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I'd like one too.
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Alexander, the Noble Hero
Patton, the Desert ShamanI'd like one too.
Stefano, the HauntedLooks fun, i'm in.
We shall seeAwesome idea, I'm in
I wonder how a Prosecutor will fit into a Boss Battle
We shall see
Lia Nightingale, 21st Prosecutor of Court
The Duke's system of justice was as expected, not the cleanest. What does one expect from a monarch? One fateful day during an investigation with their detective friend, the player character encounters you, the prosecutor of the case they're working on. Seeing as to how you're here, the two of them decide to explain what clues they've found, all while in-record. During the conversation, the player character begins to note what case you're planning to pin onto the defendant, that being an accusation of assassination committed by one of the people the player character recognized.
After further investigation, the player character's certainty begins to dwindle, wondering if their dear friend really was involved in this case. They decide to go to sleep, suddenly waking up in a realm they are not familiar of, with you by their side. After some accusations, the two of you agree to look into what had happened. In front of them was a non-descript mansion with various props and details within it which can be interpreted in a variety of ways.
The goal is to find enough evidence in such a way that you or they are unable to assume that either of you are responsible for this event. Among this evidence they can find clues on your past, about how you're the newest prosecutor that has yet to be roped into the web of lies spun by your superiors, of how you still genuinely trusted the system to take down the unjust, and how much effort you put into getting this job. The player character also can discover the details of the spell that was used on them, a variation of the astral projection spell with different details such as how if someone is killed, they'll end up brain dead, that the victims are always given a chance of escape, that it is typically used for assassinations, that it is mostly used by powerful wizards, and that it can be casted by a third party.
Should the player character find enough evidence, they'll run it down by you who will create a possible explanation of what might happen and the player character needs to shoot you down whenever it begins to incriminate you or them. Should they succeed, you realize that your judgement may have been flawed and the two of you wake up safely, now aware of a plot to kill the two of you. Should they fail however, you'll either back up in fear or confidently accuse your opponent before pulling out your weapons, ready to attack.
You primarily wield an enchanted pocket knife, +5 to be exact and when outranged, you can fire your pocket pistol. Throughout the fight, the mansion you face off against begins to twist and turn, obscuring the two of you during your fight. You are also resistant to all non-divine madness, mind, charm, and poison effects. Despite not being a wizard, you did memorize the Project Weapon spell, creating a silhouette of your knife during certain attacks, increasing its range greatly. The projections can also be thrown as projectiles though its size will be reduced greatly, a silhouette of your weapon flying through the air.
Should the player character defeat you, they'll wake up to news of your death, now replaced a well-known corrupt lawyer, forcing them to take drastic action.
The theme during the investigation
Your boss theme
To be fair, I do like complex lore, especially when I can make it with just short intertwining stories. But alright, lets see what I can do hereThis might just be the most high effort thread in the wiki atm,ngl
I'm in.
We shall see
Lia Nightingale, 21st Prosecutor of Court
The Duke's system of justice was as expected, not the cleanest. What does one expect from a monarch? One fateful day during an investigation with their detective friend, the player character encounters you, the prosecutor of the case they're working on. Seeing as to how you're here, the two of them decide to explain what clues they've found, all while in-record. During the conversation, the player character begins to note what case you're planning to pin onto the defendant, that being an accusation of assassination committed by one of the people the player character recognized.
After further investigation, the player character's certainty begins to dwindle, wondering if their dear friend really was involved in this case. They decide to go to sleep, suddenly waking up in a realm they are not familiar of, with you by their side. After some accusations, the two of you agree to look into what had happened. In front of them was a non-descript mansion with various props and details within it which can be interpreted in a variety of ways.
The goal is to find enough evidence in such a way that you or they are unable to assume that either of you are responsible for this event. Among this evidence they can find clues on your past, about how you're the newest prosecutor that has yet to be roped into the web of lies spun by your superiors, of how you still genuinely trusted the system to take down the unjust, and how much effort you put into getting this job. The player character also can discover the details of the spell that was used on them, a variation of the astral projection spell with different details such as how if someone is killed, they'll end up brain dead, that the victims are always given a chance of escape, that it is typically used for assassinations, that it is mostly used by powerful wizards, and that it can be casted by a third party.
