ULTIMATE QUESTION: MARTIAL ARTS HERO

What is a hero?
In a world where martial arts-- among other things --can make one superhuman, things can go wrong very fast. Those with the potential can keep the peace... or they can use their power to fester chaos.

Villains, monsters... even mercenaries and insurgents; someone has to defend the weak from them.

And that's where heroes come in. The Hero Association, an organization backed by the United World Government designed to register, aid, and deploy heroes to fight against the threats of the world. Not to mention, rogue vigilantes who do not align themselves with the Hero Association for whatever reason, and even mercenaries or insurgents with the correct motivations fight against beings of terror.

No matter who you exactly are, one thing is certain: you have the power to change the world.

FIGHTING STYLE

Imagine a pentagon or a star used to show parameters: every fighter's style can be broken down into ranks put into the following categories. You have 5 points to spec into the following categories in any way you like; every point represents 20% of your focus, allowing you to use any style over the flow of combat as it becomes most effective, your talent in it being decided by your investment. Do not worry yourself about making a choice that is wrong - every combination of points is equally viable. Simply choose what's best for you.

  • [Rushing Waves]
    Fury. Silent or growling, fury is still fury, and fury is what drives you against your opponent. You must always keep up an offensive, never let your prey breathe, never let them think. This furious, unrelenting drive is considered simple by many, and simple it is. Your ancestors employed this very technique to drive their prey to exhaustion. The fury of rushing down your opponent until they can no longer keep up with you is simply human nature.
    With every punch, elbow, knee, and kick, you will unrelentingly break down your opponent until nothing is left. You must always stay on top of them, making their air your own.
  • [Mountain Hold]
    The mighty iceberg is not the flowing river. As the river erodes the canyon over thousands of cuts, the glacier crushes and eats it away. Yet it was not the river that sunk the Titanic. Your slow, unending advance marks your opponent's end. No matter how long it takes, with every perfect opening, you'll take time from your opponent. You need the endurance, skill, and strength to both never cease your search for and capitalize on a window to teach someone the meaning of violence.
    Grabs, holds, or an attack that is almost impossible to defend against are the tools of your trade. Lacking in range and speed, their unbelievable power makes up for what they do not have.
  • [Flashing Spear]
    Do you know why martial arts are called what they are? It's because they truly are an art. And as the mediums of art blend and mesh together, it is no wonder that fighting has became a dance to some. The ultimate goal of subjecting your opponent to your song is make them dance to your tune. The teaching of the assault and the retreat characterize this fighting style's approach to war. Flashes of violence stopping so suddenly, as if death itself has taken them, before beginning anew, over and over again.
    Range, speed, and simplicity is the prime function of this artform. Swiftly weaving into your opponent's range to poke them just enough, and then retreating to find a moment to poke them again with your proverbial spear.
  • [Illusory Intent]
    To some, only an idiot fights the battle before winning. Before fist goes against fist, mind goes against mind. And even as fist goes against fist, mind must never stop subverting mind. You force your opponent to think; wasting precious power on your games, finding themselves caught in your trap. Question after question, decision after decision, your foe should answer wrong again and again and again. And it becomes oh so hard for a rat to free themselves from a trap.
    The unreadable fist and feint are yours.
    Stances with infinite options dictate your power.
    You have the strings to pull a puppet along, forcing them to flip a coin; betting for their life.
  • [Turtle's Teaching]
    The turtle states that the ultimate offense is the ultimate defense, and the ultimate path to victory is the fortress blocking off defeat. Watching, waiting, weaving, your opponents play to you. They test every key they make against your lock, and find that each one breaks in an attempt to reveal you. The beach does not cry as the waves break against its shores, and neither should you.
    Evasion, counters, parries, reach... the ultimate tools to deny your opponent's offense. And they are your tools to build an impossible wall with. From the ultimate guard to the ultimate dodge, your wall will become unscalable with perfection.

TRICK UP YOUR SLEEVE

You may select one of the following options.
Lab-forged abominations, ancient walking disasters, mutatated calamity, otherworldy interlopers, demonic tyrants... All of these and more bring strange challenges to battle, and you have to compete against them. To that end, you very well may have an ability of your own to turn the tides.

