Post by gantzgun74 on Mar 26, 2018 23:45:24 GMT -5
Full Name: John ‘Scrubba’ Teagues
Nickname(s): Johnny boy, Sleepy Johnny, the Sleep walker.
Age: 29
Height: 3 foot 6
Weight: 120 lbs
Gender: Male
Race: Koopa (Belongs to the Spike Sub-species but comes from the Spike’s slightly taller cousins often called Clubba. The Clubba sub-species does have naming conventions but John tossed that out the window in order to be his own person.)
Alliance: Lawful Good
Home: Rogueport (Formerly Bowser’s Kingdom, Darkland and even Subcon for a time.)
Franchise: Super Mario Bros (Clubba’s come from the Paper Mario franchise, however, John will take many cues in numerous stories and will likely be able to recount some of the things he was either present for or heard about.)
Physical Description
About Mario’s height in universe, John is about as tall as most regular Mushroom Kingdom Citizens can become. However he’s also identifiable by his blue skin and orange hair, which is pulled into a bush on top of his head trailing down the back to his neck (Fare often notes that it’s impossible to fix John’s hair since it’s so messy). John is like most Clubba his age, often walking with a slight hunch to compliment the tiny shell on his back. While he may not appear combat capable, his arms are capable of stretching to some degree, which allows him some amount of reach. But probably John’s biggest selling point is the thickness of his body. While he’s still shorter then most natural fighters on the island, he’s far more capable of taking punishment then Fare. He typically tends to wear a brown scarf along with a light tan explorer’s hat (which was a purchase he made at Crazy Cap back when it first opened).
Weapons and Accessories
Unlike Fare who can improvise weapons when necessary, John has very little need for such things as his musculature allows him to take down targets twice his size. Even Brass knuckles are often taken out of the equation due to John’s specific abilities. The only thing he owns that’s especially able to stand out is the wedding ring he wears on his middle finger, a proud sign of a contract he forged back home that he happily wears. Though he makes sure to take it off before jumping into the middle of a massive fight.
Abilities/Powers
John greatly differentiates himself from most Clubba and even most Spike’s by fighting bare-handed, a trait that was only fully imitated with training by Grubba and, to a lesser degree, by Tubba Blubba. This is due to John’s mother being a branch from Tubba Blubba’s sub-species of Clubba, and passing on the trait of longer more combat capable arms through geneology. This was never mentioned in the physical description as this is considered a sort of genetic mutation fully unique to John and his specific sub-species, and this family tree also gives him a few other abilities as well. For instance, it was fully implied that John could have easily become as massive as Tubba Blubba when he gets older, but has yet to reach this growth spurt if indeed he ever will.
Along with elongated arms and more pronounced hands, this means John has more pronounced fists and even slightly more pronounced feet, a trait he was initially teased for as a child due to his awkwardness with a weapon… That is until, he came across the cinematic master pieces starring famed Clubba Martial Artist Grubba. Mimicking Grubba’s fighting style he eventually invented a very rough style of his own where, taking inspiration from a few movies, he’s trained his knuckles to feel nothing thus allowing him to strengthen them even further. Once, braggingly, he referred to himself as the ‘fists of steel’ to Fare, using nothing but his bare fists to drive a wedge between logs to split them in half… And as he’s further trained his craft, he’s been able to take that name very literally by using star Power to emulate putting on a metal cap but applying it’s metallic effects to his arms and fists. Due to this, John’s fists have been known to strike just as hard as any Super Hammer.
Along with imitating some of Grubba’s wrestling moves and jumping prowess, when he eventually got out and about on his own, he was inspired by his new sensei, sensei Jinx, to take inspiration from other places as well, and so he did, one day, when he took notes from Big and Lil’ Massif, Fare’s teachers, learning about a technique that let him turn any object into a projectile simply by punching it at his opponent. The Massif’s tended to use stone Collumns and even rocks so John is just as likely to use this tactic.
Learning that defense is sometimes the best offense, John is currently working on a way to apply the ‘Metal-Cap-esque’ effects on various parts of his body. So far to no success.
Weaknesses
Basically? John is that one Clubba. That one stereotypical Clubba you always find in Paper Mario snoozing up a storm, slacking off on the job, just leaving Peach right for the identity picking with the Sneaky Parasol. The true story is that ‘Scrubba’ was such a hard, ardent worker, and in fact still is, that he often deprives himself of sleep in his over-eager efforts to please anyone that begs for his help. Due to this, it’s not exactly rare to find John asleep at random times throughout the day and in the strangest of places. One could argue this is a blessing in disguise as ‘Dreamy John’, the personification of John in the Dream World is hyper competent and seemingly a master of ‘Drunken Boxing’, to a degree, but in real money? Yeah, that helps very little in the waking world.