Should the player character find enough evidence, they'll run it down by you who will create a possible explanation of what might happen and the player character needs to shoot you down whenever it begins to incriminate you or them. Should they succeed, you realize that your judgement may have been flawed and the two of you wake up safely, now aware of a plot to kill the two of you. Should they fail however, you'll either back up in fear or confidently accuse your opponent before pulling out your weapons, ready to attack.
You primarily wield an enchanted pocket knife, +5 to be exact and when outranged, you can fire your pocket pistol. Throughout the fight, the mansion you face off against begins to twist and turn, obscuring the two of you during your fight. You are also resistant to all non-divine madness, mind, charm, and poison effects. Despite not being a wizard, you did memorize the Project Weapon spell, creating a silhouette of your knife during certain attacks, increasing its range greatly. The projections can also be thrown as projectiles though its size will be reduced greatly, a silhouette of your weapon flying through the air.
Should the player character defeat you, they'll wake up to news of your death, now replaced a well-known corrupt lawyer, forcing them to take drastic action.
The theme during the investigation
Your boss theme
How convenient, just after I've made a lawyer based boss. Give me a secmy entire boss fight is just me arguing with the hero about why i do not deserve such punishment
Stefano, the Haunted
The player character looks at the entrance of the abandoned nightclub, finding it much darker in contrast to the vibrant night life of the urban town. Their ghost-hunting companion explains the backstory of the nightclub, that in the past it was a shady yet bright place offering the greatest parties of the city to whoever is willing to pay though such fame invited the attention of more despicable people of the city. She excitedly wonders what types of spirits may be infesting the place as the two enter. The way to the 4th floor dance room was mostly uneventful with generic spirits roaming about.
Suddenly the equipment begins to turn on as if the place was still operational, flickering and sparks occasionally occurring which the player character's companion recognized as electrical interference that only certain powerful spirits can create. This was when you appeared on the disk table, using the pre-set disks to communicate. You explain how long it has been since someone had arrived to your club and that you're "dying" for another party. The machine however cannot take ghostly interference and began to spark, prompting Ella to pull out her radio to use as another way for communication.
Thanking the opportunity, you decide to explain that you merely returned to this place after his death despite not really having any loose ties, you did after all get away with arson which you wonder if it's because you did the crime or died at April the 4th. Ella's eyes lit up as she realized what you are, a charged spirit, ghostly apparitions created when mortals escape judgement, being punished to roam the land of the living and having electricity powers. You ask how she knew that, realizing that the people you're talking to are ghost hunters. Sighing, you ask if you can have one last party and before giving a chance to answer, your eyes light up with electricity, ready for combat.
Due to your ghostly composition, you can only be hit by enchanted weapons, +4 to be exact though it only applies to melee hits, enchantments being merely something that equalizes physical weapons with greater powers like magic. Throughout the fight you can move around speakers and pull them from the stock room before charging them up, creating great blasts of sound. The dancefloor will flash with different colors and depending on where the player character is standing on, they can take more, less, or regular amounts of damage. Occasionally you'll drop a disco ball from the sky, reflecting harmful light attacks that move around slowly throughout the room before crashing into a pile of shrapnel.
After taking enough damage, you'll start to be more direct, replacing all your attacks except the dance floor modifications with your own. You can fire blasts of electricity or even perform the soul blast spell which requires electricity and soul resistance to reduce the damage of respectively. There's also a grab attack you can perform in which you'll possess the target's arm and use to punch their face repeatedly while mocking and dealing damage to them.
Once you're defeated, your usual electrifying glow begins to fade, the ghostly powers you're comprised of beginning to falter. You tell the people you've been fighting that you haven't exerted yourself in so many years and remarks how odd it is that ghosts can get exhausted. Despite asking for some time to recover, you're quickly sucked in to Ella's ghost trap, another spirit apprehended by the Rue of the Geist. The player character can later talk to you in your prison where you've made a new discotic for all the apprehended spirits, learning a few electricity-related spells in the process.
