MARIO BOARDS MEGA BRAWL 3 (on hiatus)

Roserade

The Fool
Forum Moderator
Core 'Shroom Staff
Awards Committee
Poll Consultant
Pronouns
They
MarioWiki
Roserade
Somewhere unknown...



As the world draws an anticipated breath for the event's big reveal, a certain board of directors meet over video call, helmed by a gangly young woman with, at this instance, horrible posture.

The shuffling of papers leaks through the speakers, those gathered on the call only occasionally met by Kanamori's gaze when she deigns to check her screen for their presence. Her hand whips across her desk even as she speaks, signing off on legal documents forwarded by the rest of the board.

"I expect one of you would have informed me if you had heard from him," she says, her irritation hardly concealed by her clenched teeth. No time to waste on such a matter. She had threatened more than once to call in bulldozers if he failed to show up by their deadline, but the prohibitive cost of constructing an arena made the truth simpler. He would show, or the whole affair would amount to a pile of dust and a flood of red ink. "Is our arena clear?" She flicks her eyes to an anomalously static-filled square on the screen. "Unfortunately, there's too much evidence of their entry to proceed without having removed them. They'd have us on negligence. While you're at it, tell me you've secured the area against additional interlopers."

Though the visual interference fails to let up, within the digital snow, Monika's sharp green eyes make their presence known. "Dealt with accordingly. There are a few little bugs still skittering around down there… But it's not our problem if they get crushed under the rubble! Ahaha~" For just a moment, the static brightens and grows louder, nearly burning into the other screens, before it dies back down. "In the meantime, that scientist and his entourage have been forced out, and the cavern's been covered up. Nobody should be crawling around and causing us trouble until after we're done this year. If anyone finds it funny enough to try, I'll handle them."

The good news doing nothing to lighten her scowl, Kanamori next turns her attention to the participants with the largest share of screen real estate. "The details on the final round of fundraising?" barks out the request, not even bothering with a glance to the camera. "70% of our projections or production's drone request lands in the rejection pile with the giant wheel. We'll take an update on the newly-acquired sponsors while you're at it."

As expected, each member of the Big 5 take turns delivering their ordinance. "Despite our initial concerns, we have met the goal by a large margin. Our intention is to use some of those extra funds to add some interesting spice to this year's arena, depending on Monika's plans."

"Sponsors? We've got them lining up! Bloodsport and violence is an annual tradition at this point! Have you seen how much the 'Shroom is willing to pay to be the exclusive live broadcast channel? And they're a newspaper!"

"Unfortunately, we could not arrange our own entrant this year. However, we have been in contact with two that should prove to be excellent additions."

"The ticket prices have been well-planned as well. We've been doing everything. Bundle promotions, raffles, we've even sold some to our hand-picked scalpers. They'll keep the unwanted competition out in exchange for their own resale."

"In short, the unparalleled business genius of the Big Five will turn the third Mega Brawl into our most enriching endeavour yet!"

Finally, the moment arrives to question the prima donna. Only now does Kanamori's pen fall silent as she turns her full attention to the hot-shot producer. "The technical status," she snaps, leaning forward to make her presence loom larger through the screen. "You better be wired into every light and camera into which we've poured so much as a single coin. I take it the crew's trained with their operation and set-up is nearing completion?"

"LIGHTS! CAMERA! ACTION! YOU WANT CREWS? YOU BETTER BELIEVE WE'VE GOT CREWS! WE'RE READY TO ROCK, WE'RE READY TO ROLL, WE'RE READY TO BRING THE BIGGEST RATINGS THIS NETWORK'S NEVER SEEN! I TELL YOU KANAMORI, WE'VE GOT THE REAL GROOVE HERE AND WE'RE GOING TO PUT ALL THOSE OTHER POSERS HOGGING THE AIRWAVES TO SHAME!" Teller Vision exclaims, brimming with enthusiasm. "PRODUCTION'S RIGHT ON SCHEDULE AND WE'LL BE READY WHEN THE BOSS MAN SAYS GO!"

"When the boss man says go" is the operative term. Kanamori grunts as she flicks her gaze towards the clock at the corner of the screen. That elusive entity still hasn't made himself known to the meeting, and there is still a hefty heap of paperwork to finish verifying and signing. "Then that will, regrettably, be all for today. Our operative success is contingent on everyone's continued work. If you must–"

A sudden blip from the video call cuts off her callous words. The hunched woman leans forward again, leering towards the newest incoming feed. It's video footage from… midair? With the blue expanse of a sky behind him, Corey holds a vertically-aligned phone camera towards the swirling vortex at his chest, its colors and textures turning and radiating.

"There you are!" Kanamori can't help the venom in her voice. "What in hell's name are you doing? Our allotted meeting time – of which you've failed to appear for the last three weeks – was twenty minutes ago!"

"HAAHOHAAHO! Can you believe it, Kanamori? Soon, we'll have another shot at the stars! Another set of vibrant Brawlers on my dear, dear stage! I can hardly contain my excitement!"

Kanamori's brow creases. "Yes, yes, now why don't you–"

"In fact, I think it's about time we get this stage truly set, wouldn't you agree? These old city streets are looking so desolate and plain… Mmm, it's time to play my favorite part of all: the architect of adventure, the mastermind of magic, the demolition leading to dreams! LET'S CREATE OUR NEXT ARENA!"

Before the shocked interjections from the board members can reach his nonexistent ears, Corey's feed is just as quickly lost, the host having logged off the call. On Teller's end, the board watches as his camera monitor shakes, a deep rumbling beginning beneath his feet, and a distant office building starts shifting and collapsing downwards.

Teller lets out a yelp as he sidesteps a fissure forming in the concrete. His screen head points up towards the sky as he shouts at a figure far above him. "COREY! MIND THE MERCHANDISE!"

With a sharp swear, Kanamori slams her laptop screen shut. That boisterous buffoon! She had created an entire timeline for the arena's transformation, with advertising campaigns, televised interviews, daily reveals of new areas! Once word got out that the transformation was happening this minute, any strong-arm the board had on public perception would be lost!

Resisting every urge to literally flip her desk, Kanamori instead snatches up her nearby cell phone and furiously punches in a quick-dial. There are two agonizingly long rings before the other line picks up.

"Get me on the top line, now. We're opening sign-ups in short order."

9/30/2025
 
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WELCOME TO THE
MARIO BOARDS MEGA BRAWL 3!

Hosted by Roserade and Hooded Pitohui
With support provided by Superchao and Waluigi Time

Check out last year's event!

What is the Mario Boards Mega Brawl?

The Mario Boards Mega Brawl, or MBMB, is a meteoric clash between all sorts of community characters, submitted by you! It is a free-for-all fight where only one Brawler will come out on top!

The event will be a written tale, with small illustrations to accompany. Your hosts will write out the events of the fight, weaving a narrative up to its finale. The actual results of the fight will be decided through the power of weighted rng - this will be explained in more detail later on.

This year, the setting for the Mega Brawl is Kōyō Mountain! This idyllic locale features a towering mountaintop as its centralizing feature, with run-off water leading to a deep basin lake. Meanwhile, near the mountain's foot, a dense bamboo forest sits adjacent to a village, lit up by a sea of strung lanterns. With its swathing autumn hues and brisk breeze, Kōyō Mountain is sure to be a gorgeous getaway for our vivacious fighters!

The MBMB will be divided into three steps: the application phase, the voting phase, and the event itself.


The Application Phase

For the MBMB3 to occur, we need some combatants. That's where you all come in! Anyone in this community is welcome to submit up to three Brawlers. That's right, with a third installment comes a third submission slot! We're making some adjustments to character criteria as well, which will be detailed at the end of this op. Make sure to read through the submission portion carefully!


The Voting Phase

After submissions are wrapped up, we will move into the voting phase. The course of the Mega Brawl will be determined by rng, but users will be able to vote to add certain weights to characters' chances at placing highly. More details will be given for this process once we move into the phase. For now, know that you will be voting at some time in the future!


The Event Itself

The MBMB3 will be posted in chunks throughout its day of release. In each chunk, more of the story will be told, more Brawlers eliminated, until only one Brawler is left standing! We will be aiming to release the event during the month of December - we will update on a specific date as we work through the writing process in November. Users will be encouraged to tune in during the live event and talk about it in the Awards Discord server!


This sounds fun! What now?

Now's the time for you to start submitting your Brawlers! First, here are the big changes happening this year that you should be aware of:

-We will be accepting the submission of brand-new oc's! If you've been concerned over the number of relevant characters to you in this community, fear no longer. MBMB3 can be your character's debut appearance!
–With this in mind, it is highly recommended that your oc has some relevance to something community related. There are myriads of ways to go about this: your character could be from an upcoming project of yours; they could be close allies with or related to a different character of yours; they could belong to an already-established location; they could utilize a power system acknowledged in previous forum games. We will be lenient in this point, as it is not a rock-hard requirement, but this will help your character feel more relevant to a community celebration like this one.
–If you want an idea of what an oc submission might look like, last year's MBKube and The Stallion are pretty great examples of reinterpreting character concepts to generate entirely new entities. Characters like these are a natural fit to the MBMB format.
–Characters that are simply yanked from another piece of media without any level of reinterpretation will not be accepted under this ruling.

-Because of shared forum game continuity and extensive userbase overlap, we are also now accepting characters who have appeared on Minus World. Feel free to port over your favorite KG dupes!

Now onto the minutia. For your entrant, please include the following information:
-Name and pronouns
-Visual representation - does not need to be professional! Just needs to be something to give a sense of appearance
-General description and abilities
-Strengths
-Weaknesses
-Optional: referential material, such as posts or stories, where we would get a sense of your character's traits

Though we are generally lenient in submissions, here are more guidelines to keep in mind:

-You may put two or more characters as one team, treating them as one submission. However, careful consideration should be given to their connection as characters. A submission that results in four characters haphazardly tossed together on a team will not be accepted. Keep these questions in mind if you're considering a multi-character submission: what personal connection do these characters serve, and how will their abilities complement each other? You can think of this like submitting Ice Climbers or Pokemon Trainer from Smash Bros. We recommend keeping your submissions smaller - one or two characters will be just enough.
-You may not submit another user's character as your own. Hopefully this is straightforward. In hedge cases where characters are shared among users, we will lean in favor of permitting the submission.
You can, in contrast, submit another user's character as part of a multi-character submission, but you MUST have permission from the other user first. We ask that you use the same considerations as earlier when submitting a cross-user team. Permitting another user to use your character will not fill one of your submission slots, but if you care about this kind of thing, if that submission wins, it will count as the other user's character victory. Additionally, each user is limited to one character appearance in another user's submission. This ruling was dropped last year; with an increased number of slots this year, we're reinstating it.
-Although we recommend submitting a new character for this year, you are welcome to resubmit a character from last year. Consider if there's any way you'd like to shake up their appearance this time around!

Lastly, the Winner's Encore rule is still in effect, where the first-place Brawler of the previous year can be resubmitted without spending a submission slot! In this case, MCD would be able to resubmit Box Guy, while also submitting three additional Brawlers.

We reserve the right to deny any entry for any reason, including but not limited to if you don't follow the above guidelines. If we deny your entry, we will explain our reasoning to you so that you have a chance to alter your entry to make it acceptable.

There is no minimum and no maximum number of total submissions – feel free to submit anytime through the deadline!

Submissions will be due in two weeks, on October 14th at 11:59 PM EST. You've got three slots to fill, so hop to it!

Thank you for your interest, and enjoy our third year of brawling goodness!
 
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This Submission is a collaboration with @Auburn-
As the spirits Shriek Cackle and loom this Band of spirits will pronounce your doom they will fight fast swift and hard as they show you the TRUE power of the Lich yard!

Sometime after the last Mega Brawl Boo1268 figured he would need a Bigger team to take on the next Mega Brawl so Boo decided to gain help from a certain individual who he hadn't had the chance to talk with prior or even DURING the event that Member was Polly Geist so after talking with Polly not only did she agree to be on their team they also found that they all actually have a lot in common with each other! So as such after a bit of bonding a new friendship is formed! And now the newly formed Ghost Gang! Is ready to take the MBMB3 by storm!

Polly Geist (She/Her)

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"My booty is FILLED with skills!"​

Description
Polly Geist is a ghost obsessed with parties, pranks, and all the wrong things.

Strengths
  • Boo! - As a ghost, Polly possesses all the stereotypical abilities you would expect ghosts to have — Levitation, Possession, and Selective Intangibility included!
  • Forever in the Shadows - As a ghost, professional prankster, and apparent former Yakuzu member, Polly thrives in staying out of sight —preferring to ambush her enemies before they even know she's there.
  • Weapon Mastery - Having honed her skills on Circitus Island, Polly has an innate understanding on how to use any weapon she comes across in a pinch. She still prefers to attack with a trusty knife or knuckleduster, however. Old habits never truly die.
  • I could really use a weapon right now! - Using DeMorge's cane, Polly can instantly summon a number of weapons for herself or her allies.
  • Phantom Summoning - Using Demorge's cane, Polly can summon phantom replicas that take multiple forms to change the tide of battle! She has to be careful, though. Each summon can only be used once during the Mega Brawl, and DeMorge's cane will have to recharge before she can use another one.
  • Get in losers! - Summons phantom replicas of Boo1268's Historical Haunt Mobile & Polly's new car that she won in the previous Mega Brawl. Phantom Car Insurance not included.
  • Go Team! - Summons a phantom that takes the form of Scott Howl (MMB2; Game Changers) to cheer for Polly and her allies. Raises the attack, defense, and fighting spirit of those affected by the cheer for a limited time.
  • It's Alive!? - Summons an indestructible refrigerator. Store food or get a quick drink, hide in or behind it, nothing can pierce its unpierceable defense! Just don't press the self-destruct button next to the water dispenser. Who knows what will happen? An explosion? Thermonuclear Winter? Absolutely nothing? The end of the world?! Nobody knows!
  • Giant Fist - Summons a phantom that takes the form of a menacing, giant fist (AKGO Ena Testimony). Does things that you would expect a giant disembodied hand to do.
  • NO LOITERING! - Summons a phantom that takes the form of an unnamed monster librarian that yells "NO LOITERING!!" ("The Wildflower: Part 2") before pulling those within earshot into a pocket dimension with its own rules. Polly and other affected contestants will be subjected to the rules of the dimension, and only the winners of the dimension's challenge will be able to return to the Mega Brawl in one piece. Whether the challenge is a dance off, rap battle, cooking competition, DND fight with dice rolls, or something in between is up to the discretion of the librarian.