Along with that, John is still working on his inherent star power guage, so him using his fists of steel technique more then once per battle isn’t really all that likely to happen, unless he gets a super boost prior.
Skills
As a wanderer that has traveled to many places before, he knows his way around camping, from setting up tents, to building fires. Along with that however, his normally very studious and busy-bodying self means he’s highly applicable to any job he takes on…. When he can stay AWAKE that is. Thankfully he’s attempting to take medication.
Personality
If I had to pick one word to adequately describe John it would be…. Simple. The Izumi comparison for Fare is actually quite fitting in some cases as John is also a fitting comparison for Sig Curtis, a loving partner and traveling companion that perfectly compliments his wife’s volatile nature with his own meek and still calming charm. He’s doting, supportive, though often the type to rush in to save those in trouble whether they be his wife or not, a trait he actually gained from his first meeting with Mario back during a previous battle in Shy-Guy’s Toy Box.
In the past, John has always blossomed most as an energetic and happy character when he approached martial arts, having grown up watching Grubba’s numerous martial arts movies, even going so far as to watch them numerous times and imitate the movements from the films themselves. Basically speaking, John is a massive fighting geek, someone who loves even the strangest of things so passionately as so few people often do, which is arguably one of the traits that drew Fare to him.
History
Scrubba Teague used to be a fairly normal clubba in Bowser’s army; doing the best job he could possibly do in all aspects, cleaning, guarding, patrolling, securing, stealing, and essentially doing everything that was told to him by his commanding officers (With the occasional hourly power naps at random intervals, much to said commanding officers chagrin). One day, after Bowser had succeeded in stealing the entirety of Mushroom Kingdom Castle (Paper Mario 1), Peach confided in Bowser several ‘weaknesses’ that Bowser could use to keep Mario away from key items in Shy Guy’s Toy Box (They were all bullshit)….
However, Kammy, deciding to be cautious, set up John next to one of the chests, not really trusting the Princess at her word and deciding to be smart about setting up a guard just in case. Scrubba had been sleeping since the teleport and woke up to find himself in the Shy-Guy’s demented hidden playground with utterly NO clue what was going on or even what had happened. It was only when Mario appeared that he understood and the two went full hog into a fight for the treasure, a fight Mario easily won.
However, one of his party member’s present, a young toad martial artist and adoptive son of the Dojo Master, Duss T., was impressed with John’s mostly improvised skill and instead of parting on bad terms, John became intrigued by the people he had gotten the chance to meet. So intrigued in fact that when Mario saw him next after the Shy-Guy chaos, he was stunned to see that John had joined the Toad Town Dojo where he could start learning proper styles and proper forms.
Time would go on from that day as John practiced every day with Duss, Chan, Lee and the Dojo Master. Eventually he would be noticed by Master Jinx of Super Mario RPG and his learning would continue on from there. One event would lead him away on his own adventure as Jinx sensed the reawakening of an evil black jewel. Jinx, a spriteling, wants to rush in to put a stop to the jewel, but John, along with his senior fellow koopa student Jagger, volunteer to go check it out. After crossing paths with Wario and crossing fists with him, the three eventually put aside their differences and start fighting the Black Jewel together, shattering it and freeing Wario’s castle from it’s influence. John and Jagger attempt to gather up the pieces but Wario carelessly tosses the shards into the nearby lake instead.
The events of Thousand Year Door herald in a new era in John’s life where he meets his hero Grubba (Seriously kids NEVER meet your heroes, it NEVER goes well), gets to go on a new adventure with Mario and…. Meets a beautiful young Hooski name Fare. John is infatuated almost immediately and does his best multiple times to try and impress her (Thankfully for him, Fare found the attempts more endearing then any of his successes, which in themselves were rare). The two would fight through impossible odds both apart and together and in the calms that followed between everything else, the two would find common ground and Fare ends up falling in love back with John’s lunkhead charm. To the point that when the events of Dream Team occur, Fare and John are happily married and on vacation on Pi’illo Island, before getting roped into the Mario Brother’s latest adventure.
Other
In Fare’s bio, it’s made clear that Fare’s parents had vanished due to mysterious circumstances, through an odd warp pipe within their latest dig. Fare was hesitant to jump in and go looking for them but John, ever the lovable lunkhead, decides to jump in and look for them because it would make Fare happy if he brought them back, to which the former mafia, now cop groaned and chased after him.
John would remember waking up all by himself in a mysterious new location and surrounded by odd new people. But such things could wait till later, he had to find Fare’s parents…. And maybe even Fare herself if she had followed him through that pipe!
