User:A, Mori/Other Memory

If you've heard me spouting nonsense about wanting to create a video game lately, this is the kind of stuff I've had in mind about it.

Dolce Anath
HS 65b935 (Aura: 65B935)

Appearance (Dolce)
Not much is decided for Dolce as for canonical appearance. Dolce will be androgynous, 20-30 years old, have hair, be a gridmask, and be multiracial with features not distinctly identifiable. Dolce will also probably have brown hair, brown eyes, weigh 80.7kg, be 5'4"... quite a lot of features that are of average human listings.

Personality (Dolce)
Very lively, energetic, optimistic, free-spirited, and, overall, sweet. The kind of traits that you could expect if you made a cake and brought it to life. Further symbolizing their personality is their traits; in battle, Dolce's focus is mainly on power, making them a glass cannon, Dolce has a few good healing abilities, and Dolce has a craving for sweet things.

Function (Dolce)
Dolce is seemingly supposed to serve as a "medium" character through which the player would experience the game. This is the first character one plays as, and, even before the game technically starts, the first one we're introduced to. In the function of a game, the player could probably, customize what hairstyle Dolce has, choose the details of Dolce's backstory, and select which pronouns (one or multiple sets) Dolce will be referred to by; all features that can also be changed at any time during the course of the game if the player so chooses. These features, along with the later ability to choose outfits and make story-influencing choices, would be available for the player to project themselves onto this primary character in whatever way they wish, or even simply just mold Dolce into whatever image they prefer to see in Dolce. Either way, the projection of Dolce as a medium is supposed to serve as a method of connecting Dolce's arc, which has an important message, to the player, thus teaching them something.

Canonically, some details of Dolce might differ from the player, somewhat. Of course, whatever Dolce's fashion sense and hairstyle, which can differ from player to player, isn't something too notable to make a distinction of, but other details sort of are. The game, like the rest of Fan-Ball, has the potential to take place in multiple timelines; there's multiple options, all that junk; so, different iterations of Dolce could smoothly have whatever backstory the player chooses, and could make any story choice the player wants to make. Dolce is canonically genderfluid (or pangender?) in all timelines the game would take place in, and the choice of pronouns has no effect of Dolce's gender; it would just be the pronouns that Dolce prefers at the time, which coincidentally are exactly what the player wanted them to be, thus creating the image that both player and character are the same gender and same person, I guess. Dolce canonically would be a mix of many gridmaskian races, but decidedly with racial features too vague for a definitive title to be put upon Dolce; allowing for the player to project without the evident barrier of different races separating them.

Now, I don't plan for UnderTale levels of weird stuff going on with the player and player character; the only extent of this is to have Dolce serve as a way to connect the relatable character arc and message to the player.

Backstory (Dolce)
Dolce's backstory can be chosen by the player... uh, maybe. It depends on what it actually is, and whether or not your actually choosing it or the lie Dolce tells.

There's a big hint that Dolce isn't always telling the truth about their backstory; evidenced by the fact that, like pronouns, hairstyle, and clothing, it can be changed at any point in the game by the player. It doesn't matter what timeline your in, you can't have two or more different backstories all be equally true... but that puts a lot into question...

Ioanna "Io"
HS feace7 (Aura: FEACE7)

Story (Ioanna)
She's apparently been trying to stop Jack Cherno for a while longer than Dolce, and managed to progress through an entire area that was infested with the simulated physical entities of the mind of one of Jack Cherno's underlings. However, in the process, she accidentally became the next vessel for this... and now Ioanna's thoughts and memories are the new danger of the area. Dolce has to travel through the simulation of her mind in order to make the area safe and free her. Her memories seem to tell a sad tale that is her life...

Personality (Ioanna)
Ioanna is everything that Grylos isn't. She's very soft-spoken and a bit shy, easily gets nervous and/or embarrassed, is very calm and quiet, very truthful and genuine, and she always tries to be good and nice (however, good is not always nice, and nice is not always good...). It quickly becomes clear that she's been through a lot in her life, as her memories show her being constantly pushed into fights for the sake of power, and her struggles with self-doubt and depression.

