MARIO BOARDS MEGA BRAWL 3 (on hiatus)

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LASAGNA CAT

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& ULTIMATE LASAGNA

Description

Garfield is a funny cat who hates Mondays and loves lasagna! His owner is called Jon and he lives with a dog called Odie.

The Ultimate Lasagna has been engineered using the most advanced food hypertechnology. Tuck into its succulent layers of mince and creamy pasta sheets, intertwined in a rich tomato sauce… before it tucks into you.

Strengths & Abilities
  • Garfield
    • Gun: Garfield has a gun.
    • Weapon Proficiency: He is also generally good with that sort of stuff, guns explosives etc. He blew up an entire pool once.
    • Craftiness: Garfield is very cunning and loves tricking others.
    • Glutton: Garfield loves food. If he eats all the food, nobody else can have any food.
    • Skateboard Tricks: He is good at these, I think.
  • Lasagna
    • Strength: This thing is huge and angry all of the time. Can destroy buildings.
    • Sturdiness: Very difficult to take down.
    • Loyalty: The Ultimate Lasagna has full loyalty to its creator.
    • Omnivore: This thing will attack and consume all unless stopped.
    • Malleable: As flexible as a huge pile of living lasagna would be.

Weaknesses

  • Garfield
    • Laziness: Garfield is a lazy cat and he spends most of his time asleep, so that's not ideal in a combat situation.
    • Disloyalty: Would be hesitant to work as a team and not particularly trustworthy.
    • Combat Skills: Not trained in hand-to-hand combat. No military experience.
    • Irritating: Might get on people's nerves with his constant antagonism.
  • Lasagna
    • Sentient Thought: Incapable thereof.
    • Destructive: Not very calculated or smart in its actions.
    • Slow: Heavy and moves slowly.
    • Made of Food: Consists entirely of food – pasta, sauce and meat – which isn't great for defense.

Reference


Kitchen KG | Scribble Labs | Wild West KG
 

"Alright krew! Let's whip up something good!"

Chef Krem & his Katerers have the recipe for success!
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As depicted in multiple scribbles over the years​

Chef Krem is a baker who rose to stardom in the Land of Scribbles after his phenomenal Krem Brûlée reached viral status. Since initially hitting the culinary scene, Chef Krem has worked to expand his business sevenfold - first by competing in local competition, before opening his own business in the heart of a big city. Nowadays, Chef Krem has multiple locations open, serving all sorts of pastries and sweet treats for his patrons. He leaves these businesses in the hands of his trusted chefs, however; his main focus is his catering team, bringing his beloved Krem Brûlée wherever he can be invited!

The Katerers are two additional employees who have worked closely with Chef Krem for the last few years, making them a proficient team. With their snazzy suits on, they're sure to make a good impression on any customers!

Traits

Chef Krem and his Katerers come prepared with all the necessary catering fixings: catering carts, lots of cooking equipment and utensils, and a whole back stock of ingredients in their pop-up kitchen! The pop-up includes a portable stovetop and oven, so they can bake their goods wherever they go. The aroma of their confections will likely draw in nearby Brawlers, and the taste will be well-worth the wait! These sweets will make establishing alliances a breeze.

Because of how demanding the kitchen can be, this team is quick on their feet, and reactive under pressure. The heat won't get to their head! Their coordination together makes them a strong defensive unit when unified. They have remarkable proficiency with any cooking utensils, and in the case of the MBMB, can quickly improvise these into makeshift weapons to match the situation. Lastly, on account of being Kremlings, they naturally have plenty of musculature and tough scales, so they're able to withstand some physical roughing-up.

Weaknesses

Despite their finesse, these three are chefs first-and-foremost, and not the most primed for a combat arena. This becomes especially true if their tools are taken away from them somehow; they can throw a punch, but aren't prepared for a full-on fistfight. Their weapons are only going to be so applicable, anyway. A frying pan can do good damage. A spoon cannot. Additionally, though they can act independently, it's performing as a unit that allows them to be a defensive wall. If they become separated, it'll become much easier to take them out individually.

As a final note, while they're here to put up a good fight, first and foremost they want to advertise their baked goods to the broadest imaginable audience. Expect their focus to be on displaying their baking abilities, rather than aiming for a high number of ko's. This is extra true for when they prepare their pop-up kitchen; baking is an art that takes a minute, so they'll be staying still by necessity.

Sourced from: first three Scribble tournaments
 
As a final note, while they're here to put up a good fight, first and foremost they want to advertise their baked goods to the broadest imaginable audience. Expect their focus to be on displaying their baking abilities, rather than aiming for a high number of ko's. This is extra true for when they prepare their pop-up kitchen; baking is an art that takes a minute, so they'll be staying still by necessity.
AH but the real question is can they make ghost cake?
 

Ahahaha... An arena built on the back of hypotheticals? An opportunity to see what it would mean for characters to collide? An event like this, it's only once in a timeline!

I suppose I'll have to attend... and I'll be sure to bring the party!


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Dr. Tumble is killing the game!

In New Wikisburg's Bad Timeline, the sinister Despair Inc. achieved full corporate takeover of The 'Shroom HQ and the broader New Wikisburg area, eventually causing its assimilation into Neo Bowser City. The company did not find this to be enough, however, and sought to ensure permanent control by creating a quantum mechanical AI, one that could account for any possibility. In pursuit of this, several developers were brought into the fold... including a maniacal scientist by the name of Tumble (he/him).

Tumble quickly grew obsessed with the potential in their developing AI. Using a particularly potent source code, it seemed as though anything could be reasonably accounted for. To verify this vision, Tumble invented a large-scale device that could run simulations of supposed realities and timelines. The ever-venerable Killing Game was a particular mode of operation for his simulations. In time, he came to call his creation the Party Cube.

Now, Tumble appears in the Mega Brawl arena, a place fraught with the tension of canon and noncanon, possibility and impossibility. Will he conduct the necessary research to pull out on top, or will his mind break before his hour of success?

Traits

Tumble is an appendage-free character, meaning that his hands and feet float independently of his head. They can't float too far, however, so realistically it'll hardly come into play. He has permanently replaced his "left" hand with a mechanical one, allowing him to live-program the real star of the show: the Party Cube.

The Party Cube is a large construct, big enough to hold multiple people inside of it. Its outer layer is made of durable metal, making it challenging to dent. The bottom of it is entirely open (vaguely pictured in the bottom right), but its interior is brimming with potent energy, somewhat akin to another mechanical box seen in MBMB. The Party Cube is a mobile construct, on account of this energy in its code. Though the two can separate, Tumble is likely to be riding on top of the cube.

The interior of the cube is where Tumble is able to run his simulations. This will often be done by planting the cube on top of other combatants, where they'll be trapped within the bounds of the simulation; in other cases, the cube can be turned on its side or upside-down, allowing the simulated occurrence to have a broader range. The simulations themselves remain within a (roughly) 10 foot radius to the cube, though; they cannot go chasing a Brawler halfway across the map.

The simulations themselves are physically manifested from the Party Cube's source code. By using his left hand, Tumble can, in real time, generate any possibility and bring it into the battle. The key here is possibility. Tumble cannot generate any simulation he wants to - he can't summon a black hole out of nowhere - but depending on the scenario or setting, he might be able to generate a specific occurrence that could reasonably happen. For instance, if he is fighting on the mountainside, he might generate a rock slide; if he's fighting by the river, he might generate a sudden rush of water. He can also use this to manifest the forms of other Brawlers in the Brawl, allowing his simulations to do the fighting for him. This is especially true if he's fighting a group or alliance of Brawlers at once - they might end up fighting their own teammates!

The simulations are not permanent, and though they are physically manifested, they are constructed of what could be best aligned to chaotic esotera. They are unlikely to deliver a complete ko, unless the simulation becomes truly overbearing for the Brawler subjected to it. The good news is, if a simulated snowstorm doesn't defeat you, the sharp claws at the end of Tumble's hand might.

Weaknesses

Most immediately notable is Tumble's fragility as a character. He will go down quick if in a physical confrontation, and the Party Cube's actions are dependent on him commanding it with his hand. If his hand is broken or damaged, the Party Cube might go haywire or otherwise become dysfunctional. Without the cube, his combat ability is very, very sparse.

The Party Cube is not very quick to move, so Tumble would struggle to get a surprise attack on anyone without some careful planning. In addition, though the cube is bulky, it is still breakable, and a fierce enough fighter could reduce it to scraps. This is especially true of the interior; if the power source within can be reasonably disrupted or broken, the Party Cube loses its most important functionality. Think of it like a boss fight that shows its underbelly to you for the sake of attacking.

If the Party Cube code is in any way infiltrated, it will sense the interruption and become internally violent, as though the code itself is trying to fight back. This will cause the cube to attack the infiltrator, but could just as likely produce too much internal damage to be functional.

Finally, Tumble is a madman who wants to see his simulations become manifest, much more than he's concerned with winning the Brawl. Expect him to draw out reasonable ko situations, if it means that he gets to see more possibilities for the fight. This hyper fixation on discovering every possibility could very well be his downfall.


Adapted from: Awards Killing Game 3
 
With a bountiful amount of riches in store for him and lots of extra Prizes Lucky is sure to win this tournament easy peasy! All he needs is a Bit of Luck on his side (;
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"Guess I'm Pretty Lucky ey Lads?"

Description:
Larko Links Clover aka "Lucky" is a Koopamelion that Possesses Supernatural Good Luck Powers which allows anything to go right for him and it will be this power that will allow him to Win the Mega Brawl effortlessly infact all should just give up now Cause luckys got it in the BAG infact it was his Good Luck that allowed him to gain an advantage for the Megabrawl!

