Infinite the Jackal: "Mine"

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@20elements
Infinite the Jackal: "Mine"
Moonlit Medley 03: "Renewal Interim"
My third collection within a broader collection. I'll just list these in the order that I drew the individual components in, descriptions are in their links:
1. Lie Ren: Auroral Lotus
2. Sonic Adventure 2: Nova vs Anti
3. Dabi's Encore: Reaper of the Summit
4. Wild Card Larry Butz (ft. OC Dash Nevlin)
5. Haruka Kiritani x Toya Aoyagi: Penguin Bonding
6. MegaMind Elements: Since I didn't upload this individually here, I'll briefly describe it. On the upper right corner are my own elemental connotations for how I see MegaMind's five characters, some closer to home than others. From left to right:
Tighten: Fire Minion: Water Metro Man: Wind Roxanne Ritchi: Earth Megamind: Lightning
Haruka Kiritani x Toya Aoyagi
She likes that he can win her penguin plushies on crane game and shows her appreciation by making him wear a penguin hoodie. And just in general, I like to pretend Haruka is a "water type" and Toya is "ice", so I think the penguin theme can fittingly extend to the latter.
Wild Card Larry Butz vs Dash Nevlin
I want to imagine a game where Larry Butz is the main protagonist. Of course, since he’s no attorney nor investigator, there’s no collecting evidence or cross examining witnesses. Instead, you simply explore a crime scene and interact with whatever’s there. The outcomes may be unpredictable or counterintuitive, but its effects can lead to various story branches. There wouldn't really be right or wrong answers, because whether or not a defense lawyer or prosecutor wins on the same case makes little if any difference to Larry, but the player would be encouraged to explore every possibility (this much is inspired by both Henry Stickmin Collection and The Stanley Parable).
The OC on the right would be the game’s main villain named Dash Nevlin, although his role may shift between antagonist and deuteragonist depending on Larry’s actions. He is a narcissistic actor and conman motivated by fame, money, and cult worship. Despite being multi-talented and have both strength and smarts, Dash is no less eccentric, comical, and immature than Larry, often coming up with schemes more convoluted than necessary and also getting offended by the most infantile of insults (he’s practically an enlarged shadow of Larry Butz). Throughout the game, Dash will often try to manipulate Larry into doing his bidding, seeing the wild possibilities Larry can cause but also knowing full well it’s a gamble.
Larry will often get tasks and “missions” from Dash, but the player can always choose to disobey Dash or cooperate, but oftentimes the effects may be inadvertent and not what the player (or anybody) might expect.
A more fleshed out render of my concept for Dabi's "rebirth". I briefly described Dabi's newfound assortment of fire, ice, and Phosphor in that one, but here I'll go into a little more detail. It's already established by the end of his final battle that he does have an ice component, not to mention Phosphor. But where my own vision of this Dabi differs from canon begins with how he actually "uses" ice.
Ice Shell
To better distinguish him from Shoto, I refuse to let Dabi use ice for offense. However, the ice will have a more "mutated" purpose: accelerating Dabi's physical healing. Of course, preventing his body from overheating from his flames is a given original intent.
Phosphor Refined
In canon, Dabi developed a violet Phosphor but it's presumably anything but balanced. However, now that his ice component is more proportionate to his flames, he can afford to refine his Phosphor. It's part of why I chose red instead of violet in this piece (alongside art liberties); for this fusion, I wanted the color of cooler flames now that he does have more ice, but Phosphor will still be distinct from his intense blue flames.
However, in this version, Phosphor looks straighter and more "beam-like" than a fluctuating fire. It's more stable now yet still malleable enough for Dabi to create melee weapons of this fused energy. If ice is his defense and fire is his still his only offense, weaponry is as good a combination of the two purposes as a good fit for his elemental fusion. (I'm also tempted to sell Dabi's new Phosphor as a "hot ice" just to contrast with Shoto's "cold fire".)
Phosphor is not only crucial in regulating his body temperature like it was for Shoto, but it's also what allows Dabi to safely channel his two extremes. Without Phosphor to bridge or intermediate, he'll likely suffer from thermal shock.