  • [None]
    You have no tricks. You need no tricks. The only thing seperating you from the average naked man is strength, speed, skill, and drive. And that is all you need to triumph against your rivals. Pure, unadulterated, superhuman power.
    This option grants 9 Fighting Skill points.
    You can't pick other Trick Up Your Sleeve options.
  • [Impossible Skill]
    You have left humanity behind; your body the envy of many. Something about you has been enhanced to a nigh-supernatural level, and your fighting style utilizes this feature as a trump card. Skin that seems to never break, jaws that bite through steel, muscles that allow you to reach your maximum velocity in a split second... one tool such as those is your prized possession. Whatever it is, it's quite simple in nature, but incredibly effective. Not only that, it's very free to use and could be hard to ascertain mid-battle. Maybe you were born with it, or maybe you somehow conditioned it into existence.
  • [Hidden Weapon]
    Why should battle be done with just your fists? Why not utilize an instrument of battle? When it comes down to it, you're not going to let something like the idea of an old-fashioned brawl get in the way of your desires, would you?
    You have the skill to use a weapon of some form- daggers, batons, darts, poisons, grenades, pistols, banana peels are just a few ideas. Moreover, you can even use blades or guns if you see fit. You have the ability to produce more of your tools in your downtime, and the Hero Association or any other organization backing you (if applicable) will help provide materials to produce them. Most people typically just choose one type of weapon to use and specialize in.
  • [Qi Manipulation]
    The greatest secret of the Sinosphere's martial arts: the maniuplation of qi. Also knows as chi or ki, it is vital energy; the breath of the life. With the rise of heroism and monsters, it has become more widespread in teachings, but only those with great potential can use it to its fullest. The usage of qi grants simple but extraordinary powers. Augmenting how long you can hang in the air, tossing opponents in bizarre ways with but a touch, guarding with perfect timing to prevent damage, and the usage of qi itself as a projectile are the highlights of qi manipulation. Other bonuses include the fact that your actual physique becomes irrelevent to how well you can fight, and your age won't impact your performance. Your qi projectiles are simple; they do not burn or freeze, they merely do damage and move until they make contact with their prey. The only differences between projectiles are ease of use, power, speed, and range, but do not be fooled; you'd be surprised at just how much they vary in these values between different practitioners, and even among the variety an individual can use if they train enough.
  • [Ancient Secrets]
    Do not be fooled; the manipulation of qi is an ancient secret. However, it is specific, and far more common than others. This option shows that your secrets are even more mysterious and far more esoteric in their effects; and as such, it is hard to pin down exactly what it does. You have one particularly weird power or gimmick; commanding forces of wind that push and pull your opponent into unfavorable positions, controlling snaking fire to burn your opponent from multiple directions, encasing them in a block of ice to open up new options while they break themselves out, turning your nails into the long claws of a monstrous beast, or even teleporting a through space... whatever it may be, it's sure to turn the tide of battle. The only limit is that your gimmick is not overbearing; for a weapon, it can be blocked or avoided in some feasible way by any fighter. For a tool, it is either costly to activate with immediate consequences relative to its strength like draining a limited pool of energy that refills over time or it leaves you wide open.
  • [Who the hell let you be a hero!?]
    Your existence proves one thing; being a human is not a requirement for being a hero, and it certainly isn't one for being a monster.
    You are a literal feral beast of some sort; bear, kangaroo, gorilla, or some other animal that can fight on two legs and is roughly the size of an adult human... is the norm for this option. In truth, any feral beast qualifies. Tiger, bull, elephant, dinosaur; it is irrelevant what you are when it comes to power. You can understand human speech, and may be able to communicate in human language just as well.

FIGHTING SKILL

You have a baseline of 24 points to invest in the following skills. You may have more or less depending on other options you took. A maximum of 6 points can be invested into each skill. Each point makes you roughly 20% better in that category, going up to a 120% increase.
Some skills have unique subskills that you can purchase with 2 points each - purchasing a subskill requires at least 2 points in that skill to be invested beforehand.
A few skills are unlocked by a Trick Up Your Sleeve option.
Keep in mind, you have a baseline ability in all of the following skills (this does NOT include subskills), except for ones that are unlocked by a Trick Up Your Sleeve option.