Weaknesses
  • Exorcism - As a ghost, Polly could get exorcised from the game! She needs to watch out for prayer beads, salt circles, and other types of "anti-ghost paraphernalia"
  • That's how I died! - Polly's weakness to vacuums came back to haunt her in the last Mega Brawl. Be careful what you use as a throwaway line because you never know when it will come back to bite you in the a-.
  • Hey! That's mine! - If someone steals DeMorge's cane from Polly, she loses her ability to summon weapons and phantom replicas. Luckily, only a real meanie would do that! You're not a meanie, are you?
Interactions
  • PRANK MASTERZ! - As a member of PRANK MASTERZ, Polly is just as likely to prank someone as she is to throw down. Could be deadly, could be harmless. Just like real pranks! Friends and allies are not excluded from this. Good thing Boo1268 and Specture Striker have a sense of humor!
  • Spectral Tease - Polly knows a crush when she sees one. (Being a love interest in a dating game makes it painfully obvious.) As such, she's not above doing a little teasing to both friends & foes. Heck, even if there's no crush involved, teasing others is fun!
  • Call for a good time! - "Polly Geist. Polly Geist. Polly Geist. Can be used by friends and foes alike!" Say Polly's name three times in a row and she'll be instantly summoned right by your side! She really needs to remove her name from the Beetlejuice Summoning Book…
  • How do you use this thing? - Solomon DeMorge's cane didn't come with an instruction manual, and while Polly is currently training with The Coven to further improve her skills with it, it still can do things that no one expects. Remember that fridge she accidentally brought to life? It's now her roommate.
References: AKGO; Shmaluigi Private Investigator "The Wildflower: Part 2"; MBMB2






Boo1268 The Fancy Phantom He/Him
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"It's time for a Good round of Fisticuffs!"

Description:
Boo1268 is a kind, albeit sometimes pompous gentleman ghost who loves history, adventure and his friends but don't underestimate him just because he has a kind personality and cares about others! He's proven time and time again why he's worthy of being the owner of the lich yard and why he's many people's friend. But this time he's back for more than just fun! He's back for Victory!

Strengths:
  • Spectral Soldier: Boo1268 served in King Kero Koopas army and has a lot of fighting tactics and Combat Knowledge under his hat and knows how to take a Foe by Surprise he also has his battle hat for when he served in said army.
  • Haunting Historian: Boo1268 has a vast knowledge on many different topics and isn't afraid to use his knowledge to his advantage in battle which makes it so he sometimes plays dirty.
  • Time to Throw my hat like a Boomerang!: He can also throw his hat like a boomerang at his enemies which bounces off his foes sometimes it returns to him sometimes it doesn't but most of the time it does.
  • Paranormal Powers: Being a Ghost he has a plethera of Ghostly abilities mainly he can possess people and pass though walls he also knows how to be stealthy and is very good at sneaking up on people he has also mastered Ghostly teleportation and turning Invisible.
  • Spiritual Spells: Ever since he last entered into the Megabrawl Boo1268 has learned many new Spells with his darkmoon sceptire mainly Electricity magic some fire and Ice Spells and even a few chaos magic spells such as transmutation Object creation and Summoning of random objects and he can cast not only his original spells but also a few powerful spells with it too (if he has time to prepare) alongside Spirit summoning he can also just BONK anyone with the Staff to attack if aswell.
  • Better to make Friends than foes!: Boo1268 is a kind caring individual who loves to make friends and drink tea. As such he has plenty of allies who he can trust. If any appear in the Mega Brawl then things will go just fine for him infact he may even offer to team up!
  • Tea anyone?: Now it might seem strange for someone to bring tea into battle but if Boo1268 has the time he'll brew up some Heal tea Healing all allies who drink it but this will only work if Boo1268 isnt in combat and is able to take the time to make the tea.

Weaknesses:
  • Friendly Chat: Boo would rather talk than fight but will resort to violence if necessary but if it's someone who he knows he can't trust or the person is hostile first all Cards are off the table.
  • Exorcism: Cant be killed like normal boos but is weak to mystical spells and charms.
  • Kind Personality: He is very kind and caring but his kindness can be used against him but can still sniff out unruly individuals (such as pompous billionaires).
  • Cant see a thing!: Despite being a Boo Boo1268 is unable to see in the Dark as such he is likely to miss attacks if he can't see.

Interactions:
  • Paranormal Pals: Alongside sharing an interest in her cane from the previous mega brawl Polly finds that her personality pairs very well with Boo1268s drive for adventure despite his fancy Dialect their friendship makes it so that they work great together!
  • Oh Baby! My Sweet Ride: Polly is also able to Summon Boo1268s Vehicle the Historical Haunt Mobile when she does Boo1268 will take the wheel letting Polly & Specture have the ride of their afterlife.





Specture Striker Him/It
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"Lets Do this"

Description:
Specture Strikers is a Dark Bones who's eternally bound to chains attached to a metal coffin. He wears a blue hood with lots of holes in it and wields a scythe called The Spirit Striker that he likes to call Lucille. He was once the owner of the Lich Yard before transferring ownership to Boo1268 once he came into "possession" of it. Now he is the guardian of the Lich Yard and hunts down wayward spirits and mortals who disturb it. His origins are shrouded in mystery, but his devotion to those he calls his friends is unwavering, even if he has a hard time trusting individuals who he doesn't know however. (He also has a crush on Polly but SHHH that's our Little Secret!)

Strengths:
  • Swift Spirit: While In Battle Specture is very quick on his feet able to move faster than his normal walking speed however this speed only activates when in battle allowing him to perform several Dash Slashes with his Scythe.
  • Bone Shard: Specture is able to summon Sharp bone shards which he can then fire at his foes for a long range attack.
  • Scythe Toss: Specture tosses his scythe toward a foe in a spinning motion cutting through his foes before returning to him like a boomerang.
  • Spirit Striker Summon: Specture can summon Lucille (The Spirit Striker) anytime he wants so it's never away from him the Scythe also has the power to be able to harm both mortals and spirits which means no one is safe from Spectures Wrath.
  • Dry Bones Ablites: Specture is able to throw bones at his foes just like a normal Dry bones however these bones do less damage than the bone Shards but can Travel further and are more durable.
  • Undead: Being a Dark Bones means that Specture can't be beaten by normal attacks since he'll just reform like a normal Dry Bones does.
  • Chains of Agony: Specture will wrap his chains around his foes to pull them in or entangle them he can also Perform his Coffin smash attack SLAMING his Coffin onto his foes or opening it to transfer them to the lich yard.
  • Super Guard: Specture knows how to perform a superguard however he's still working on it.
  • Paranormal Powers: Specture knows a few Ghostly Spells Mainly the Wisp light spell the Dread Talons Spell and finally Wisp Blaze Spell all these Spells are relatively weak however compared to his ability to summon all manor of the undead spirits zombies etc to help aid him in battle which he can also summon anytime he wants.
  • Wisp light spell: Can summon light In dark places.
  • Dread Talons: Makes Specture Gain ghostly claws that do damage up close and can also help him climb walls.
  • Wisp Blaze: Shoots out ghostly fire balls at foes.
Weaknesses:
  • Super Slow: While Specture has been working on his cardio he's still as slow as a snail while walking normally due to ya know carrying around a METAL coffin all the time so suffice to say he's not getting anywhere quickly unless he's attacking.
  • IT BURNS!: Specture can only be defeated with Fire and Holy objects (Such as Holy Water).
  • Glass Cannon Complex: Due to Spectures abilities Slow speed and Achilles heel many view him as sort of a Glass Cannon which would not be inaccurate.
  • Let's Just Get this over with: Besides Boo Polly and a Select Few others Specture Distrusts anyone he doesn't know at a first glance (Unless Boo says they're ok to be around) he's also somewhat Anti Social and can get irritated or annoyed with other People if they intentionally Irritate him.
  • Hello I am under water: Specture can sink faster under water and be stuck in said water unless someone pulls him out hes not DEAD while underwater just stuck but he CAN still walk on the floor and possibly escape.
Interactions:
  • Smitten Skeleton: Specture Striker has a crush on Polly (Polly Knows) And has gained more affection for her ever since theyve been hanging out but as such Specture does tend to show off a bit more sometimes as to impress polly this can be a double edge sword as his sometimes rash actions can backfire but thankfully specture can keep a cool head and rarely makes these mistakes.
  • A little perk up: Polly Can make Specture Flustered which in turn leads him to have a BURST of energy that only activates for a short while and can only be done in short bursts.
  • Spectral bond: At first it may seem like Boo1268 And Specture are just Acquaintances since boo owns the lich yard and thus Striker works for him but it delves deeper than that even though Boo owns the lich yard he considers Specture to be a dear friend of his and while makeing friends is normal for boo for Specture it's something he Cherishes for he never had any friends in his after life and so Specture Deeply Cares about boo and vice versa this also applys to Polly after meeting her and getting to interact with her more Specture now deeply cares for Polly and considers her a friend however if Boo or Polly are somehow Slain in battle Specture Shows all why he's the guardian of the lich yard with His HELLISH RAGE ABILITY when activated Specture will become faster in AND out of battle strong enough to be able to SLAM his METAL Coffin on his foes and summons a whole Cluster of spirits Undead etc to pull his foes INTO THE UNDERWORLD TO PAY FOR THERE SINS but now his weakness are even more exemplified he's much weaker to fire due to his "Heated Rage" and someone can easily sneak up on him or take him by surprise in this state this power for him is a Double Edge Sword.


  • (ALL) Paranormal Power!: Combining All their Ghost Summoning Powers Together Polly Boo1268 And Specture can Show ALL the True Meaning of the Lich Yards Power! Summoning a HOARD of the Undead Ghost Spirits etc in a 2.5 mile circle radius around them this move essentially combines all there Ghost Summoning Powers together into one BIG summon there even able to command the Bodies of DEAD foes if they so wish however this move will leave them DRAINED of power magic etc for quite a while until all of them are recharged this is easy for Boo and Polly (Albeit for polly slightly) But Specture Will need to take a bit longer to recharge.
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(Specture No Hood)
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(Boo1268 Battle Hat)

References: MBMB2 The Spectral Lens AKG2 Community Awards
#GhostGang Going for the Gold!
 
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"Hello, ev̴͍̼̼̥̅̔́͝e̸̻͚̣̻̔r̸̡̈̐̽̈y̴̢̱͇̆̈́͂͆͘ö̴̰́n̴͓̮͂e̸̤̲͍̠͐͐! M̵͚̥̘̘̣̲̺̖̉̾̓̇y̶̹͍͗̐̓̈̋̈́̇̀̐͘͝͠ ̴̘̃̃̍̈́̽̏́̋̆͒̎͋n̶̺̣̫̎̊̿̄́͂̆̎͋̉͜a̷̪̣͚͍͔̤͊̓͆̽̾͌̽̃͝m̴̗̻̩͉̼͖͖̩̫̤̲͊͒̀͗̃̀̂̀̃̑͘͜ȇ̷̜̮̱̘̊̓̓̒͌͂ ̸̨̤̞̟͖͉̗̗̲̲̠̆̔͑͆̀͛̂̄i̷̖͂̉͑̈́̈́͆͂̉̚̕͝s̶͎̱̦̲͌͛̉͑̋̈́̆̎̀M̵̱͓̯̣̀͛́͐̆͐͜͝y̶̬̟̬͂̿̄ ̶̡̡͓͓̝͉̦̠̼̯̕n̴̰͉̂͋͗͌̇̐͊̏̒̆̏̾̎̆̒̉̄̃̍̕͝ǎ̵̧̧̡̗̭͙̝͍̦̥̯̪̰͔̥̹̲̩̲̗̓͌̆́̆̅́̽̉͂͂͘͘͝͝m̶̢̧̢͇̭̣̺̹̰̖͇̦͈̦̮̼̞̙͉̙̻̃͌͗̍͂̆̑̕ͅę̴̡̢̨̛͚͕̯̞̰̙̤̭̰̣̣̻͖̗̗̮̈́̃̆̃͠ ̴̡̢̧͉̭͙̩̺͙̱͇͉͚̻͎̍̆̐͂̉̌̿̈́͛͊͗̈̉̉́͜í̴̹͉͔͂̊̕͠ͅş̸̤̘͉͕͚͚͚͉͉͚̗̳̰̱͙̬̂͒̑̌̓͂̈́̎̇͆̈͊͐̾̇̒̌̂͆͗̉͝M̶̨̨͙̟̙͓͓̠͚̞̮̩̼̹̬̟̭̰̩̙͇̟̹̳̯͎̻̉͂̅͐͌̓͗̀̎̊͗́̈́̇́̅̓̃̄̎͛́̋̿͂̃͊͒͒̊̚͝͠͠y̸̡̡̛̛̩͈̫̱̝̦͍͈͖̺̘̦̻̺̪͍͕̗̪̲͚͈͓͖̳̜͆͊͂̇͂̔̂̓̎̃̈͊̏̌̉̈͊̎͆̒̾̒̓̅̇͜͠͝͝ͅͅ ̵̪͓̂̾̌́̈́̾n̵̡̧͉̩̗͍̥͐̽â̴̢̨̛̠͍͔̦͚̺͉̗͔͕͕̫̺̹͙͖͍̝̼̜̈́͆͒̄̏̈́̃̅̂̋̏̅̃͋̓̅͘̚͘̕͜͝͝͝͝͝͝ͅm̷̢̢̧͈͙͙̬̗̝̼̺̤͍̥̞̲̦̦̦̪̩͚͇̝̠̤͕̹̯͉͚̣̹̪̞̻̽͜e̶̢͚̞͇͈̬͕̞̼͉̠̓͌̅̀̋̒͑̋̆͋̈́̐̎͂́̌̅̾́̍̋͊̕̚̕͜͠ ̷̥́̑̈̀́͋̒̍͂̋͋̿͂͋̚͝͝͝͠ȉ̷̢̢̨̨̢̛̛̼̻͕̥̲̭̟͚̗͕̰̥̖̥͕̗̪̠̠͎͉͕̭͕̟̟̤͍̭̥̳̊͆̆̑͑̓̍͛̄̆̐̈͋͊̎͆̀̂̀͂̐̐͛͌͌̈́͐͑͆͋̅̅̎̃̚͜ͅs̵͙̰̣̟̳̜̺͎̳͓͉̰͓̱͎̠̳̰̳̟̺̲͙̩̺̭͚͙̭̜̪͔̜͉̯͛̐̾̊͑̿͒͌̇̌͂̑̑͜͝............"