Strengths:
  • Lucky Streak: With Lucky's Supernatural Luck Powers anything that can go right for him will go right, need to cross a lake? Good news! There's a conveniently placed boat! Need food? Someone left behind a Big Pot of warm soup! This Luck can also extend to his allies so it's a good idea to be by his side.
  • Invisibility: Lucky due to his Koopamelion Origins can turn invisible to escape from conflict.
  • Reptile Rumble: Lucky When forced to fight can attack foes with his tongue, his cane or even his tail for a melee attack.
  • Making It RAIN: On his way to the MegaBrawl an Interdimensional Portal opened up and dropped a box holding the Bling Machine allowing Lucky to Shoot at foes from a long range.
  • Status/Buffs: The Bling Machine Does 10% more damage against Mini Bosses and has a 30% Chance to enable the Push Status effect.
  • Nat 20 Charisma: Lucky's Charms and suave personality will make it so many don't want to fight him but instead follow him however this will set them up to be backstabbed later down the line since Lucky's smarter and more clever than he looks.
  • Lucky Shot: Lucky Can perform trick shots that allow him to hit a foe even if they are behind cover.
  • Clean Getaway: Lucky's Luck will allow him to get out of a tight spot Scott Free.
  • Spring In my Spek: Lucky has a Mini Spek friend named Jerry who can help him in battle but not much his TRUE utility is in helping Lucky Collect items or info and also having a mini Screw Driver attachment he can switch into.
  • Gamblers Game: If Lucky likes what someone has whether it be Items or money he'll gamble them in a game of chance but unknown to them the house always wins.
Weaknesses:
  • Bad Luck: The ONLY way to remove luckys luck powers (Albeit Temporarily) is one of the Bad Luck objects such as Broken Mirrors Walking Under ladders etc.
  • A BIG FAT PHONEY: Lucky Is just A koopamelion Wearing a GOLD Koopamelions Shell! Which means he gets NONE of the Gold Koopamelions Stats.
  • Dumb Luck: Lucky's Luck does most of the work when it comes to fighting which goes to show that he has no fighting skills whatsoever.
  • Real Skill: All the Luck in the world doesn't matter when compared to REAL SKILL as such someone could Defeat Lucky and over ride his good luck through skill alone.
  • Dinky Toy: Jerry isn't Very Durable so he can easily Break if attacked Directly.
Interactions:
  • C'mere to me Lads!: Anyone Lucky has formed a partnership with in the past, he'll be willing to join and share in the spoils.
  • Bot Buddy: Lucky has a Pet Spek named Jerry who Lucky enjoys to be around however if things get too dangerous for Jerry He will tell him to go home Leaving the Brawl.

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(Bling Machine)


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(Jerry the Mini Spek)

References: The Most Dangerous Game Show Shmaluigi Private Investigator.
 
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Mission Accepted

Straight from Scribble Labs 2: Double Vision!!, the unlikely allies(?) known as Team Double Agents have found themselves in a new frontier - one fraught with danger, deception, and drama. Of course, as rival agents working for opposing organizations, this duo has plenty of the latter on their own - and while working together may seem completely counter-productive to their respective goals, the faster they can get out of here, the faster they can return to what really matters: mutually assured destruction and other forms of petty squabbling.

Working under the Bureau of Paranormal Investigation and the mysterious pseudocriminal organization known as the Crimson Eye respectively, Agent Blue and Agent Red are no strangers to conflict (particularly with each other), and each of them would likely be long dead and buried by now at their hands of the other if not for the resurrection capabilities of their employers. For the time being though, devoid of any organizational support beyond a pair of tablet pens with anomalous qualities, they're going to have to learn to rely on their physical capabilities, tactical know-how, and most of all… their teamwork.

…Yeah, as if.

Strengths/Abilities:

BPI-9092 [Stylus of Endless Life] -
Bestowed upon Agent Blue by the Bureau of Paranormal Investigation for use in her operations, BPI-9092 is an ordinary-looking stylus for use with a computer drawing tablet. While possessing no particular anomalous qualities when not in use, this pen can produce drawings in mid-air, without any need for a canvas. While BPI-9092 can only produce black, white, and blue colors, any drawing of a living thing - including fictional characters, people, animals, monsters, and even other contestants - will spring to life with a measure of sentience if completed within a three-hour window.

These drawings obey Agent Blue and are capable of utilizing any abilities the image they represent would have had, but in terms of any magical powers the entity may possess, they are significantly weaker than their real counterparts (though physical strength is represented properly) and are not any more durable than the average human or animal, even if the drawn entity is technically "made of stone" or wearing armor, etc. If killed, a drawing will promptly dissolve into a puddle of ink roughly corresponding to the size of the entity and prevent BPI-9092 from creating a new drawing for 30 minutes. Any attempt to draw anything besides a living creature will result in that drawing similarly collapsing into a puddle of ink - though it does not initiate the cooldown.

CE-34-A-67 [Stylus of Eternal Constructs] - Given to Agent Red by the Crimson Eye for the purposes of eliminating his rival, CE-34-A-67 is also an ordinary-looking stylus for use with a computer drawing tablet. Unlike the Stylus of Endless Life, this pen produces drawings in mid-air exclusively in black, white, and red. When any object, machine, structure, or natural feature (rocks, trees, etc) is drawn with this stylus in a 3-hour window, it solidifies into a solid, tangible object. CE-34-A-67 can be used to draw anything within the three-hour window, but once it as passed, it will take 30 minutes until Agent Red is able to draw with it again.

While bearing the colors permitted by the stylus, for all intents and purposes these objects are near-identical to their "real" counterparts, including the density, weight, and feel of their materials. Objects created by CE-34-A-67 also harnesses the power of cognition to recreate any mechanical workings of their real-world counterparts, even if the artist does not have any particular idea of how the item works. A gun drawn by the stylus will fire, a flashlight will light up, and a car will start and drive at the speed that exact car would in reality. Despite this, these objects have no real engineering to them, and any attempt to disassemble an object to determine how it works will be met with utter confusion. While CE-34-A-67 can flawlessly recreate inanimate objects, any attempt to draw sentient things with the stylus will result in the drawing immediately collapsing into a puddle of useless ink.

Special Forces Training - Both members of Team Double Agents have been trained into peak physical condition by their respective organizations, and possess high baseline physical capabilities, above-average stamina, and the ability to wield both melee and ranged weapons to the level of a highly-skilled professional. They are frequently aware of their surroundings (in part due to the constant assassination attempts upon each other in the past), and are packing the reflexes required to react quickly to any situation going tits-up. They also both begin the game with standard-issue handguns for use in an emergency.

Weaknesses:

Double-Crossing -
These two are explicitly sworn enemies, and while the ideal situation would be completing the tournament and emerging with whatever prize one receives at the end, if one member of the team finds themselves dangling over a cliff, the other won't hesitate to stomp on their fingers or simply leave them to die. They will not simply drop everything to brawl with each other (unless they REALLY disagree about something), but they bear no goodwill towards each other and won't protect one another from anything dangerous unless the situation actively calls for both of them to work together to escape it. Fighters looking to thin out the opposition would do well to divide and conquer in this case.

Organizational Loyalty - Both members of this "team" possess far more loyalty towards their existing organizations than each other, and each of them will happily abandon the current "mission" and their partner to instead assist BPI or Crimson Eye members respectively. This also applies to groups actively seeking to help or harm BPI or Crimson Eye interests within the game - if an alliance of players is strongly for or against the interests of one of the Double Agents, that Agent will defect even if it means the death of their partner.
 
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Charmy Bee (he/him)

Source: Amusing Awards Artifact Adventure

Charmy Bee has returned with another case to solve! He's headed off to Kōyō Mountain to investigate a mysterious occurance, or get defeated trying...

Skills: Charmy can use his stinger to stun enemies for a little while. He can also fly using his wings, as well as perform spin-dashes and homing attacks. He also carries around a ring that can tether to whichever opponent grabs onto it, forcing them to work alongside him until the ring loosens its grip.

Strengths: Charmy's ring tether can inspire some powerful team-ups if used wisely, but it can also lead to some easy KOs if Charmy doesn't like the opponent his ring grabbed. His flight makes him able to dodge close-ranged and ground-bound opponents with ease. If he stings an opponent, they will flinch and be unable to fight for a bit of time. This can allow him to take care of said opponents with his other attacks before they can hurt him.

Weaknesses: Charmy's wings are delicate and small. If they get covered in water or any other fluids, he is unable to fly for the entire competition. He is also very impulsive and might get distracted by flowers, honey, or anything that looks fun. He's quite immature and gets bored easily. His ring tether can also lead to whichever opponent it grabbed ganging up on him or releasing themselves by destroying it with a strong attack. Once the ring tether is destroyed it can't be used for the rest of the competition. His stinger's stun only lasts a few minutes, so most opponents will recover from it easily.
 
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BPI-3330 [BLACKBIRD]
Alias: Dodo
He/It

BPI-3330 [Blackbird]
[ACCESS LEVEL: SUSPENDED]
[THREAT LEVEL: SUSPENDED]
[DESCRIPTION]: An unusually large, obese blackbird wearing a tin helmet. Answers to the name "Dodo".

[INFORMATION]: BPI-3330 appears to possess near-human-level intelligence and reasoning faculties. Its behavior is largely driven by emotion and it possesses a volatile temperament that makes it act distrustful towards humans. Though sporadically capable of great cunning and deviousness, its intellect is underdeveloped and its sense of morality is infantile, making it perceive its environment in terms of "absolute good" and "absolute evil". This perspective renders it susceptible to manipulation and thus manageable by a qualified handler. BPI-3330 may be a valid subject for [DATA EXPUNGED] due to its [DATA EXPUNGED]

3330 is an ornery, situationally aggressive anomaly resembling an alarmingly large bird. It was captured by the BPI while in its infancy and subjected to a number of questionably ethical experiments. As part of a procedure to make it docile and thus more malleable towards Bureau interests, it was implanted false memories of a traumatic childhood involving a highly-manipulative mother figure called Valentina. The same procedure also infused it with artificial phobias and conditional triggers to modify its temperament.