  • [Dash Mastery]
    Speed is not to be underestimated. Dash Mastery involves the control over short bursts of speed in any horizontal direction, such as using them in combat, but typically for evasion or closing the distance with an opponent, as well as your general manoeuvrability on land. The more you invest into Dash Mastery, the faster you are and the more control you have with your dashes.
  • [Fast Strike Mastery]
    Fast Strike Mastery involves your skill with flurries of precise blows that have to do more with your dexterity than your strength. The more you invest into Fast Strike Mastery, you'll be able to make faster, more precise, and overall deadlier strikes.
    • [Crumple Blow]
      By cleanly landing a precise, focused attack, you can stun an opponent, blanking their mind and opening them up to a savage follow up. Starting up this attack will cause you to be wide open, but it's incredibly rewarding if you can land it.
  • [Heavy Strike Mastery]
    Heavy Strike Mastery involves your skill with slow, brutal blows that rely on pure force. The more you invest into Heavy Strike Mastery, you'll be able to make stronger and more domineering blows that demand your opponent to respect their use. This does not combine with Fast Strike Mastery; you can make Fast or Heavy Strikes at one time, not a strike that includes the properties of both skills.
    • [Fortress Offense]
      By tightening every muscle in your body, you can unflinchingly strike with a powerful blow. This is a powerful option that can be used in many situations, but is ultimately tiring to use, and you'll be left vulnerable for a split-second after using this.
  • [Feint Mastery]
    Feint Mastery involves your skill with misdirection and clouding your movements. Predictability can mean life or death, and some fighters have taken measures to minimize such a thing. The more you invest into Feint Mastery, the harder your feints will be to read, and the easier it will be to read your opponent's feints.
  • [Instinct Mastery]
    Instinct Mastery does not involve any one skill; it is a loose collection of numerous skills. Investing into Instinct Mastery will give you information about those you fight; almost like you can feel an invisible health bar related to how much stamina your opponent has, or immediately knowing when they use an attack that you can't block and have to dodge. The more you invest, the more precise this information will be.
    • [Rhythm Flow]
      You utilize a rare technique seldomly seen through out the fighting world; you fight along to a rhythm in your head. As you match the rhythm that you set for yourself, you'll find your attacks and other techniques seem to be stronger. However, this is mentally taxxing, and an aware opponent could take advantage of your predictability.
    • [Snowball Flow]
      The better you do in a fight, the better you'll continue to do. You'll 'enter the zone' as they say, becoming more and more aware of your opponent's weakness as you exploit them. This doesn't help find an advantage in the first place, and you'll lose your benefits if you lose the advantage, but widening a 51/49 odds match to 60/40 and then 70/30 is undeniably effective.
    • [Charge]
      In exchange for being upgraded in efficiency, you now need to 'charge up' your techniques. Every technique you use now requires a moment of mental preperation and an obvious tell before you can utilize it. While some might see this as a perk and then a drawback, others know that this obvious tell can actually be useful in terms of mindgames; especially if you merely throw out the tell at random.
    • [Awake]
      You gain access to a new technique; while using it requires some resource like your stamina or difficult requirement to be met in the heat of battle, it greatly increases your capabilities for a short time. Having a Trick Up Your Sleeve option will allow you to be more creative with this technique, although a basic battle trance or berserker state is also an option.
    • [Resist]
      This is a defensive ability; the more you get attacked relentlessly without having an option to escape, the less damage those attacks will do as your body instinctively tenses and adapts to the stress. Although your body will relax upon the 'combo' ending and you can give a response to the damage you've taken, losing the resistance you've gained, this option can help you last much longer against opponent's known for relentless assaults.
    • [Closer]
      You gain a technique that can only be used under extreme circumstances, when both you and your opponent have been pushed to your limits. This technique WILL immediately end the fight in your victory... if it lands. It has an obvious tell before it is used, and isn't particulary too difficult to either dodge or block. If you fail to win with this technique, you'll be wide open, and you only get one chance to use it before having to rest to make the technique usable again.
  • [Acrobatic Mastery]
    The vertical equivalent to Dash Mastery, Acrobatic Mastery involves your manoeuvrability in midair. Investing in Acrobatic Mastery will let you jump higher, faster, and more precisely, as well as helping you contort midair. It also helps you with landing.
    • [Flying Chase]
      While everyone can batter and assualt their opponent in midair, you are an expert beyond experts. Gravity seems to cease as you relentlessly damage your opponent, juggling them as long as you can keep up your offense.
    • [Aeiral Dash]