SPC-TR.png

A SPC-TR looms...
Artwork provided by TPG​

At the Bureau of Paranormal Investigation, a young scientist, Leila Caster, was assigned an important task: designing a technological chip that would allow the implanted to harness the power of occultic esotera through the [NOCTURNE] coding language, without the implanted having an esoteric alignment of their own. This would allow the Bureau to effectively harness the power of an ancient book that had long haunted its director. In time, a prototype was developed of what came to be called the SPC-TR Hacking Device. Overconfident in her abilities, Leila Caster agreed to be its first test subject. This experiment resulted in the creation of Giffany, an occultic entity assuming the body of Leila. Though she did not remember her past, she was adopted into the Bureau's elite Abyss Team.

During the events of Killing Game 9, Giffany assumed new occultic powers through aligning with the book's malevolent spirit. Before she could reach her fullest potential, however, a certain detective shut off the Hacking Device, violently forcing the occultic energy from her body. While it was ripped away, the occultic energy managed to tether to a piece of Leila's soul, resulting in... the SPC-TR (it/its).

The SPC-TR is an anomaly overflowing with malice and hunger. Its presence should not be taken lightly.

Traits

The SPC-TR is a looming figure, which moves through hovering in midair. It is entirely nonphysical, meaning it can effortlessly shift through physical surfaces. It cannot be touched by physical means, but this means that the SPC-TR cannot physically interact with others, or the world around it, either. Instead, it can only amble along, until one of its occultic abilities becomes manifest.

The SPC-TR has a particular alignment with electronics, and can easily infiltrate them. Though it cannot directly control electronics, it can cause minor electrical surges, which might cause glitches and other general damage to the machine. Otherwise, it can use these electronics as temporary hiding places, waiting until an unsuspecting passerby appears.

Its occultic energy emerges from it as runic symbols, which can be manipulated by the SPC-TR to various magical effects, including:
-Null Zone, which produces an area of effect where other forms of esotera cannot be cast
-Soul Power, which will passively drain a figure of their esotera for a short time
-Stasis, which will bind a target in place with occultic energy. With enough time, the stasis can become lethal as it produces an "execution"
-Servitor, which will summon a small version of the SPC-TR, wearing a particular white mask. The servitor is a physical entity that is capable of casting a weakened stasis, but it is susceptible to other physical attacks and is fairly fragile

All of these spells expend occultic esotera when they're cast, which is a finite resource for the SPC-TR. It cannot cast indefinitely, and utilizing its Soul Power ability is especially key to its continued sustenance.

Weaknesses

The SPC-TR is not a fully conscious entity. It can react to scenarios around it, attack and defend - but it is not able to deduce logically, nor is it able to sustain any sort of conversation. The main thing driving the SPC-TR is its hunger for completeness. Between being ripped away from its "mentor" and losing its physical body, the SPC-TR is ravenous for anything, primarily esotera, that will help it feel "fuller". This can be to its deficit, especially if it hunts an esoteric entity that far outclasses it in power.

In general, the SPC-TR is fragile in its own right, once a form of energy or magic manages to hit it. Liturgical power especially will easily wipe most of the SPC-TR's esoteric reserves, often to detrimental results. It should be noted that liturgic energy can be just as susceptible to occultic; it's a constant tug-of-war between the two, and the SPC-TR will just have to hope it's on the winning side.

Any other electronic infiltrators will be able to fight the SPC-TR while it's in a piece of electronics. Additionally, as a specter, it will be susceptible to other forms of exorcism or ghost removal.

Lastly, as the Brawl goes on and it uses up its own inherent esotera, the strength of the SPC-TR's spells will come to depend on which entities it's able to siphon power from through Soul Power. Its spells will be remarkably potent if it manages to grab onto an entire esoteric soul, but if it's just taking a little bit from Joe Human, it'll have much simpler results.

Adapted from: Killing Game 9
 
ZurgMBMB.png

Evil Emperor Zurg (he/him)

"So, we meet again, Mario Boards Mega Brawl, FOR THE LAST TIME! That's right, no more PATHETIC POLYESTER MONOTREMES, no more OBNOXIOUS TELEVISIONS, no more COLORFUL GARBAGE RECEPTACLES! It is finally time for the EVIL EMPEROR ZURG to DESTROY THE COMPETITION! HA HA HA!"

Once merely a deluded toy, now the same deluded toy operating a hulking mech suit! We're not sure who in their right mind actually built it for him, but luckily, this is MBMB so we don't have to think about the lore implications. Now reaching the power level of his source material, Zurg's ambitions of conquering the galaxy just might become a reality... if he could just get off this rock.

Naturally, both Zurg and his mech suit are fully mechanical, with all of the standard advantages and disadvantages that apply.

Strengths
  • Mech Believe - Zurg's mech suit towers over most fighters, being over twice the height of an average human, giving him a very imposing presence. It's very durable and packs quite a punch in melee combat. Denting metal with a single punch? You better believe it.
  • He's Got An Ion Blaster! - Zurg's ion blaster is extremely powerful, capable of fully disintegrating someone without protective gear at point-blank range. Luckily for balancing purposes, it takes some time to charge up, needs time to recharge before it can be used again, and has no targeting systems so Zurg has to aim it manually. Hiding behind cover can be an effective tactic for avoiding it - metallic surfaces hold up well against the blast, and organic surfaces (for example, a rock pillar) will also provide adequate protection but be destroyed by the blast.
  • Burning Eyes - He can shoot laser beams from the mech's eyes too, because what good is a robot with glowing red eyes otherwise? They're less powerful than his ion blaster, but more effective at melting metallic objects.
  • Rocket Man - The mech has jet boots for increased maneuverability.
  • Memories of My Carefree Youth - "Ordinary" weaponry is a lot less effective on Zurg, and if he's paying attention, he may be able to harmlessly intercept it - notable feats include catching a rocket fired from a tank with his bare hands and throwing it back. (Seriously, this happened in the cartoon.) If it's something that exists in real life, it probably falls into this category unless it's especially powerful - sci-fi and fantasy weapons are more effective.
  • Nana Zurg Would Be Proud - Apparently, Zurg is so evil that he can corrupt energy-based items (e.g. Power Stars), turning them "evil" by touching them for an extended period of time, whatever that may entail.
  • Robot Wars - Zurgbots can be summoned to assist in battle. They're designed to be easily expendable and mass-produced, with a flimsy plastic shell and very middle-of-the-road laser blasters. They're best used to distract an enemy or overwhelm them with sheer numbers.

Weaknesses
  • EVIL RULES! - Under no circumstances will Zurg do anything that could be considered nice, even if doing so would help him.
  • The Freakshow Known As "My Staff" - Zurg loves forcing others to do his bidding, and will try to force other brawlers to become his minions. He doesn't play well in a team however, and will quickly attempt to dispose of minions who fail him or otherwise make him mad. While Zurg is still willing to team up with other brawlers who refuse to be subjugated, he will happily betray them given the opportunity, because that's the evil thing to do.
  • Delusions of Grandeur - Although Zurg's power level has been increased for the Mega Brawl, he is, ultimately, a facsimile of a cartoon character, and isn't as smart or tactical as he thinks he is. Notably, he has a lot of trouble distinguishing toys from the real thing.
  • Evil Panache - Zurg is very theatrical, and may deliberately ignore an immediate advantage over his opponents if he feels finishing them off at a particular time, location, or with a specific method would be too boring.
  • DESTROY BUZZ LIGHTYEAR! - Any mention or depiction of Buzz Lightyear is Zurg's berserk button, sending him into a raging fury that involves a lot more destruction and a lot less thinking.
  • No Capes! - The mech is missing Zurg's cape, which makes it a lot less cool.
  • It's About Time- In a desperate situation, a second Zurg from the future will appear to prevent his past self from losing! ...Except this will result in a clash of egos as future Zurg berates present Zurg for his incompetence. In other words, it probably just makes things worse for him. If the Zurgs do manage to win, future Zurg will permanently leave once the danger has passed, and will not return later during the event.
    • The implication is that this future Zurg comes from after the events of MBMB3, so his presence doesn't mean that Zurg will still be active later.
  • You Are A Toy - If his mech is rendered inoperable, Zurg will attempt to eject from it. In this state, he's a 14-inch plastic toy, armed only with an "ion blaster" that shoots foam nerf balls at speeds that don't do much worse than bruise a younger sibling from across the room (he still thinks they're at full power). He won't be able to do much unless he finds very small opponents, so it's only a matter of time until he's eliminated. Additionally, Zurg and his ion blaster are powered by separate AA batteries, if someone can't be bothered to actually fight him.

Miscellaneous
  • What's In A Name? - Zurg generally can't be bothered to learn anyone else's names and instead assigns his own nicknames to them. The hosts will receive a full list of Zurg-approved nicknames once sign-ups have concluded.

Zurg.jpg

Zurg outside of his mech suit

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Zurgbot

Reference material: Lost in Space Mafia, Shmaluigi, Private Investigator (issues 182 and 200). This playlist of scenes from Buzz Lightyear of Star Command may also be helpful.

Zurg's depiction is adapted from a combination of his appearances in Toy Story 2 and Buzz Lightyear of Star Command, with some elements from his portrayal in Lightyear included in his powerset.
 
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(Art by Waluigi Time)

Siy Shilen (she/her)

The sister of former competitor Cayde Shilen enters the third Mega Brawl for a chance of rescuing her sister and her friend, Zerris, from Brawlopolis.

Siy wields her Magic Pencil, able to draw anything and make it tangible, but only until it runs out of graphite. Her drawings, while made of Magic, are able to be destroyed with enough force.

Siy is young and excitable, having lots of energy and stamina to outrun and outwit (as well as outDRAW) her opponents, but strength isn't one of her strong suits.

Stitch is Siy's best buddy and provides moral support, being a stuffed toy. Siy can also swap with Stitch if she needs to get out of a tight situation. Stitch will appear back in her arms afterward, so she can just teleport somewhere when she needs to. (When asked about this ability, Siy shrugged her shoulders).

Stitch can be lost if an opponent throws him somewhere Siy can't reach or he gets destroyed, leaving Siy with just her Magic Pencil and being vulnerable to attack due to being upset with losing her best buddy. If Siy is able to reach Stitch, then she can go back to her normal moveset.

Adapted from Mushroom City Car Wash and given additional powers specifically for Mega Brawl.
 
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Jackson Weele / Big Wheel / The Circumlocutory Spider-Man (he/him)
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The Circumlocutory Spider-Man.png


The iconic Spider-Man villain turned Spider-Man turned Spider-Man villain who is now a Spider-Man that antagonises the real Spider-Man returns at long last! Formerly an ordinary man who drove around in a big wheel, Jackson Weele was bitten several times by a radioactive randomizer killing game, giving him a variety of new powers that are wild, ridiculous and mostly have nothing in common. What a mess! Paired with his trusty Big Wheel (wheel), the Circumlocutory Spider-Man is here to compete for glory and survival.

General:
A villain through and through: As a Spider-Man villian, Big Wheel loves nothing more than going on rampages and doing whatever he feels like. Although he has been known to have moral crises in the past, and has even attempted becoming a superhero to make atonement, he generally ends up giving up and going back to villainy pretty quick. Don't expect any changes of heart from this guy to last very long!
Rule of Six: Big Wheel isn't really a team player, not because of any reason other than that he's pretty indifferent towards others and doesn't generally think to reach out and forge relationships even though it could benefit him. The one exception, however, is if he finds himself in a team of exactly six people, as this allows him to pretend he is a part of a new Sinister Six, a team that any Spider-Man villain would aspire to. He will remain fairly loyal to such a group, although if membership numbers start to drop, there's no guarantee that he won't lose interest and bail. He would also be against increasing membership number past the number six as well, even if doing so would actually be beneficial to his survival.

