Post by nnbm on Sept 20, 2011 22:43:10 GMT -5
Cbox Name: CaptainFailmaster
Nicknames: A lot. :I
Main Account: Richard
Who else do you play?:I don't even remember. Alexander Anderson, Subject: B.L.A.D.E., Richard, The Joker, Albert Wesker, Barry Burton
How did you find us?: I tripped and fell in a hole in the internets. Woke up here. c:
Category: Canon
Name: Captain Jose
Alias: Captain Red, Captain, Cap'n, Jose
Age: Never stated; somewhere in his late twenties to thirties, presumably.
Ranking: Neutral. The Batmen will take just about any job, but they do have morals.
Physical Appearance:
Captain Jose isn't much to look at, to be honest. He stands only moderately talle, at about 6' 1". He's in decent shape, and has the build to reflect this. He wears a bright red shirtand baseball cap, with a darker red scarf tied around the lower half of his face, and trailing just under two feet behind him.
Personality: Captain Jose is an easygoing, laid-back kind of guy, until it's time to get serious. He'll be the first to crack wise (or attempt to, in some cases) and keep the mood light and easy, and try to avoid needless hostilities. He's civil, polite, and an all-around "nice guy" when he's given the option. When it's time to get serious, however, the good Captain is just that: serious. He's still easygoing about it, but he'll take charge and take actionand get what needs to be done, done.
Powers/Abilities: All of the Batmen are experience ninjas in their own right. Captain Jose, as the Captain, is arguably the most trained and seasoned of the group.
Equipment:
Psychological Flaws:
Physical Flaws:
Other Flaws:
Brief History: Captain Jose is one of the founding members of the Ninja Baseball Bat Men. His past is largely shrouded in mystery and shadow, as befitting a ninja. What is known for certain is that he led a mostly normal life, with the occasional oddity caused by his ninja upbringing. At some point, he discovered he had a great liking for, and natural affinity to, baseball. Incorproating this into his ninja lifestyle, things swerved radically.
Later in his life, he was touring the Musem of Baseball when a robbery took place nearby. Reacting as quickly as he could, he did what he could to assist. In so doing, he met his soon to be friend, and co-founder of the NBBM, Stick Straw. Together, they managed to quell the ill-planned robbery, and on a spur of the moment decision, decided to form a team. Teaching Straw what he could of the ninja arts, they set about their lives in their new occupation.
During their careers, they came across Twinbats Ryno, a fast-talking, baseball-loving youth. He was energetic, and happened to help them out of a tight bind during one of their "cases". At his expressed interest in their activities, they took him on to help as well. It was shortly thereafter that they came across Roger Beanball. After his assistance, they welcomed him aboard as a fourth member.
Jose and Straw, who had a natural aptitude for the ninja ways, trained Ryno and Roger as best they could, until they were all reasonably well-trained and capable at their jobs. Jose, as the most experienced of the four, was unanimously voted the Captain of the group, and humbly accepted the role.
It was only a short time after their full "advertising" of their services that they were contacted by none other than the Commisioner of Baseball. There had been a theft at the Museum of Baseball. Seven relics of a legendary baseball player of ages past had been stolen, and the Ninja Baseball Bat Men were being put in charge of recovering them.
It was a diffucult task; whoever was behind the theft had powerful allies with them, and had managed to conjure apparent demons to possess baseball equipment, and many other things, to stop the Bat Men. Thry somehow managed to fight through all six of the villain's generals, and received a message from the Commisioner. He had been behind the theft all along. Challenging the Bat Men to stop him, he told them to return to the stadium where they had first been contacted.
They returned, and were faced with a replica of the Commisioner's first general. Upon defeating it for a second time, they were faced with the Commisioner, in an advanced battle suit. It was a tough battle, but they managed to defeat the Commisioner. Returning the relics to the Museum, they turned the Commisioner over to the authorities, and returned to their normal business.
Shortly thereafter, they were conacted about strange creatures appearing, and asked to investigate as to their source. Taking the job in hand, they did the best they could. Their results were minimal at first, until Stick was attacked by the creatures. He managed to fend them off long enough for Ryno and Roger to find him, and they fought them off together, before returning to Jose.
After a discussion, they decided to travel out to see if they could find a definite source for the creatures, or perhaps a name for them.