      You have a spectacular abiiity; you can propel yourself in any direction midair, the same way as if you were to dash on the ground. This scales off of Acrobatic Mastery and does not get enhanced by Dash Mastery.
  • [Evasion Mastery]
    Evasion Mastery involves your ability to sidestep and twist around attacks. Anyone can step away from an attack, but it takes another set of skills to ensure that you aren't hit while doing so. Investing in Evasion Mastery will improve the distance, speed, and effectiveness of your dodges. It will also help you capitalize on the opportunities a well-timed dodge would give you.
  • [Fast Grab Mastery]
    Fast Grab Mastery involves your skill with speedy and easy to land grappling techniques that aren't particularly damaging but fast and free to use. The more you invest into Fast Grab Mastery, you'll be able to make faster, more precise, and overall deadlier grabs. It's also easier to perform grabs and holds that lead into other techniques with investment into this skill.
    • [Flying Throw]
      While anyone can peform grabs and throws in midair, you are an expert on them. These throws are usually not complex and simple in nature with simple purposes; however, if combined with Flying Chase, these grabs can become far more complex and varied in their uses.
  • [Heavy Grab Mastery]
    Heavy Grab Mastery involves your skill with slow, amazingly powerful grappling techniques that are incredibly rewarding but even more difficult to land. The more you invest into Heavy Grab Mastery, the more terrifying and decisive your throws will be. This does not combine with Fast Grab Mastery; you can make Fast or Heavy grabs at one time, not a grab that includes the properties of both skills.
    • [Cargo Hold]
      A technique rumored to be developed by an actual gorilla, this skill allows you to perfectly restrain and manipulate your opponent while they are in your grasp; although they will eventually break free if pulverization does not occur in a timely manner, you can use the opportunity and time to change both of your positions with amazing proficiency. While this may not seem too useful at a glance, positioning can make or break a victory when powerful throws are involved.
  • [Counter Mastery]
    Counter Mastery involves your skill with punishing and countering different offensive techniques your opponent can use, typically with bait techniues that require your opponent to initiate an attack to utilize the reversal to its fullest. The more you invest into Counter Mastery, the less your reversal techniques will leave you open if they fail to work as intended, and the more powerful your counters will be. Can be combined with Feint Mastery for devastating effect.
  • [Siege Mastery]
    Siege Mastery involves your skill with punishing defensive techniques, and particularly guarding. The more you invest into Siege Mastery, the easier you will find it to force them to keep guarding and be unable to exploit openings in your assault. Even if they defend completely against your offensive, you will find it easier to retreat.
  • [Close Weapon Mastery]
    Close Weapon Mastery involves your skill with the manipulation and control over melee weapons, which is considered anything you use to attack that you can't be damaged by the opponent attacking it, but also isn't a projectile. For instance, an opponent having an opening to strike your wrist when you miss would damage you, but if you attacked with a baton and that was all they could hit due to the extra range, it wouldn't. The more you invest into Close Weapon Mastery, the easier you will find it to use and manipulate melee weapons you utilize in combat. This requires one of the following Trick Up Your Sleeve options: Hidden Weapon, Qi Manipulation, Ancient Secrets, or an option boosted with Technological Wonder if that Standing Out option is taken.
  • [Range Weapon Mastery]
    Range Weapon Mastery involves your skill with throwing and projectile weaponry. Projectiles are often weaker than just attacking head-on, but the range is immense and the pressure they grant are immensely useful. The more you invest into Range Weapon Mastery, the easier you will find it to aim and use projectiles you utilize in combat. This requires one of the following Trick Up Your Sleeve options: Hidden Weapon, Qi Manipulation, Ancient Secrets, or an option boosted with Technological Wonder if that Standing Out option is taken.
    • [Confirm Chase]
      This grants you the ability to relentlessly utilize your projectiles; you are especially adept at using them to continually harry your opponents. It's not unreasonable to assume that you'd never even have to touch your opponents once to defeat them, merely relying entirely on projectiles. This costs 6 points instead of the usual 2.
  • [Trap Mastery]
    Trap Mastery involves your skill with setting and using weaponry for the purpose of traps, such as caltrops or mines. These are generally clear to see, but can be used to greatly control the area you fight in. The more you invest into Trap Mastery, the easier you will find it to utilize traps you set in combat. This requires one of the following Trick Up Your Sleeve options: Hidden Weapon, Qi Manipulation, Ancient Secrets, or an option boosted with Technological Wonder if that Standing Out option is taken.
  • [Guard Mastery]
    Guard Mastery involves your skill with blocking and guarding attacks. The more you invest into Guard Mastery, the easier you will find it to block and the less damage you will take through bracing against attacks.