Her fears have manifested in the forms of colorful monsters, angry faceless people, and, most primarily, an older masculine figure and Grylos.

She seems to have a lot of trouble with trusting anyone.

Combat Info (Ioanna)

 * HS 888 (Focus Shot) - Shoots a single bullet from her pistol. Has high accuracy.
 * HS 888 (Elephant Shot) - Summons the elephant shooter and fires at an enemy. Has low accuracy.
 * HS 888 (Scattershot) - Shoots several bullets at all targets. Has average accuracy and normal damage.
 * HS FFF (Light Bolt) - A ball of light that hits a single enemy for light damage.
 * HS FFF (Solar Spurt) - A large ball of light moves over to the target to focus damage on it, while emitting smaller orbs of light to deal splash damage to other enemies.
 * HS 090 (Crabclaw) HS 888 (Pinch) - May inflict bleed or poison.
 * HS 0f0 (Meteor) HS 888 (Bullet) - Shoots a bullet into the air, which then grows in size and hones in on the selected target. Deals heavy damage to the target and splash damage to other enemies.

Martin Gat
HS A12F09 (Aura: A12F09)

He's met a number of times before he actually finally decides to join the party; he usually ends up being the last one to join, though, if you were to play a certain, sort of awkward way, he doesn't have to be.

He's a bit of a tough guy, and it's implied that he is or has been involved with the wrong crowd. Usually, he tends to think in a way that's the exact opposite if Ioanna's way of thinking. He can be pessimistic, but not to the point where be just is too hopeless to do something about a situation. He also has not-so-good manners and a not-so-good temper.

Raskova "Lady Justice" Juslenta
HS 008080 (Aura: 008080)

Lady Justice serves as a beacon of good and justice for the population. She's dedicated to ending crime over almost all of the planet; but, in a touch of modesty, for everywhere but her own town, she only serves as a symbol for others to be good; she doesn't make the rules or take credit whenever good is done in her name, she just wants to inspire people to do it. She is a crime fighter in her own town, though.

Grylos
HS 734802 (Aura: 734802)

Initially, he comes off as just a friendly fellow... before he suddenly reveals his sickening murderous intentions right when the protagonist warms up to him.

A recurring boss.

Combat Info (Grylos)
Attacks
 * HS 888 (Whack) - Simple physical attack.
 * HS 888 (Bullet Filler) - Fills the target with bullets. Low accuracy.
 * HS 888 (Suplex) - Suplexes the target. Deals damage and causes the target to subsequently lose a turn for some unique reason.
 * HS 000 (Fear Strike)
 * HS 000 (Panic Shot)
 * HS 000 (Dread Blast)
 * HS 000 (Terror Trap)
 * HS 000 (Horror Burst)
 * HS 000 (True Nightmare)

Personality (Jack Cherno)
He's cunning, intelligent, has a way with words, is proficient in many sciences, a wiser man than most of the world, and resourceful. His forces prove all this; anyone or anything that serves him, he's either managed to convince them into following his command, or it's something that he created in an experiment of sorts. That said, his armies are powerful and dangerous-- and he's the most powerful and dangerous of them all. At least, he is when he possesses the power of The Memory...

Not much is known about his personality or past at all. As far as anybody, even those who serve him, know, he just wants to wreak havoc senselessly, and is trying to get himself hated and challenged by the forces of good. But does he have a motive behind causing this chaos? And is it darker than what his underlings might think...?

Combat Information (Jack Cherno)
Attacks Armament
 * HS 0ca (Fury) HS 888 (Strikes) - For each hit, this move will randomly target an opponent to attack. On the first use, it only has two hits, but the number of hits per use increases by one for every use. Resets after finishing a battle, obviously. Deals average damage and has average accuracy.
 * HS fff (Star) HS 0f3 (Storm) - Creates a barrage of stars that crash into all opponents. Hits five times.
 * HS fff (Light o)HS 888 (f)HS 000 (Demise) - A power of hope that is not without rage. Blasts a single target for extreme damage. Takes a turn to charge.
 * The Mask

The Memory
Travels through time on its own, but not through space.