Blueflame
So while his body is emitting frost to prevent overheating, Phosphor can act as a conduit for Dabi to safely emit his insanely destructive fire from. In this artwork, he draws a sickle of flame from a scythe handle of Phosphor. However, Dabi may also shoot powerful fire jets from smaller Phosphor crosses (like they're X-shaped portals or muzzles).
If the canon gave Dabi a nuke's worth of firepower, Dabi can now safely abuse his blue flames and refine the techniques he previously had a rough grasp of. His blue flames will be even more precise, intense, and yet efficient than before. His new new Hell Spider? Not only the neat matrix Endeavor could pull off, but more effortless and even doable with one hand.
So yeah, this version of Dabi should be pretty OP if not exactly what Endeavor had hoped for in his ideal "masterpiece". However...
Caveat
The biggest liability for this new distribution is that Dabi can no longer use any of his three components separately at all. The ice will only activate in response to the risk of overheating, his fire can only be safely channeled through Phosphor now, and yet Phosphor is also a fusion of the other two, so it's all three at once or nothing.
While this can give him the optimal, safe-practice build, sustaining three elements at once is still reasonably taxing, which is why Dabi will often need to deactivate his Quirk completely in order to relax and recharge. It would be ideal for Dabi to improve his physical stamina or settle his battles quickly. However, should Dabi get overexcited in a drawn out battle and prolong his full Quirk, he'll eventually collapse from fatigue and not be able to use his Quirk again for a fair amount of time (at least a day or two maybe).
Contrasting with Shoto
One of my favorite things about his rivalry with Shoto is how they always contrast on just about every level. The balanced hybrid vs the single enhanced element. That's why even now I don't want Dabi's ice to be his offensive tool at all. However, I realize just having ice makes it easy to see Dabi as just a Shoto knockoff. Which is why...
Although I don't have plans to draw him anytime soon, my ideal for Shoto in response to this new Dabi is for the younger brother to double down on his cold fire, beyond even requiring Phosphor to becoming a more singular mode of combat. In other words, the two Todorokis will experience a bit of a role reversal. Hybrid becomes the monolith and the monolith becomes the hybrid, albeit in their own directions.
Silver the Hedgehog: "Light"
Miles 'Tails' Prower - Sand
Nova vs Anti
After watching streams of modded Sonic Adventure 2 Battle such as a few Randomizer versions, I wanted to imagine my ideals for each gameplay branch. "Nova" refers to the makeshift team I imagined of Espio, Silver, and Tikal in Sonic Seasons. "Anti" is just my placeholder name for the unholy alliance between Metal Sonic, Infinite, and Mephiles.
Speed
Espio the Chameleon: I usually see him modded over Sonic. I don't know the first thing about modding myself, but it'd be cool if Espio's camouflage could be integrated, maybe after a Light Speed charge. While charged, enemies will not be able to detect him. Aesthetic bonuses would be swirling himself with leaves in lieu of light orbs and of course, transparency.
Metal Sonic: He's one of the given characters from the 2P roster, but there are mods that already enable him to perform Light Speed charges and Attacks while still preserving the commands for Black Shield. An aesthetic bonus would be if instead of light orbs in his charge there are streaks of lightning.
Shooting
For both Silver and Infinite, I want to imagine locking onto enemies with a beam and releasing laser missiles without mechs. Canonically, they can already hover without them too so that helps. Functionally, they should also be faster and have smaller hitboxes than the mechs thus far.
In Infinite's case, since I have seen a mod over Shadow (speed character) with red squares instead of light orbs for Light Speed charge, I would love for that to be adapted over laser missiles for shooting.
Treasure Hunting
Since Tikal is a given, the only one I may need to explain is Mephiles. Since he is already a fluid being, modding him over Chaos can be intuitive, so that would include default water breathing and long reaching attacks (which can take the form of his energy spear/sword). Still, since he's Mephiles, it would also make sense for him to be faster than Chaos.