STANDING OUT

  • [Magician]
    You may select another Trick Up Your Sleeve.
    This costs 6 Fighting Skill points. You can't select None or take this option if you have None.
  • [RPS]
    Pick one Fighting Style type you have an advantage against, and then pick one you have a disadvantage against. While the advantage or disadvantage won't be overwhelming, it can definitely be a tiebreaker.
  • [120%]
    You gain another point to add into the Fighting Style category, but you can only use this point if you have put the rest of your points into one type. This represents the ultimate overspecialization, and every advantage and disadvantage that comes with it.
    This costs 4 Fighting Skill points.
  • [Technological Wonder]
    For Impossible Skill and Hidden Weapon, you derive your skill from a cybernetic enhancement, and your weapons can be futuristic in nature. Your Impossible Skill can now be something along the lines of jet boosters implanted into your body or prosthetic body parts you can remove at whim, and your Hidden Weapon can be something like a compact grenade launcher with liquid nitrogen rounds, a hardlight blade that comes out of a mechanical hilt, or powerful steroids you can use mid-fight.
    For Who the hell let you be a hero!?, your animal form can now be a scientifically created mutant chimera, such as a hideous fish-man, or an extinct creature brought back to life. You can combine your two new options, such as a hideous velociraptor-man.
    You have slightly higher maintenance costs.
  • [Super Genius]
    You are more than just strong; your mind is capable of many things, and that very well be the source of your strength. Literally; via a mech suit, steroids, or some other enhancement, you fight on in battle. Being a Super Genius gives access to many weird and strange tricks to employ, especially in regards to training, but you'll never quite reach the same raw power as your peers, whether by creation or your own modification; anything you create could be rivaled by someone with enough training. But the mind is something that can be trained, as well; enough discipline, and your creations may very well be unstoppable. Of course, you also excel at aiding your allies, with specially designed training devices, and medical knowhow.
    This costs 8 Fighting Skill points.
  • [Skipped Leg Day]
    You have neglected the use of either your arms or legs - as such, your fighting style completely excludes them. You may be a fighter who exclusively boxes, for instatnce.
    This grants 4 Fighting Skill points.
  • [Monster's Aura]
    You have the air of a fighting demon. This has a few pros, but many cons. Opponents much weaker than you or ones with a weak spirit can be paralyzed with a glance, as your pure killing intent overwhelms them. Of course, this aura isn't exactly something you can turn off, and will make you a sort of social pariah. If terrorizing the weak makes up for every cashier for the rest of your life stammering as they give you your change and never being invited anywhere ever, then go for it. If you're a villain or monster, you likely see no issue with this.
  • [Flashy Taste]
    You possess an uncanny ability; no matter what you wear, you will be able to fight at your maximun aptitude. Long hair, tight clothing that shouldn't allow movement, capes; all these and more are within your grasp, and somehow won't hinder you in a fight at all. You can even not tear anything you're fighting in! Unfortunately, you are also cursed with being a diva - it will take you some time to pick out anything to wear, every day. 30 minutes at LEAST will be spent as you try and find something to wear, as you agonize about what is currently in style and whatever colors are in this season. This will happen anytime you go out, too - it's not limited to just happening once per day. You also can't stop yourself from collecting outfits.
  • [Mentor's Air]
    There's just something about you that attracts plucky wannabes like moths to a flame. For whatever reason, you often come across young heroes (or villains, according to your role) who are in dire need of direction - and you have an eye for potential. While most of them are middling in potential at best, a few unpolished gems you come across could actually be terrifyingly powerful fighters if they get a little push (...ok, probably a huge push) in the right direction. You also gain the ability to tell what could help them in their training that would be obvious to anyone seasoned, and what they really need to improve on. Such a gift comes at a cost; the fate of the mentor is a dangerous one. Your plucky pupils WILL cause problems and WILL need you to help solve them. Even if you don't want to and decide that they are better off dead once an inevitable vendetta falls against them, you can still be targeted just by association. Sometimes, a pupil can become a problem that needs solving.
  • [Dietary Devil]
    You glutton! How much damn food do you need to eat!? Ugh, twelve bowls of whatever food they're serving today? Show some restraint! The buffet's gonna ban you!
    Anyway, you eat a lot. There's not many benefits to this, but there's a few? No matter how much or how little food you have in your stomach, your fighting prowess won't be affected. You won't even spit up your lunch if hit in the gut too hard! The other benefit is that you'll probably crush any eating competition you enter. The downsides are that you eat a lot (duh), and you're also hungry pretty fast after you eat. Good chance you'll be either hungry or eating a good percentage of the day, which will be annoying. You'll probably destroy the toilet. All that food you eat doesn't really give you any extra energy, either, because of how fast you digest it...
  • [Fated Rival]
    What is a rival, but a pitiful pile of nuisances? Your rival will be there for you. Not in a good way. Whether they win or lose, at every turn of your life, your rival will be doing something bothersome. It doesn't even matter how friendly you are with each other; you can hate one another's guts or be best buds, you can even be romantic, it's irrelevant. They will be annoying. They'll often piss you off by either showing you up or getting in your way, even if they didn't mean to.
    Till death do you part.
    "Where are my benefits...?"
    Pfft.

