Dr. McNinja

Dr. McNinja

Kills with one hand, heals with the other
Level 6
Level 5
Joined
Jul 31, 2018
Messages
121
Awards
2
Essence
€19,945
Coin
₡39,800
Tokens
11
World
Erde Nona
Profile
Click Here
DMoversized1_dde3c946-ba28-4c20-b261-50fdbe6856d9_large.png


Character Name:
Dr. McNinja
Character Source: The Adventures of Dr. McNinja

Spent Essence: 16,650
Spent Coin: 15,600
Affinities: Gifted, Specialized [Ongoing]

Character Behavior: Lighthearted Acrobat.
Doc likes to keep things upbeat, quipping often and rather easily distracted. If faced with a horrifying situation, Doc would most likely crack a joke about how scared he is.

Doc’s fighting style is best described as Acrobatic. He prefers the stealthy approach, but once the fighting begins, Doc can be seen doing complicated backflips. He moves with great speed and agility, hitting his foes with great precision from odd angles.

Items:
- Dr. McNinja’s Clinic: Lvl 3 Base
- Jar of Dirt (Relic)
- Fire Flower

Influence
- ARC [+3]
- City of Hope [-3]

Master Skills:
Skill Group: ALL BUT ONE PHD (800 Essence)
Thanks to the clone of Benjamin Franklin and one minor time traveling accident, Doc was able to compile the knowledge and expertise required for almost every single PhD in the world, including the weird ones specific to his world (Occult Studies, Extradimensional Medicine, so on). He is missing Agriculture, though.

Master Skill Rank 8 [50]
-Medical
-Humanities/Science (Biology)
-Research/Investigation
-Rituals/Arcana
-Subterfuge

Master Skill Rank 8 [50]
-Humanities/Science (Engineering)
-Humanities/Science (Linguistics)
-Humanities/Science (Education)
-Legal Lore
-Driving/Piloting (Stunt Driving)

Note: comes from the Gifted Affinity

THE STORY SO FAR…
1. Blood and Water
Dr. McNinja is hired by Ariel Pellbrook to cure her daughter of vampirism. The prime suspect is Ariel’s own son, Peter, who seemingly has become a vampire. Ariel’s other sons join Doc in the vampire hunt in a network of caves, but as the party gets closer, they start finding clues that don’t make sense together.

2. Flowers for the Dead
Peter gets used to his new life, but is afraid to confront his past or his future. Doc and Peter meet Daisy, and they are swept up in a deadly mystery. When Dr. McNinja is seemingly killed in an explosion, Peter must decide whether he needs to widen his circle of trust… or continue alone.

3. The Nausicaa Incident
Darkseid has attacked Opealon. Dr. McNinja (with some convincing) volunteers to join the medical team that’s tasked with evacuating the city of New Hope. But when he arrives, he sees the situation is much worse than he could ever imagine, and decides to join the fight. There, he meets many new allies, as well as an old enemy…

4. Advent Reunion
After the events of the Nausicaa Incident, Doc is one of the many heroes invited onto General Ezrihel von Althaus’ spaceship. After a surprisingly pleasant confrontation with the general’s security, Doc joins the discussion on forming a new team.

5. Most Prized Asset (Ongoing)
Dr. McNinja and Peter are called in to treat patients of an advanced biological weapon. Officially stumped, Doc finds that he has to confront the criminal who invented the gas: Dr. Caustic.

6. Dante's Abyss 2022
Dr. McNinja decides to join the deadly tournament known as Dante's Abyss. After wandering alone, he teams up with the likes of Slurt, Jester Lavorre, Riddick and Josuke Higashikata. After mercy-killing Jester, Doc inherits her weapon, the arcane gun Caster - unfortunately this gun is promptly stolen by Kefka. He joins the Suicide Squad to kill Saren, but falls in battle.

7. This Place is a Warning
After falling in battle, Dr. McNinja realizes his Jar of Dirt has been taken by Saren. He decides to go and retrieve it while Saren's defenses are lowered. He learns that his Relic has been taken by one of Saren's lieutenants, a Quarian named Laela'Yuri vas Marya.

8. Death Game Season 3
Peter Pellbrook attends Death Game. He is given a power suit, and eventually teams up with Chaos Agent Rory, the penguin - unfortunately, he falls in battle. He is revived by Dr. McNinja.