Lie Ren: Auroral Lotus
Moonlit Medley 02: Fever Expanse
I'm continuing the more liberated art format I first started with Nova Chase, but with some loftier and more challenging ingredients this time. I'll briefly describe these in the order I actually completed these in.
1. Isaki Riona: Upboomboom
Started and eclipsed the "full moon" in a ruby red with her 3D live cover performance still living rent free in my head.
2. Toxymn: The Unassuming Survivalist
Lower right. More details about him can be found in my individual post of him, but he's my Organization XIII Nobody concept of RWBY's Lie Ren. Wields poison and a pair of tonfas called False Bamboo.
3. Fuwamoco Abyssgard: Ignihyde
I always wanted to imagine the demon guard dogs in Twisted Wonderland's Cerberus-marked dorm. Since Ignihyde canonically sports the color blue, it wasn't hard to match Fuwawa with the vanilla and Hades' blue fire. For Mococo, I wanted to take my liberties and give her a pink palette swap of the Ignihyde and Styx colors while using pink lightning.
To be honest, I imagine both of them having long tongues like Pero, but for this piece I only needed one twin to show that off.
4. Horizon Cross MegaMan
On the lower left is an original form I wanted to imagine MegaMan.EXE in, with an ability profile I can personally enjoy.
5. Calendar Hero: Q-Swap
Upper left: A My Hero Academia OC with a Quirk called 20 Phases, changing his element or power every week.
6. Project SEKAI Poker Cards
I'm using "Poker" very loosely here. In the upper right corner, I ordered their colors and symbols vertically with the days of the week that I like to associate them with:
Sunday | Sun | Virtual Singers Monday | Moon | Nightcord at 25:00 Tuesday | Fire | Vivid Bad Squad Wednesday | Water | Leo/need Thursday | Wood | More More Jump! Friday | Gold/Metal | Wonderlands x Showtime Saturday | Earth | D!RE AL4RM (D4)
The last one is an OC unit of mine (so far, I've only drawn one character from it, 20th panel here).
7. Moonlit Crystal Lotus
Apart from being next to Lie Ren's Nobody, I wanted to draw a crystal lotus flower like what I used to for Amicia Michella in this collection.
8. Magneton Adaptation
I wanted to combine a few different concepts into my favorite Pokemon by design, regardless if they're related to Magneton or not. The Type symbols for their eyes are an allusion to them possessing Tri-Attack, but for personal reasons I wanted to envision turquoise fire and red lightning. The blue glow behind them is meant to be an Aura Sphere like Lucario's. The blue and purple glitch effects surrounding Magneton are just me wanting to incorporate traits of both Ghost types and glitch Pokemon (Ghost-type Hatsune Miku from Project Voltage made me blur the line in my head).
9. Elemperor's Magic
The closer I got to the end, the more I just wanted something to fit the remaining spaces without over-imposing, which is why that magic lamp virus (from MegaMan Battle Network 4) is spewing its alchemical "flames" in such a straight vertical line. Specific elements I had in mind were sea, metal, and holy (panel types I'd never see an Elemperor on), but really it can be a fusion of any elements.
A My Hero Academia OC of mine, Quirk: "20 Phases”, where every week, he possesses a different power from a pool of 20. The order of what he gets is fixed (what you see in the artwork) and after Week 20, his Quirk will always loop back to Week 1’s abilities and the cycle repeats. Some of these powers warrant more explanation than others, but I’ll go over each week:
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Week 01: Sample
Starting off each cycle is Q-Swap's neutral "blank slate" week where his energy can copy external properties, such as other elements or others' Quirks. While it's easier to use this on only one property, it is possible for him to copy multiple in smaller doses. And to be clear, it's his energy that does the mirroring before himself, so if he creates something like a barrier wall or even a projectile, that will be what absorbs--let's say, fire, rock, water, or whatever else is thrown his way.
Strictly speaking, 20 Phases only gives Q-Swap one superpower at a time, but Sample can be a small loophole that can give him either a preview or refresher on the variety he will be able to experience going forward, even with the given restrictions.