Encouraged to be another build in multiplayer!

  • [Brand Deal]
    It's genius, why didn't you think of it sooner!? An UPSTANDING business would obviously pay you to wear their logo while you perform acts of HEROISM! I mean, at least millions can probably be made off of toys in your likeness! You know how much advertising you could be worth? A lot! They might not even care if you pop a head off... depending on your previously cultivated image.
    Of course, there's a big issue. You, uh, need to be a hero for this. It's a bit hard for a villain or monster to cut a brand deal. Vigilantes, mercenaries, and revolutionaries will likely see some controversy, but will have an easier time than the former.

ROLE

So... what are you, anyway? Hero? Villain? Or something in-between?

  • [Hero]
    Simply put; you are a hero. Working for the Hero Association, and ranked from S to C based on your popularity and strength, you are by default an S or highly ranked A hero. Your duties are simply to protect the populace against any and all threats; natural disaster, terrorist attack, city-stomping kaiju, alien invasion... and, of course, thwarting a villain's schemes. The Hero Association expects you to act with virtue, and will rescind your title and brand you as a vigilante or villain if you work against their guidelines, but it is generally a just organization with low corruption that works in the best interests of the populace.
    The United World Government has divided the Earth into 26 Territories labeled from A-Z, and heroes typically defend their home territories, but it's not even uncommon for heroes to be sent to other Territories to combat threats.
  • [Vigilante]
    You are a vigilante. Due to disagreements with the Hero Association, or crimes you've committed, or lack of interest, you do not work officially. Of course, you still do hero-work in the sense of combating threats to the public, but heroes themselves may attempt to stop you, as you are officially considered a lawbreaker. This obviously does depend on the scale of your crimes; a vigilante who kills innocents and causes massive unnecessary property damage in their efforts will be treated quite differently from one who is just a normal yet powerful person who steps in to fight for the innocent at times that isn't a formal hero.
  • [Villain]
    You are a villain. No matter what your motivations are, you cause havoc, destruction, and pose threats to innocents along the way. For that, you will be opposed by heroes. Your villainous schemes and acts are illegal and harmful, and you may even be part of a villainous organization. Several exist, ranging from those bent on domination, those concerned with profit, and then those with more philosophical goals. You may believe the line between villain, mercenary, insurgent, and even vigilante or monster thin, but it exists. Then again, it also doesn't particularly matter that much.
  • [Monster]
    You are an abomination; specifically, you're a creature with the goal of mass destruction, even if human. Many monsters are inhuman, of course. What sets monsters apart from villains are genocidal, immensely destructive tendencies. A villain wants to rule over the world, while a monster typically wants humanity, or at least civilization, extinct. A Monster Association ruled by the mysterious Monster King exists, and they have their own rankings: from Dragon, to Demon, to Tiger, to Wolf. You would be a Dragon or powerful Demon in terms of strength. Although not all monsters are shakily allied with the Monster Association, and some form their own, it is certainly the largest gathering of them.
  • [Mercenary]
    You are a mercenary; you merely work for whoever rewards you what you want. One day you may be hired by a villain, the next an insurgent, and the next you may be hired by a wealthy business or even the United World Government if they're desperate enough. With no particular allegiances, you could find yourself on the same side of anyone, though heroes and monsters usually requiring your services only in dire circumstances for them, the former due to any illegal actors you aid and the latter due to wanting you dead on a typically personal level. Being a mercenary who only works in line with the law as a bodyguard or security is also totally possible, of course, and you'd find yourself getting along much more heroes. You also could be a staffed member of the United World Government itself.
  • [Insurgent]
    You are an insurgent. You fight for an entity that seperates itself politically from the United World Government, likely a state that wishes to establish independance. Quite a few of these states exist, and they're generally considered a headache for everyone involved. You are not necessarily a bad person for being an insurgent; heroes being deployed to fight them are rare, and only if they are actively posing a threat to the public... though the definition of that varies from person to person. Not to say that insurgents that are essentially terrorists or violent villains don't exist, and heroes definitely fight against those. For offenses against 'peaceful' insurgents, the United World Government's forces deployed to deal with them would be mercenaries or their military. In terms of villains and monsters, you'd act as a hero for your state against them, protecting the public.