9. Vignettes from the Clinic
Short stories about the cast!

10. Haven Hauntings
Doc and Peter are called to investigate the strange incidents at the Haven Abbey.
 
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Dr. McNinja

Kills with one hand, heals with the other
Level 6
Level 5
Joined
Jul 31, 2018
Messages
121
Awards
2
Essence
€19,945
Coin
₡39,800
Tokens
11
World
Erde Nona
Profile
Click Here
ABILITIES

HE IS A NINJA (4100 Essence)
[Approved]
Agility (200) Rank 7
Modifiers: None

Endurance (100) Rank 7
Modifiers: None

Speed (200) Rank 3
Modifiers: None

Concealment (Sight) [100] Rank 7
Concealment (Hearing) [100] Rank 7
Modifiers: Ongoing [+0]

He is a ninja. Trained from a young age, Doc’s body is honed to perfection to evade the senses by 1) being hard to detect and 2) not being in the same place for too long. Furthermore, his physical body can go on for a long time doing inhuman flips and running. He can also move extremely fast in short intervals.

NINJA STRENGTH (800)
[Approved]
Damage (100) Rank 5
Modifiers: None

Move Object (100) Rank 3
Modifiers: None

While ninjas don’t have super strength, McNinja is also a doctor. With his martial arts training, Doc can do some impressive harm with just his unarmed strikes, and can pick up and throw 400 lb objects.

NINJA SCALPEL (350 Essence)
[Approved at start]
Damage [100] Rank 7
Modifiers: Removable [-50]

It’s a sword. Get it? Like most swords, it can be knocked out of McNinja’s hands.

HERITAGE NINJA STARS (300)
[Approved]
Damage [100] Rank 3
Modifiers: Ranged [+50], Ongoing [+0], Finite [-50]

Doc draws a pair of frozen shamrocks from his coat pocket, then throws them at a target. Surprisingly enough, they are razor-sharp, and as tough (and brittle) as metal. Even though Doc throws two at once, these makeshift shuriken are treated as if they are one projectile. The projectiles are cold and slicey, the worst of both worlds; if they land, they will cause the target to bleed AND take "cold" damage at the same time, doing damage over time. Doc has 12 of these shamrocks on him by default, leaving him with 6 charges of the Ability before he has to make/find some more.

GRAPPLING HOOK (425 Essence)
[Approved]
Move Object [100] Rank 3
Modifiers: Ranged [+50], Self/Other [+25], Removable [-50], Limited (Only on Solid Objects) [-50]

Flight [200] Rank 2
Modifiers: Removable [-50], Limited (Within 40 feet of something that can support Doc's weight) [-50]

A cable attached to a grapple, which Doc can throw. It can be thrown around an object, and move the object to the Doc, or move the Doc to the object. Obviously the target needs to be a solid object; if the object becomes not solid at any point, the cable will fall limp. While the cable can’t be cut easily, Doc’s grip on it can be removed with some ease. Despite how sharp the grapple is, it does no damage. It can lift Doc off the ground, but Doc needs to be within 40 feet of something he can swing off of.

WHERE THE HELL DID HE GO (750 Essence)
[Approved]
Teleportation Rank 3 [300 -> 750]
- Affects Multiple [+50]
- Limited (All targets must be “mundanely” unobserved; Target location must be somewhere that Doc feasibly can reach; Target location must have some sort of visual cover) [-50]
- Chaotic [-50]

The ultimate ninja trick. Doc can grab anyone within 2 meters and take them with him into the shadows. Seemingly instantly, they pop out of another location up to 40 feet away. There are limits, of course. Since this is an act of stealth rather than magic, Doc and his targets must be visually unobserved both upon entry and exit. Anyone with supernatural senses will sense Doc and his targets doing absolutely impossible feats of acrobatics to move to their destination, but will be unable to stop it due to their intense speed. To the mundane eye, however, Doc and his targets will have moved fast enough that it’s practically teleportation.

NINJA SMOKE BOMB (350 Essence)
[Approved]
Debuff Rank 5 (Obscures vision) [100 -> 250]
- Affects Multiple [+50]
- Indiscriminate [-50]
- Finite [-50]

Concealment Rank 2 (Sight) [100 -> 100]
- Affects Multiple [+50]
- Indiscriminate [-50]
- Finite [-50]

Doc throws a ninja smoke bomb at his feet, which covers everyone and everything in a 3 meter radius with vision-obscuring smoke. Though the smoke is normal, it follows cartoon physics, and unless someone has the Senses (Vision) to counter it, they will be unable to perceive anything inside the cloud. This works even in scenarios where smoke couldn’t exist! The smoke dissipates after a few seconds, allowing those affected to see what’s going on again. Doc only has four of these, and needs to restock after he uses them.