It's very unclear what/whom "The Memory" is... all that's known is that Mr. Cherno is using The Memory as a source of power that makes him the most powerful and dangerous character in the story-- at least as far as we know...

Maria & Netta
HS ef3b40 (Aura (Maria): EF3B40) HS 3BEFD0 (Aura (Netta): 3BEFD0)

A pair of nigh-identical twins who serve Jack Cherno, and frequently encounter Dolce & co. in order to wreak havoc to their mission to stop Jack Cherno. They both have features that make them look like toy dolls.

Combat Info (Maria & Netta)
They share a lot of attacks.

The biggest thing that makes these two annoying to deal with is their HS 0f3 (Come) HS 900 (Back) HS 000 (And P)HS fff (lay!) ability. With any duo boss battle, or boss battles with familiars, the ideal strategy would obviously be to focus on taking down one, and then, when that one is incapacitated, finish of the others. However, only trying to take down one of these sisters at a time will prove impossible; if you only kill one, she'll just get revived by the other. This means that one would have to manage both of their health pools in order to truly defeat them. This can be done either by using attacks that target multiple opponents throughout the battle, or by individually targetting them one at a time to bring both of their health pools inti the low before finishing them both off at once. This might seem like a hard task, but usually the battles are forgiving enough so that you can figure out that you need to do this strategy before it gets too late in the battle that they'll just defeat you before you can. Their health pools also aren't as high as normal bosses would be at most points, so that also helps to wrap things up quickly.

But even without the revivals, they're really nothing to scoff at. Their strategy makes it so that you have to deal with both of them until the end, so even though it might be a bit easier for their health pools to lower than most bosses, this boss duo gets more dangerous than any other boss duo perceivable. They're also extremely dangerous to opponents because of their high-damage attacks. If their not dealt with quickly, then they'll overwhelm most opponents.

Another big danger is the fact that they can inflict HS 609 (Confuse) and HS e12 (Enrage) on targets. Confuse makes it so that a person might attack enemies, but they might also attack themself or their allies, and Enrage increases physical attack greatly but forces the use of physical attacks and makes the victim unable to choose which opponent to target beforehand. Seeing as defeating them requires efficiently managing their health pools with calculated damage and surviving their heavy attacks, being inflicted with either status effect makes it harder to maintain control of the battle.

Attacks Armament Traits
 * HS 888 (Ultra Play Dance) - Hops onto a single target and does a dance on top of them. The dane can hit multiple times, ranging in between one hit and five, based on the length of the dance, which is somewhat random, though the chance of longer dances gets higher as health lowers. Has high accuracy and deals average physical damage. Has a 5% chance to HS e12 (Enrage) the target per each hit, making the chance in between 5% and 25% depending on how many hits were dealt.
 * HS 888 (Released Tackle) - Leaps towards a target at a high speed. Deals slightly above average damage and has great accuracy. Has a 20% chance to HS 609 (Confuse).
 * HS 0ca (Manipulator) - Has a chance to either make the target very angry or very fearful. Inflicts HS e12 (Enraged) if it's the former, and lowers stats if it's the latter.
 * HS 0ca (Hungry) HS 000 (Grimmy) - Summons a shadowy apparition of a being, which appears to quickly alternate in between three different shapes. This is described as "a grim reaper who is hungry for a soul!" The shadow will move towards the target and, apparently, attempt to eat their soul. Has ~10% accuracy, and deals 66666 damage.
 * HS fff (Soul) HS 0ca (Partner) HS 000 (Haunter) HS 0ca (Dance) - Counts as a turn for both of them, meaning this move and others can't be used within the same turn. Requires a turn to charge, as they begin to line up around their target. After the preparation turn, they dance their souls out; literally, their souls leave their bodies during the attack, dance together near, on top, and inside of the target, move into the other sisters' body for a moment, then come back out to repeat and return to the original body. Hits the target a total of eight time, dealing extreme damage overall.
 * HS 0f3 (Come) HS 900 (Back) HS 000 (And P)HS fff (lay!) - Only can be used if one sister is incapacitated and the other is not. Revives the incapacitated sister with half the health of the sister who revived her (it does not take the health of the sister who revived her, it only costs her a turn).
 * N/A
 * HS ef3b40 (Sisterly A)HS 3BEFD0 (ssistance) - If one sister is incapacitated, the other is forced to use HS 0f3 (Come) HS 900 (Back) HS 000 (And P)HS fff (lay!) immediately on the following turn.
 * HS 016254 (It Won't Be Over Before It Even Starts!) - Prevents either of them from using HS 0ca (Hungry) HS 000 (Grimmy) within the first four turns of a battle. Self-explanatory; if they can't one-shot someone as soon as possible, the battle won't just be over before it even starts.

