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WIP Character Concepts

Jul 28th, 2017
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  1. Sanjit Surendra
  2. Age: 29
  3. Height: 6'2"
  4. Weight: 463 lbs.
  5. References: http://imgur.com/a/elT5R
  6. Story Role: Independent Villain; human with monster parts
  7. Gameplay Role: Weighty close-mid range heavy hitter with a command grab
  8. Gameplay Inspirations: Robo-Ky(Guilty Gear XXR), Melee Ganondorf, Mewtwo(Project M), Setsuna(The Last Blade), Makoto(Street Fighter: Third Strike), Enja(Samurai Shodown V)
  9. The former king-in-waiting of the Chitin Clan, a tribe of humans who grow up alongside monsters and use their bits and pieces to enhance their own bodies. Sanjit wasn't satisfied with that, and abandoned his clan to search for the strongest monsters and even humans to rip apart and subsume. He's replaced most of his organs and limbs with tougher, monstrous ones, making him far heavier than his middling frame would suggest. And he's still looking for more. Sanjit is truly evil, and doesn't have a care in the world for anyone or anything not interested in helping him achieve his goals...willingly or not. He has no interest in bystanders and no reason to kill indiscriminately, but if he sees something he wants(a powerful boxer's biceps, a monster with an organ that lets it breathe fire, a woman with all-seeing eyes), he'll rip it out of the offending party and graft it to himself.
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  11. Appearance: Spiky, pushed-back hair, a black-and-white jacket, greyish skin, red eyes, medium frame. Sanjit's left forearm and hand is pitch black, thin-fingered, and leathery with huge claws, akin to a huge bat or a demon's, and his entire right arm is thick and furry like a bear or huge wolf's. He's replaced his teeth with those of a shark/crocodile, and while his legs are normally covered in pants, they've been swapped for ones akin to a bipedal rabbit-like creature. This gives him a lurching stance, and the ability to spring forward very quickly. Lastly, he's got a sort of Mewtwo/Frieza-esque tail, also pitch black, and spiked with a light grey tip, much like Cooler's 5th Form's tail.
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  13. Gameplay: Sanjit is likely to be one of the heaviest characters in the game, but he has a bit of speed to back it up. His run isn't very fast overall, but the start of it - what'd be called a 'Foxtrot' in Smash - is quite quick, due to his leaping legs. His dash(as in, the actual back/forward dash mechanic akin to 2D fighters) is long and quick as well. His grounded jump is above par, but his midair jump is pretty lackluster. His attacks would have a ton of impact, but this would be portrayed largely through hitlag and hitstun, rather than overwhelming knockback. Think sort of like Smash 4's "big hit" pauses. He packs a lot of midrange options, such as swiping with his tail, lunging forward, or extended kicks using his powerful legs, but most of these extend his hurtbox and have no disjoint, and he'll usually prefer to be a bit closer than midrange. In addition to the game's normal grab mechanics, Sanjit has a decent-ranged command grab that lets him snatch people up with his tail and suspend them in front of him to drain their energy, and he can then choose to slam them into the ground behind or in front of him. If there are shields, Sanjit's moves would deal a considerable amount of damage to them. The main intention of his moveset is for him to be an overwhelming, pressure-focused force; always up in his opponent's grill, making use of his own burst movement and long-reaching attacks to chase them down and make sure his foe can't escape his grasp.
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  15. Aesthetic: Sanjit's design and animations would be centered around his arrogant, monstrous zeal. He'd be ecstatic to be fighting such powerful opponents, since it's a grand opportunity to expand his collection and make himself stronger. His moveset would consist of a lot of high-risk, high-reward moves to reflect his nature and belief that these people can't beat him anyway. His stark black-and-white silhouette and lurching stance would be pretty telling and easy to distinguish. When he moves, it should be notable that it takes him some effort to stop; he might stomp his foot down before turning around in a dash or coming to a stop, because he's so unnaturally heavy.
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  17. Sound Design: Sanjit's sound effects and theme should reflect his callous, ferociously egocentric demeanor. Deep grunts and laughs, painful-sounding attacks, and heft to all his movement and impacts, similar to Robo-Ky or Ganondorf. For the theme, heavy bass or percussion, and a generally more hardcore beat than most characters.