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Week 02: Wood
Since most of these powers are pretty self-explanatory, I will also use these as examples to explain the more recurring nuances of 20 Phases. For instance, the element Q-Swap wields can also resonate with his surroundings if they match his element. On Week 2, Q-Swap can grow stronger and healthier just from being near other plants, trees, or grass and the effects are mutually beneficial. Likewise, if he's working with other plant wielders like Kamui Woods or Vine, all three of them (himself included) will receive an elemental buff. Unfortunately this does also apply to opponents who share the same element as well.
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Week 03: Fire
While Q-Swap's Quirk does not influence his mind or heart in any way, the reverse can be true. Different elements may be amplified by different emotions. Intuitively, fire can easily be fueled by anger and ardor, but the better he can control his emotions, the stronger his control of his power.
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Week 04: Water
The 20 Phases also have a passive influence on Q-Swap's local weather. On Week 4, his presence can increase the chances of rainfall, which will certainly amplify his scale, but there needs to be a nonzero chance of rain to begin with. If for whatever reason Q-Swap is in a hot and arid setting during Week 4, he's not any getting rain, let alone a Quirk buff.
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Week 05: Electricity
Despite changing every week, Q-Swap will still embody his given element purely enough to also be immune or at least resistant to attacks of the same element. Week 5 will especially strengthen him and even boost his speed if he absorbs external lightning.
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Week 06: Earth
For all its variety, 20 Phases is still strictly an Emitter class Quirk. For Q-Swap, there is usually a balance between controlling his surroundings or generating elements from himself. However, for more solid and earthier elements, there is a greater emphasis or more limitations on the latter. On Week 6, Q-Swap will mostly focus on bending the earth around himself, which is already extremely powerful if he can reapply to same impact to other solid surfaces (like a pseudo-superhuman strength buff). But if he wants to manifest earth and stone himself, the best he can do is create rock armor, if only partially.
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Week 07: Medicine
Most of the 20 Phases are better suited for combat, but a few such as Medicine are tailored to support roles. Week 7 is Q-Swap's healer week, which he can use to mend himself as needed as well as others. While Q-Swap cannot produce medicine in a chemical sense, he can replicate the effects of different treatments and control them. For offense (when necessary), Q-Swap will also be able to imitate relaxants that can numb or floor an opponent without inflicting serious injury. For the best practices, this week encourages Q-Swap to hit the books on life sciences, chemistry, and pharmacology.
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Week 08: Wind
One of the most obvious challenges of Q-Swap's Quirk is that for every 20-week cycle, he only has one week to hone each element. To stay within any league he makes, Q-Swap has to learn and practice as much as he can in very limited time spans, making every day a race against the clock and even seconds feel priceless.
That said, one of the most practical workarounds is to practice singular techniques that can apply to as many weeks as possible if not all. Q-Swap's most common handle of the elements is to spiral them, especially around his arms like coils, so that they can be used for melee attacks, parries, or even high pressure projectiles to be charged and launched.
Of course, this is only really applicable to more fluid or energy based elements, such as Wind, one of the easiest and most liberating for Q-Swap to wield. This combined with being able to levitate makes this one of Q-Swap's favorite weeks in every cycle.
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Week 09: Shadow
At this point, I've touched on how all kinds of factors--physical, psychological, and environmental--can influence his Quirk or vice versa. Shadow presents a more unique and challenging example to Q-Swap's physical wellbeing, because on Week 9, he's much more of a night owl and more easily fatigued during the day. The strength of his umbrakinesis will reflect this.
One of the abilities he will access to this week using dark shadows as a portal to a black subspace he can navigate in and out of for both stealth and fast-travel. For this reason, he prefers nighttime missions on this week (tempting to resort to vigilantism as well).
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Week 10: Light
The exact time when Q-Swap's Quirk changes Phases is in the precise midnight between Sunday and Monday, and it's instantaneous--no "cusp" nor gradual changes. As such, Week 10 forcibly pulls him out of the previous week's night owl inclinations, often leading to the bluest Mondays. However, this time, the daylight will benefit him and tremendously so (but of course).