Reason for being on AM: INVESTIGATION
Sample RP: Pffft, no. :I
Theme Songs: I'unno, man. None come to mind right offhand.
Nicknames: A lot. :I
Main Account: Richard
Who else do you play?:
How did you find us?: I tripped and fell in a hole in the internets. Woke up here. c:
Category: Canon
Name: Captain Jose
Alias: Captain Red, Captain, Cap'n, Jose
Age: Never stated; somewhere in his late twenties to thirties, presumably.
Ranking: Neutral. The Batmen will take just about any job, but they do have morals.
Physical Appearance:
Captain Jose isn't much to look at, to be honest. He stands only moderately talle, at about 6' 1". He's in decent shape, and has the build to reflect this. He wears a bright red shirtand baseball cap, with a darker red scarf tied around the lower half of his face, and trailing just under two feet behind him.
Personality: Captain Jose is an easygoing, laid-back kind of guy, until it's time to get serious. He'll be the first to crack wise (or attempt to, in some cases) and keep the mood light and easy, and try to avoid needless hostilities. He's civil, polite, and an all-around "nice guy" when he's given the option. When it's time to get serious, however, the good Captain is just that: serious. He's still easygoing about it, but he'll take charge and take actionand get what needs to be done, done.
Powers/Abilities: All of the Batmen are experience ninjas in their own right. Captain Jose, as the Captain, is arguably the most trained and seasoned of the group.
- Skilled Combatant: Part of any ninja's training is combat. It is not a main focus, but it is still taught. And with his ninjutsu combat training as a foundation, Captain Jose has expanded his fighting repertoire to be quite reliable. He's quite the skilled fighter, both using his bare hands, and a multitude of weapons.
- Mobility: While he's not as fast as Ryno or as flexible and mobile as Straw, Captain Jose is still plenty mobile. His training has honed him into a fine athlete, possibly even beyond what most would consider human. He is able to make truly astounding leaps traverse locales which would halt most quite readily. He's also taken parkour under his belt to aid in this.
- Superhuman Speed: As a ninja, it's a given. Jose is fast. He's fast enough to easily outdistance any normal human in a fair contest, and is capable of short "bursts" of speed that cause him to blur or even fade from sight completely. Y'know. Like a ninja.
- Above-Human Strength: While it's not on par with the herculean strength of Roger, Jose still packs quite a punch. He's proven capable of easily breaking steel (albeit rather thin steel) with what seemed just a light smack, and even easily damaging even the armored opponents he frequently fought with his bare hands.
- Elemental Control: While Jose can control just about all of the elements with some level of proficiency, his specialty is fire. He can channel its explosive power into devastating short-ranged bursts and explosions and can even fire short streams of fire from his hands. He can even channel the explosive nature of fire to give his physical strikes an added punch.
- Special Techniques: When it comes down to combat, Jose has a few techniques he can pull out at need.
- Ninja Teleport: All of the Bat Men are capable of short-ranged teleportation, within five meters. The teleport has a short startup time, but comes out fast. Jose's teleport is accompanied by a harmless flash of fire and heat.
- Home Run: A technique all of the Bat Men share. The user winds up and swings his bat. A simple attack, but with a lot of force behind it. Deals minimal damage, but has a staggering effect that leaves opponents woozy and off-balance for the following post.
- Mega Home Run: Jose winds up, crouching down until his stance is just right....then WHAM! A swing from his bat that packs a surprising punch. Whatever it connects with is sent flying roughly thirty feet.
- Ricochet: Jose can sometimes knock incoming projectiles back at his opponent with his bat, or just knock them away from himself.
- Fire Kick: Jose simply leaps toward an opponent, his foot ablaze. It packs only a moderate punch, but has no "startup" time to it. Cooldown of two posts.
- Berserk Combo: When in a grapple situation, Jose will do something (headbutt his opponent, trip them up, throw a punch with his free hand, etc), and while they are distracted, launch a furious assault of nine blows from his bat. He will then somersault forward and deliver a heavy overhand smashing blow which produces a small explosion of fire. Packs a decent punch, but drains a bit of energy to use.
- Meteo Strike: When in a desperate situation, Jose will leap into the air and hang there for a moment, glowing red. Then four large balls of fire will appear around him. At his command, they will begin to spin rapidly, and then crash down to the ground in a powerful explosion. Packs a large punch, but significantly drains his energy.