I AIN'T AFRAID OF NO GHOSTS (500 Essence)
[Approved]
Damage [100] Rank 5
Modifiers: Ongoing [+0], Activation [-50], Concentration [-50], Limited (Only While Singing the Ghostbusters Theme) [-50]

Debuff [100] Rank 5
Modifiers: Ongoing [+0], Activation [-50], Concentration [-50], Limited (Only While Singing the Ghostbusters Theme) [-50]

Doc starts humming the Ghostbusters theme, an unorthodox way of channeling his Kuji-In mantra. After about ten seconds of meditative humming, Doc suddenly slams his target with a glowing strike. The sheer amount of positive ki that Doc channels can render most people unconscious for up to 5 seconds, as well as sending waves of damage throughout their body.

DOC’S DEEP POCKETS (Healing) (1325 Essence)
[Approved]
Variable Creation [200] Rank 1
- Limited (-50) [Only Medical/Occult Items that fit in a pocket]
- Finite (-50) [Each repeated use summons a slightly less helpful object]

Healing [200] Rank 7
- Self/Other (+25)
- Ongoing (+0)
- Finite (-50) [Each repeated use heals the target less]

No matter how dire your injuries, if you’re alive, Doc probably has something in his pockets that can keep you that way. When asked, he will never reveal exactly what he has in his pockets, and nobody else seems to be able to find where they come from. Regardless, Doc can quickly analyze what you need, from band-aids to flesh regrowth serum, and can heal you. In fact, the healing goes on for a while - up to a minute! Unfortunately, Doc’s pockets aren’t infinite; the more medicine he pulls out, the less medicine he’ll have available until he restocks.

NIGHTSHADE STRIKE (500 Essence)
[Approved]
Debuff Rank 7
- Ongoing [+0]
- Weakness [-25] (Target has a nervous system)
- Removable [-50]
- Limited [-50] (Must be behind target)

Damage Rank 3
- Limited [-50] (Must be behind target)

Doc sneaks up behind a single target and strikes at pressure points in a series of quick jabs. This does significant damage to the target. If the target has a nervous system that Doc can take advantage of, then the target is immobilized to varying degrees. For a regular person, this coma lasts up to 8 hours, or until someone forces the target awake - a trained warrior, however, may resist and experience a lesser effect. Doc can only use this attack when he’s behind the target

NINJAS DON’T LOOK AT EXPLOSIONS (350 Essence)
[Approved]
Protection Rank 7 [100]
- Affects Multiple [+50]
- Limited (Must intentionally turn away from threat) [-50]
- Concentration [-50]

It is a well-known law of ninjutsu in Doc's world that, as long as you are facing away from an explosion, you suffer no damage from the deadly shrapnel or the heat. At worst, you get launched into the air. Dr. McNinja has worked on this concept, studying and breaking its boundaries. As long as Doc knowingly turns his back on any danger, through some miracle, Doc is much less harmed, despite having done very little to avoid or block the danger. If Doc is holding onto anyone as he does this, they also benefit from the same protection, as long as they are also faced away from the danger.

HYPERREALISTIC MASK (600)
[Approved]
Illusion (Visible) [200] Rank 4
- Transferable [+50]
- Ongoing [+0]
- Activation [-50]
- Removable [-50]

Dr. McNinja has an array of disguises. Where does he store them? Who knows? All that matters is that, as long as you wear the disguise the way he says to, you'll look exactly like... whatever your disguise is! It's usually something outlandish. That having been said, the disguises are pretty flimsy - any other senses will be able to determine you're wearing effectively a rubber mask, and once that's discovered, it can be easily peeled off by someone else. Furthermore, the disguises take upwards of 10 seconds to put on.