Picture(s)
[The absolute basic Clubba base]
[The Base Spike]
[John's Hat]
[Have no official artwork of John yet. Maybe some day.]
Nickname(s): Johnny boy, Sleepy Johnny, the Sleep walker.
Age: 29
Height: 3 foot 6
Weight: 120 lbs
Gender: Male
Race: Koopa (Belongs to the Spike Sub-species but comes from the Spike’s slightly taller cousins often called Clubba. The Clubba sub-species does have naming conventions but John tossed that out the window in order to be his own person.)
Alliance: Lawful Good
Home: Rogueport (Formerly Bowser’s Kingdom, Darkland and even Subcon for a time.)
Franchise: Super Mario Bros (Clubba’s come from the Paper Mario franchise, however, John will take many cues in numerous stories and will likely be able to recount some of the things he was either present for or heard about.)
Physical Description
About Mario’s height in universe, John is about as tall as most regular Mushroom Kingdom Citizens can become. However he’s also identifiable by his blue skin and orange hair, which is pulled into a bush on top of his head trailing down the back to his neck (Fare often notes that it’s impossible to fix John’s hair since it’s so messy). John is like most Clubba his age, often walking with a slight hunch to compliment the tiny shell on his back. While he may not appear combat capable, his arms are capable of stretching to some degree, which allows him some amount of reach. But probably John’s biggest selling point is the thickness of his body. While he’s still shorter then most natural fighters on the island, he’s far more capable of taking punishment then Fare. He typically tends to wear a brown scarf along with a light tan explorer’s hat (which was a purchase he made at Crazy Cap back when it first opened).
Weapons and Accessories
Unlike Fare who can improvise weapons when necessary, John has very little need for such things as his musculature allows him to take down targets twice his size. Even Brass knuckles are often taken out of the equation due to John’s specific abilities. The only thing he owns that’s especially able to stand out is the wedding ring he wears on his middle finger, a proud sign of a contract he forged back home that he happily wears. Though he makes sure to take it off before jumping into the middle of a massive fight.
Abilities/Powers
John greatly differentiates himself from most Clubba and even most Spike’s by fighting bare-handed, a trait that was only fully imitated with training by Grubba and, to a lesser degree, by Tubba Blubba. This is due to John’s mother being a branch from Tubba Blubba’s sub-species of Clubba, and passing on the trait of longer more combat capable arms through geneology. This was never mentioned in the physical description as this is considered a sort of genetic mutation fully unique to John and his specific sub-species, and this family tree also gives him a few other abilities as well. For instance, it was fully implied that John could have easily become as massive as Tubba Blubba when he gets older, but has yet to reach this growth spurt if indeed he ever will.
Along with elongated arms and more pronounced hands, this means John has more pronounced fists and even slightly more pronounced feet, a trait he was initially teased for as a child due to his awkwardness with a weapon… That is until, he came across the cinematic master pieces starring famed Clubba Martial Artist Grubba. Mimicking Grubba’s fighting style he eventually invented a very rough style of his own where, taking inspiration from a few movies, he’s trained his knuckles to feel nothing thus allowing him to strengthen them even further. Once, braggingly, he referred to himself as the ‘fists of steel’ to Fare, using nothing but his bare fists to drive a wedge between logs to split them in half… And as he’s further trained his craft, he’s been able to take that name very literally by using star Power to emulate putting on a metal cap but applying it’s metallic effects to his arms and fists. Due to this, John’s fists have been known to strike just as hard as any Super Hammer.
Along with imitating some of Grubba’s wrestling moves and jumping prowess, when he eventually got out and about on his own, he was inspired by his new sensei, sensei Jinx, to take inspiration from other places as well, and so he did, one day, when he took notes from Big and Lil’ Massif, Fare’s teachers, learning about a technique that let him turn any object into a projectile simply by punching it at his opponent. The Massif’s tended to use stone Collumns and even rocks so John is just as likely to use this tactic.
Learning that defense is sometimes the best offense, John is currently working on a way to apply the ‘Metal-Cap-esque’ effects on various parts of his body. So far to no success.
Weaknesses
Basically? John is that one Clubba. That one stereotypical Clubba you always find in Paper Mario snoozing up a storm, slacking off on the job, just leaving Peach right for the identity picking with the Sneaky Parasol. The true story is that ‘Scrubba’ was such a hard, ardent worker, and in fact still is, that he often deprives himself of sleep in his over-eager efforts to please anyone that begs for his help. Due to this, it’s not exactly rare to find John asleep at random times throughout the day and in the strangest of places. One could argue this is a blessing in disguise as ‘Dreamy John’, the personification of John in the Dream World is hyper competent and seemingly a master of ‘Drunken Boxing’, to a degree, but in real money? Yeah, that helps very little in the waking world.