IDEALS

You have a reason to fight; everyone does. What is it?

  • [Fame, Fortune]
    Be it a golden estate or your name up in lights, you fight for material gain. This is nothing to be ashamed of; after all, who doesn't want a life of luxury? Perhaps you want a collection of the finest art or the finest cars. Maybe you don't want a life of luxury; you simply want to raise money for a charity or cancer treatment. Either way, being a popular hero or infamous villain is a sure way to make this a reality.
  • [Proving Yourself]
    Nothing matters, other than one thing; strength. And you can't have true strength unless you can confidently call yourself the strongest. It doesn't matter why you took up a cape; the end goal was to fight the strongest, and being backed by a government could make that happen. Take care, though. If you were to look ahead along the road to the title of the strongest, what would you see?
    A finish line? Or a mirage?
  • [Insanity]
    Simply put, there's something wrong with you. You're fighting for something that the average man would never even guess, and would likely have medicine prescribed for you if you ever told a therapist. To kill, to be killed, to torture, to be tortured, to rape, to be raped... whatever horse you rode in on, it's not a pretty pony. Well, maybe you think that by valiantly showing your strength to the sky gods, cupcakes will gently rain down on all the good little children.
    That pony's... considerably less bad.
  • [Finding Them]
    You're not just on a quest; you're on a hunt. Maybe your brother set out on a quest of discovering strength, and you hope to draw him out with your deeds. Maybe the villain who murdered your mentor or gave you that burning scar is still out there, and you need to serve him your vengeance with government backing. It could be that you're just looking to get close to someone in your 'profession', and this is your cover. Maybe it's not even a single person you're looking for; perhaps a cabal of assassins is your prey?
    Either way, the story of this hunt could be bound to end like all of the greatest prowls: fang to fang.
  • [Gladiator]
    You're not really here on your own accord. You're a slave, forced to fight hero, villain, or whatever else for whatever purpose those who force you have in mind. Maybe you were blackmailed into service to give money to those who hold something or someone dear to you. Perhaps you were a company product born in a vat; fighting is literally what you were made for. Either way, freedom from your chains may be in the cards for you. How could a puppet be strong if he can't cut his own strings?
  • [An Idealistic Core]
    What you want can't be bought with money; you require something that can only be gained through fighting for your ideals. Maybe you just wish to learn from your fellow competitors - there's no one better to teach a fighter than a fighter. Your ideal being simply to grow as a fighter or just have a good fight, with everything else simply being nothing but a preferable means to an end. Of course, you may seek something else that could only be gained through influence. If you have a disease incurable by modern man, perhaps some defeated villain could give you a remedy? Or maybe you're in search of one of the most powerful weapons in the world?
    Alternatively, what if you just want to change the world, and have to sit at the top to do so?
  • [The Right Thing To Do]
    Why do you perform your acts? Simple: it's the right thing to do. You don't need to be stronger, you don't need money, you don't need fame. All you need is the joy from knowing that you helped someone. Hero, vigilante, or even revolutionary, you perform your acts because it works for your code of what good is. Perhaps your morals are twisted and warped, and you're closer to being insane; but does that really matter? Who's going to tell you that the sky isn't red when you're the only one left standing?
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Pub: 03 Feb 2026 06:03 UTC

Edit: 03 Feb 2026 09:54 UTC

Views: 276