PAUL BUNYAN SERUM (1050)
[Approved]
Growth 3 [200]
- Self/Other [+25]
- Ongoing [+0]
- Ranged [+50]
- Activation [-50]
- Finite [-50]
- Limited (Only Usable by Organic Targets) [-50]
- Removable [-50]
- Side Effect (Frenzy) [-50]
=150

Damage 6 [100]
- Transferable [+50]
- Ongoing [+0]
- Ranged [+50]
- Activation [-50]
- Finite [-50]
- Limited (Only Usable by Organic Targets) [-50]
- Removable [-50]
- Side Effect (Frenzy) [-50]
=300

Move Object 6 [100]
- Transferable [+50]
- Ongoing [+0]
- Ranged [+50]
- Activation [-50]
- Finite [-50]
- Limited (Only Usable by Organic Targets) [-50]
- Removable [-50]
- Side Effect (Frenzy) [-50]
=300

Protection 6 [100]
- Self/Other [+25]
- Ongoing [+0]
- Ranged [+50]
- Activation [-50]
- Finite [-50]
- Limited (Only Usable by Organic Targets) [-50]
- Removable [-50]
- Side Effect (Frenzy) [-50]
=300

Dr. McNinja throws a specialized hair growth serum at a target of his choice (including himself). The target must then smear the serum onto their chin or some equivalent. The serum does not work on non-organic targets. It takes ten seconds for the serum to kick in. Doc has a limited supply of this serum, only having 2 doses at any given time.

After the ten seconds, the target grows into an absolutely colossal lumberjack, rising up to 20 feet. Their regular clothes are replaced by plaid and denim (usually a red plaid shirt and denim overalls, along with a beanie). Furthermore, the target grows a luscious beard. Otherwise, they look much the same as they did before. In this state, the lumberjack's strength is greatly multiplied, and their skin becomes thick to the point of becoming armor. This state lasts theoretically until the lumberjack dies.

There is a weakness, however. The lumberjack's abilities are removed quite easily by neutralizing their beard in some way, either by cutting it off, burning it, or whatever creative means you have to remove it. Furthermore, the lumberjack is usually put into a state of frenzy by how much uncut trees there are in the Crossroads. While the lumberjack still retains some intelligence, it is near impossible to stop the lumberjack from committing violence.

THE MUMMY'S CURSE (600 Essence)
[Approved]
Damage Rank 6 [100]
- Ongoing [+0]
- Chaotic [-50]
- Finite (one syringe) [-50]

Debuff Rank 6 [100]
- Ongoing [+0]
- Chaotic [-50]
- Finite (one syringe) [-50]

Dr. McNinja’s intimate understanding of medical science also comes from personal experimentation. As such, he has a bunch of purified samples of the Mummy’s Curse left over from when he sought a cure (turned out to be quite simple). He keeps one of these samples in a syringe at any given moment.

Once he injects a victim with the serum, regardless of their physiology, they are afflicted with the Mummy’s Curse. It seems to have little effect for a few seconds, but eventually the victim starts feeling a tingling pain in all their extremities. After a few more seconds, the Curse completely takes hold, and starts dissolving the victim slowly into sand and dust. The full dissolution process takes over a week, but that process involves lingering and ongoing damage. In some extreme cases, a strong enough impact can even knock off partially dissolved parts of the body. The rate at which symptoms appear varies pretty randomly from case to case.

In a mechanical sense, this Ability reduces a target’s Damage capabilities and their Endurance, while also imposing a devastating Damage Over Time. (The limb loss only happens with the target’s approval)

Doc only keeps one of these syringes with him, since it’s pretty extreme for him to use it at all. After he uses it, he’ll need to return to his clinic to fetch more.

SUMMON - SPARKLELORD, DESTROYER OF THE RADICAL LANDS (3850 Essence)
[Approved]
SUMMON (300)
Adaptation - 650
- Need to Breathe (200)
- Disease (50)
- Falling (100)
- Nonbiological Anatomy (300)

Damage [100] Rank 5 - 500
- Transferable [+50]
- Affects Multiple [+50]
- Chaotic [-50] (You ever tried running over someone with a bike?)
- Indiscriminate [-50] (Whoever you run over)

Protection [100] Rank 7 - 350
- Transferable [+50]
- Affects Multiple [+50]
- Chaotic [-50] (Sparklelord must orient itself unnaturally)
- Limited [-50] (Must be going slower than 30 mph)
- Side Effect [-50] (it’s unexpected and may throw off the rider)

Speed [200] Rank 5 - 1250
- Transferable [+50]
- Affects Multiple [+50]
- Ongoing [+0]
- Chaotic [-50] (Must slow down to turn hard)