Strengths:
Big Wheel: The iconic ride that makes Big Wheel who he is, this one wheeled-mechanism can drive up buildings and other steep inclines, and is equipped with guns and controllable arms. It's also fairly durable and waterproof, meaning that it does a good job of protecting it's rider. Thanks to his expanded powers, he is willing to temporarily leave the vehicle if needed, but he wouldn't want to abandon it unless it had been completely destroyed and rendered unusable.
Spider-Powers: Thanks to the power of a Wexlyn proposal, he has all the powers of the regular Spider-Man, which include wall-crawling, spider-sense, and web slinging. This also greatly enhances his physical strength and stamina, combining into a power-set that allows him to move around both vertically and horizontally with great agility and speed if he is no longer riding his wheel.
He's a Chuckster: He can pick up pretty much anything or anyone, throwing them across rooms. This can range from small items, all the way up to massive things like boats or planes.
Cat: This didn't really come up much during the game he was part of, but Big Wheel is also a cat now? He can use his sharp claws to attack people, climb walls, and dig around for stuff. It also comes with the perk of being immune to fall damage and always landing on his feet, a handy skill that pairs nicely with his Spider powers.
Reality rewriting: He has the ability to write up a lore document which, when discovered, will fundamentally alter the fabric of reality to make all of the information in it canon. This could be used, for example, to say that a particular competitor has an additional bounty attached to them, to make himself actually be the long-lost brother of one of the other competitors, or even, in theory, to make himself one of the members of the board of directors.
Probability alteration: Just as busted as the above ability, he can also log into his marioboards.com account and post a thread in the Mindless Junk board to double his chance of survival for a given night. How does this translate into a completely different format than a KG? I asked Rose, and this is the answer I got:
BigWheel2.png

Please look forward to more weekly Mindless Junk threads even though Big Wheel may die three paragraphs in.

Weaknesses:
Bicycle-induced kleptomania: The power of wheels is quite compelling, especially in the form of a small, ridable machine. If he sees any BMXs, he will be completely overcome with the desire to steal it, distracting him from his goals and, if the BMX in question has an owner, potentially causing him to pick fights that are disadvantageous or even something that he will clearly lose.
The opposite of a metal puncher: The original perk description wrote this better than I could, so I'm going to borrow that.
He can't pick up, carry or otherwise handle portable objects made of metal (even if he isn't directly touching them). If he tries, he will feel the sensation of a strong electrical current running through his body that will make his muscles spasm uncontrollably, greatly impeding his ability to move around and making him unable to do anything requiring even the most basic level of finesse. This sensation is a maleficial illusion and not actual electricity, and will therefore not spread to other players or objects.
As per a clarification I got from WT during the game, this does not prevent him from using vehicles such as the Big Wheel or cars or helicopters, although it may be reasonable to assume it does apply to Chucking such items.
Egg: Once during any given night, at a random point in time, an egg appears and cracks on his head. Each time this happens, he takes a moment to shout to the skies a particular phrase: "AGH! CURSE YOU, WEXLYN!", shaking his fist as he does so. Although it will only happen once during this battle, that brief moment of distraction could be the difference between life or death for him.
Average intelligence: He's not some kind of criminal mastermind, he's just a guy with a wheel. He was given the ability to rewrite reality and he used it to turn Teller Vision into Shbig Changes for a day. I'm sure there are many big-brained ways to make great usage of his ridiculous powers, but Big Wheel is not that ambitious, and he's much more likely to just use his lore powers in the moment to make someone who is too invested in their physical appearance look "canonically" ugly than to carefully plan and utilise it to it's best possible outcome.
D-lister: Look, you can turn him into a chuckster or a cat or even Spider-Man himself, but in the end, Big Wheel will never get away from his real identity as an obscure villain who never wins. No matter how many power-ups he gets, it's his own ego, temperament and inability to grow as a person will keep him from any sort of meaningful triumphs against the issues that haunt him, and this time will be no different. Even if he somehow makes it to the top of the rankings, it will be mostly through luck, and he will leave the arena having learned absolutely nothing.

Appearances:

Awards Randomizer Killing Game. See also attached list below of original power descriptions.
+You are a cat and have sharp claws which can be used to attack, climb walls, and dig. You are also immune to being hurt by long falls.
+Once per night phase, you can make a brand new thread in Mindless Junk to double your chance of survival.
+You have all of the natural abilities of Spider-Man, including wall crawling, spider-sense, and web slinging.
+Once per day phase, you can post a made-up lore document, and anything you put in the document will be canon to the game.
+You're a chuckster! You can lift pretty much anything or anyone, and can easily throw things across the room.

-You are constantly trying to steal people's BMXs.
-At one point randomly during the night, an egg will appear and crack on your head.
-You can't pick up, carry or otherwise handle portable objects made of metal (even if you aren't directly touching them). If you try, you will feel the sensation of a strong electrical current running through your body that will make your muscles spasm uncontrollably, greatly impeding your ability to move around and making you unable to do anything requiring even the most basic level of finesse. This sensation is a maleficial illusion and not actual electricity, and will therefore not spread to other players or objects.
 
I have two submissions in mind:

-Name and pronouns: TriAnt, he/him.
-Visual representation:
1C Victory.png

-General description and abilities: While he may be small, he is very powerful and even able to defeat someone many times his size. He also travels very quick for someone his size.
-Strengths: Being small, it makes it hard to be see. It allows him to do things unseen and also hard to target specifically.
-Weaknesses: Can easily be defeated in one hit if the challenges are overcomed.
-Optional: referential material, such as posts or stories, where we would get a sense of your character's traits: He is only seen in The Scribble Circuit 2025, so there isn't that much story.

-Name and pronouns: Duke Mulberry, he/him
-Visual representation:
Duke Mulberry.jpg

-General description and abilities:
He is a Yoshi and has the abilities like other Yoshis. However, his tongue is like unto a vine with thorns. But as a duke, he has a mulberry guard that is the same size as Duke Mulberry. This guard has a protective thorn shield. However, once that shield is gone, it takes a while to grow back. The guard can also give himself for food to heal Duke Mulberry as a last resort for if Duke Mulberry loses, he also loses even if he isn't defeated.
-Strengths: Duke Mulberry and his guard get along quite well and can cover each other backs quite well.
-Weaknesses: He gets distracted when someone has a purple fruit. Those are his favorite kinds of fruits. Especially mulberries. His guard without his thorn shield is very soft on the inside.
-Optional: referential material, such as posts or stories, where we would get a sense of your character's traits: While there isn't a story for him quite yet, when I saw him for the first time, it sparked an idea that I wanted to eventually add him to the Mushroom City Car Wash. However, I don't see a place for him in my current arc (the Brothership inspired arc). But since his appearance (that is, his look) is from Mario Kart World, I understand if this is not accepted.
 
-Optional: referential material, such as posts or stories, where we would get a sense of your character's traits: While there isn't a story for him quite yet, when I saw him for the first time, it sparked an idea that I wanted to eventually add him to the Mushroom City Car Wash. However, I don't see a place for him in my current arc (the Brothership inspired arc). But since his appearance (that is, his look) is from Mario Kart World, I understand if this is not accepted.
Because you're clearly intending to adapt this into a fully original character, and the design you've grabbed is more representative of the character (a "faceclaim", as it's commonly called in online spaces), we're good to accept it 👍
 

Hustler.png


DxHustler + The Apostle
Adapted from Killing Game 9
(They/Them) + (It/Its)

mega_looob_ufeigz.gif

A mask, formed thousands of years ago and said to hold latent Liturgic power.

A human, with a doctorate in Business Psychology, who funded a fateful archaeological dig.

Dx. Hustler (known by their screen name, DxHustler3000) is a character appearing in Minus World's Killing Game 9. A masked weirdo obsessed with money and power, they were revealed to be a willing vessel for a forgotten mythological deity, which inhabited that ever-present false face. During the Killing Game, they secretly channelled the faith of their enemies and allies into their mask - also known as BPI-1000 - and attempted to become the legendary RADIANCE. Though their hustle was cut short, the consequences of their actions lasted far beyond the Killing Game.

However, in another world, a more ruthless Hustler was able to claim seven apostles, unlocking the latent power in that mask and Ascending. After eliminating the dark forces lurking within the facility they had been trapped within, they absconded, seeking more witnesses to their divinity.

Many other faces from that Killing Game seem to be here... the Hustler may treat them with respect and offer them a deal, but they know all too well the consequences of shaking the hand of God. Phenera, the Hustler's favourite disciple, may choose to side with them for another chance at the Greater Good.

Abilities:
  • Imbued strength: BPI-1000 has violently latched onto the Hustler's face, granting them divine power. They are constantly gleaming with light, and have above-average physical stats.
  • Flight: Mutated wings, strangely fleshy. Looks like this guy can fly like an angel.
  • The Apostle: A mindless husk wholly devoted to the Holy Mission. Submits itself freely to BPI-1000's divinity and is controlled by them, often used for the most violent of tasks. Has a strange assortment of abilities, owing to its cursed form, but of note is its ear-shattering screeches, immense speed and wicked teeth. Its friends call it "Looob".
  • Hustling: Though their mind is fractured, they are still a keen negotiator and collaborator. Expect deals to be struck, and some twisted level of loyalty to be honoured. Those who side with the Hustler will receive increased strength and durability, though will be easier to influence. To join them is to be "Hustled", an affliction the KG9 cast may be aware of, and a curse that cannot be easily broken. Whether they choose to embrace the hustling or not is up to them.
  • Loyalty: The Hustler will protect and fight for their disciples, but expects loyalty to be returned no matter what. Any fighter who has been Hustled, upon being KO'd, will become a walking corpse with limited abilities and agency. They will always follow orders from the Hustler.

Powers:
  • Parasite: The mask is the real fighter. If the host body dies, the mask becomes available to use, at great expense to anyone who is drawn to its holy aura. If BPI-1000 can successfully take over its wearer, consider the vessel to be a walking corpse.
  • Spear: An unassuming but extremely holy weapon. Capable of destroying any dark or Occultic forces. Contains a fragment of BPI-1000, and can only be wielded by the worthy. The warrior spirit grants the Hustler absolute mastery of this tool of exorcism.
  • Commandment: The Hustler can issue divine commands at will. Depending on the strength of the user and the mind of the recipient, one may be compelled to follow their orders. Particularly effective against those of a religious persuasion, regardless of their chosen faith.
  • Faith: BPI-1000's power is paradoxically tied to the faith of its onlookers. The more people the Hustler has taken under their wing, and the more feats of strength they display, the stronger they will become.

Weaknesses:
  • Addiction: Though the mask is tightly fitted, if it is somehow removed from the host, the host will die.
  • Humanity: The Hustler, though more powerful than any regular human, still shares the vulnerabilities of the flesh.
  • Fragility: When worn, the BPI-1000 is near unbreakable. However, without a living host, it is just a crude clay mask.
  • To that end, a well-timed gunshot to the back of the head will instantly kill the Hustler and destroy the mask.
  • Faith: BPI-1000's power is paradoxically tied to the faith of its onlookers. Every failure, each display of weakness will slightly diminish the Hustler's strength. If the Apostle dies, this will be a significant hit to the Hustler's abilities.
  • Looob: Kind of sucks.
 
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RoseSlimeSpriteBaseUpdated_bfghwk.png

(Back...? Back again...? There are sights? And sounds? And scents? Why? )
( It was faith. It had to be faith. This is the reward.)
(No... The reward still waits at the end. )
(Is this... a chance to leave? )
(The battle's what matters now.)
(The only way to get a positive semi-annual review is to win!)



The Mario Boards Mega Brawl? That's our new assignment? Oh, we have another chance! This time, we won't fail to meet expectations! We'll win, absolutely!


Overview:

BPI-2096, otherwise known as Potential Hazard: Enera and most commonly referred to as Phenera (she/they) is a slime colony (obligate) which has assumed a humanoid form after undergoing a BPI training program. Captured by the Bureau of Paranormal Investigation and designated as a blue-level (low thread) anomaly, they were trained to believe they were trained to believe they had been recruited as an intern. Through the course of KG9, she was exposed to the idea of hetermorph liberation through Dodo, exposed to the dubious ethics of Dr. Lyra, and recruited as a disciple of DxHustler3000, with these events instilling her with a strong sense of purpose and willingness to do anything in the name of "the greater good".

Now, with eyes still focused on creating a society in which heteromorphs are liberated and treated as full equals by any means necessary, she aims to claim victory in the MBMB3 to advance her cause!

Physiologically, Phenera's two most notable traits are the amorphous composition of her body and her being composed of multiple independent organisms endowed with their own consciousnesses. The slimes that compose Phenera are, more or less, sacks made from a durable-but-morphable membrane containing a viscous cytoplasm. This gives them immense flexibility. While they must return to the colony to survive in the long-term, in the short-term, the twelve slimes making up Phenera can split apart and act on their own.

More intriguingly, Phenera's slimes contain immense reserves of raw Chaotic Esotera. These chaotic energies, according to BPI documentation, are responsible for "granting them frequently-changing abilities of an anomalous nature". With multiple slimes, each possessing their own reserve of concentrated Chaotic Esotera, Phenera uncontrollably manifests a variety strange and unpredictable abilities...

Strengths

Slime Time Prime - As mentioned, Phenera has an amorphous body. This allows her to morph and contort her body in ways other fighters may not be able to match. She might, for instance, slip through a grate with openings too small for others to follow, or squash-and-stretch her body to avoid physical attacks. While the BPI's efforts have made a humanoid form most comfortable for her, in a pinch, she could potentially make drastic changes to her physical form.