When he's exposed to brightness this week, Q-Swap's overall stamina, defense, and physical wellbeing will be boosted, though if he tries to channel his power, it will mostly be defensive (like a Starman's invincibility). However, he can use this time to store up light energy in himself so that when it actually gets dark, he will be able to channel the most intense light, this time for offense.
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Week 11: Demo
Here's another break from the traditional elements and it's Q-Swap's equivalent of a physical or "Fighting type" attribute. He envisions the movements he wants to perform then sets his body to autopilot to enact that vision without fail, even if it's a stunt he's not usually accustomed to. This is applicable to martial arts (barehanded or armed), acrobatics, sports, or even just regular exercise. This Week is most ideal for physical training as opposed to risking a wrong move on the field (unless he has no choice but to take a chance). If he has to practice a technique, he can let Demo show him firsthand how it's done before practicing it on his own.
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Week 12: Metal
As important as it is for Q-Swap to stay as present as possible each week, some are ideal for long term preparations and benefits to the other weeks. On Week 12, he can control and manipulate all kinds of metal and alloys to shape weapons if he needs to, though it's more difficult to produce on his own without external metals.
Additionally, Q-Swap can also replicate different kinds of metal to form a defensive skin coating, but if he tries to manifest that on its own, it's usually from his body's own trace metals. Either way, this is a week he prefers to be as well armed as possible.
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Week 13: Poison
In case it's not a given, 20 Phases is a Quirk that operates on its own rules. It absolutely must use these 20 powers, follow this exact order, they must remain Q-Swap's, and no alterations are allowed. Any attempts to steal, block, transform, or alter Q-Swap's control (e.g. brainwashing/mind-altering) over these elements will result in his Quirk activating on its own and violently targeting who or whatever trying to adjust it. On weeks like the 13th, this Quirk can easily become a chaotic hazard that may not hurt Q-Swap himself, but will endanger others indiscriminately, even if it does have a target.
Even an attempt to enhance his Quirk that doesn't come from facets of his Quirk itself (such as response to weather or emotions) will trigger this violent counter. It's like 20 Phases has a mind of its own that will not tolerate any uninvited changes to Q-Swap's willful usage (besides its own "berserk" reprisal).
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Week 14: Sand
Another scenario that activates the 20 Phases’ autonomy is if Q-Swap is vastly surrounded by his matching element beyond how much he can normally control. If he’s in the middle of a desert on Week 14, the sand around him may act on its own and take whatever shape it wants to support him, including a clone of himself that shares his fighting style.
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Week 15: Ice
Weather and environmental factors are nothing new, but for the most part, Q-Swap can avoid anywhere that’s inconvenient for his Quirk. However, all 20 phases have a fair chance of catching all four seasons in due course. Seasonal changes outweigh his Quirk’s influence on the weather and unless he relocates, they will inevitably affect the strengths or weaknesses of certain phases.
If Week 15 takes place in a freezing cold winter, Q-Swap will be OP. But if he gets it in a scorching summer, he won’t want to leave his house at all. Unfortunately, hero duty may not excuse that which is why Q-Swap will always need to prepare supplemental devices and equipment to help him through incompatible weeks.
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Week 16: X-Ray
All this does it give him X-Ray vision, but Q-Swap likes to complement it with marksmanship. It's the only week where he is permitted to use a gun, but it has to be tailor made to work well with is Quirk. For sniping, his rifle would need to be able pierce through walls (i.e. like a laser beam) in order to capitalize on a see-through vision and the scope also has to compatible with the vision itself (even if he's wearing a mask). X-Ray vision couple with anatomical knowledge will also help fire precise but nonlethal shots if he wants to incapacitate criminals.
Of course, at closer range, he can just stick to simpler pistols or even throwing darts.
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Week 17: Volume
While the name implies "sound" (and does include it), it refers to all the bars he can see on a projected screen for different surrounding stats. It's an interface which he can control these metrics like sliders on a mixing board--whether it's sound volume, room temperature, weight of an object, or even people's strength/speed/stamina including his own. Of course, as powerful and influential as this is, Volume is support oriented and optimal for team enhancement.