3330, who refers to itself as "Dodo" or "Father Dodo" appears composed most of the time, but is quick to anger, especially when it witnesses its fellow heteromorphic anomalies mistreated. It exhibits a great affection towards its kin and wishes to liberate them from oppression by the Bureau and other human organizations. 3330 abjectly mistrusts humans or anything that looks too human and will become violent if it sees a human show signs of an anti-anomaly sentiment. It is theoretically possible to overcome its mistrust, but this would take a lot of time, extreme circumstances, and a human of exemplary integrity and benevolence

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Traits:
  • Liberator - 3330 will go to any lengths to protect the freedom and rights of any heteromorphic anomaly, especially when it perceives them as being oppressed by a human. While it can and will fight other anomalies, it will be hesitant to attack with killing intent unless necessary to protect the lives of more anomalies or engaged in a previously agreed-to honorable duel to the death. In particular, 3330 will not willingly fight Phenera, Riki, Giffany, or SPC-TR unless it is absolutely necessary.
  • Litigator - 3330 will not trust humans, especially anyone who is involved with the BPI or displays anti-anomaly beliefs.
  • Luminator - 3330 is a follower of the Church of Neo-Lumaism and "worships" the goddess of life and birth, Mother Luma.

Strengths:
  • Combat acumen. Its large size and greatly enhanced physical strength and durability make it very difficult to subdue in direct combat. It is capable of devising battle strategies that are more complex than its simple appearance suggests.
  • Flight. Despite its absurd body dimensions, it is somehow able to fly by flapping its wings. Looks very silly.
  • Wing hands. Its wings can be used to hold objects and thus use weapons. It prefers weapons that are either very heavy, like hammers, or very loud, like guns. In a pinch it will use anything though, including sports equipment.
  • Indomitable Spirit. 3330 will only stop fighting when it physically can't anymore. It will force its way through any pain, injury, or hardship without flinching or wavering.
  • Priesthood. Through means which aren't entirely clear, 3330 at one point became an ordained priest of Neo-Lumaism. It claims to have learned this skill from a wise Sage in a swamp. Its status as a priest allows it to officiate weddings, as well as perform exorcisms and abjuration rituals that banish spirits and destroy the undead.
  • As part of its experimentation, the BPI artificially implanted 3330 with the following abilities. While they generally work reliably, they will fail if used against Nyarlathotep.
    • For up to 12 hours, 3330 can convert any two doors into a portal to the Library of Babel. While they are converted, 3330 and anyone in his company is able to travel between the two doors instantaneously. Anyone else passing through either door will get lost inside the infinitely self-replicating library dimension until the duration of the ability ends.
    • 3330 will automatically acquire any information that anyone in the vicinity tries to learn from written text. It can then prevent that same person from retaining said information by blacking out the text with unremovable ink. It does not need to physically touch the medium holding the text to do this.
  • It possesses one dose of a very potent, Christmas-branded muscle stimulant which it got during a Secret Santa event. Injecting this stimulant will transform 3330 into its [Threat Level: JOLLY] form for a brief few minutes, during which its large size, durability, and strength are amplified far beyond their already elevated level.
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Weaknesses:
  • Hunger. 3330 is very easily distracted by the presence of sweetcorn. The sight of any loose corn kernels will send it into a frenzy and it will immediately charge towards them to eat them, regardless of any obvious traps in the way.
  • Pride. 3330 follows a set of rules it calls the "Code of the Magical Beast". This compels it to want to test its strength against anomalies it perceives to be of equal or higher strength than itself. While this isn't always a weakness, it can be in certain situations.
  • Simple morality. While 3330 always mistrusts humans, its relatively simple concept of morality makes it vulnerable to manipulation by very charismatic individuals.
  • Savior complex. While consumed by righteous anger and coming to the aid of other anomalies, 3330 may become reckless and neglect its own safety to accomplish its goal.
  • Hydrophobia. 3330 cannot willingly cross bodies of running water, such as rivers, creeks, and puddles from malfunctioning bathroom faucets.
  • Language barrier. While it understands English, 3330 can only verbally communicate in the language of birds, which non-avians do not understand. It is otherwise mute, unless it finds a way to communicate through other means, like a voice synthesizer.

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If Turb and/or Rose want to join this submission as Riki and/or Giffany/Leila, they have my permission.
 
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Scott the Woz (he/him)

That's right!! After growing so restless from the lack of 'Shroomfests recently, Scott's resorted to violence!

SKILLS/ABILITIES

"I am forwarding this message to everyone in my contacts" - Scott has a few friends (which can be read about here) that he can summon via a quick phone call. Together, they'll at least try to win the Mega Brawl!

Economic Stability - Scott knows the magic of necromancy! He's much more skilled in reviving concepts rather than people, but that doesn't mean he'll at least try to revive a fallen ally.

Diagnosed with Street Smarts - Scott can use his brain to determine the best course of action.

WEAKNESSES

Irrelevancy- Scott doesn't like to use PCs, instead using Mac or Consoles.

You're Not An RPG Guy - He isn't the best at actual fighting, instead filling in a more of a support role. He's quick to team up, and will jump ship to save his own hide if need be.

SOURCE: various Shroomfests
 
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Cream the Rabbit + Cheese the Chao and Cinnamoroll + Chocola the Chao (She/her for Cream, he/him for Cinnamoroll, they/them for Cheese and Chocola)

Source: Mushroom City Car Wash

Sensing some sweet smells in the air, Cream and Cinnamoroll have discovered the perfect location for their next pop-up, Kōyō Mountain! They hope to make plenty of customers happy while taking their opponents by surprise with their enchanted battle-ready pastries.

Skills: Both Cream and Cinnamoroll can make delicious pastries using their pop-up food truck, which can either heal themselves or an opponent if baked well, or cause a randomized status condition if baked poorly. Cream and Cinnamoroll can also throw Cheese and Chocola at nearby opponents to attack them without losing a shred of their innocent looks. But if the chips are down, Cream can spin-dash and use her homing attack, while Cinnamoroll can distract his opponents by putting icing on his tail to make it look like a real cinnamon roll or use his ears to attack.

Strengths:

Cream, Cheese, Chocola, and Cinnamoroll can all fly using their ears or wings to avoid close-ranged and ground-bound opponents. Using their pastries, they can keep themselves fighting for a long time if they bake them well. They can also distract their opponents by setting up their food truck near them, forcing them to eat their pastries for a few minutes. If they are satisfied, they will give Cream and Cinnamoroll extra ingredients, allowing them to make more sweet treats.

Cream and Cinnamoroll are often underestimated by their opponents thanks to their cute and innocent looks. This can cause certain fighters to avoid targeting them with their attacks, or get caught off guard when they are hit by Cheese and Chocola's attacks, making them have to think up a diffrent strategy when they're up against them.

Cheese and Chocola can protect their teammates from opposing attacks and their small size makes them harder to target. Both of the Chao can also set up a energy shield to protect Cream and Cinnamoroll for some time if both of them get low on health, should they run out of pastries to heal themselves or ingredients to make them.

Weaknesses:

Cheese and Chocola are small and lightweight. They have a smaller healthbar compared to Cream and Cinnamoroll, and if either of them knocked out, they can't protect their teammates or set up an energy shield properly.

Cream and Cinnamoroll are quite young and don't like fighting that much. They are very naive, and are often looked down upon by people who think they are weak or useless. Cinnamoroll can also lose his flight if mud touches his ears, as it will weigh him down, forcing him into a small hop for the rest of the event. If either of them are knocked out, Cheese and Chocola can no longer protect them and they can't set up their food truck or make pastries, regardless if they've run out of ingredients prior to getting eliminated.

If Cream and Cinnamoroll run out of ingredients to make their pastries, they can no longer heal themselves. They start out with a limited number of them and can add to their inventory by satisfying their customers, but once their customer satisfaction cap (50 customers) is reached, they can no longer receive extra ingredients. If their food truck loses power or their cooking equipment stops working, they will be unable to use their pop-up until a competition manager fixes their problems, forcing them to fight using their other attacks. Additionally, if their opponents use the pastries to heal themselves, this can make them stay in the competition for longer, which can cause the fight to stall if Cream and Cinnamoroll make it to the final moments of the event.

Notes: The status conditions the pastries have are Poison, Confusion, Infatuation, Stickiness, Burning (if they are eaten too early or are pulled from the oven or air fryer too late), Bloating (if an opponent eats too many treats), and Brain-freeze (if the frozen treats are eaten too quickly).
 
The following is an archive recorded by the Dojima Detective Agency. If you're BPI or Crimson Eye, piss off.
If other, please return to our main address, located in Philadelphia, thank you.

HANDLER: Boss, got something for you, it's urgent.
ANDRAS: Uh-huh. Urgent like stakeout, or urgent like red-class? Sort of in the middle of something here, got big plans for the next hit on the BPI, so if you can get one of the other agents on it, I'd appreciate it.
HANDLER: Nope, your eyes only. Check the case file I just sent you, it's big.
Seems like some sort of battle is brewing. Could be white-class present.

ANDRAS: You've piqued my interest. Let me read.

ANDRAS: ...Ah, like that big. I see a few familiar faces... and that man.
HANDLER: What do we do? You can't take them all on by yourself!
ANDRAS: Been a while since I've been able to cut loose. Sounds like it's just time to do what I do best...