Movement [200] (Riding on walls) - 200
- Transferable [+50]
- Affects Multiple [+50]
- Chaotic [-50] (VERY hard to steer, no hard turns)
- Limited [-50] (Must be moving at least 40 mph while riding Sparklelord)

Flight [200] Rank 4 - 600
- Transferable [+50]
- Affects Multiple [+50]
- Chaotic [-50] (Can’t change directions while in the air)
- Limited [-50] (Requires some sort of slope, even if not reasonable motorcycle ramp; or, must be on wall)
- Activation [-50]

A motorcycle. Well, an evil unicorn demigod trapped in the form of a motorcycle. The Crossroads isn't attuned enough with the Radical Lands to support Sparklelord's true form, so it transformed them into the closest possible thing - a white motorcycle with rainbow stripes along the side. While they appear to be a regular motorcycle, if a little queer-coded, they are supernaturally fast and powerful, as well as sentient. However, they're also intensely evil, and have a deep-seated hatred for Dr. McNinja, the Crossroads, and existence in general. Good thing they're under Doc's control! Right?

Mechanically, Sparklelord follows the rules of motorcycles in Dr. McNinja. It can move on its own. The motorcycle can take up to three passengers, if the other two people really squeeze in on it. A person can ride it at up to 105 mph seemingly indefinitely and unaffected by the weight of its passengers. However, when making hard turns or doing any complicated maneuvers, the motorcycle needs to slow down to at least 30 mph before doing so. Of course, like all motorcycles, the rider can be dismounted via any of the usual moments.

Furthermore, the motorcycle is able to ride on walls. While it does so, it cannot make any hard turns or do any fancy maneuvers and MUST be riding at least 40 mph. It can somewhat steer? But don’t depend on it.

While riding on the wall or riding towards a ramp, Sparklelord can launch themselves into the air at up to 70 mph. You need at least 10 seconds to prepare such an ambitious jump, however. You can’t change the direction or speed of your jump once you’re in the air.

Sparklelord, while they hate their riders, is actually bound to protect them. They will, when the rider is in imminent danger, occasionally do a sicknasty stunt to protect them. However, they do so without warning the rider, and therefore may throw off the rider by “accident”.

The bike itself can be ridden by anyone that Doc allows. When it collides with an object, regardless of its actual speed, the ramming speed will cause a moderate amount of damage. It’s difficult to aim, and actually colliding with something WILL cause a crash that can lead to unpleasant situations, but… you can do it?
 
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Dr. McNinja

Kills with one hand, heals with the other
Level 6
Level 5
Joined
Jul 31, 2018
Messages
121
Awards
2
Essence
€19,945
Coin
₡39,800
Tokens
11
World
Erde Nona
Profile
Click Here
SUPPORTING CAST

PETER PELLBROOK (He/Him)
7ma85LA.png
(This was a 1 hour sketch don't judge me)
Doc's 18-year-old secretary/nurse. Peter is a vampire, but instead of drinking the blood of people, prefers to drink from blood bags. He also uses water healing magic. Peter is a Timid Pacifist. Despite the MANY methods of harm at his exposal, Peter likes to keep to himself and stay out of trouble. In combat, though, he gets downright vicious. Upon touching his victims, he can absorb their vitality and leave them a rotting husk. Furthermore, as a vampire, he is incredibly strong, fast and hard to kill.

However, he is vulnerable to the many weaknesses a vampire has. For starters, if any grain is on the ground, Peter has to bend down and start counting and cannot do anything else until he is finished. He cannot cross any liminal spaces (doorways, hallways, some bridges) until he is granted permission to do so. Furthermore, Peter gets burnt by naturally running water and sunlight, and will vaporize immediately upon full, unfiltered contact. Peter doesn’t show up in mirrors or through a lens, like telescopes or photographs. Finally, when he gets the taste of blood, he loses control of himself and gives into his feral instincts.

FULL HISTORY (SPOILERS FOR “BLOOD AND WATER”)
Peter Pellbrook Jr., age 18, is the second eldest of five children. His father, Peter Pellbrook, nee Harrison, was a retired captain of a paladin squad, and his mother, Ariel Pellbrook, is the descendant of a long line of powerful hydromantic sorcerers. The Pellbrooks were closed off to most people, preferring to live in seclusion on a garlic farm. Despite the constant bandit attacks and EXTREMELY humble lifestyle, the Pellbrooks were happy.