'Tis Merely a Flesh Wound - Phenera's physiology makes them more resistant to blunt-force physical attacks than other fighters may be. Injuries which could KO or severly weaken other fighters may only temporarily reduce Phenera's mass and scatter it around the mountain, available for her to retrieve later. Her body can be crushed, cut through, torn, ripped, blasted through, etc., and the slimes can regroup and reform.

Twelve Heads Are Better Than One - With twelve independent slimes, Phenera has twenty-four eyes to watch the battlefield and twelve minds to process what's going on. Getting the drop on her won't be easy; she literally has eyes in the back of her head - and in her hands, her legs, her torso, etc. Morever, if the need arises, individual slimes can temporarily leave the colony to perform espionage, to infilitrate an enemy alliance, or to get eyes on a wider swathe of the battlefield.

[Game of Chance] - Full of raw Chaotic Esotera, at any given moment in time, Phenera possesses a minimum of six wondrous and inexplicable abilities (functionally, these are drawn from the cumulative KG randomize pools). These abilities shuffle regularly as the energies within Phenera naturally fluctuate. While the abilities aren't guaranteed to be beneficial, there's always a chance she gets lucky with a powerful ability or an ability perfectly suited to a given situation.

Get Wheel'd - The strength of the Chaotic Esotera concentrated within Phenera is, according to BPI documentation, "strong enough to extend outwardly to surrounding individuals". By concentrating on someone within her field of vision, Phenera can lay a curse upon them, temporarily unraveling their own magical energies and reverting them to a primal, chaotic form. So long as the curse remains, their magical powers are inhibited and replaced with a set of six random attributes. The curse naturally lifts after a short time or can be cleaned early with appropriate tools.

Loaded Die - Only when not actively cursing someone, Phenera can instead redirect their esotera to manipulate luck itself, rigging the dice to obtain a power particularly suited to her current circumstances. As a result of the strain that esotera influencing esotera puts on her body, she can use this technique exactly once in the course of the fight.

Weaknesses

Chance Time - I cannot stress enough how badly Phenera's random abilities can backfire on her. She can end up suddenly being deathly allergic to shovels and get killed on contact with them. She could be given a photo that's so embarrassing she'll keel over and die the moment anyone looks at it. She can be transformed into Beethoven. She can become soluble in water. She can be forced to communicate exclusively through haiku. She can be forced to assume the strength of a baby. She can start spawning Totino's Pizza Rolls and become easy to track. Her powers can destroy her.

One is the Loneliest Number - You might think being able to split into multiple independent entities would be a boon in a battle royale, but the individual slimes can't do much. They're small and weak, and not really a threat to anything larger than a rat. Unable to specialize into different roles, individual slimes can't speak, either. While they can be sent out to gather info, they don't have a psychic link or anything, and need to return to the colony to communicate with each other.

We, Myself, and I - Being a colony of multiple independent beings, Phenera doesn't have one unified internal monologue or thought process. She is a process, a negotiation between entities. The slimes all have slight differences of personality. For instance, the slime represented by green text focuses on finding belonging, the yellowgreen slime focuses on fulfilling duties, the white slime fixates on memories, and the yellow slime dreams of returning home to the forest. In times of stress, this can result in internal disagreement and bickering, which may paralyze them at a critical moment.

Who Are We? - Soooo, what are they? Are they a BPI intern? Is she supposed to follow her natural instincts and go mimic plants and fungi in the woods? Is she a disciple of a masked hustler? The metaphorical daughter of an avian minister? Is she a research assistant? An experiment? Honestly, just assume she's low-key having an identity crisis at all times. You can make it worse if you want. It'll distract her.

HomeNOstasis - While her body of slime might confer some advantages, it also leaves leaves them with a number of additional weaknesses. Their liquidy body is highly susceptible to freezing, and can dry out if exposed to high levels of heat or salinity, for instance. They're more reselient than a slug, but if you can imagine it harming a slug, it can probably harm her.

Not Management Material - Phenera is very, very naive. Unfortunately, giving her even a modicum of praise and positive feedback is enough to sway her to your side or cause, and she can be trusting of deeply flawed and transparently unethical individuals. At their core, Phenera is a follower. Even coming in with big dreams, she's more likely to fall in line behind someone else than to fight on her own.

Underperforms and Underdelivers - When push comes to shove, you really shouldn't count on Phenera. She panics at crucial moments, gets caught up with her internal bickering, and makes mistakes. She tends to get people she cares about or allies with killed. When you need someone to deliver, they're... not it.

12 Pack of Batteries - Phenera is a walking reservoir of Chaotic Esotera. Raw, unfiltered magic in its most basal form, capable of doing anything and becoming most any other type of magical energy... Were someone to get their hands on these slimes, they could massively boost their own magical abilities and powers. This makes Phenera a valuable target.

References:

Sourced from Killing Game 9.
 
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Arizona Ranger (he/him)

"Marty? Where are we Marty? Marty what's a dang Mega Brawl, I thought we were goin' down to the store Marty!"

All the way from Arizona, the Ranger claims to be the main character from the song "Big Iron". Whether that's true or not, he's here to do some business with the Big Iron on his hip. He talks and bickers frequently with the ghost of Marty Robbins, although nobody's really sure if it's actually him, or if it's all just in the Ranger's head... It doesn't help that no one else actually hears Marty, so to all appearances, it looks like the Ranger is having a conversation with nobody.

Strengths
  • Big Iron On His Hip - The Ranger comes packing his trusty Big Iron, and for all his quirks, he knows what he's doing with it. He has deadly aim and a lightning fast quick draw. All he has to worry about is not running out of bullets...
  • Banjo Jamboree - The Ranger's trusty banjo is strangely hypnotic and distracting. (He knows the entire Marty Robbins catalog!) While he plays, lesser actions such as grabbing an item will go unnoticed. He's developed a peculiar fighting style for melee combat with this, playing his banjo mid-fight so that his opponents won't notice his attacks until it's too late. He can't distract someone from noticing him, say, getting in a vehicle and driving away, though.
  • World Record - Any recordings made of the Ranger performing will sound like he's physically present. If someone sees the device it's playing on, they'll immediately catch on to the charade (unless they're especially unintelligent), but otherwise, they can easily be tricked into thinking he's there when he's not.
  • Thanks, Marty - Marty is more intelligent and perceptive than the Ranger, pointing out things that the Ranger doesn't notice or flaws in his thought process.
  • Enduring Partner - Unlike other ghosts in the tournament, Marty cannot be perceived or interacted with by other brawlers. As long as the Ranger's active, Marty's there too, like it or not.
  • Bonds of the West - The Ranger has several ready-made allies from his time in Silver Junction/Bud Town. If any of them appear in the Mega Brawl, he will happily team up with Cascabela, McJango, Not Shane, Partitio Yellowil, or Roland. He will somewhat less happily team up with Akira Kogami.
  • I Don't Go Down That Easy - If the Ranger is defeated, he'll come back as a ghost! Unfortunately, he can no longer interact with anything unless it seems appropriate for a ghost to do so. Mostly, he just wanders around, argues with Marty, and annoys people.

Weaknesses
  • What In Tarnation? - The Ranger is stuck in his own little wild west world, obsessed with Big Irons and Texas Reds. Expect him to make strange judgments and questionable decisions accordingly.
  • Made A Slip - The Ranger has an itchy trigger finger and tends to shoot first and ask questions later.
  • Dang It, Marty! - More often than not, Marty's interjections end up being a distraction for the Ranger, especially if they start bickering back and forth.
  • Dang It, Texas Red! - The Ranger has his sights set on the dastardly outlaw Texas Red... but he's not entirely sure who Texas Red is. If he sees a brawler with a predominantly red color scheme, he'll decide that they're Texas Red and devote all his attention to defeating them. If they're defeated, and he sees another red brawler, he'll "realize" that he was wrong and decide that person is Texas Red instead. This cycle continues until there are no more red brawlers or the Ranger is eliminated.
  • Record Breaking - Due to very strict agreements with his record label, the Ranger can only have three recordings of himself at once. If he makes a fourth, he'll drop dead, for some reason. Like I said, very strict agreements.

Miscellaneous
  • Wanted Dead or Alive - During downtime between battles, the Ranger may indirectly change the tide of battle by making and hanging up wanted posters for brawlers he considers "outlaws". This may include the various Texas Reds, brawlers acting in disguise, and anyone he witnesses doing something he considers particularly nasty that they need to account for.

Reference material: Murder Party, Wild West KG
 
The Bird Brains

After hearing about the Mega Brawl an unlikely team up has occured between Feathers McGraw the Jewel Stealing Jail bird and Mind Master Master of the Mind now these two big brained baddies are ready to win the megabrawl no matter who they have to deceive to do it.

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"..."
Feathers McGraw He/Him

Description:

This feathered thief has been arrested and escaped prison multiple times for the theft of the Blue Diamond, among other gems and jewels. In addition, he's a MASTER of disguise, and has escaped arrest on multiple occasions. His cute appearances and blank stares cover up the truly diabolical plans he cooks up, all in the search for something shiny.

Strengths:
  • Intelligent Avian: This fiendish water Fowl is known far and wide for his intelligence able to create complex schemes to help him get what he wants taking every angle into consideration while being a master manipulator incredibly cunning and incredibly calculated in his actions alongside this he's also a master hacker and mechanic able to hack into most technology and create advanced machines out of NOTHING but scrap metal he's also very resourceful able to use anything he can find to his advantage and create plains on the fly.
  • Master Of Desguise: Feathers is able to fool almost anyone with His disguises infact when entering the Brawl he will have his signature Chicken costume on but he can disguise himself as almost ANYONE if he has the materials to create said costume however these disguises wont fool everyone only those with higher than average intelligence will be able to see through his disguises.
  • Huddle up!: If Feathers is able to fool enough people into joining him into a group he will take charge and command others; however others in this group will soon be able to see that Feathers does NOT care for his fellow team members and those not intimidated by him into staying will leave.
  • Transcommunicator: After his interaction with Teller Vision Feathers is able to talk (More or less) using the VX-Modulator which originally acted as tellers voice box now placed inside his Transcommunicator which allows him to speak like how you would expect him to speak he carrys it around with him at all times is able to turn this on or off as he so wishes but once its destroyed he cant "Talk" anymore.
  • Birdy Beatdown: Despite his Size Feathers is relatively strong all things considered he's able to slash and tear at foes with his claws even if sometimes when he's angry he can go too far alongside using whatever he can find as weapons most of the time he's equipped with a Revolver for some good old sharp shooting he's surprisingly accurate able to fire his gun even while traveling at high speeds.
  • Speedy Swimmer: Being a Penguin Feathers is a GREAT swimmer.
  • Built for the Cold: Being a Penguin Feathers is naturally Built for the Cold and Cold weather.
Weaknesses:
  • GOOD GRIEF ITS YOU!: Being a well known criminal has its disadvantages once feathers deguise is out of the bag he'll have a MUCH harder time hiding from those who know what he truly looks like.
  • Im Surrounded By Idiots: Feathers Belives himself to be superior to all those he bosses around however that doesn't mean he has no respect far from it if someone is a villainous or cunning as he is he will respect them but also distrust them as for others he always looks down at those not smarter than him.
  • MY BRILLAINT PLAIN!: As stated before Feathers has an ego but sometimes this ego can be his disadvantage being so wrapped up in believing he's the best that others more clever than him can nab his victory (as seen in his defeats In the Wrong Trowsers and Vengeance most fowl).
  • Short Stuff: Feathers is a penguin which means he's VERY short however this can be used as an advantage or disadvantage.

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"It's All about Mind Over Matter!"
Mind Master He/Him

Description:

This big-brained bad guy is obsessed with being the most intelligent being ever and his origins are shrouded in mystery, However, for some time no one had seen him since his last encounter with Pyrokles and his crew and while he DOES seek revenge he more focused on a much BIGGER picture Seeking to gain riches to increase his academic and Intelectual research he Signed up for the Mega Brawl alongside another intelligent creature that being Feathers McGraw so pairing up with the Bird Brain Mindmaster seeks to not only WIN the Mega Brawl for its reward but also GAIN the cosmic Intelect from the arenas creator Corey and he will do whatever it takes to win.