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...and clean house.

~~~~~~~~~~~~~

Agent Andras
joins the fray. Once a prodigious member of the Bureau of Paranormal Investigation, after the events of Killing Game 9, he defected from the organization, and swore to create a better world for humans and heteromorphs alike, vowing to destroy the BPI and the Crimson Eye for destabilizing the world. To this end, he's created the Dojima Detective Agency, under the alias Morgan.

Abilities:

Dragon Style: What he lacks in outlandish powers, he makes up for with his signature Dragon Style, a school of martial arts he invented himself after years of rigorous study in several disciplines (or that's the story he tells, anyways.) When in Dragon Style, he has amazingly heavy fists, and the brute strength to overpower opponents in straightforward hand-to-hand combat. In a pinch, he could also hit you real hard with something heavy.

Agent Style: During his time with the BPI, Andras developed a unique technical style designed to combat the Anomalous enemies he faced during his tenure. By utilizing complex martial arts, along with his signature Capture Pods, he can effectively face all manner of magics and science-fiction that stands in his way. Should he manage to hit an Anomalous or Heteromorphic contestant with a Capture Pod, they get sent straight to jail, and Andras will be able to develop a deep understanding of their fighting style and weaknesses.

Dragon's Fury: BPI-2300 once trained him in powerful and forbidden techniques. Once during the battle, Andras may battle a target and avoid all damage from said target. He needs a blade or a gun in order to pull this off. 23's not one for fisticuffs, and never taught him how to do it. Oh well.

Battle For the Dream: Andras has the uncanny ability to sway people to believe in the pursuit of a better world. Should people be willing to cooperate with him, their strength as a group will increase tenfold. In addition, his boundless optimism and desire for a good ending means he'll never fold to his nerves.

Weaknesses:
For Faith: "Don't sweat the small stuff." is his motto. He won't take betrayals too seriously, and believes in second chances. Sometimes, this works out. Often, it won't. That's just the name of the game, baby.

Dumb as Hammers: Andras prefers the straightforward approach to most problem solving, and his trusting nature can be a detriment as much as it is a benefit. He is capable of planning ahead and thinking strategically, evidenced by his Agent Style, but will generally prefer a good, honest brawl to judge someone's character and intentions.

Holy Light: Andras has been Hustled, and will not be able to defeat BPI-1000 without help. He is still fully allowed to hurt them, but not to deal the finishing blow. Given his history with BPI-1000, he will also focus on fighting against and defeating them at all costs.

Selfless: Should the opportunity present itself, Andras prefers to put himself between danger and his allies. He will throw the entire match over this if people that help him are in serious trouble. He's also got a big soft spot for the downtrodden anomalies of the Central Facility, and will attempt to help them even if their goals don't fully align.

~~~~~~~~

Source Material: Killing Game 9 (Night 6 Trial Thread is the earliest example of him actually being a character), Kiryu Kazuma from Yakuza as a heavy inspiration
 
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"Ahaha! I shall! Bring my groove! To this (haha) new stage!"

Discovius Antennason (he/him, it/its) moonwalks in, straight from the Groove Layer! This dancer's come to show his unwanted skills to a whole new audience. He was built to be an entertainer but aspires to have a quiet life as a writer... too bad he's physically unable to not be dancing or laugh every two seconds. That throws a bit of a wrench in his plan. Anyway, he did not sign up for this willingly, the Fractones made him do it.

Appearance

Discovius has a floating disco ball for a head. His entire body is constructed from floating parts; two floating gray hands, two floating gray feet (with white, spherical joints), a floating, semi-circular waist, and a floating torso, equipped with a white tuxedo. All parts are kept in their places by some magnetic force. He's about 7'0".

He is unable to stop masterfully dancing without interference. If hit in the head, he can temporarily not laugh every few seconds, but otherwise is forced to.

Strengths

  • Discovius' entire head is covered in mirror-like eyes that reflect light blindingly. He can see all around him, except where there is a bright light. Light hitting his eyes is not painful as it is reflected.
  • He cannot be restrained easily since he is made of many floating parts.
  • Being made of Groove Layer stone and metal, he's a bit durable. His head is made of weaker plastic and glass, though.
  • His weight generally does not affect anything due to constant movement. He's also pretty fast, and able to dance very well, to the point of being able to pose twice per second.
  • He can play music from his head at will, which he can badly sing in karaoke-fashion to. This is very painful to hear, and damaging. Luckily, he is not affected by his own attack.
  • Not difficult to make friends with.
  • He's groovy, and never glooby! You can't get this from an egg!
Weaknesses

  • He's incapable of silence or stillness on his own. He's also easy to spot due to his reflective dome.
  • His head isn't the strongest thing on the planet and can be injured as readily as a human's can.
  • He's eager to make friends! Can be easily deceived this way.
  • He'll overheat if forced to be still after a period of time.
  • If you play music for a while, his movements will quicken or slow to match the tempo.
  • He talks! Haha! Like this! Sometimes interrupting (ahaha) his own sentences with uncontrollable laughter! Aha!
  • Has depression.
Other

  • He bleeds oil.
  • His face is entirely expressionless. Never blinks.
  • He is mechanical in nature.
Source material

N/A. This would be his proper debut. I had posted about him in the MarioWiki Discord server prior, if that counts for anything.
 
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Everybody's favourite feline travel guide is back, and ready for more!
Cosmo Neko (He/him)
Blue_Cat.jpg

Abilities


Magic and ESP:
Cosmo hails from another dimension, meaning he possesses otherworldly powers. These include magic, such as energy projection and shapeshifting, and ESP, granting him telekinesis. However, Cosmo has a lack of experience with his powers and has trouble using them.

Plot armour:
This unresearched, mystical force protects Cosmo from mortal harm, helping him survive all the problems he causes. However, this ability is not controlled by Cosmo, but rather is guided by a mysterious entity known as The Author. This sick and twisted individual will often reverse the abilities of Plot Armour, leading Cosmo into comical bad situations for their entertainment.

Cat abilities:
On account of Cosmo being a cat, he has the natural skills of a cat. This means agility, enhanced senses, claws, and being really flipping cute.

Miscellaneous skills:
Thanks to his experience as a CEO, Cosmo has picked up some skills in deceiving people. He also has a ridiculous amount of money, but is far to honorable to use it to bribe someone. ...Right?

Weaknesses

Travel guide instinct:
Cosmo is very passionate about writing travel guides, meaning he might get sidetracked trying to put together a nice brochure while in the arena. In fact, he'll walk straight into danger if there's any travel guide related reason to do so.

Cat weaknesses:
As mentioned earlier, Cosmo is a cat, which gave him a whole bunch of cat perks, but of course there is a catch. Being a cat giveth, and being a cat taketh away. These cat weaknesses include: Fragility, being kinda small, napping a lot, getting distracted, fear of water and primal urges to hunt smaller creatures.

Rivalries:
Cosmo has gathered a lot of enemies who would love to come into the arena for a chance to kick his butt. Uh oh.

References

The Sunshine Travel Guide

Cosmo in Rogueport

Welcome to Cosmo Kart

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Bar D. Jokue (He/him)

Bar D. Jokue.png

Cosmo's longtime rival enters the fray with one simple goal: Beat up Cosmo! Will he achieve his nefarious goal? I really hope not!

Abilities

Martial arts:
Bar D. Jokue once tried to learn every martial art at once, which didn't really end well, but helped him develop his own unique fighting style, called Plagiarism Fu. It mixes together a whole bunch of random moves in hopes that something good will happen.

Weapons:
Bar D. Jokue carries a whole bunch of weapons, including sharp things, power-ups, and a gun from his days working for Don Pianta.

Connections:
While Bar D. Jokue is entering the arena alone, he has a handy dandy Convienient Invention 5000 that can temporarily bring in his friend Guy to help him. However, Guy can only stay for a few minutes at a time because he is babysitting his niece.

Schemer:
Bar D. Jokue is a master at coming up with evil plans. The more time he has to work on one, the better it will be.

Weaknesses

Comical incompetence:
Exactly what it sounds like. Bar D. Jokue is very incompetent at a lot of things, often screwing up in entertaining ways.

Short temper:
Bar D. Jokue is easily angered and will often declare anyone who displeases him an enemy, and will target them with tunnel vision.

Obsession with beating Cosmo:
Bar D. Jokue is here to defeat Cosmo, and will do whatever it takes to beat him. No matter what, this will remain his top priority. If by some chance he beats Cosmo, he will lose his motivation.

References

The Sunshine Travel Guide (Issue 206)

The Sunshine Travel Guide (Issue 215)

Welcome to Cosmo Kart

 
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Mashiro Kurata (Slime form) (she/her)
(Left is normal form, right is transformed)

The shy lead singer of the violin rock band Morfonica assumed this form when she was playing a virtual reality game. PF has wanted to RP as her for so long, even after she briefly appeared in a Car Wash arc, but now she no longer has to wait on the sidelines.

Powers:
*Upon starting the battle, Mashiro assumes the form of a slime. She also gains the Picky Eater skill, which allows her to obtain the skills of any creatures she consumes, as well as those of any defeated fighters (e.g, a spider monster would allow her to shoot thread, while eating a bat monster would give her ultrasonic waves.)
*She can also utilize a skill called Water Cutter to shoot water at a foe like a blade.
*Mashiro is also imaginative and creates daydreams, which involve wondrous scenarios like whales swimming through the sky; other fighters can get lost in said daydreams if they materialize.

Weaknesses:
*Mashiro is a pacifist; she will not attack unless she is attacked first. She is also shy and might hesitate before accepting an alliance.
*She is also a picky eater and will not eat anything spicy.
*If Mashiro consumes too much, she becomes overwhelmed and spits everything out, leaving her vulnerable to attacks.

Source material:
Several posts during the Graduation arc in Mushroom City Car Wash (lasted from April to September of 2024), as well as the Tensura collaboration event in Girls Band Party (link to first episode here)
 
"A no holds barred brawl, huh? sounds like fun"

Cypress

(He/Him)​

IMG_0390.png

An upbeat guy who's here to have a good time, why his idea of a 'good time' involves wanton violence, who can say.

His relaxed attitude makes him seem friendly and approachable, but spend any amount of time with him and it becomes clear that it'd be best to keep your distance. Good at reading people and keenly aware of the emotions of those around him, unfortunately he uses these skills exclusively to pester and provoke others, and while he is able to feign pleasantness and interact with people normally, it's only a matter of time before he gets bored and returns to prodding anyone nearby for any kind of strong reaction.
Has been in a great many physical altercations in his life, and despite rarely throwing the first punch he was undeniably at fault for all of them.