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  20. Finne Tehrani
  21. Age: 23
  22. Height: 5'9"
  23. Weight: 158 lbs.
  24. References: http://imgur.com/a/zacnN
  25. Story Role: Reluctant hero
  26. Gameplay Role: Steady, all-or-nothing mid-long range combatant
  27. Gameplay Inspirations: Nu-13(Blazblue), Rock Howard(Garou), Dizzy(Guilty Gear), Sogetsu Kazama(Samurai Shodown), Robin(Smash 4)
  28. A wandering magic swordsman who always winds up roped into situations he'd rather have nothing to do with. He's a good guy at his core, but avoids people because he knows he's a doormat and can't say no if they ask for help. Best to dodge the situation before it comes up. Unfortunately for him, it never works, and he constantly finds himself helping out with random people's problems, ranging from getting cats out of trees and sailing pirate ships to fighting diabolical ancient gods. Finne hates this. It is most likely the reason he's here, too; someone asked him to participate in whatever's going down and he couldn't refuse.
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  30. Finne's not lacking in the power department, which is a good thing, because with all the shit people ask of him he'd definitely be dead if he couldn't hold his own. Those cats are vicious., you know. Rather than overwhelming force, Finne prioritizes variety in his magic, leaving him with a lot of options. He can cast lightning and ice spells at any range, and has a few defensive and utility options in stock. His swordplay is well-practiced, but he prefers to keep enemies at bay until he's sure he can go in safely.
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  32. Apperance: Wild, chin-length greyish-white hair; small metallic breastplate; long-sleeved red-and-white jacket-robe over a black shirt; black-and-red scarf as a belt
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  34. Gameplay: Finne's base statistics are mostly toward the middle; speed, weight, fall speed, height, all that jazz. His jumps aren't very good, and his dash is above-average. His playstyle is focused around his wide variety of projectiles and other ranged moves, but he's not a zoner - he uses his long-ranged attacks to set up for his combos, put in some stun so that he can rush in with his sword. He's excellent at controlling the space in front of and above him, but has to plan and time his attacks correctly, or he'll get smacked during the ending lag. His sword attacks are considerably quicker, but don't have much force behind them. They're mostly meant to lead into each other or his projectiles. He's mostly a trapper, catching people up in his projectiles, rushing in for a combo with his sword, and blasting them away again. Landing the projectiles in the first place is the key to playing Finne. He wants to stagger them, and start his approach before they hit. His ground and air speed are both slightly above average, but nothing spectacular, so he can't just throw out one projectile and run in from across the screen.
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  36. He'd have a few different projectiles; quick, small shards of ice meant to harry and rack on a little bit of damage; laggier lightning bolts with high stun properties; a spray of electricity meant as a combo finisher or coverage option; and lightning/ice slashes slung from his sword that limit the opponent's space. For utility options, he'd have stuff to slow his opponents down and make his approaches easier, limit their space even more, or GET THIS GUY OFF ME. Stuff like Web, or a quick burst of force akin to...Force, from Dark Souls.
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  38. Aesthetic: Finne's sword, hair, headband, belt, palette, and flowing mini-cape would serve to make him stand out. He doesn't actually WANT to be here, so he'd come off as annoyed, distracted, on edge, or fed up most of the time, just wanting to get it over with already when he uses his stronger attacks. Victory poses and the like would also reflect this.