Your theme
Specter X, 2000th Legion of the Lich KingInteresed to see what I would get from this so want a boss name and theme please (obviously after the others get theirs first).
please don’t talk so openly about my crimes like this it will get me in troubleThroughout the town the player character can find details of the crimes you've worked with, each capable of tearing away at your resistances like a burnt house, a drug lab, an explosion-ridden warehouse, a shootout scene, and at the end, a dead body, murdered via strangulation
Don't worry about it, you can probably get away with it. Though I guess you Better Call Saulplease don’t talk so openly about my crimes like this it will get me in trouble
Specter X, 2000th Legion of the Lich King
While reviewing the information gathered by the informants of the rebels, the player character is notified of an army of spirits employed by the undead kingdom. After being explained the danger of such an army on the rebellion, the player character decides to hit up a good friend, another ghost hunting job for the two of them. With some introduction, the two of them set off to find the army and stop them, possibly saving the world in the process, in Ella's words.
The two of them arrive at an abandoned fort, finding many corpses and military equipment strewn about. In the middle of the place was a small tent with a map desk and you looking at it. Even in the heavy rain, it was still clear enough for them to recognize your features. A humanoid wearing a black trenchcoat with a grey sweater underneath. You wore a pair of black trousers and boots and your hands are covered with gloves. On your sweater collar was a "+" shaped button and on your head was a monocle and an old military cap. Though they seem to float in the air, as if your body was transparent.
You point at the two ghost hunters while stumbling forward, your body seemingly empty. Ella gasped, assuming you to be a cloth-based animated armor which is quite the rarity. Still regardless of species, you have a mission. Reaching into your pocket, you pull out a revolver and saber. During the fight you mostly dash to avoid attacks, moving as if you're being puppeted by an invisible force. Occasionally you'll either use your rifle or throw a grenade. After enough damage, a part of your uniform is ripped open and an eye peers through.
You chuckle, explaining that the whole army was in you all along. Spirits begin to pour out of every opening in your cloth body, creating a blue silhouette of a military commander above you. The two of you point forward as spirits begin to fly towards the artillery scattered around the place, arming them as if they were still functional. Some of the spirits begin to possess the dead soldiers who proceeded to re-arm themselves figuratively, grabbing at the rifles, revolvers, combat knives, machetes, shovels, grenades, and blunderbuss scattered around the place. Ella fearfully recognizes you as a Legion Specter, a ghost consisting of an army of other spirits.
Some of your attacks are modified such as your revolver which instead fires soul blasts instead of bullets while your rifle's bullets now have homing capabilities. Each of your strike of your saber is followed by your silhouette following up the attack, allowing for bigger area of effect. All of this while artillery rounds rain down on the battlefield and undead soldiers shoot and slash at the living. Should the player character survive, your silhouette falls as the spirits begin to re-condense into your cloth body. Ella explained that the spirits you're consisted of are in a symbiotic relationship with each other and if damaged enough, will need to condense their presence to stay in the mortal realm.
You are also a very rare and very dangerous ghost, prompting her to apprehend you immediately. Upon victory, the player character gains your uniform which grants resistance to even divine based soul effects as well as increase the effects and duration of all skills and spells that grant buffs to allies. Your saber is also there, capable of dealing strictly soul damage. This also progresses the questline.
Your theme
Noore, "Battle of the Week"'s HostNow im curious about this as well...
Nick, the DerpAren't this interesting.
True Spaceman
This is gonna be tough but OK. I'll try and stay away from any Sonic or FNAF referencesThis should be interesting.
make me a boss fight
Joshua, the Mossycan I be a boss?
The Grey Merlion, Artificial MonstrosityI'm down for this, make me a boss fight.
Fine, but it's gonna be mostly lore. In fact this is gonna be a lot like @ZoroNotZolo's case in which you're an in-game featureCool, so what happens if I do a word associated with a lot of power like, God, I CHOOSEGoddess!