Strengths and abilities
Can create ice at will. Has a range of about ten feet, but the ice gets weaker the farther it spreads.
IMG_0450.pngIMG_0451.pngIMG_0453.png
Can freeze
someone in place​
A slight hindrance,
but it breaks easily​
Well...
it's a bit slippery?​
Ice takes a decent amount of effort to create and maintain, will melt quickly if he runs out of energy.
IMG_0454.png
Physically fit and exceptionally agile.
Weapon of choice is a pair ice axes.

Weaknesses
Has little to no regard for his own well-being, rushes into battle even if he's guaranteed to lose and will continue to pick fights regardless of how poor a condition he's in.
No less susceptible to low temperatures and frostbite than the average person, can easily hurt himself with his own abilities if he isn't careful.
Vast majority of people will find him intolerable, incapable of making allies.
 
Viola_Moss_jv2siv.png

This little one wishes to try her hand in claiming a victory in your arena. It wouldn't do... if she were unceremoniously crushed underfoot... so I'll be accompanying her throughout the match... watching all of you...

Watching you... for any untoward intentions... But you know better than to lay a finger on her... so I doubt we'll even need to meet... Hee... hee... hee...

"Alright! Me and Ms. Viola... We've been training super super hard for this, and I think we'll really.. blow you away! Was that a good tagline, Ms. Viola?"



Overview:

Viola Cadaverini (sprite edit by Waluigi Time) and Moss Micehold (art and character by Rose) met as part of an investigation of a circus down in Kokomo, with the former taking a shine to the young, insecure mouse. Having kept in contact since then as part of something resembling a mentor-mentee arrangement, Viola and Moss now enter the Mario Boards Mega Brawl 3 as a team.

While Viola had no interest in joining these events herself, having heard Moss' desire to make a name for herself, she has elected to enter with Moss as a source of support and protection. While the pair enters under her name for logistical reasons, Viola has little interest in actually securing victory herself, and will instead devote herself fully to assisting and protecting Moss.

Viola Cadaverini is a normal human with no innate special abilities, but she brings with her a knife, tea bags containing a special "Cadaverini blend" which contains a powerful toxic agent, and her
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cloaking device, which allows herself to turn herself invisible at-will. She may also have... connections she can call upon...

Moss is a young member of a Maushold family. As the Micehold family are explosive experts, she brings a supply of gunpowder (and matches) with which she is capable of skillfully crafting a wide variety of explosives, including the family's signature "Population Bomb". In addition, she has the innate ability "Technician", granting a precision to her strikes which allows her to multiply the force of her (admittedly weak) physical strikes.

Strengths

Now You See Me... - The cloaking device offers Viola a considerable advantage in a crowded battle royale. At any time she wishes, she can disappear from view along with any items on her person, allowing her to creep around unseen, repositioning herself to strike or slipping away from a battle. For competitors who rely primarily on sight, she's not above using this power to instill a sense of paranioa.

Quiet As A Mouse - While Moss cannot dissapear with Viola, her small size offers her a stealth advantage on its own. Difficult to spot and able to hide in nooks and crannies other competitors may struggle to access, she should be able to find plenty of safe workspaces for preparing and launching her explosives.

A Bitter Brew - Viola is... concerningly familiar with water-soluble poisons. Aside from those she has in her teabags, she can identify and make use of a wide range of natural toxins. While her preferred method of delivery is through a piping hot cup of tea, she's not above applying these poisons through other methods.

The Mouse That Roared - Moss can make a range of explosives, from simple flashbangs to the big-blasting Population Bomb. A powerful explosion can tear through a lot of terrain or KO a range of opponents with ease! She may be small, but knowledge and skill makes her mighty!

Win Through Compromise - Viola is a... shrewd negotiator, owing to her current role running a business and to her background. She has been coaching Moss in her methods - including building "favors" and "debts" or using espionage to obtain information others might not want leaking out. While she will allow Moss to take the lead in gathering allies as she wishes, if Moss opts to use these methods, Viola will provide... additional incentives to strengthen Moss' position.

Dealings With Devils - In the event of a serious threat to Moss which cannot be deterred in any other way, Viola will call in a favor from her stint in hell (don't ask). Once and only once in the Mega Brawl, she can call upon a powerful Occultic entity taking the form of a skeletal centaur with a deer skull and bearing a greatsword. This entity will devote itself to dispatching the most apparent threat to Viola and Moss, and will dematerialize after completing the task or falling in defeat.

Weaknesses

i am just... a little creacher... - Moss is small, and not all that strong. If an opponent can get past Viola and her explosives, she's not at all difficult to dispatch.

...Now You Don't? - The stealth strategies of both Viola and Moss depend on sight. Competitors who detect their opponents through other means will likely have no trouble detecting and locating the both of them.

Silent Security - As stated, Viola is here primarily to assist Moss. As a team, their joint goal is that Moss gets the chance to grow through the course of this battle and that she can claim the credit and fame for any success. For that reason, Viola will be following Moss' lead, and not as proactive as she otherwise might be. While she won't allow Moss to stumble into too great a mistake, she'll defer to Moss even if she might have reservations about her strategy.

A Watched Pot - Both Viola's teas/poisons and Moss' explosives take time to craft. They cannot be instantly drawn upon, although it may be possible to craft them and stockpile them for quick deployment later.

A Knife! - While she can summon a demon on a single occassion and she does have her knife and knowledge of poisons, Viola is otherwise not particularly offensively-oriented. Nor is she all that strong or agile. She's about average in these regards. She relies more heavily on stealthy, trickery, and forceful negotiation - if cornered, she's easy to take out.

Everybody Explode Now - Carrying around gunpowder and explosives comes with an inherent degree of risk. Someone wielding fire could target Moss and make one spectacular premature firework.

References:

Marioboards Investigations series (Installment 3: Slay Down in Kokomo), Living Game, Chaos Town Mafia
 
SpeedEraser.jpg

Pssst. Amigo. You, want to be expunged? Do you think to yourself, "I wish this could be forgotten about me"? You want your guilt to disappear? Say no more. Zoom. It is done. Woosh. You never saw me, sí? I am gone. In my car. There was no car. There was none, amigo. Nothing happened.

If something happened - which it did not - then there would be problems. You would invite problems? No, you wouldn't. If there were problems, they would disappear, and so would you. But you are here, because you saw nothing.

Keep it that way, amigo.



Overview:
Speed Eraser expressly disclaims any relation to the figures known only as "The Poor Pitiful Bulletproof Vest" and "Photobucket", who may or may not have previously appeared in Everyone is Mafia and Everyone is Mafia (with a side of roles). These mysterious entities, who do not exist, are occassionally collectively referred to as "Mr. Eraser", and are not known to just kind of show up from time to time for short occassions.

While it is impossible to say what abilities that Mr. Eraser does not possess, one might say surmise that he is able to "erase" physical objects by rubbing his head against them. This did not happen on one occassion to an Amogus which lost its hat. It it also not possible to say that Mr. Eraser is able to erase others' memories of previous encounters with him. because to assert he has previously appeared is absurd.

Strengths

It Never Happened - Once out of sight, Mr. Eraser can compel others to forget any encounters with him. Through this, he can slip away from an opponent, who will forget they were even fighting or trailing him.

It's a Total Fabrication - Any physical objects which Mr. Eraser rubs out with his head will dissapear entirely, leaving no trace behind. This can be used to remove, say, weapons from opponents or obstacles in the terrain. He can even rub out opponents, provided they remain still long enough for him to do so.

We Made It Up - Experienced in disguising himself, Mr. Eraser can take on many aliases on costumes, seemingly producing accessories from hammerspace at will. While not a true master of disguise, he may be able to trick more comedically-inclined competitors by playing the part of a character, a la a Looney Tunes gag.

The One Was Invented By A Writer - Mr. Eraser has one single-use bulletproof vest, which when deployed can protect him from exactly one (1) strike.

Weaknesses

It's A Fake - He's bringing a car along, but it's just a prop. It can't actually move.

Wrong. - Erasing takes time and contact. Anything that will not stay still for a moment or anything that's kept out of his reach cannot be successfully erased.

It's An Urban Legend - Nobody really knows what his deal is. He just shows up from time to time, usually when some ongoing event is slated to last for such a short time that he won't need to put in much effort. As as a result, he has few ready-made potential alliances, and is likely to gravitate to others who are disinclined to expend great effort in this fight.

Not This Time - That bulletproof vest is pretty valuable... Honestly, it might be more valuable than winning this shindig. He might choose not to use it.

It's A Made-Up Tale - He insists on denying anything and everything, and warns others to keep quiet. Don't expect him to be, uh, a particularly communicative ally. He could very well sink himself or an ally by simply not reporting what he's seeing.

No Way - There's no chance that the jobber entry outlasts the others a third year in a row, right? Like, the wheel's going to cooperate this time, right? C'mon 🦩. Please.

References:

Everyone is Mafia; Everyone is Mafia (with a Side of Roles)
 

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Stella Dubois, the One-Clown Crusade
As seen in Minecraft Winter Games 2024 - A Weekend in Port Paillassos
(She/her)
Stella Dubois was originally created as an NPC for a hypothetical "Clown Killing Game". She was the inheritor and ringmaster of the Cirque des Père, a star-crossing circus that dazzled many and inspired even more. Her story would have taken on a spacefaring pilgrimage, a sacred journey that all clowns must attempt. However, plans changed, games were shelved, and she was instead grounded in the small coastal town of Port Paillassos, a setting seen in many a collaborative tale spun within this community.

With her circus perched atop the cliffs of the town, she remained as an NPC for a new hub built for the vaguely annual Minecraft Games marathon. Volunteering for the local library, she guides inquisitive locals towards hidden knowledge and answers to some of the town's deeper mysteries. Now, fighting with pride for the small nation of Paillassia, she comes equipped with arcane tools and knowledge from a strange land known only as [Games].

Representing the community Minecraft server and its homegrown minigames, Stella has two main weapons:

The Dynamallet
A makeshift hammer constructed from a bundle of TNT. It can be used as a blunt weapon, eject seemingly infinite sticks of lit dynamite, or will ignite on impact with an opponent, causing small blasts. Stella is immune to these explosions. It's pretty hefty, and only a trained acrobat like herself can properly utilise its strange shape and functionality.