Like his brothers, Peter Jr. was always able to cast some water magic - through lots of training, Peter became an expert of healing magics. The Pellbrook brand of water sorcery is very spiritual. They believe that their magic is like the tide - with every push must come a pull, with every yin a yang. Whenever Peter uses his magic to heal a subject, necrotic energy builds up in his body and must be expunged somewhere.

When Peter was 7, tragedy struck. His father was killed in a bandit attack in front of the entire family, including all the very young children. This caused scars in the Pellbrooks that would not be healed for over a decade, but in Peter, it ignited a desire for change. He challenged his mother at every turn, hoping to modernize the Pellbrook homestead to better secure their future. Though his understanding was limited (again, not much contact with the outside world), Peter’s thirst for technology could not be quenched.

So much so that, ten years later, Peter met a bandit leader named Walden Arbridge to trade. He snuck out of his house in the night and offered some of his services for money, so that he could go into town and buy a computer. But this was a trick. Walden kidnapped Peter and forcibly turned Peter into a vampire, and held him hostage for almost a month. Walden had the unique ability to siphon the past abilities of corpses in his possession, and since vampires are technically dead, Walden figured he could use a living vampire. He was obsessed with capturing a powerful vampire and keeping it alive in his cave so that he could use vampiric abilities without suffering the weaknesses.

It worked. Walden used Peter’s vampiric abilities and his natural affinity for water magic to wreak havoc around the countryside, even attacking the Pellbrooks. He knew that the Pellbrook women were more powerful water mages, and tried to infect their youngest daughter, Blythe, before he was chased off. Dr. McNinja, in an effort to cure Blythe of onset vampirism, was hired to kill Peter. Unbeknownst to the Pellbrooks and Dr. McNinja, the true culprit was Walden. Nevertheless, after a devastating conflict and the help of all of the Pellbrooks, Dr. McNinja freed Peter and killed Walden.

Unfortunately, while Blythe’s condition could be cured, Peter was too far gone. Stuck with being a vampire, but not wanting to harm anyone, Peter wandered the countryside for days before finding himself back at Dr. McNinja’s clinic. After a brief interrogation, Doc offered for Peter to live with him and work as his secretary.

Things have improved since then. Doc taught him how to properly use a computer and has consistently helped him with his condition. Thanks to a previous deal with the Arcadian General Hospital, Dr. McNinja gets a steady supply of blood bags, which Peter “eats” instead of hunting real people. If anyone complains about feeling unsafe about the vampire, Doc fiercely defends Peter.

In return, Peter loyally kept by Doc's side. It turns out he has a knack for organization and people skills, which Doc sorely needs. Though Doc is technically Peter’s mentor, Peter also acts as Doc’s voice of reason. Sometimes the vigilante physician acts like a petulant child, and needs a calm voice to center him.

DAISY SARASA (She/Her)
Princess.Daisy.full.3332827.jpg
(Art Credit: awawawa)
Princess Daisy from Mario. The ex-princess of Sarasaland, she was transported to the Crossroads during a sporting event. Seeing this as an opportunity for a fresh start away from the expectations of being a princess, she became a student at the University of Arcadia. Majoring in xenobiology, her main interest was recreating the unique "Power-Up" biology from her home universe. After these Power-Ups were classified as bioweapons (and therefore frowned upon), Daisy decided to grow them anyway secretly. After Punisher Toad stole some of these Power-Ups and began his reign of terror, Daisy met Peter. After a harrowing adventure (read Flowers for the Dead!), the two became romantically involved. Now she grows more Power-Ups, under Dr. McNinja's supervision and blessing, with the understanding that she will supply some of these for Doc's personal use.

SPARKLELORD, DESTROYER OF THE RADICAL LANDS (They/Them; It when discussing its role as a motorcycle)
QMsYaiR.jpg
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A thoroughly evil being, Sparklelord is an all-powerful anthropomorphic unicorn trapped in the form of a motorcycle. Sparklelord is a Nihilistic Mastermind. For complicated reasons, they hate all things that are traditionally “radical” - in other words, things that are interesting. They also actively seek the destruction of all things, but often hides their malicious intentions, convincing those around them that their evil actions are the right thing to do.