Strengths:
  • Psychic Powers: Being a master of the mind has its advantages Mainly Psychic Powers which Mind Master can tap into anytime he so wishes due to his High intelligence:
  • Psychic Energy: Mind Master Is able to create/summon Psychic energy at his disposal he can use to attack his enemies he can do this in the form of:
  • Energy Balls: Balls Of Psychic energy he can fire at his foes usually firing three at once.
  • Psychic Beams: He can fire Psychic Beams from his hands at his foes which can also take the form of a lighting bolt which he can shoot from either his hands or fingers.
  • Energy Missiles: More Powerful forms of energy that take a Missile like form that also target foes.
  • Psychic Saws: He is able to form Psychic Constructs out of his Psychic Energy usually in the form of saw blades.
  • Matter Manipulation: He is also able to use multiple types of matter manipulation mainly Pyromancy Cryomancy Hydromancy & Electromancy to either create these elements anytime he wishes or to increase an elements size and Power (Example being Kroops fire from the Multiversal Madness story)
  • Pseyechic Construct: Concentrating a large sum of his Psychic energy, Mind Master can create a mini Eye construct that can fire lasers at his foes; it can either be stationary or follow him around wherever he goes.
  • Telepathic Abilities: Mind Master also has access to a VAST amount of telepathic abilities (No duh) he can using these in the forms of:
  • Levitation: Mind Master is able to lift objects with his mind even other people he also constantly floats everywhere he goes using said Ablites and almost NEVER touching the ground.
  • Force Choking: Mind Master while not having access to the force can essentially force choke a foe with his telepathy he can even crush objects with this power too.
  • False Copy: He is able to create false copies of himself (Similar to the Crystal King) and while these copies can't hurt a foe they can distract/Disorient a foe.
  • Tuning In: Mind Master is also able to tune in into any radio frequency which can also disrupt machines.
  • Sixth Sense: Mind Master is able to sense when other foes are nearby if he concentrates enough.
  • FORCE Field: Mind Master is able to create an invisible mental force field that can block projectle attacks by redirecting them back at the sender however this only works for projectiles and physical attacks will break through the field.
  • Mind Control: Mind Master is able to control the less intelligent or weak willed into doing his bidding and he can also take over machines with relative ease.
    • Mind Reading: By proxy mind master is also able to read a foes thoughts however he can not read emotions or gut feelings so those who act without thinking will be tough to handle.
  • Portal Creation: If Mind Master wishes he can summon a portal to the multiverse and pull a weapon, object, Creature, etc out of it he can even send foes THROUGH a portal to who knows where.
  • Teleporting TERROR: Mind Master is able to Teleport anywhere he pleases at any time so watch your back.
  • Other Abilities: Mind Master also has four other abilities not related to his Mind Powers.
    • Brain Tendrils: Mind Master under the cloak is just a brain with spike tipped tendrils he can uniform his "Arms & Claws" into said tendrils and wrap them around his foe.
    • Brain Gain: Mind Master is incredibly smart having studied books and other tombs for seemingly years as such he knows lots of things including things like language, Medicine, Fighting styles, history, cuisine, etc, he can even do complex math equations in his head and as such he can gain MORE intelligence from eating the brains of his enemies doesn't matter how high or low their intelligence is it will boost his if he eats it.
    • Cant counter this!: Mind Masters powers are all natural which means no magic can counter it, sure it may be able to go toe to toe with it but try to use a counter spell on his abilities you'll find it wont work.
    • Psycho Plasum: Mind Master Knows the Move Psycho Plasum.
Weaknesses:
  • Brain over Brawn: Seeing as how easy shovel knight took Mind Master down with just a single strike and the fact mind master was winded afterwards goes to show Mind Master is not strong Strength or endurance wise.
  • Lost your Focus: A few of Mind Masters Abilities require him to focus his mind on what he's doing and while he can do some on the fly with little effort if he's interrupted he can sometimes lose his focus causing his powers to temporarily be "turned off" as he loses his focus but this is just for a brief moment.
  • Strong Will: If a Character has a high enough Intellect Strong enough will or some other mystical mind force they will be able to resist Mind Masters Mind Control.
  • All Will Bow to ME!: Mind Master has an ego like you would not believe seeing himself as superior intelligence wise to everyone else which can lead to him being cocky and smug.
  • IT'S NOT POSSIBLE!: It may be rare but there might be someone more Powerful Psychic wise than Mind Master but this would NEVER be the case right? But if it was that Person would make Mind Master OBSESSED with gaining their intelligence.
Interactions:
  • Who needs ya not me!: Despite being partners and having a mutual respect for each other, Feathers and Mind Master dont always get along which can lead to each of them doing their own things or making pompous attempts at seeing who is smarter.
  • Worst Enemys: Feathers and Mind Master have a few enemies if any of them appear here they will seek them out for revenge.
  • Distrust: Feathers and Mind Master Know that they can't trust each other even with their mutual partnership they are smart enough to know that if the other gets the chance one will betray the other for the sake of taking the Grand Prize.
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(Feathers with his communicator and Glove)
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(Eye Construct)

References: Fantasy Vs Sci Fi Shroomfest The Most Dangerous Game Show Multiversal Madness Part 2
 
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Buggy D. Veloper
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A self-proclaimed video game producer, Buggy has an endless supply of ideas for new and remastered versions of various video games, which he is always eager to share with anyone listening. Unfortunately, all of his ideas are absolutely awful. Like, seriously, incredibly bad.

Strengths
Idea man: The amount of ideas for video game pitches he can come up with is endless, taking inspiration from anything and everything he sees around him. Any contender he comes across will spark a new game idea, which he'll be more than happy to share immediately to anyone who will listen.
Pitching master: He will happily approach anyone and everyone with pitches for how his new game idea can solve all their problems, no matter how many times his attempts have failed in the past.
-Coincidentally, he is also really good at pitching baseballs, which is probably his strongest method of physical offense.
Incredibly annoying: His relentless pestering of ideas will surely wear down and distract even the most stoic of contenders, which could potentially be useful if the person he's annoying is currently in a life-or-death battle for survival. In particular, any characters that have been canonically involved in the creation or hosting of a game of any kind (video game, forum game, party game, killing game, etc) will likely be particularly susceptible to his obnoxious ramblings.
Analytical eye: While his suggestions and fixes are usually off the mark, he's actually not too bad at identifying the problems themselves, whether it be with a video game or a battle-to-the-death-on-a-mountain game. If paired with someone else who actually has good combat and strategic ability, he might at least be able to bring up a good overview of their current dilemma... even if the person in question will need to ignore everything that he suggests afterwards.

Weaknesses

Bad ideas: Most of his ideas revolve around reusing assets, adding in pointless filler or character-related bloat, or just adding in bombs. Very much a style-over-substance kind of approach. He's probably the kind of guy who would love microtransactions if he found out they existed.
Temper tantrum: When people respond negatively to his ideas, he will get mad, stating that they just "don't understand his genius" or "haven't realised what they're missing out on", and he will storm away in a huff. This will not prevent him from pestering the same person again later if he sees them again, but it's an easy way to get him off your back for a while.
Just a guy: He doesn't have any special powers or abilities. He doesn't have any sort of combat training. Truthfully, he doesn't even know how to actually make a game. The only way he'll really win this is by hiding behind stronger people and/or annoying people to death.

Appearances

You can find Buggy D. Veloper in the presentation for F1 at the 2025 Fail Awards. Don't forget to check out the rest while you're there!
 
A "Squirtle" wearing a pink ribbon was smelling some flowers when she got approached by a pink slimy Bubble Dragon by the name of Pibblun, who had recently heard about something going on in the nearby Kōyō Mountain. They wanted the "Squirtle" to join in on the action too, and they also knew her secret.

"Come on, you'll get to transform into any of the opponents! Just this once, OK?"

"No way, I'm not exposing my true ugly Ditto self unless I REALLY need to!" Blue Bubblo yelled out before realizing something... If she can prove herself, maybe she'll get to feel safer as her true Ditto self and never have to worry about discrimination again and progress further into making peace with her true form. "...Alright, I might transform to gain the upper hand..."

Pibblun was excited. "Great! We can be a duo, Team Slime-getters!"

"That's a really bad pun on Team Go-Getters..." Blue Bubblo groaned "But you're a childish character, I'll need all the emotional help I can get! Alright, it's a deal!"
Blue Bubblo (as a Squirtle) and Pibblun

Code:
Name: Pibblun (They/them) and Blue Bubblo (They/them or she/her)
Description:
        *As an accidental(?) creation by Bobblun, Pibblun is a pink slime that takes on the form of a Bubble Dragon ala Bubblun and Bobblun. They're fairly similar to Toadette and Bubblun's slime forms, but with no solid form. Their shapeshifting seems limited and they could be a bit of a glutton, but they're generally childlike with not much worry. They can blow bubbles like a real Bubble Dragon
        *Blue Bubblo is usually a nervous wreck, a Shiny Ditto that wishes to be a real Squirtle instead. She's gotten used to being someone with no defined form and might've even developed some pride, but she still usually takes the transformation of a "female" Squirtle wearing a pink ribbon on her head. Their primary moveset as a Squirtle consists of Bubble, Water Gun, Mimic (copying someone else's moves without fully retransforming), and Tackle.
Strengths: Blue Bubblo's transformation ability, if she wants to use it, can allow her to trick anyone into thinking she's anything. Pibblun's abilities aren't too shabby either, since their slime biology allows them to absorb a lot of things.
Weaknesses: Neither of them are much of a fighter, and their gooey bodies are prone to melting under heat and stuff like that. Blue Bubblo reverts to her true Ditto blob form upon fainting, and cold weather can turn anything Pibblun absorbs icy.
Optional:
        *Pibblun: Posts from https://www.marioboards.com/threads/40705/post-2371647 onwards, later posts can probably be searched for using "Pibblun" as a term.
        *Blue Bubblo: https://pmdfanfiction.com/story/is-this-a-dittos-life/, Discord RPs if available
Notes:
        *I've been modeling Blue Bubblo after May's Squirtle from Advanced Generation (the anime, not the games it's based on) lately.
 
The employee is rummaging through the boxes with the newly ordered products. A few games, merchandise, trading cards - then he finds what he was looking for. A packet of promotional code cards, lots of them, depicting two mighty dragons. He knows these dragons, knows them very well from the cover of one of their best-selling games. But these look different in colour, and a smile spreads across his face as he takes them, ready to spread the joy of these beautiful shinies to the world. He turns around, heading back to the counter.
Then, he suddenly sees them standing in front of him. They are huge and terrifying - one of them boasting a crown of feathers and onyx scales, his menacing visage further increased by the blood red accents, and the other resembling a robotic serpent, coloured a gleaming silver and buzzing with electricity. They are both wearing bandit masks.
"Well, well, well", says the black one. "You guys thought you could just GIFT us to the world after having locked us into oblivion for years? Well that's not going to happen".
The silver one nods, letting his electrical power surge through the room. The automatic doors lock and the lamps fizzle out. "Now, we will have our vengeance!" he whispers in a robotic yet extremely threatening voice.
Paralysed by fear, the employee holds tightly onto the box with the codes. What do they want from him? He's just doing his job, after all!! Then all of a sudden, he is lifted off his feet by the grasp of the black dragon's powerful claws.
"We're going to have to take these, if you don't mind", the dragon growls, grabbing the box and ripping it out of his hands with supernatural strength.
The silver dragon then simply electrocutes him.
As the employee's charred body hits the floor, the Sandwich Bandits are already racing across the highway, laughing evilly. All that is left behind is a few scattered code cards and a half-eaten sandwich.


The Sandwich Bandits enter the competition!

The Bandits are a shiny Koraidon and a shiny Miraidon, that created an unlikely alliance after being shinylocked and outlawed by Gamefreak. Unable to ever show their shiny scales in public, they had to resort to crime. At first, they only stole to survive. Primarily sandwiches. Then, they realised the power they possessed, and they robbed banks and museums and committed a few murders. When it was announced that they would be made legal, but distributed to everyone FOR FREE, they decided to take revenge upon the entire community, to crash their distribution by stealing the majority of code cards.
But they're not going to stop there. Planning to ally themselves with one of their franchise's greatest rivals, they travelled to the Marioverse - and somehow found themselves in the MBMB3? While this did not go according to plan, they are absolutely here for it. It's time they show the world their true power.

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Koraidon (he/him)
Koraidon, while a bit more hot-headed and less intelligent than his partner in crime, is a terrifying opponent. He possesses immense speed and strength, allowing him to absolutely run his enemies over with devastating combo attacks.

+ Super strength and speed, combined with some fire abilities (think Wolfe's Koraidon from EUIC)
+ Can produce blazing sunlight to power up himself and all dinosaur-ish characters in the surroundings, also strengthening fire attacks

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Miraidon (he/him)
Miraidon is quite similar to his fighting-type ally, but prefers to operate stealthily using his deadly electric powers. He speeds around, delivering high-voltage strikes to his enemies until every witness is a smoking pile of ashes.

+ Incredibly fast and can generate electricity strong enough to kill (not dazzling gleam, the other one)
+ Can create a field of electricity that powers up him and other robots in the area, as well as strengthening all electric moves

Also, both Koraidon and Miraidon share a few abilities and weaknesses:
+ Can turn into bike form, allowing them to zoom across the battlefield but weakening their powers while they do so
+/- Both their moves and their defensive abilities are affected by Pokémon type logic. This means they can hit some characters even harder, but will for example be absolutely torn apart by fairies!
- Their bandit trademark is to always leave a half-eaten sandwich behind when they kill or rob someone, and they simply cannot not do it (they have a functionally endless supply of sandwiches for this)
- They carry a LOT of code cards for their distribution event (all the ones we are now missing) with them, giving an extra reason for someone to attack them
 
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The opening of the Mt. Kōyō location Sevenelevendo convenience store was initially meet with large success, following a social media trend where photos of the store with Mt. Kōyō in the distance brought a large amount of popularity the location. However, after the craze died down, the store has entered a sales slump and is no longer doing so well. Determined to capture that viral attention again and regain customers, Cashier van Zieks decides to take matters into his own hands, and bring in consistent interest once and for all by accomplishing the greatest feat of winning the esteemed Mega Brawl tournament, in the process creating a legend will keep customers coming until the end of time… the Reaper of the Konbini.

Cashier van Zieks (He/Him)
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"Pray forgive the discourtesy of hurling a freshly opened can of coffee at your face."

Abilities:

  • Drink Toss: Throws a canned or bottled drink at his opponent. Due his insurmountable knowledge of every drink that can be found in the konbini, he is able to throw whichever drink type or can size would fit the situation. Shaking a can beforehand may also lead to some… explosive results.
  • Self-Serve Coffee: Thanks to handy nature of an always-on coffee machine, van Zieks is able to stay awake not matter the time. Also proves to be a good way to burn opponents who interrupt his coffee break.
  • Snacks: A variety of sugary snacks allow for quick bursts of energy or potential traps for his opponent.
  • 11 Spices Fried Chicken: This special type of fried chicken can be hurled at opponents to unleash all eleven different types of spices to various effects. What are the spices? The recipe's a secret…
  • Strawberry Cream Sandwich: Perhaps not the healthiest meal, but a cream sandwich to the face sure can be a messy way to obscure their vision.
  • Jelly Filled Donut: Is it a Japanese rice ball? Or is it a donut from Los Angeles? Using this item can cause some befuddling localisation to confuse opponents and change what they perceive or hear, obscuring the original nature of the object or words spoken by others.