The Command Block
A cubic device capable of casting many powerful spells. When activated, the block can execute "commands" written within its terminal in a language Stella does not know. From her travels through the world of [Games], Stella has acquired several "commands" and "functions" which she may find useful. The spells require a 'target' which must be named within the command.

If a seasoned programmer or computer scientist is able to intuit the Command Block's language, they will gain access to a myriad of much more powerful spells. This includes /effect, granting temporary stat boosts and magical powers, /item, which can modify or replace the held weapon of its target, or even the grisly /kill. They will also be able to target multiple fighters at once without writing their name down.

This block is not without its limits, however. Stella only has access to the limited spells she memorised on her travels, and can only use them on herself or an opponent she knows the name of. Furthermore, there exists an ephemeral guild of magicians who created the Command Block and govern the language in which it executes its spells. They will be angered by unapproved usage of the block's powers, including:
  • Overly creative command techniques
  • Complex spells or ones with multiple targets
  • The same spell being spammed over and over again
The guild cannot prevent a spell from being cast once it is written, but they can permanently disable the Command Block, rendering it as useless as a cube of metal.

Stella's Spell List:
Many of these spells are wrapped within an arcane spellwriting technique called "functions", allowing the spellcaster to easily organise and identify sets of spells that cause interesting effects. Each spell was taken directly from the ancient magiks that power the land of [Games].
  • function pit:player_prep - once used to give the spellcaster a moment of reprieve before a big fight. This will briefly make the target immune to all damage, but prevents them from moving. It will also give them a new Dynamallet.
  • trigger hub19book set value 39 - once used to aid explorers in their journey through a magical island. This will summon a loyal horse at the target's position. The horse is fast and durable, but has buggy collision and will clip through walls and floors when left unattended.
  • function a2a:player/shuffle - once used to ensure a fair game of cards. This will shuffle the inventories of all targets.
  • function shine:glow - once used to alert warriors of their biggest threat. The target will be made directly aware of the fighter currently in the "lead", as decided by Corey. That leader will then gain a glowing aura that is visible to everyone for quite some time, even through walls or in the dark.
  • function up:build/3x3 - once used to help adventurers ascend to great heights. This will create a floating platform below the target, which will alternate between being solid or transparent.
  • function dreamb:item/dream_enterer/give - once used to explore the dreams of fellow wizards. This will give the target a special marshmallow on a stick. When roasted over an open fire, the user will travel to the Astral Plane, and can enter the dreams and minds of others.
  • function murder:tp_to_map - once used to quickly travel between the realms. When used for the first time, the target will be Tagged. On subsequent uses, whoever is targeted will be teleported to the Tagged player.



Strengths and weaknesses:
  • +Acrobat - She is fast, nimble, and quick to react and improvise, thanks to a life spent training for the circus.
  • +Upper management potential - Years spent managing a cast of clown-like freaks and morons has given her inner strength. She won't allow stress to affect her, and can efficiently assemble teams and action plans.
  • +Crusader - Her time in Port Paillassos has exposed her to many strange beings and phenomena. She'll likely be somewhat aware of how her opponents work, and the underlying magical or esoteric systems that they rely on. Her knowledge would have instantly defeated last year's Stallion. As a circus director, she finds "heteromorphs" quite appealing to work with.
  • -Limited - She is only human. Though she has defensive options, she is not capable of taking on any threats unarmed.
  • -Slow typer - New spells must be written down before they can be executed, so Stella can't use spells as a response to surprise threats. The Command Block will only preserve its most recent spell, which grants Stella a limited quick-fire option if she plans ahead.
  • -Old - She's spry for her age, but a lifetime in entertainment and hospitality has had its downsides. She will grow weary faster than most.
 
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Commander Nebula (she/her)

"Mission log: I have landed at Kōyō Mountain successfully without incident. All necessary entry forms have been prepared and backups stored per the usual regulation methods. I remain hopeful that my skills will be sufficient to complete the mission and apprehend this 'Corey', but I can't rest on my laurels. Nebula out."

A fierce space ranger from the Galaxy Corps, Commander Nebula is dedicated to ensuring that intergalactic justice is upheld, and she's not afraid to knock some heads around to make that happen... even if those heads might belong to her own allies, if need be. Her latest mission, enter the Mega Brawl, mop up the competition, and perhaps deal with that pesky organizer... She's a no-nonsense fighter with little tolerance for showboating and toying with opponents - get the job done, do it right, and do it efficiently.

Strengths
  • Having a Blast - Nebula comes armed with a potent laser blaster to make quick work of threats. It can also be set to simply stun its target, or temporarily change their size. Nebula prefers to be sparing with the size-changing option and only use it if absolutely necessary since it puts more of a drain on the blaster's power cell.
  • Steel Yourself- Nebula's custom-made Koopatrol armor provides incredibly strong defenses, outclassing the toughest of Bowser's Koopatrols. It's not fully impenetrable, of course, but will let her take quite a beating and still press on. While wearing her armor, Nebula gains the following additional benefits:
    • Jet Stream - Jet repulsors in Nebula's boots allow her to fly. Good luck keeping her flipped over!
    • Shell Shock - Nebula can retreat into her shell (don't ask how) for the typical Koopa Troopa shell spin attack.
    • Breath of Fresh Air - Breathing tubes provide Nebula with a constant stream of filtered oxygen, ensuring that she can safely explore alien environments. This makes her impervious to any sort of airborne toxins.
    • Heads Up - Nebula's visor contains an internal HUD that offers additional information on the environment and other brawlers in her line of sight. Complex algorithms alert her to the approximate physical condition and threat level of other brawlers, as well as potential environmental threats. Additionally, it detects brawlers' heat signatures, allowing her to see fighters who are invisible, camouflaged, or hiding behind objects or in a building.
    • Can't Touch This - The spikes on Nebula's armor make it difficult to make physical contact from behind or above, unless her foes want to get poked.
  • Still Got It - If it comes down to it, Nebula is a formidable opponent in melee combat, though she prefers to be a ranged fighter whenever possible.
  • Ranking Officer - There's a reason Nebula achieved her rank - she's a very skilled tactician and problem-solver in the field, and well-versed in using technology.

Weaknesses
  • Static Shock - Electrical interference can knock the functions of Nebula's suit (jet boots, breathing tubes, HUD) and blaster offline. This won't hinder her mobility or defenses, but it takes a lot of tools out of her toolbox. A shorter period of interference can be solved by simply moving away from the source, but sustained interference will require Nebula to perform a full system reboot to get things back in working order, which takes a little time and requires Nebula to remove her helmet to access the internal components.
  • Blind Spot - Nebula's HUD mostly relies on physical cues and past observations, and as we all know, appearances can be deceiving. Other brawlers may be able to, intentionally or not, trick the algorithm into underestimating them.
  • Achilles Heel - Nebula's limbs, neck, and tail are covered in a rubber-like material under the armor plating to allow movement in the suit. While still offering decent protection, it's not as durable as the armor itself and is more likely to take damage. Her visor is more susceptible as well. Pulling on her ponytail also kind of hurts - but anyone stupid enough to get close enough to try it is in for a world of pain.
  • That Wasn't In Basic Training - Although adept with technology, supernatural forces are out of Nebula's wheelhouse. She's not very well acquainted with magic, curses, and the like, and doesn't have much to directly counter them. Additionally, her HUD does not detect brawlers who do not exist on the physical plain.
  • By the Book - When teaming up with other brawlers, Nebula expects strict adherence to the chain of command - in other words, that she's in charge unless explicitly outranked. Particularly uncooperative brawlers will be swiftly discharged from the alliance, and she's not afraid to back that up with force if necessary.
  • Don't Call Me Nebs - Nebula expects to be addressed by her proper title. Calling her anything other than "Commander Nebula" or just "Commander" will be met with disciplinary action.
  • Zero Suit - If her armor is destroyed or removed, Nebula has no other defenses to fall back on, but does gain some agility.

ZeroSuitNebulaMBMB.png

Zero Suit Nebula

Reference material: Amusing Awards Artifact Adventure, Favorite Classic Game (2024), Fantasy vs. Sci-Fi 'Shroomfest

(Please note that the version of Commander Nebula in AAAA is technically a different character from this one, it's fine to use as a character reference but I would prefer if the game's setting, characters, and events are not directly referenced.)
 
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Danielle "Linq" Widdershins
Scion of the High-Flying Flame
He / Him

Unnamed.png



SOCCER DAD VECTOR:
Hey champ! Nice chain!
Sorry to butt in but... can I take a smidgen of your time?

LINQ:
WHAT!?! Who are YOU??
This is MY introduction post! GET THE HELL OUT!!

SOCCER DAD VECTOR:
Yeah, no can do, lil' fella.
Don't worry though, I won't be long!

LINQ:
Excuse me??!
dadication1.png


SOCCER DAD VECTOR:
Look over there, Widdyshimmy.
See that lil' honeybee fella who just signed up?

Can't help but wonder where his guardian is, Like, what kind of Mucksnorter lets their kid run wild with bloodthirsty mercs and killer robots?? I'd like to give that slacker a good decking in the snout, if you know what I mean!

LINQ:
You're derailing my introduction and chew my ears off because of some bee guy!?!
You can complain about shitty parenting in your own post!

Like, what's next old man? You're gonna ask the Flubber Girl out on a date!?

SOCCER DAD VECTOR:
Listen here, lil' punker! I only minored in theoretical physics so this ain't exactly my field of expertise here.
But I've watched my peewees construct wormholes in shop class often enough to know that that lil' bee fella is an alternate timeline doppelgänger of my son!

You know what this does to a man's heart?
To see a carbon copy of your little boy participating in this degenerate bloodsport?

It ain't right, firebrand. He may not be the one I raised,
but I can't let any version of my little guy get hurt.