Though they have no autonomy, they will do whatever they can to cause as much chaos and decay as they can. Which, unfortunately for him, is not very much; their current form gives them precious little access to the awesome power they once wielded. They are capable of speech.

Sparklelord can’t actually move by itself while not attuned to a rider (usually Dr. McNinja). When someone attunes to it, however, Sparklelord becomes more powerful. It is able to perform absolutely sicknasty stunts, defying laws of physics. But when a rider becomes disconnected to it for whatever reason, it becomes a regular motorcycle again.

FULL HISTORY (SPOILERS FOR THE DR. MCNINJA WEBCOMIC)
In his homeworld, Sparklelord (then Sparkledancer) was a resident of the Sicknasty Ramp Woods before it was razed to make room for the Roller Coaster Railway. The King Radical at the time took pity on Sparkledancer and adopted him, eventually dubbing him Sir Hellacious of Hearts. But Sparkledancer harbored a deep hatred for King Radical, believing that the current regime had an oppressive and exclusionary view of what is radical and what is lame.

While his cause was sympathetic, Sparkledancer is also super evil. He assassinated King Radical, and tried to use his status to become nominated as his successor. When Sir Sicknasty of Spades was chosen instead, Sparkledancer announced himself as Sparklelord and attempted to kill the new King Radical. Though he initially failed, his coup initiated a violent revolt from all the monstrous citizens of the Radical Lands. Sparklelord drained the Radical Lands of its very soul, absorbing everything that is radical and turning them lame. Helicopter ents became regular trees, Mountain Dew rivers became water… even Ron Wizard, the court mage, lamented that he was starting to taste Bad Pizza.

Eventually, the Radical Court banished Sparklelord from the Radical Lands to Doc’s plane of existence for Crimes Against Raditude. They woke up inside a pyramid, for some reason. Because of the excessive amount of Radical Energy in Sparklelord’s body, the universe couldn’t begin to comprehend how cool they were. As a result, Sparklelord was turned into a motorcycle, the closest approximation of his existence, and waited for hundreds of years to escape and hatch their next plan.

Eventually, after a series of events, Sparklelord found someone who hated King Radical as much as they did: Dr. McNinja. After alluring Doc by claiming they were the only one who could defeat King Radical, the pair went on a rampage, causing King Radical to go into hiding. Sparklelord managed to lure the king out once more, before giving chase. But Dr. McNinja, with some convincing from both his sidekick Gordito AND King Radical, realized Sparklelord’s true nature, and threw the motorcycle into a time portal. This trapped Sparklelord in a time loop, conscious of what was happening but unable to break the sequence, for centuries.

That changed when Dr. McNinja found himself in the Water Temple during the Nausicaa Incident. He discovered the precious artifact he found as a child in his pocket when he arrived. It was a solid gold tape recorder, an ancient and powerful artifact. If an entity’s name were to be recorded in the device, no matter where or WHEN the entity is, the entity would be summoned to the speaker’s side. In a moment of true desperation, Doc summoned Sparklelord to the Crossroads to help in fighting the Unmade Davy Jones.

PUNISHER TOAD (He/Him)
IMG_2885.jpg
A dangerous vigilante, dead-set on killing as many criminals as he can. Uses power-ups from the Mario series to great effect. Currently at war with local mafia the Lollipop Guild.

LAELA'YURI VAS MARYA (She/Her)
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Ex-lieutenant of the late Saren Arterius.
 
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Dr. McNinja

Kills with one hand, heals with the other
Level 6
Level 5
Joined
Jul 31, 2018
Messages
121
Awards
2
Essence
€19,945
Coin
₡39,800
Tokens
11
World
Erde Nona
Profile
Click Here
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DR. MCNINJA’S CLINIC
”We don’t hire night janitors.”

Dr. McNinja's clinic. The ground level is the clinic itself, which at first glance looks like the typical physician's private clinic that you'd find in America. The entrance leads to a reception area, and you can enter through another door into the main hallway. This hallway gives access to Doc's office, the examination room, or the surgery room. At the end of the hallway is a locked door that is clearly labelled as "DO NOT ENTER". This door leads to the basement, and the living quarters of Dr. McNinja and Peter Pellbrook. They seldom let people into these quarters, because they are rather intensely trapped (more below).