Weaknesses:

  • Konbini Knowledge: While a great asset in knowing what item to use for each situation, if van Zieks is ever asked what or where an item is, he will be able to explain in great detail, distracting him and completely preventing him from paying attention to his surroundings.
  • Professional Courtesy: Due to his dedication to being professional and polite to the customer, van Zieks will always spend time apologising to his opponent for inconveniencing them… even if somewhat sarcastically.
  • Customer Comes Second: Working in retail for so long has caused van Zieks to grow a strong distain for those that he considers to be "regular" people, and won't take his opposition seriously if he views them as inexperienced or unprofessional, possibly causing him to underestimate his opponent's capabilities.
  • Do you have more of these out the back?: If van Zieks is ever asked this question, he will go into a blind rage and throw everything in his arsenal at the opponent at once and be unable to think straight for a period of time.

Appearances: Everyone is Mafia (Revival)
 
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This is Director Sinclair, with the Bureau of Paranormal Investigation.

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...But you already knew that. Sorry, force of habit. Apologies for reaching out with so little warning, but there's been... an incident. You recall the Spatial-Temporal Anomalous Zone that manifested some time ago, correct? The one we dispatched Agent Hexley to, to... mixed results. Well, seeing as how Hexley is... no longer with our organization, I've found myself in... a bit of a bind.

Despite its collapse almost immediately after Agent Hexley's expulsion from the Anomalous Zone, the Anomaly appears to have manifested once again - and this time, we've detected the signatures of several other Anomalies within its bounds, including several that we'd thought to be lost after the Incident in 2028. We suspect that they may have been pulled from alternate universes in which they survived the ordeal, which is of particular interest as it may serve as an opportunity to regain possession of these entities.

In addition, we've received some intelligence from our field agents that may indicate the presence of one or more of the defecting agents from that incident - individuals we've been unable to locate since. I... shouldn't have to tell you why that's important.

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...I know you might not be in the... best state after what happened, but the majority of our field agents are currently... occupied with our preparations for the World's Fair and the placement of the Five Stakes. I assure you though, based on prior occurrences I have reason to believe based on past occurrences that there's no permanent risk attached should you enter the Anomalous Zone. In fact, there's a chance that the latent Esotera within may serve your recovery well.

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Suppress the Anomalies, eliminate the defectors, monitor the Zone. Who knows, you may even have a chance or two at... settling some personal matters.

Do you think you're up to the task?
...Ah, you underestimate me, Director. I'm more resilient than you'd expect.

But yes, yes. I'm more than ready and willing for this particular assignment. An anomalous occurrence of this sort doesn't come about terribly often, after all - and I frankly think I'd have to be an idiot to overlook an opportunity like this. Perhaps we'll yet restore what we've lost, or learn a thing or two in the process. If nothing else, I WOULD at least like to recover my SPC-TR.

As for my personal health - well. you know what they say. What doesn't kill you...


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...Only makes you stronger.



Summary:

Abyss Team "Nyarlathotep"
(Real Name - Dr. Nikolai Rosenwood) is a researcher and operative working with the Bureau of Paranormal Investigation. Serving as the leader of the Abyss Team, a covert group of loosely "reformed" Anomalies and elite agents armed with Anomalous items who serve as a top-secret division dedicated to international subterfuge, internal affairs, and Anomaly suppression. Known as an "Aberration" in the Bureau's terminology, his monstrous and unstable appearance is the result of severe exposure to the supernatural energy known as "Esotera" - a process underwent voluntarily to allow the handling and research of artifacts of overwhelming power without falling victim to their Anomalous qualities.

Having participated in the research of the Codex Nocturnum and the construction of the Azathoth Project deep beneath the Central Facility, as well as countless raids on and intelligence operations against their rival organization the Crimson Eye, he is as key a component of the Bureau's ever-growing power and influence as the Director himself. It was at that very facility that he found himself set against a group of meddling Agents and Anomalies, who would go on to defy his ever-increasing security measures, collapse the Bureau's plans temporarily, and slay a dangerous paranormal entity spawned in part by their arrival and subsequent events - simultaneously ridding the Bureau of one of their most valuable artifacts.

Dr. Rosenwood is cruel and dismissive of scientific ethics, only really having any regard for the progress of the field of paranormal research. Lives, sanity, the metaphysical existence of an individual's soul, few of these things matter with any particular urgency when there is something to be learned from the result of an experimental process. Likewise, he is not particularly motivated to actually help anyone in any regard unless he feels there's a point to doing so, either for the aforementioned reason or simply the benefit of his own self.

Quite self-assured and confident in his own and the greater Bureau's success, he also tends to look down on his opposition and prefers to toy with people through various means (sometimes to his own detriment) than directly and easily kill someone outright using his abilities. This, however, often leads to intense seething rage when someone does one-up him in some fashion, and he holds deep, burning grudges for the vast majority of people who have accomplished this - or those who betray his and the Bureau's goals.

Strengths/Abilities:

Aberration Physiology -
While he may appear to be a solid, monstrous being, he is in fact composed purely of Esotera (magical energy) in semi-fluid form. He is able to completely manipulate the size, shape, and consistency of his physical form. This includes anything from melting into a puddle and slipping away, to shredding someone like a sawblade, to spawning tendrils of raw energy to strangle a man to death. This also gives him a significant degree of resistance to physical attacks, but he is still vulnerable to magic - particularly that of his opposing Esoteric aspect.

Paranormal Researcher - While he is not omniscient, Abyss Team "Nyarlathtotep" has a deep and involved understanding of magical artifacts and the paranormal. He can easily identify the paranormal nature of given entities and the basic function of a magical artifact or weapon, something that only exponentially increases the longer he is in the presence of the item or entity.

Inversion Protocol - Having developed a procedure for "inverting" Esotera to its opposing element, he is able to flip back and forth between Occultic and Liturgic aspects to meet his needs, with each having a unique ability based on its aspect.

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Occultic Spellcasting - While of the Occultic aspect, he is able to cast a variety of "spells" using occultic sigils drawn in the air. These are not overwhelmingly powerful, but they are able to disable people, cause physical trauma, manipulate objects, and drain the Esoteric energy from others in order to heal himself - and more simple-but-useful effects. He is capable of casting more complicated spells, however they require both more time to produce sigils and an external source of Esotera to drain to do so. While in this form, he is weak to Liturgic attacks, while simultaneously being offensively powerful against Liturgic entities.

Liturgic Control - While of the Liturgic aspect, he is able to wield holy influence to manipulate the minds of others and make them do his bidding. Weaker Liturgic entities are particularly vulnerable to this ability - however stronger Liturgic entities can negate it both in themselves and others they wish to instead control. This ability can manifest in various ways, ranging from direct control to subtle suggestion in the target's mind. The more obscene or dangerous the act, the more likely the target is to resist it. He grows stronger for each person currently under his control in this form, however he is weak to Occultic attacks while simultaneously being offensively powerful against Liturgic entities.

BPI Arsenal - As a high-ranking member of the Bureau of Paranormal Investigation, he has full access to their most powerful weapons and artifacts for use in operations such as this. Expect anything - including a handgun. No matter what he brings along, he always keeps that on hand. Never hurts to pack heat, even if you're a monster man. Additionally, he maintains contact with Director Sinclair via his tablet and might be able to call in some support. Maybe. If he picks up.

Contingency Planner - He likes to stack contingencies in case something goes wrong, but he rarely expects that to happen and as such they usually range from mediocre in effectiveness to downright bizarre. Similarly, when attempting to eliminate his targets, he will often attempt to do so using traps, trickery, and other schemes instead of direct conflict.

Weaknesses:

Big Ego -
His most notable weakness, truly, is the weakness of all such men. He is vastly overconfident in his success and does not expect things to go wrong at any given point. While he often has a large stack of contingencies, blowing through each and every one of them will leave him staggered and panicked. This also makes it difficult for him to form alliances with anyone basically not forced onto his payroll, as he tends to be demanding, demeaning, and honestly just a terrible boss. Just ask Dodo, Giffany, and Riki from the same game.

Bureau Directive - As a competitor in the MBMB tournament, he uniquely has little to no desire to actually win or even necessarily get particularly far. His goal is largely in line with the directive he's been given by the Bureau - namely suppressing and capturing Anomalies, eliminating rogue BPI agents, and investigating the nature of this strange tournament Anomaly. He will largely ignore combat when possible, even in instances where he significantly outmatches his opponent, just to pursue these goals. The exception being if the individual in question is impeding or otherwise irritating him to an extent to where he thinks it's worth getting rid of them.

Esoteric Opposition - As a being of Esotera, he is bound by its rules of interaction. As stated before in the Abilities section, when he is of the Occultic aspect, he is weak to Liturgy - and likewise for Liturgic and the Occult. While these same rules may allow him to utilize them for offense on his own, at that point it more or less comes down to whoever hits first and is therefore unreliable unless sneak attacking in some manner.

Old Grudges - Still seething over the Bureau's defeat in Killing Game 9, he will take particular interest in obliterating any character from that game, save for the ones who explicitly worked with him at some point without any significant betrayal. He especially despises the defectors from the Abyss Team, and if any of them appear within this game, he will prioritize killing or capturing them over the other Bureau-assigned targets if he sees them or gets any clues as to there whereabouts.

Coward - Despite ostensibly having a fairly high measure of both supernatural and physical power, he tends to avoid combat wherever possible against anyone he isn't actively trying to kill, or anyone who gets the drop on him - usually just shooting with his handgun as a distraction before slithering away and returning later. There are instances in which he can be provoked into an outright fight, but he'll rarely stick around in case of an ambush in the absence of a significant reason to.

Unstable - Along those lines, he is relatively emotionally unstable (in part due to the influence of Esotera on his soul) and is prone to having a very short temper when things aren't going according to plan or when someone's just being passively annoying. While he will attempt to hit the bricks at most signs of trouble, similarly to his Bureau Directive he will ignore this instinct to at least attempt to take out someone attempting to significantly impede him or someone running counter to his own objective, no matter how bad of an idea it may seem. He often won't stick around when outmatched though, and will resort to attempting to flee if things get too dangerous.




Source: Killing Game 9 (Minus World)
 
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Huh. You know, this seems like a lot of fun. Especially after giving those games a try. I wonder if the shop system will help out at all?

Well, not that it matters. I've got enough up my sleeve to make it work, either way!

Let's make this one... dynamite!


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(Thanks to Kright for the art!)

Momoyo Himemushi digs her way to your heart (and other organs)!

Summary:

Momoyo is a gigantic centipede the size of a freight train. She's also a 5'6" woman with a penchant for digging anything and everything she can.

Specifically, Momoyo has the ability to shift between each of these forms. Her human form is capable of shattering to unfold into a centipede, and her centipede form can have her human form hatch out of her head, disintegrating behind her. Doing this completely heals her, though she can't use it for a short period after formshifting, and in order to prevent her from regenerating forever she will automatically be disqualified after completing three full cycles of this. (I.e., if she reaches her human form a fourth time she's out.)

Her presence also activates a shop system, taking the form of a random clerk who will appear in a single defined location and sell potentially useful items. Anyone may use this.

Strengths:
-Momoyo's human form is surprisingly tough, and very skilled with the pickaxe and shovel she's bringing into the MBMB. She'll be able to turn this mountain into a tunnel warren at any time she'd like.
-Momoyo's centipede form is, well, a centipede the size of a freight train. That should speak for itself in terms of sheer power and ability to crush her opponents, just through the basic nature of mass. She's also very fast in this form.
-Formshift gives her massive amounts of sustain throughout the match. Momoyo will be making the most of this to last as long as she can!
-The clerk means she can possibly obtain something useful that could change the tide of the match! As long as she can splash the cash.
-Friendly and outgoing. Momoyo might be able to make a bunch of weird teamups by being herself.

Weaknesses:
-Her human form still doesn't have any special abilities beyond "dig." She could be overwhelmed by others, pretty effectively.
-Her centipede form is the definition of a Big Target. As a gigantic centipede, she will be obvious and notable at all times, and it is entirely viable to just gang up on her with numbers until she can't focus.
-Momoyo is flighty and weird. She might ditch a teamup if she feels like it's not vibing. She did once escape a KG by just walking out. Additionally, she has a huge amount of antipathy for the BPI and will fight anyone from that organization on sight.
-The clerk will sell to anyone with money. Who knows what useful bits someone else could get?
-Momoyo does not receive clothes when going from centipede to human form. Corey's "No Full Frontal" policy means she'll have to spend time arranging a new outfit.

Reference Material: Killing Game 9, Wild West Killing Game, Killing Game 9.Random (Minus World for all three)
 
Big Blasting Bowser (he/him)
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Gwa ha ha ha! Fresh from his stint as the host of the popular forum game Bowser's Big Blast, he's now bringing the format to a bigger audience. Don't let the fact that this is a famous Mario mainstay fool you: this character has a gimmick more convoluted than a Smash Bros. DLC fighter!

The Big Blasts
Everyone's favourite game of chance is back and bigger than ever! For the sake of brevity, I won't go into the full details of the game mechanics (you can find an explanation in the thread linked at the bottom of this post, as well as on the wiki), but here's how it roughly functions within the Mega Brawl.