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Week 18: Alchemy
This is easily the most difficult but rewarding for Q-Swap to master. By default his energy and output keep changing between disparate elements (e.g. flames turning into water, lightning turning into metal, etc.) so it can feel like chaotic and luck-based.
However, Q-Swap can control what elements he wants to conjure, transmute, and even fuse, but it will just require more focus and discipline than any of his other stages. If he can do it right, he’ll even able to create a fusion similar to Shoto’s Phosphor.
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Week 19: ……
The second to last week of each 20 Phase cycle is an absolute nothing-burger. He’s basically Quirkless, but nothing in his life really happens either this week. Classes are whatever, no breaking news on TV, nothing between local heroes and villains either, and barely anyone notices Q-Swap’s presence.
If nothing else, this is one of the few weeks Q-Swap can relax from his extremely tight schedule and just be a human being.
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Week 20: Time
For a Quirk so strictly tailored to time, there is no element more fitting for the Calendar Hero's ultimate week and it's practically his very own holiday vacation. Within each cycle, there may be a few liberating weeks here and there, but here is where Q-Swap brings out his most definitive and quintessential self, and he'll celebrate every last bit of it that he can.
To be clear, Week 20 does not give him the power to time travel, but he can pause or dilate time as well as warp to a dimension outside of time where he can review his experiences throughout the current 20-week cycle. Because guess what? The main merit of Week 20 is for Q-Swap to summon copies and projections of said experiences. They can take the form of his own duplicate performing a move, just the elemental attacks themselves, his allies and enemies, and even pocket dimensions based on where he's been this cycle! And these can even include what he experiences this week as well. The greater his power boosts, team synergies, and even his enemies are, the loftier his ammunition for this week.
As OP as Q-Swap is on this "holiday break", there are still restrictions and limitations. He only summon the exact movements, characters, and places as they were. Even if that includes all his prior elements, Q-Swap cannot manipulate or reshape them--only spawn the exact shapes and trajectories they already took when they exists. Moreover, he can only summon one copy of the same experience at a time. However, Q-Swap can combine orr rearrange who uses what move in which location in any way that he likes.
Lastly, because of the absolute rule where the 20 Phases has to loop and repeat its cycle, even time dilation is not something Q-Swap can abuse. Even if he does prolong Week 20 for a short while, sooner or later, he will have to enter a new Week 1.
Metal Sonic: "Time"
Horizon Cross MegaMan
An original form I came up with for MegaMan based on my own universe. There's a whole package of what abilities this form gives him since I wanted to combine several concepts I enjoy in the franchise. Ideally, this is a form that would encourage exploration and experimentation, but for a brief overview, Horizon Cross has five main aspects:
1. Obstacle Basis
MegaMan's charged shot will by default summon any random Obstacle in the panel in front of him (RockCube, Fanfare, etc.) and his regular Buster is replaced with a Pulsar.
2. Elemental Transfusion
The type of panel his charged shot summons on top of can influence what he spawns (e.g. Ice Cube on top of ice) and the spread of Pulsar's sonic waves can also reflect the element of what it strikes.
3. Holy Blessings
If MegaMan is standing on a Holy panel, he can consume it to keep certain attacks lingering on stage. Specifically, this only works on chips with a fixed range and visible animation. For example, a WideSword's arc will hang above the panels it covers for a hot second.
4. Counter Magnet
While there's no Full Synchro in this form, enemies will flash before attacking and when they do, Buster+back can trap them in a magnetic field (just like MagnetSoul's). If they have any defenses when caught (e.g. barriers, aura, invisibility, etc.), MegaMan will steal them for himself.
5. Management of Evil
By default, Horizon Cross prevents MegaMan from using DarkChips, Evil Chips, or DS Navi chips. However, if he has an Anubis or VDoll on stage, MegaMan can safely channel said chips through them. If it's a DarkChip, it will also consume the obstacle it is launched from.
When I came up with this, I didn't restrict this to any one installment, but right now, I'm thinking it may be most compatible with BN5 where magnetism and DarkChips are both mechanics.