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  41. Clockwork Angel
  42. Age: 4 (Mentally likely ~20 but acts like a deranged 10-year-old)
  43. Height: 4'2"
  44. Weight: 296 lbs.
  45. References: http://imgur.com/a/1SQj7
  46. Story Role: Wild Card/Part of an organization or some shit
  47. Gameplay Role: Floaty Flying Fuck/Zoner
  48. Gameplay Inspirations: Peach(Super Smash Bros), Rachel Alucard(Blazblue), Mii Gunner(Super Smash Bros), Liu Yunfei(Samurai Shodown), Literally Every Touhou(Literally Every Touhou Game), Marie(Skullgirls)
  49. A robot designed to harness(and royally abuse) the power of divinity. She truly believes herself an angel, but not even she knows what gods, if any, she draws her power from. Maybe she's just solar powered and her creator's a lying asshole, seems like him. Regardless, Angel wields a great amount of control over light, heat, and willpower. She can throw out rays of light like it ain't nothin, and she's very persuasive when she wants to be. She also has a very short temper; she cannot stand being insulted, or worse, ignored. Even her creator is afraid of what she can do when she gets ticked off. She'll indiscriminately release her power, scorching everything near her without regard for friend or foe. On the rare occasions she's not preoccupied with being the center of attention, she's a soothing girl to have around, as she naturally enjoys company. Angel has been used in quite a few operations across the globe, all to advance a certain organization's goals.
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  51. Thanks to a cloaking device installed by her creator, Angel appears to be a normal, smug little girl to most. Some, like Sanjit, can see straight through this illusion, and others can smell the oil that courses through her body, or feel the heat radiating off her. Still others can tell by bumping into her and noting her peculiar sharpness atypical to ordinary little girls. This spiky frame of hers is, supposedly, a wonderful conduit for divine energy, but it's real handy for stabbing people, too.
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  53. Appearance: In her cloaked form, Angel appears as an 8-10 year old blonde girl wearing a knee-length blue/gold longsleeved dress with black trim. She's got a bitchin' golden halo-bow in her hair, because all little girls need some form of silly headwear, this is law. Her dress is either patterned with a spiky collage or, if that's too complex, it just ends in long, thin spikes that hang over her shins, with a similar effect on her cuffs.
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  55. At the start of a match, her cloak fades away to reveal her slightly more sinister true form. Her blonde hair is still around, but it's rigid and metallic, formed completely of spikes. Her golden halo is revealed to be a crown of thorns, and her dress is wholesale gone, replaced with some floating spikes in the vague shape of a dress. Ain't got no legs, either, and her arms are now spikes too. Basically she's a flying pile of triangles and gears, you'll love her.
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  57. Gameplay: Angel is a floaty middleweight that plays the long game. She prefers to fight at the furthest distance she can maintain, and she can toss out enough projectiles to accomplish that. Most of her projectile attacks are thin and weak, but relatively quick; think Lasers and the Mii Gunner's Forward Air. She does have powerful, chargeable projectiles akin to Palutena's Up Smash, but they cannot be 'stored' and possess enough lag to render them only useful for finishing combos, hard reads, or propelling herself through pushback. Besides her projectile game, Angel possesses a strong float/hover-like mechanic, an air dash in place of an air dodge, and depending on the direction the game goes, may not even have 'aerials' - she might just have access to her Specials(projectiles) and "Normals" everywhere. These standard attacks would mostly consist of weak swipes and stabs, but she'd have one or two decent KO moves for close combat. Angel performs best when she's in the air and the opponent's stuck on the ground, so that she can pass down her divine judgment and keep them from getting up to her. Her throws would, for the most part, not give her much, but since she would like the opponent to be on the ground, a well-designed Down or Back Throw would likely accomplish that.
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  59. In addition to all of that, one of her attacks would be similar to Mewtwo's Disable, stunning the opponent for some time. This would work even in the air, but wouldn't last long enough to kill anyone by itself unless you were low enough that you could just spike them anyway. Because obviously she's got a couple of Spike moves, she's literally made of spikes.
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  61. Aesthetic: Angel has a pretty damn distinctive look as it is, but 8 of her spikes would subtly point toward the 8 octagonal directions - indicating that she can aim her projectiles in those directions. She loves to shove her pointy bits toward her opponent whenever she attacks or taunts to emphasize herself, and she tilts around similar to ROB in Brawl when she flies through the air.
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  63. Sound Design: All of Angel's projectile attacks have a normal laser-ish sound, but they're accompanied by a backdrop sound reminiscent of a choir girl's chanting; a slightly different tone for each attack. Her theme music might have similar elements, but would have an overall music box-ish feel, because each note in that soundfont sounds sharp and pointed, and lends itself to a happy-but-unsettling feel. An example would be something like https://www.youtube.com/watch?v=PoxSLlGN-60
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