Velua Range
Another hero like the other four, who sometimes tags along for the fights. Also wants to save the planet from Jack Cherno.

Appearance (Velua)
She has good posture, and stands around five feet nine inches. She has dark skin and brown eyes. Wears warm clothes and armor. She has a muscly build, but this is more in her torso area, and her arms and legs are slightly skinnier in comparison. Wields a blade.

Personality (Velua)
She's fairly noble and brave, rushing into danger like the other heroes, but all on her own.

Blake Ema
HS 29D569 (Aura: 29D569)

Dolce's cousin and childhood friend.

Personality (Blake)
Blake is happy to see Dolce on the occasions in the story when they meet up. Blake seems to like to talk about how Dolce used to be "uptight and serious" but then became "a fun troublemaker like [Blake]".

Blake is an immature, slightly narcissistic person who most people would find hard to call a friend after getting to know. Blake has told some stories about being a thrill-seeker and trying to avoid the consequences of said thrill-seeking at all costs. Blake has a normally friendly demeanor and seems to genuinely care for Dolce, Velua, and Dolce's friends (to a lesser extent), but people can easily find bad experiences hand-in-hand with Blake, especially if Blake doesn't think they're cool.

Kairos "Rudra" Rentria
A mysterious and slightly shady figure... but they seem to prove their friendly intentions by helping out the group of heroes from time to time.

Setting/Story
A major part of the idea of this is that, while technically being connected to the Fan-Ball universe, it distances itself from the other stories to a point that gives it more than enough freedom to work around with every aspect of what it contains. I intend for it to take place far in the future; possibly long after most of the heroes have died, but maybe they could make cameo appearances actually; though, as retired heroes (and villains, maybe). The only hero remaining active hero, at least for now, is Raskova-- a gridmask turned angel who has returned to live in this mortal world in order to continue her mission for justice; because, well, justice never takes a day off, since it has to keep up with evil...

The definition of far future could mean a number of things. It could mean the future in the Doomed or Saved timelines, after most characters have overstayed their arcs long enough for all new ones to take center stage. At the same time, it could also mean after the Unified timeline comes into existence; long after the problems experienced by either the Doomed and Saved timelines were brought together and dealt with, so as to lead eventually into the new ones experienced in the plot. Also, in some form of weird plot shit, it could actually take place in the past. The location could also be variable; whether in Doomed, Saved, or Unified, it could either take place on Ludus-Prime, or the reformed version of the Proto Planet recreated by The Beast (which by this time will have been long since dealt with). If in the past it'll definitely be on the original Proto Planet; but that idea is actually unlikely to be a thing, though.

The setting, either way, would be a beautiful planet that's home to a variety of different species from throughout the universe(s)-- previously known to be pretty peaceful (the occasional crime was dealt with by the forces of Lady Justice), but now thrown into an entirely unfamiliar state of discord and crime-- all due to the actions of one man... a mysterious figure who has only been known to wear a mask of a smooth, youthful face (this being the origin of many of his nicknames), a man now shrouded in rumor, gossip, confusion and mystery: a man known by the name Jack Cherno, who commands the forces causing uproar in the world.