MMBN Elemental Panels v3.0
Okay, here's a new update, with only a few visual changes, but my description will still go over what's not in the canon MMBN games.
5. Conductor Panel - If an electric attack comes across this panel, it will glow yellow with electricity surging over it. Stepping on the panel when it's electrified with do little damage but will paralyze you unless you're an Electric type. If the latter, it will regenerate HP while doubling an Electric attack.
6. Mud Panel - Not only will this panel slow you down, but the next panel you step on will turn into mud as well. The exception is a Terrain type Navi or virus. If they step on it, they will actually revert it to a Normal panel.
7. Healing Spring - Regenerates HP.
8. Updraft Panel - Wind is constantly blowing upward from below. If a Wind type gets on, they can fly high above the stage and attack from up there. Anyone else who tries to step on this panel will simply be pushed away.
9. Dark Hole - It will pull you in from adjacent panels and drain away all the chips you have at the ready (unless it's a Darkchip, Evil chip, or DS Navi). But if you're a Stealth type, not only do you bypass that and resist its pull, but the panel will shield you in a veil of darkness (similar to Dark Invis).
10. Flash Panel (NEW) - By default, it simply undoes invisibility on whoever stands on it. However, it will paralyze and damage anyone connected to dark powers, including Darkloids or Navis contaminated with dark karma. If this applies to MegaMan, it will at least neutralize his karma as well. However, Navis connected to light or light karma can experience invincibility while standing on this panel.
11. Protocol - Only sword attacks are allowed to be used while standing on this panel.
16. Target Panel - When standing on this panel, the damage you take is doubled. And if it's a Cursor type attack you're struck with it, you'll be paralyzed as well.
17. Number Panel - The numbers will vary but they are added to your chip's attack power (if applicable).
18. Eruption Panel - Just like the volcanoes in BN6, they can sporadically erupt fire pillars. However, mine can also launch geysers, updrafts, and smoke.
19. Mystery Panel - Step on one to find out what panel type it really is. I'm also using this as an archive for panel types I couldn't include in this, such as Magnet Panels, Conveyors, and Barrier Panels.
20. Holy Panel - Mine only has one additional rule to the canon's damage halving effect: If an Obstacle standing on a Holy Panel is destroyed (even by a Breaker), whoever responsible will take damage equivalent to the Obstacle's HP.
Hololive Advent vs Sound Four
Shiori Novella vs Kidomaru (eye theme) Koseki Bijou vs Jirobo (rock/earth) Nerissa Ravencroft vs Tayuya (music demons) Fuwamoco Abyssgard vs Sakon & Ukon (twin demons)
Toxymn: The Unassuming Survivalist
(Description copied from my DeviantArt post)
"Laces high alert with precise poison..."
I'm refining my ideas for Lie Ren's Nobody whom I first drawn almost six years ago. Back then, I leaned towards him this edgy, overbearing, and arrogant "dark side" of Lie Ren, not unlike Ryu Ren, in order to fit the poison element I gave him. While my renewed version still has this same element, his personality is much closer to the original Lie Ren--calm, stoic, and taciturn--but even more inscrutable and colder.
However, any hostility he displays is completely impersonal. Toxymn would fight and kill as long as he has orders to from Organization XIII, or if he is threatened. Despite being conditioned to "feel no emotion" like most of the other Nobodies, Toxymn retains his self preservation instincts and primal fears, which are the source of his poison. The more danger he detects, the more likely he is to draw deadly poison (or plan his escape from stronger adversaries). Otherwise, he's comfortable enough relying on finesse and more rudimentary martial arts.
While Toxymn's fighting style generally mirrors Lie Ren's, his weapons are now a pair of tonfas called False Bamboo. When he's not drawing toxic spikes from them, they're functionally generic as tonfas. However, Toxymn has the most immediate weapon summoning within the Organization: No flashy effects or glowing warps, barely any sound either--it just appears in his hands in an instant, which allows him to spawn directly against an enemy to catch them off guard. In fact, Toxymn heavily relies on sudden and unpredictable attacks alongside parries and counters. The Monk Nobodies under this command have at least that in common with him.