- Ninja Teleport: All of the Bat Men are capable of short-ranged teleportation, within five meters. The teleport has a short startup time, but comes out fast. Jose's teleport is accompanied by a harmless flash of fire and heat.
Equipment:
- Bat: Jose's primary weapon is a baseball bat. It's been specially made to be extremely durable, and can take just as much punishment as it can dish out.
- Shuriken: Jose also has a few shuriken on hand. The special thing about them? They're in the shape of the home plate in baseball.
Weaknesses
Psychological Flaws:
- Team Player: Jose is used to working with the rest of his team. Get him alone, and he's out of his element and won't be as much of a threat.
Physical Flaws:
- Mortal: Despite his training and skills, Captain Jose is still very much human and mortal and can therefore be harmed by all the many things which would harm a normal human.
- Weapon: Despite its apparent ineffective nature in some situations, Jose absolutely refuses to use any other weapons, even if they would be more effective in the given situation.
Other Flaws:
- Weapon: Despite its apparent ineffective nature in some situations, Jose absolutely refuses to use any other weapons, even if they would be more effective in the given situation.
- Close-Range Fighter: Jose's only option for long-range fighting is a couple shuriken, or to get in close enough. As such, he's got some serious issues with ranged fighters.
- Elements: Given that he uses fire as his primary element, Jose is quite vulnerable to the opposing elements. Water attacks do double damage agaisnt him, and Ice attacks do a touch of extra damage to him as well.
Brief History: Captain Jose is one of the founding members of the Ninja Baseball Bat Men. His past is largely shrouded in mystery and shadow, as befitting a ninja. What is known for certain is that he led a mostly normal life, with the occasional oddity caused by his ninja upbringing. At some point, he discovered he had a great liking for, and natural affinity to, baseball. Incorproating this into his ninja lifestyle, things swerved radically.
Later in his life, he was touring the Musem of Baseball when a robbery took place nearby. Reacting as quickly as he could, he did what he could to assist. In so doing, he met his soon to be friend, and co-founder of the NBBM, Stick Straw. Together, they managed to quell the ill-planned robbery, and on a spur of the moment decision, decided to form a team. Teaching Straw what he could of the ninja arts, they set about their lives in their new occupation.
During their careers, they came across Twinbats Ryno, a fast-talking, baseball-loving youth. He was energetic, and happened to help them out of a tight bind during one of their "cases". At his expressed interest in their activities, they took him on to help as well. It was shortly thereafter that they came across Roger Beanball. After his assistance, they welcomed him aboard as a fourth member.
Jose and Straw, who had a natural aptitude for the ninja ways, trained Ryno and Roger as best they could, until they were all reasonably well-trained and capable at their jobs. Jose, as the most experienced of the four, was unanimously voted the Captain of the group, and humbly accepted the role.
It was only a short time after their full "advertising" of their services that they were contacted by none other than the Commisioner of Baseball. There had been a theft at the Museum of Baseball. Seven relics of a legendary baseball player of ages past had been stolen, and the Ninja Baseball Bat Men were being put in charge of recovering them.
It was a diffucult task; whoever was behind the theft had powerful allies with them, and had managed to conjure apparent demons to possess baseball equipment, and many other things, to stop the Bat Men. Thry somehow managed to fight through all six of the villain's generals, and received a message from the Commisioner. He had been behind the theft all along. Challenging the Bat Men to stop him, he told them to return to the stadium where they had first been contacted.
They returned, and were faced with a replica of the Commisioner's first general. Upon defeating it for a second time, they were faced with the Commisioner, in an advanced battle suit. It was a tough battle, but they managed to defeat the Commisioner. Returning the relics to the Museum, they turned the Commisioner over to the authorities, and returned to their normal business.
Shortly thereafter, they were conacted about strange creatures appearing, and asked to investigate as to their source. Taking the job in hand, they did the best they could. Their results were minimal at first, until Stick was attacked by the creatures. He managed to fend them off long enough for Ryno and Roger to find him, and they fought them off together, before returning to Jose.
After a discussion, they decided to travel out to see if they could find a definite source for the creatures, or perhaps a name for them.
Reason for being on AM: INVESTIGATION
Sample RP: Pffft, no. :I
Theme Songs: I'unno, man. None come to mind right offhand.