Robert Calico, you gain bonus attack speed.
Q: Raging Blow/Twisted Blow: You deal a beavy blow with an axe. As Michael, you deal bonus damage. As Calico, you deal heavy damage over time.
W: Scream of Rage/Reality Shock: Damage foes in an AoE around you. As Michael, this heals you for a small amount. As Calico, you also slow enemies.
E: Time Paradox: Swap between Michael and Calico. You keep the same health and stats.
Ultimate: We Are Alive/Madman: Launch yourself at a target, dealing massive amounts of damage. As Michael, you also stun them. As Calico, killing foes with this move refreshes the cooldown.