This new force of evil is nothing to scoff at; and, with almost all of the previous heroes of the series(es) deceased or retired, it's up to a rising new group to take any action necessary to defeat Jack Cherno.

UPDATE
It's been decided that this takes place somewhere around the year 4000 AEQ/ATC/A??. The exact year the story happens could be 4020, because 402 references. It also takes place on Ludus-Prime; but not the Ludus that most people would recognize.

Things are different geographically, socially, and biologically, if that wasn't clear.

Choices
As with many games, in this one you can make a number of choices to influence the outcome of the story. I plan to have a system where each individual character can make a choice if all of them are pressed to a decision; they'll have different choices to present to the others based on their beliefs. This system will thus allow you to have each player decide what they want, with the majority option winning. However, in some situations, choices are different. Some characters may have different levels of say over a situation; some will be forced into choices based on the choices of others; some have choices unique only to them that, when chosen, will result in a different outcome than normal; some, in some circumstances, can only actually make one choice, while the others have multiple. It can be sort of complex honestly.

A lot of choices may have less influence on story and more influence on gameplay; say, a choice of how to treat any recurring bosses may influence either how many times you end up meeting them or if certain players receive stat bonuses for doing other things; it's all sort of weird.

No matter what, though, there are only a few choices that directly effect which ending you get. Others are just for fun, experience, or gameplay development. Needless to say, though, the choices that majorly effect the story are played up so that the effect they'll have is obvious.

KARMA Bar
KARMA, as a mechanic, is pretty simple. You do good things, you get recognized as a good person. You do bad things, you get recognized as a bad person.

Good Karma might seem like the tougher road, but it helps a lot to have access to nicer, more merciful enemies and more item shops giving good prices. Bad Karma means that none of your enemies really respect you, and most anyone who would sell anything to you or be your friend doesn't want to do that.

If Raskova is a party member, she'll always be an encouragement for the others to gain good KARMA. Raskova, of course, doesn't have to join your party right away, though, so you can get away with bad things if you choose to wait to have her around. But be careful: keeping KARMA levels as low as possible will make Raskova never want to join your party...

Candy Spots
There are a fair number of sugary-foods-selling establishments known as Candy Spots. What function do they serve? At first, it's only function is that it increases Dolce's stats when they visit Candy Spots (each time they enter a candy spot it engages a cutscene that signals this has happened), and later it starts to effect gameplay notably-- making Dolce noticeably more powerful, but causing the rest of the party to have to go through some areas without Dolce. If taken to the extreme, it starts to effect the story...

If your KARMA Bar gets too low, you can't keep going to Candy Spots; they don't really want to serve criminals...

Consumables
Healing or buffing items may vary from one character to another. While spells that heal or buff should be solid across all characters, some of the consumables don't always have the same effect.

For instance: there are several instances in which you can get "Potions" throughout the game. Red Potions increase attack, Green Potions increase speed and dexterity, and Blue Potions heal... well, not really. Those "Potions" are actually Kool-Aid, grass and veggies mixed in a blender, and colloidal silver, respectively. None of that stuff is really magic-- also, drinking too much of it might be bad for your health! The only way it might work is if the placebo effect works on you. And, although Ioanna, Raskova, and Dolce know the truth about that stuff, Martin can be gullible enough to believe it and stubborn enough to not listen to anyone who tells him the truth afterwards. So, drinking that junk actually works for him.

For the others, things that heal them or increase their stats might be actual healthy substances; or maybe it's things that remind them what they're fighting for.

Possibly Overly Spoiling Content
Some things that I'm not 100% cool with putting out on this page, in case 1. This actually ends up going somewhere and 2. People care enough to want to not be spoiled too much of the content
 * Bosses
 * Dialogue Dump