Toxymn's specific handle on poison is also unique in that he does not produce any in liquid chemicals or gaseous clouds. Instead they vary between the following three:
1. Exacting projections of blades, shurikens, and spikes that can use to extend his melee attacks, launch from longer distances, or plant into the ground as traps.
2. Energy fields resembling air domes or circles on the ground that drain his opponents' HP while staggering their movements.
3. Aura bursts from his palm strikes (probably the closest thing to miasmic clouds but they resemble flames slightly more).
Unlike my previous concept, I want Toxymn to embody a more passive aspect to Poison: dangerous when touched or mishandled, but otherwise just there.
Abilities and character aside, there's obviously no better world for him to be assigned to than Mulan's Land of Dragon (I prefer to move Xigbar to Space Paranoids instead).
Moonlit Medley 01: Nova Chase
(I'll just copy and paste my description from DeviantArt.)
I've always liked to draw characters across different franchises in groups and they're usually arranged as either multiple pngs pasted together or on evenly arranged panels. However, this time, I wanted to try out a new and more eclectic arrangement, and to keep the collection more "alive" for myself, I would only decide what to add next after I'm just about done with one component. This is something I'd be happy to keep doing in the future, hopefully even a bit more expansive than this collection. Featured here are:
Nelyttelix in Halloween Town
This is an Organization XIII Nobody of Bleach's Lilynette Gingerbuck. Just as there are many members who have some attachments to one of the Disney worlds (e.g. Xaldin in Beast's Castle, Luxord in Wonderland or Port Royal), I envision Nelyttelix being most at home at Halloween Town. She's mischievous, loves candy, wears a bone mask, and wields "Spirit" as her element (to say nothing of Lilynette's Halloween bits in Bleach Brave Souls).
Kung Fu Trinity
I may be using "kung fu" loosely here, but Young Cricket, Lie Ren, and Liu Kang are all based on eastern martial arts. I teamed these three up based on that and personality similarities, but distinguish them further with elements that fit their color. Liu Kang already uses fire canonically, but here Cricket wields water and Ren flora.
Wishing Starshooter
I'm submitting this collection for VGen's Challenge theme ("wishes") and while everything here is something I wish to see, I also want to send the theme home with wishing stars everywhere. But it's on the top right corner where I express wanting my wishes to be met, in a shooting minigame where you fire stars into the darker teal outlines where they belong. There would be indigo moving barricades to get around because life do be like that sometimes. Also watch for any outcomes you don't want to wish for, representing by that red "X" shaped anti-star.
Custom Batteries
There could be a better name for these, but I wanted to imagine different kinds of energies (elemental, emotional, etc.) stored up in these cylindrical vials or tanks that can be distributed in various conduits. I could've chosen any color or attribute but at the time when I was drawing this (yesterday), Hololive DEV_IS "Flow Glow" has been singing and dancing rent free in my head, so I more or less chose their colors (but the battery themes themselves are still separate). I've got magenta "oil", "stardust", turquoise "cyberspace", water, and lava.
Penguin Scepter
My gift-in-drawing to one of my favorite former VTubers, Amicia Michella. I've drawn her multiple times wielding this staff, first time being my Space Penguin piece.
Hatsune Miku's Invincibility | Dali's Bomb
Given her turquoise color scheme and how well I think the light element fits her, I wanted Miku to represent the Invincibility item from the Sonic Adventures. Similarly, I want my Vocaloid OC Dali (first featured here) to represent the Adventures' Bomb item. Together, I've got a dichotomy between Sonic Adventure's best items (the power to shield all the danger and the power to destroy all enemies, respectively).
Mafuyu Asahina x Rui Kamishiro: "Meant To Be"
This is another Nightmare Before Christmas reference where Mafuyu plays Sally's role and Rui plays Jack Skellington's, because the Halloween characters reflect almost exactly the kind of dynamic I wish to see from Rui and Mafuyu. The eccentric, influential showman bringing the more sheltered and "trapped" doll girl into his wild wonderland, but also the latter knowing when to tone down his wild sparks.