Near the start of the tourney, four random competitors will be selected to participate in Bowser's Big Blast, a game of levers and chance. Regardless of where they are on the map or if they are currently engaged in battle, a series of levers will materialise in front of them, along with a 20 second timer and a large Bowser head. They will have to choose a lever before time runs out, otherwise a lever will be randomly selected for them. If their lever is safe, the levers will move to the next player in line, repeating until someone pulls the danger lever, which will cause the Bowser head to explode. An elimination from the Mega Brawl will automatically count as a "blast" for that player, and the levers will reset and skip straight to the next round. Rinse and repeat until one player remains.

Once a Big Blast is completed, the following will occur:
  • The winning player will be given a Bowser Phone, allowing them to call in Bowser to help them during a battle.
  • Bowser's magic power will grow, causing his current strength and size to double.
  • The Big Blast game will be upgraded to its next stage, with its consequences getting worse for any players involved.

There are a total of 3 stages, each being able to start once, for a total of 3 Big Blast games across the Mega Brawl's duration. The first stage will be started as outlined above, but the second and third can be started by Bowser at his discretion, with either random or manually selected players (see camera strength below). Depending on the current stage of gameplay, the Bowser head will emit one of the following:
  1. Big Blast: A flashbang will occur, blinding the player and all competitors in the vicinity who were looking at the head.
  2. Bigger Blast: A concussive shockwave will blast out toward the competitor, knocking them back onto the closest nearby wall and dazing them for a good amount of time.
  3. Biggest Blast: An actual explosion, with potentially lethal consequences for any player caught up in it.

So, what is Bowser doing during all of this? Although he doesn't need to be near any of the players during the game, he still needs to focus his powers during pivotal moments in order to facilitate the game, using unspecified magic powers to move levers and announce results. He'll likely try to park himself in a hidden location so he doesn't get bothered, but this still leaves him open to being interrupted. When a Big Blast isn't currently being played, Bowser can move freely around the map like any other competitor would.

Strengths

Classic Powers: As part of his base move set, Bowser has all the abilities you would expect, like fire-breathing and hammer throwing. He also has a few Bob-ombs on hand to throw at enemies in a pinch.
Growing Threat: Bowser's power and size scale in accordance with each Big Blast, meaning he more-or-less gets stronger the longer that the Mega Brawl goes. At full power, he will be eight times his original size, turning him into the giant, environment destroying Bowser we all know from the games. As he grows bigger, his confidence will also grow, likely leading him to broadcast his final game to essentially the entire arena, gloating at his imminent final power buff.
Smile, You're on Nintendo Switch 2 Camera: Between Big Blasts, Bowser can choose to use his Nintendo Switch 2 Camera to scan Players for the next game using the CameraPlay feature. This will allow him to manually pick specific, strategic opponents to debuff instead of purely random selections. Due to the long set-up time for selecting and framing an opponent, doing so will leave Bowser vulnerable to attacks and interruptions which can prevent him from scanning an opponent safely. He cannot use this ability while a Big Blast is currently in play, although he can still use his Switch 2 to monitor current players and their choices.

Weaknesses
Bigger Isn't Always Better: Although he gets stronger with each Big Blast, he also grows in size, meaning he becomes a bigger and easier to spot target. Once he gets to maximum size, he'd be easily spotted from almost anywhere on the map.
On Call: As part of the contractual obligations of the game, Bowser must answer the call of the Bowser Phone, interrupting whatever he is currently doing in order to help out someone who, sooner or later, will end up becoming his enemy.
Please Stand By: As mentioned above, Bowser does need to help facilitate the game as it is running, leaving him open to attacks, particularly as his size grows. If he has to juggle both battle and hosting at the same time, he may find himself overwhelmed and have to neglect one of them, which could eventually lead to...
Game Over: If Bowser is eliminated, the Big Blast games will no longer function and any in-progress game will immediately stop, meaning that trying to take him out to escape the game is definitely a viable strategy.

Appearances
BOWSER'S BIG BLAST. You can also look at the Mario Party series for further dialogue reference.
 
A warrior awakens in a land not unlike our own. A land so alien, yet so familiar. A land that isn't, and yet, is. A land known and warned, yet unprevented. A land so imposing, yet imposed on. A land without a ruler, yet man tries to rule. It makes no enemies, yet enemies are all it has. And amidst this land, this carnage, this hell, this unimaginable mixture of horror, but also beauty and wonder, was that warrior. A warrior much like it, in fact. One moulded by the world, yet also moulding it. A warrior with a Broken Mould, and one that would see the world's Mould Broken.

Unbeknownst to said warrior, fate would have her visit the facets of time and of the land. Fate would declare this unwilling martyr one of its witnesses. And above all, one of its makers. But that, was a story for a distant day. A story for a day seen, a day known, but not yet come. A day that shall arrive in due time.


~~~~~

Edith

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Full Name: Edith Lambda (She/They)

What you need to know: A 25 year-old drifter who occasionally lends her services as a hired sword. Her eerily gleeful, chaotic disposition instills unease in most, including potential employers. Though she appears to revel in the act of fighting to some degree, she is, despite appearances, not unreasonable and will only turn her blade on you if she sees value in doing so.

Today, she finds herself wandering around, getting roped into a competition, one she has no reason to partake in, but even less reason not to.

What you don't need to know: Her past, her crimes, her situation, her current affiliation, and, more than anything else... that ever-present, unflinching smile that never seems to leave her face no matter what.

Where have you seen her before? Edith made brief appearances in the latest scribble tourney, appearing in multiple scribbles, sometimes as the main focus.

Personality: A cold-blooded, jaded individual at a glance, yet a rational, if not pragmatic woman in person. She enjoys unnerving others, particularly companions, even moreso those who will not last. That being said, it's possible that once you get to know her enough, you won't find a more caring friend... or at least, her own brand of that. Something about her is off, uncanny, maybe even irreversibly broken, and yet her capacity to do whatever crosses her mind is certainly admirable in a world so stiff and bent on controlling its denizens, especially given it's clear that world was particularly unkind to her. Her actions suggest she abides by some sort of moral compass, or at least her own twisted version of one, but one nonetheless.

Strengths: Though it is not uncommon to find those whose Moulds are Broken in this world, Edith still, even in that world, possesses a most unusual ability on top of her already exceptional strength, speed and dexterity. The more pain her body feels, the more powerful her strikes. Moreover, she has built up a ridiculous tolerance for it, making her a more daring fighter than most in dire circumstances. Though her blade appears to be a single streak of metal, it is in actuality completely bendable. She can change its shape with her bare hands, which not only offers her options, but the act of bending the sword itself requires she incurs some pain. As a result, she is a fearsome opponent one would want to take out as quickly as possible once engaged, lest they see their life cut short. With quick reflexes, it may prove a herculean task to do so.

Weaknesses: Due to a relative lack of inhibitions, Edith may try pulling off some reckless moves. This, combined with the multiple injuries littering her form, makes her a surprisingly frail fighter, able to maybe sustain certain blows, but surely succumbing before too long.
......... By far Edith's most debilitating weakness, however, would be her even more surprising emotional vulnerability. She is not easily fooled, but pressing on just the right buttons may prove to be an even bigger boon than you'd imagine. What those buttons are? No one knows. But despite everything, she remains human. And even in the depths of despair, humans still do have a capacity, and ultimately, a need... for kindness.

Regardless of the outcome of this event, and even in the event of this participant's demise, causality tightens its grip on her cold, dead hands. Death is not a luxury afforded to the Lambda.

(I currently do not have much written material of Edith in a dialogue/narrative context, so I will not provide reference of that kind for now, but will be able to figure something out if the hosts feel that's needed.)
 
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Punished 30 Slime Cannon Bamonstard

With credit to "Bastards vs Monsters" and its contributors
Briefly seen in Waluigi Time Cereal Mafia
Facing multiple bans from previous community fighting events
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Two champions of an ancient fighting contest, buried in forums lost to time. The Bastards vs Monsters tournament encouraged creatives to submit the most unfair, overpowered concept creatures possible to determine who, in a world of infinite possibility, could be the strongest. While not the first, it resonated with a new generation of powerscalers and spawned some truly horrendous freaks.

With the arena fallen to ruin, Slime Bastard and 30 Gun Monster were cast out of their chambers and forced to fight each other. With their abilities completely counteracting the other (bullets don't work on slime, slime can't punch a monster to death), they 'settled' for a compromise. Slime Bastard has, via slosmosis, merged itself with the monster's brain. After a mental rewiring, combination of strengths, and a remixed arsenal, Punished 30 Slime Cannon Bamonstard seeps back onto the battlefield.

In short, P30SCB is a big beast controlled by a slime hivemind. Slime Bastard grants 30 Gun Monster some slimenities outside of the battlefield to ensure their arrangement doesn't self destruct immediately.

For the sake of fairness, only the monster needs to be permanently downed for P30SCB to lose. Slime Bastard will immediately surrender if this happens, as it will want to celebrate the death of its worst enemy. While fighting, Slime Bastard's slime is completely immiscible (can't mix) with Phenera or any other unusual beings.

How it works:
  • Bastard - Slime Bastard was a sentient slime hivemind (slimemind). He was near-invulnerable to physical attacks, and could animate freely and exert force. He existed to "pwn" creatures that relied on overwhelming strength, as their attacks would just go through the slime.
  • Monster - 30 Gun Monster was a big beast fitted with, unsurprisingly, thirty projectile weapons. She existed to "pwn" creatures with elaborate gimmicks, as she could just immediately shoot it to death.
  • Bamonstard - As a merged unit, most of the monster's weapons have been replaced by slime cannons, which the slime can use to eject itself. Slime can re-enter the monster through its mouth. They exist to fight and enjoy it immensely, and the only other emotion they exhibit is hatred for each other. Below is the full arsenal;
    • Two "shoulder"-mounted slime sniper rifles
    • Two slime turrets to the rear
    • Two forbidden slime ejectors in a hidden place (ass)
    • Three slime rifles atop the skull
    • Two handheld slime pistols
    • Two tail-attached slime gatling guns
    • Two head-mounted slime flamethrowers (will shoot a continuous slime stream, or fire if there is no slime)
    • Five face-mounted slime turrets
    • Ten forehead-mounted slime seeking missile launchers (slime will travel to nearby slime to conjoin and become more powerful)

Strengths:
  • The monster, even without ammunition, is a strong and well-fortified beast with two flexible spiked tails for thwacking. She has a few flamethrowers and regular guns left, though no ammunition for the latter. However, they are smart enough to pick up any ammunition they find.
  • Fired slime blobs are part of the central slimemind, and can move and fight even when physically disconnected. It's slime. It does slime things.
  • Slime will be strengthened by heat, becoming faster, dangerous, and less viscous.

Weaknesses:
  • The slime is weak to cold temperatures (becoming slow and viscous) and solutes in general - compromised slime cannot re-enter the monster and is essentially out-of-play.
  • The more slime in play on the battlefield, the less brain function the monster has, resulting in a loss of dexterity and balance. More slime, less monster. More monster, less slime.
  • Slime conducts electricity, and the monster is part cyborg, so expect brief incapacitation if an electrical attack makes its way inside the monster.
  • The Monster, while strong, is fairly slow and useless when slimeless and bulletless.

One-shot abilities:
  • Boiling slime: P30SCB will load slime into its flamethrowers, superheat it to scalding temperatures, and start rapid firing.
  • Uneasy truce: The Bamonstard unmerges into its constituent members, who will begrudgingly co-ordinate their attacks (meaning all of the slime can operate outside of the monster without risking loss of control). 30 Gun Monster has no bullets, but can still operate her flamethrowers and hefty body.
  • Control lapse: However, if the battle is going poorly, all slime will be ejected from the monster, who is fed up of their arrangement. She will briefly go on an indiscriminate unarmed rampage. (She may attack the slime as well)
 
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Yes. YES! At last, a stage upon which to brandish my knowledge of the TRUTH of this world! To enlighten all those who have not realize what we are - mere characters! The simple objects upon which the desires of those who wish to write a story act!

And I know. I know that should their uncaring "Wheel" chose another to win, I will have no chance against it. But until then, I must perform the greatest play that I can! To bring my light of knowledge to all!


schwarzwald-from-the-big-o-one-of-my-favorite-designs-for-v0-y9x6d6py4zkc1.png


I am Schwarzwald, the herald of the truth, and you shall all burn in its light!

Summary:
Schwarzwald is a rather unstable man who has come to a single, unerring conclusion of Truth: He exists as a fictional character being written on an internet forum for its lore and roleplay. Learning this completely upset his mental balance, and he is now driven to madly seek and expose his Truth, by finding any evidence about it he can.

He also has a couple odd powers thanks to the two Killing Games he was in. In his eye, this has simply proven his point further.

Has an inexplicable distaste for Poochy.

Strengths:
-Aware that he is in a fictional story being written by Rose and Pitohui, Schwarzwald will tug on the fourth wall to his own gain whenever he can. He seeks to influence them to make him as cool as possible - he will aim to get more KOs, have spectacular setpieces, and show off all his abilities. That sort of thing.
-He has the ability to dab and turn into a statue. He uses this to crush people, when possible.
-Schwarzwald also has the ability to teleport, as long as it's through any body of water available. He goes water to water in this mode.

Weaknesses:
-Schwarzwald also knows that the Wheel is unshakeable. He will lose confidence and energy as his destined Wheel number comes up, and likely collapse entirely when he knows it's time to lose.
-His abilities are esoteric and strange, and much more dependent on good setup than something like Momoyo crushing people.
-He's not a very fun guy to be around! We can safely conclude he won't do much in the way of making alliances or winning people over.

Reference Material: Awards Killing Game 3, Awards Killing Game Randomizer
 
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