Blueprints for the Clinic:
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STATS:
BASE LEVEL 3 [x3]
PRICE: 1000

THE DOCTOR WILL SEE YOU NOW
Healing [200] Rank 5
- Affects Multiple [+50]
- Ongoing [+100]
- Activation [-50]
- Concentration [-50]
- Limited (Must be near someone with the Medical skill) [-50]
PRICE: 1000

ADT PROVIDES THE BEST SECURITY
Sense (Sight, Hearing, Thermal Sight, Magical Energy) [400] Rank 2
- Ongoing [+100]
- Removable [-50]
PRICE: 900

GORILLA WITH ROCKET LAUNCHER PROTOCOL
Damage [100] Rank 3
- Affects Multiple [+50]
- Ranged [+50]
- Triggered (when the sensors detect a threat) [+50]
- Chaotic [-50]
- Indiscriminate [-50]

Protection [100] Rank 5
- Ongoing [+100]
- Triggered (when the sensors detect a threat) [+50]
PRICE: 1700

SO MANY TRAPS
Damage [100] Rank 6
- Affects Multiple [+50]
- Triggered [+50]
- Limited (only in the basement area) [-50]
- Finite (once each) [-50]
- Indiscriminate [-50]

Debuff [100] Rank 6
- Affects Multiple [+50]
- Triggered [+50]
- Limited (only in the basement area) [-50]
- Finite (once each) [-50]
- Indiscriminate [-50]
PRICE: 600

TOTAL PRICE: (1000 + 1000 + 900 + 1700 + 600) * 3 = 15600

THE DOCTOR WILL SEE YOU NOW
Dr. McNinja's clinic is, as all clinics should be, absolutely stocked with medicine at any given moment. But there are also a lot of experimental medicines and even surgical machines that no sane doctor would keep. Thankfully, Dr. McNinja is no sane doctor. Anyone who knows how to practice medicine will be able to identify the various drugs and supplies in the clinic, and be able to use them within 10 seconds. After these 10 seconds, the patients experience rapid and ongoing healing, as long as the medical practitioner continues to focus on their treatment. Why are these seemingly normal medicines so potent, and why do even the most complicated of procedures take only 10 seconds when used in Doc's clinic? Because Dr. McNinja is very good at his job.

ADT PROVIDES THE BEST SECURITY
What? They do, and Doc has a lot of enemies. Dr. McNinja's clinic is lined inside and out with advanced security cameras, which are able to detect anything within 200 feet of the clinic as long as the subject can be seen, heard, has a detectable heat signature, or uses any magic. The cameras even record all this data and keep it for Doc to search through later. Seriously, these are some awesome cameras. Unfortunately, they're not THAT well hidden, and you could probably easily break one and create a blind spot for yourself.

GORILLA + ROCKET LAUNCHER PROTOCOL
Judy may not be here in body, but she is here in spirit. Her security protocols in Doc's old clinic were to, at the first sign of danger, bring down the ballistic-proof window shutters and take out her rocket launcher. After Gorilla + Rocket Launcher > Most Ninjas. While Doc no longer has the gorilla, he does have the ballistic-proof window shutters, and just so many rocket launchers. When the sensors detect a threat, the walls and windows are all immediately lined with dense metal shutters that are meant to withstand tanks. Furthermore, the clinic immediately fires many of automated rockets at the threat. This is an automated system (though it can be shut off by someone with the proper clearance inside the clinic), and they're... you know, rockets. They explode, damaging anyone within 15 feet of where the rocket lands. Also, these launchers aren't the best at aiming... Look, if you get hurt and you weren't supposed to, Doc will compensate you with some free treatment.

SO MANY TRAPS
As described above, the living quarters of Dr. McNinja are so extremely trapped. All of the chairs have spring-loaded poison darts, every picture frame has a hidden laser that triggers a heavy-duty net gun which can render you immobile until you break free, and 70% of the floorboards have a shotgun below them. Doc is a paranoid man. If you are accompanied by Dr. McNinja, Peter Pellbrook, or anyone who knows where the traps are, you are completely safe as long as you follow their exact instructions (or they turn the traps off, but that's less likely). If you don't follow their instructions... well, they warned you. If you are uninvited, then rest assured each trap needs to be manually reset - once you spring a trap in an area, it will not be able to hurt you again, until Doc (or Peter) resets them out-of-combat. Don't rest too assured though - these traps hurt a lot, and some of the floorboards are actually hiding flamethrowers.
 
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