LINQ:
Yeah, it's a real american tragedy. I feel for you.
Now get the hell out of my post, you geriatric prick!


dadication2.png


SOCCER DAD VECTOR:
Nah Danny, that's not gonna happen!

Instead, I'm gonna bum a ride with you and use YOUR post to sign up for this
barbarism simulator myself, so I can keep an eye on this sitch.

LINQ:
WHAT!?! NO!
I WON'T AGREE TO THIS!!!

SOCCER DAD VECTOR:
Too late! Look, it's already happening:



soccervex.png


Soccer Dad Vector
The Karma Corrector
He / Him

A big-mouthed, fast-talking bruiser determined to balance his demanding sports coach job with his responsibilities as an adoptive father. This iteration of Vector the Crocodile served as the host of the Scribble Scrabble 2023, wherein he drove the players around in his trusty bus and eventually got them sentenced to life imprisonment. Has a bachelors degree in social engineering and once fought alongside Dr. Alexander Wexlyn and a talking Italian cat in the rabbit apocalypse war.

Abilities:
  • Possesses all the powers of a middle-aged man, including the ability to legally purchase alcohol, as well as a full array of jokes nobody below the age of 30 finds funny.
  • Is also a crocodile, meaning his jaw can exert a crushing force of 16,400 newtons.
    • When he catches someone, he can violently spin around to break every bone in their body.
    • If asked about this, he will comment on the unit being called newt-on when he is a crocodile.
  • Taking off his wrist weights will increase his physical strength by 2.74%. He is not allowed to take off his gloves for legal reasons.
  • Is licensed to operate several motorized vehicles, such as motor scooters, motor cycles, cars, tractors, trucks, and busses. He also owns a Winnebago.
    • Said Winnebago is stocked with camping supplies that will allow up to 3 people to comfortably survive in the wilderness for around 2 weeks. Also comes with a first aid kit, a survival handbook in the glove compartment, one crate of toilet paper, and a machine that makes highly specialized cappuccino.
Strengths:
  • Very athletic for his age. Lots of upper-body strength.
  • Plays a variety of sports on a regular basis, including soccer, golf, and tennis.
  • Good at thinking on his feet. Skilled at procuring improvised weapons from his surroundings, as well as bluffing himself out of dangerous situations.
  • Surprisingly effective at intimidation and interrogation. Likes to play bad cop.
  • Absolutely uncrushable optimism. Remains a beacon of strength and morale even in the direst of circumstances. Immune to despair.
  • Good with kids.

Weaknesses:
  • Very reckless. May misread situations and endanger himself with a daring stunt if there aren't any level-headed people around to talk him out of it.
  • Shitty parenting is his pet peeve. He will go berserk and try to beat the offender into a pulp if he witnesses it, regardless of any prior plans or current circumstances.
    • This also happens if someone tells him that adoptive parents aren't real parents.
  • Bad at singing, yet incredibly likely to do so whenever he hears music.
  • Parenting has softened his heart. He is thus incapable of willingly endangering children under the age of 15.

dadication3.png
LINQ:
I will KILL you for this, old man!!!

SOCCER DAD VECTOR:
Hey, I like your enthusiasm, Squirt!
But how about you finish your introduction first?
You don't want to be rude, do you?

LINQ:
AAAAAAARGHHH!!!!

Danielle "Linq" Widdershins
Scion of the High-Flying Flame
He / Him

A diminutive lizardy thing who was once employed as an obedient office drone after the universe was reshaped to be more work-themed. Following a fateful conversation with his then employer and a subsequent mental breakdown in the company supply closet, he decided to cast off the yoke of his cruel imprisonment (his suit and tie) and was reborn as Linq, the embodiment of freedom, anarchy, and delinquency. He claims to be a descendant of the Serpent of Cold Iron and wields the power of the High-Flying Flame.

TRAITS:
  • Greatly values his independence and freedom. Hates people who try to claim authority over him, or people who try to play the leader.
  • Has an intense dislike for suits and ties, or any form of formal clothing in general. He views these things as symbols of societal oppression.
  • The power of the High-Flying Flame lets him channel fire through his body. While this would theoretically make him a formidable powerhouse, he was born into a world going through magic recession and thus only developed a diminished form of what he should have been capable of.
  • Appreciates graffiti art and other forms of non-conformist self-expression.
  • Can be a bit of a potty mouth at times.

STRENGTHS
  • Using the High-Flying Flame, he can...
    • ...wreathe his body parts in fire. The flames are (usually) not hot enough to cause lasting burns, but are still painful to the touch and can set flammable objects ablaze.
    • ...throw a small fireball from his hands that explodes with a moderate amount of concussive force on contact. The fireball is not affected by gravity and travels in an obnoxious sine wave pattern that makes it hard to aim AND hard to dodge at the same time.
    • ...crush a fireball in his hand before throwing it, which releases the concussive force immediately. This can be used to "rocket jump" and alter his trajectory while airborne.
    • ...cloak the chain around his neck in fire and use it as a flaming whip.
  • His lizardy legs let him leap four times his length. Combined with his fire-powered mobility arsenal, this allows him access an array of astonishing aerial acrobatics and attacks.
  • His fire burns a lot hotter for a while after drinking a cup of espresso. This turns his fireball into a sustained stream and his "rocket jump" into temporary controlled flight.
  • Can use the chain around his neck as a whip to attack, grab things, catch ledges while falling, and slingshot himself.
  • Capable of devising complex plans and infiltration routes.
  • Has impeccable rhythm. Knows a few break dancing moves, like spinning on his head.
  • Since he doesn't wear clothes it is not easy to grab him.

WEAKNESSES
  • Chafes whenever placed inside a chain of command. Open to requests, but does not take orders well. This hampers his ability to function as part of a group.
  • Very self-conscious about his height and easily angered when mocked for it. The same applies to his real first name.
  • While not hurt by his own fire, he is not fireproof. Other sources of fire can still hurt him.
    • Those other sources include fires that are caused by him but are no longer actively emitted by him (i.e. if he sets a stick on fire and is then beaten with that stick, the fire will hurt him).
    • Cloaking his chain in fire and using it as a whip will eventually heat up the metal, and since that heat is a byproduct of his fire cloaking ability, it will burn his hand unless he is using a protective cover.
  • Since he is so short and light, his physical attacks don't have a lot of punch behind them. He usually makes up for this by enhancing them with his fire powers, but fighting an opponent that is resistant to those powers severely limits his effectiveness.
  • Has a tendency to doodle on his documents, including his self-made maps. Occasionally forgets if the twelve-foot tall dragon monster he sketched into corridor 7B was a legitimate obstacle or just something he made up to pass time.
  • Drinking too much coffee makes him jittery. He may start vibrating uncontrollably.
 
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"Hey, it says here there's a new thing opening in the mountains near the old haunted petrol station. Doesn't say what it is, but apparently they hired the Krem Brûlee guys, so it must be a new food place. Wanna check it out?"

"Uhh, what kind of food is it?"

"Doesn't say that either. This website is pretty crap. But there's free lasagna apparently, so it must be Italian."

"Can we do Uber?"

"Train is cheaper cross-country."

"Ughhh.... fiiiine. But I'll get the window seat this time."

"Hey, I'll let you arm-wrestle me for it."



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LeyDee & Kuene
Scribble Insert Duo
She / Her & She / Her

A bird and a dragon who occasionally appear in Gabumon's scribbles when he can't think of any other characters to put in frame before the clock runs out. They are a pair of flatmates who usually live it up in the city while knowing they have to survive. Very enthusiastic about new culinary experiences, so they like to go on food adventures to find quality restaurants.

TRAITS:
  • LeyDee...
    • ...works as a mechanic at a local garage.
    • ...collects VCRs as a hobby and runs a blog about them.
    • ...once accidentally invested in HustleBucks while drunk and considers this her greatest shame.
  • Kuene...
    • ...is a secretary for a middling law firm.
    • ...took one semester of Swedish back in college.
    • ...only showers with the lights off.

STRENGTHS:
  • LeyDee...
    • ...throws a mean left hook.
    • ...knows how to repair most common types of electronics as long as they were manufactured before 1996.
    • ...knows how to drive stick.
    • ...good at finding bargains while shopping.
    • ...remembers like 60% of a first aid seminar she was forced to take and can probably stabilize a person if they are in danger, maybe.
    • ...can climb a rope.
  • Kuene...
    • ...can do most basic math operations without a calculator.
    • ...carries pepper spray.
    • ...carries a pair of handcuffs. Don't ask.
    • ...has memorized every variation of the opening of Family Matters.
    • ...writes with perfect spelling and grammar.
    • ...unbeatable at backgammon.

WEAKNESSES:
  • LeyDee...
    • ...lost her driver's license for speeding.
    • ...is THE WORST backseat driver imaginable. Driving while she is riding shotgun is torturous.
    • ...cannot drink through straws because she can't form a seal around them with her mouth. Has trouble eating spaghetti for the same reason.
    • ...is allergic to polyester. It's a whole thing.
    • ...has no indoor voice.
  • Kuene...
    • ...has social anxiety and doesn't like being alone around strangers.
    • ...struggles with her self-confidence.
    • ...snores.
    • ...is easily distracted by crossword puzzles.
    • ...gets motion sick when travelling by boat or plane.
 
"Well, if the BPI has deemed it necessary to control and contain this match, I'll engage. My boss is here and his boss is watching, so it'd better look good...

Ah. Can I count on your help?"


"Sure, why not? The BPI's the one that helped me kill Atua. If you need a favor, I'll chip in."

OrangeBasement_izfjru.png


Agent Evangeline and Roland are here to contain the Mega Brawl!

(Roland is used here with permission of Fun With Despair. Thanks dude)

Abilities:
-Agent Evangeline is a card-carrying member of the Bureau of Paranormal Investigation, and has a sword. She's highly dedicated to the job.

-Roland is a free agent with ridiculous durability, a sword full of spooky ghost energy, and a sharp tracksuit. He's working with Evangeline mostly due to them having worked together before.


Strengths:
-With an encyclopedic knowledge of Anomalies, Evangeline is very used to not just observing weird abilities, but also acting on and containing them. Whatever is thrown at her, her reaction will be to document, understand, and suppress it, in that order.

-Roland is extremely difficult to kill. The man isn't immortal, but you can beat him up six ways from Sunday and he'll get up and still go at you. When the win condition is last one standing, that's a big help!

-They spent the entirety of the Silver Junction Killing Game working together, whether that be committing a homicide or exploring mysterious basements. They've got a strong bond at this point and know how to cover each other.



Weaknesses:
-The BPI is... not in the highest favor in this lineup. Evangeline and Roland can really only count on Nyarly and Agent Blue to work with them, while plenty of other entrants are full of BPI antipathy. Look at Momoyo, right over there.

-Durability and analysis can only get you so far. Evangeline's scouting and documentation skills are useful, but sometimes the readout will inherently be "you need someone at a higher scale for this". If it comes down to her and someone big time, she's still kind of fucked.

-As for Roland, he might be hard to put down, but it's not impossible. Keep working at him, and he eventually goes over. He's also not really durable beyond the physical - try an esoteric end-run!


Source Material: Wild West KG (Minus World)
 
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Kroop: Pyro!!

Pyro: What's up? Don't you see I'm-

Kroop: We have to sign up for the MBMB3!!

Wait, there's an MBMB3? That's really cool!

Pyro
: Yeah, it actually is! Last time was so fun and we met so many nice people!

Kroop: True, I'm looking forward too, and I REALLY want to win this time! But that's not the point. The Agents of Absolute and Uncreative Logic sent a squad to the Brawl!

Pyro: What where why how huh?!?!

---

(Art is once again upcoming, but right now I'm really not capable of drawing anything. Just a littttle more time please and my characters will have their reference art at the ready!)

The Agents of Absolute and Uncreative Logic join the battle!!

Agent of Absolute and Uncreative Logic 1 (they/them) & Agent of Absolute and Uncreative Logic 2 (they/them

These antagonistic, gray-suited fellows, wearing bowler hats and sunglasses and big moustaches as always, belong to an organisation that hunts all spellcasters (especially the order of antilogicians) for the crime of defying logic with their magical doings. Now, the Agency has set eyes upon this gathering of fighters, many boasting arcane powers, and sent out two of its best Agents to assault the MBMB3!

Strengths
+ The Agents are immune to any kind of magicky ability (including antilogic), spells and such will just simply pass through them! Surprise attacks, however, do affect them
+ They are masters of the art of disguise, and can whip up a disguise of maximum efficiency and minimum creativity and a very bad pun name within seconds
+ They are both trained agents and know how to fight with their fists and various weapons, and also be stealthy
+ They each possess a pendulum with hypnotic properties. While it was created to keep casters in check and might not always flawlessly work against other brawler archetypes, it can be a powerful weapon if there is enough time to hypnotize someone

Weaknesses
- The Agents' ability to expect and counter incoming spells is worthless when they are hit by surprise
- They must always take the most logical option possible to progress in their mission of beating out as many arcane contestants as possible at this opportunity. This makes them very predictable, and also more aggressive towards caster characters
- They have a big hatred towards Pyrokles, Kroop & the Explainer for... whatever reason
- Unless they are fighting or enraged, they are forced to always seem very polite. This could maybe lead to their disguises not working as intended, but otherwise doesn't have many effects

Appearances: Antagonists of The Sorcery Show 'Shroom section

---

Pyro: This is bad, guys! Looks like...

...we shouldn't join because we don't want to get into any trouble with those stupid guys again?

Pyro
: ...we ABSOLUTELY HAVE TO JOIN so we can beat these guys up and all the other guys too!! Well, except maybe our allies possibly but THIS WILL BE SO MUCH FUN!!!

Pyro the Antilogician puts on his battle hat!

Kroop
: Wait, you have a battle hat? Also aren't we joining as a team?

Pyro: Oh yeah right I got a bit carried away. But now we need a new intro sentence!

What about:
Pyro, Kroop & the Explainer re-join the battle!!
After all that's our official names on the entry form?

Kroop
: Well, it's... boring and classic but.... fine I guess. Although I would rather be named "the dimension scramblers" or something cool.

Pyro: Ooh, that's a nice title! Maybe I'll earn myself that one someday!!

Kroop: Please don't. And now let's get started signing up, guys!

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Pyro, Kroop & the Explainer re-join the battle!!

Pyrokles
(Pyro, He/him), Eighth Legend of Koopa Kingdom, is a magikoopa who possesses the power to bend reality by using a power which is called anti-logic and definitely not magic. He started to do these non-magic shows some time ago, which are usually comprised of him having a stupid idea and then making it into some kind of catastrophe while in front of an audience. He is a slightly quirky character who is usually optimistic, especially when he shouldn't be, probably older than this planet and who rarely does things that make sense. He is constantly accompanied by his two best friends, with whom he also entered the last Mega Brawl, finishing at 28th place, falling just short of the top half of contestants. These friends are...

...Kroop (he/him), who is a talking dry bones skull surrounded by a flaming aura. He is Pyro's best friend since about always, even though they argue almost all the time. Also, he is a lot more reasonable than Pyro and often tries to stop him from doing stuff that he hasn't fully thought through. He is often annoyed by Pyro's power and his restrictions, but the two always stick together in times of need. Kroop doesn't like losing, and after the MBMB2, he did quite a bit of training with Pyro - they're not the same inexperienced first-timers they were back then!

And then, there's the Explainer (he/him or they/them). He was originally created as a side-effect when Pyro fully inverted reality, as a bodiless voice that likes to explain the situation to everyone - regardless of wether they want to hear it or not. But over time, the Explainer gained a stronger personality and is now even able of manifesting a glitchy body whenever he wants to. Similar to Kroop, he is usually concerned about Pyro's ideas and often proves to be correct with his apocalyptic predictions. He is usually pretty cheerful, and he kept his habit of explaining everything to everyone.

Strengths
+ Pyro possesses extremely powerful antilogical powers (it's not magic!), strong enough to warp reality and travel to other dimensions or do just about anything! Well, technically, were it not for his... interesting personality
+ Kroop can tackle and bite people and spit fire. He is also somehow capable of absorbing incoming energy and spewing it back out
+ The Explainer can access knowledge about enemies, and explain them and their abilities to his allies. Also, he can make his body appear and disappear and just simply punch or strangle opponents
+ As dimension-travelling veterans, the trio know a lot about various enemies and abilities from various dimensions. They also still know some of the people from the MBMB2, such as Boo1268, who has become a good friend of theirs

Weaknesses
- Pyro's behaviour is usually absolutely random. He might use super strong abilities, but he might also just use the very worst possible one for him and his team - that's just the way antilogic works! Also, he is only here to have fun, even though Kroop wants to win
- Pyro stores all his spell components in his hat, and should it ever get stolen (happened multiple times), he'll be pretty much helpless
- While a lot more reliable, the others don't really contribute that much to the team's offensive power

Appearances: Protagonists of The Sorcery Show 'Shroom section
 
NOT SHANE

not-shane.png



DESCRIPTION

"My name's not Shane, kid" – Not Shane

Not Shane, or "The Man with No Name", is just a drifter... that's all you need to know.



ABILITIES

  • Gunslinger – Skilled with guns & will shoot anyone without a moment's hesitation. He once killed a man's entire gang because he got off the train a stop too early.
  • Stamina – Man's got ammunition.
  • Good Hand-Eye Coordination – Honed his skills catching drinks in bars.
  • Sheriff – He was at one point the Sheriff of a town/movie set called Silver Junction. The Sheriff is an important position of authority.
  • Good at Cards – I don't think this is going to help much.


WEAKNESSES

  • Dying – He has died a lot in the past. It will probably happen again.
  • Not Smart – He once killed a man's entire gang because he got off the train a stop too early.
  • Drifter – He's just a drifter. He doesn't really have a moral compass or need to work with others, and would probably hang back from getting too involved.


REFERENCE


Waluigi Time Cereal Mafia | Awards Random KG | Wild West KG
















…OK, fine. I know who you really want. It's "Ernest"… isn't it?






I've been speaking with his team, and he's agreed to come back... for one night only...







"Heh… who am I to turn down an audience?"




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ERNEST BORGNINE

Hi, fellas! It's me, famous actor Ernest Borgnine. Back from the dead again and ready to kick some serious ass!



STRENGTHS

Huh, good question! Well, I'm a pretty seasoned actor by now, so if you've got a role you want me to play, I'll play it! Also, I have no fear of death...

Oh, and - through the Ernest Borgnine App - I have now achieved true enlightenment. So I'm not afraid to throw myself into battle!

Say, I know it's unorthodox to take out your smartphone during a match - but why don't you guys join me on the Ernest Borgnine App? Through the app, users can:

  • Read the Ernest Borgnine newsletter with friends!
  • Complete the daily Borgle!
  • Agree to share all personal data with Ernest Borgnine.
  • Discuss weekend plans with fellow Borgamaniacs!
  • Arrange a special Ernest Borgnine watch party of all your favourite Ernest Borgnine movies!
  • Speak directly to the Ernest Borgnine team about your 'next steps' in your Ernest Borgnine journey.
  • Identify and remove toxic influences from your life.
  • Find your nearest Ernest Borgnine center and book an appointment with our specialists.

Ignore what you read in those tabloid newspapers… once all join the Ernest Borgnine app, we will truly ascend. I have seen beyond the barrier, and I cannot wait to share my findings with all of you. Hope to see you all on there!



WEAKNESSES

Well, I died in 2012 at the age of 95… guess I should've come back as a younger model, huh? But what I maybe lack in... physical energy, I certainly make up for in charisma, wouldn't you say? Ha ha!



REFERENCES

Says here my latest role was in 'Everyone is Mafia: The Revival'… remind me to fire my agent!
 
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