Along with that, John is still working on his inherent star power guage, so him using his fists of steel technique more then once per battle isn’t really all that likely to happen, unless he gets a super boost prior.
Skills
As a wanderer that has traveled to many places before, he knows his way around camping, from setting up tents, to building fires. Along with that however, his normally very studious and busy-bodying self means he’s highly applicable to any job he takes on…. When he can stay AWAKE that is. Thankfully he’s attempting to take medication.
Personality
If I had to pick one word to adequately describe John it would be…. Simple. The Izumi comparison for Fare is actually quite fitting in some cases as John is also a fitting comparison for Sig Curtis, a loving partner and traveling companion that perfectly compliments his wife’s volatile nature with his own meek and still calming charm. He’s doting, supportive, though often the type to rush in to save those in trouble whether they be his wife or not, a trait he actually gained from his first meeting with Mario back during a previous battle in Shy-Guy’s Toy Box.
In the past, John has always blossomed most as an energetic and happy character when he approached martial arts, having grown up watching Grubba’s numerous martial arts movies, even going so far as to watch them numerous times and imitate the movements from the films themselves. Basically speaking, John is a massive fighting geek, someone who loves even the strangest of things so passionately as so few people often do, which is arguably one of the traits that drew Fare to him.
History
Scrubba Teague used to be a fairly normal clubba in Bowser’s army; doing the best job he could possibly do in all aspects, cleaning, guarding, patrolling, securing, stealing, and essentially doing everything that was told to him by his commanding officers (With the occasional hourly power naps at random intervals, much to said commanding officers chagrin). One day, after Bowser had succeeded in stealing the entirety of Mushroom Kingdom Castle (Paper Mario 1), Peach confided in Bowser several ‘weaknesses’ that Bowser could use to keep Mario away from key items in Shy Guy’s Toy Box (They were all bullshit)….
However, Kammy, deciding to be cautious, set up John next to one of the chests, not really trusting the Princess at her word and deciding to be smart about setting up a guard just in case. Scrubba had been sleeping since the teleport and woke up to find himself in the Shy-Guy’s demented hidden playground with utterly NO clue what was going on or even what had happened. It was only when Mario appeared that he understood and the two went full hog into a fight for the treasure, a fight Mario easily won.
However, one of his party member’s present, a young toad martial artist and adoptive son of the Dojo Master, Duss T., was impressed with John’s mostly improvised skill and instead of parting on bad terms, John became intrigued by the people he had gotten the chance to meet. So intrigued in fact that when Mario saw him next after the Shy-Guy chaos, he was stunned to see that John had joined the Toad Town Dojo where he could start learning proper styles and proper forms.
Time would go on from that day as John practiced every day with Duss, Chan, Lee and the Dojo Master. Eventually he would be noticed by Master Jinx of Super Mario RPG and his learning would continue on from there. One event would lead him away on his own adventure as Jinx sensed the reawakening of an evil black jewel. Jinx, a spriteling, wants to rush in to put a stop to the jewel, but John, along with his senior fellow koopa student Jagger, volunteer to go check it out. After crossing paths with Wario and crossing fists with him, the three eventually put aside their differences and start fighting the Black Jewel together, shattering it and freeing Wario’s castle from it’s influence. John and Jagger attempt to gather up the pieces but Wario carelessly tosses the shards into the nearby lake instead.
The events of Thousand Year Door herald in a new era in John’s life where he meets his hero Grubba (Seriously kids NEVER meet your heroes, it NEVER goes well), gets to go on a new adventure with Mario and…. Meets a beautiful young Hooski name Fare. John is infatuated almost immediately and does his best multiple times to try and impress her (Thankfully for him, Fare found the attempts more endearing then any of his successes, which in themselves were rare). The two would fight through impossible odds both apart and together and in the calms that followed between everything else, the two would find common ground and Fare ends up falling in love back with John’s lunkhead charm. To the point that when the events of Dream Team occur, Fare and John are happily married and on vacation on Pi’illo Island, before getting roped into the Mario Brother’s latest adventure.
Other
In Fare’s bio, it’s made clear that Fare’s parents had vanished due to mysterious circumstances, through an odd warp pipe within their latest dig. Fare was hesitant to jump in and go looking for them but John, ever the lovable lunkhead, decides to jump in and look for them because it would make Fare happy if he brought them back, to which the former mafia, now cop groaned and chased after him.
John would remember waking up all by himself in a mysterious new location and surrounded by odd new people. But such things could wait till later, he had to find Fare’s parents…. And maybe even Fare herself if she had followed him through that pipe!
Picture(s)
[The absolute basic Clubba base]
[The Base Spike]
[John's Hat]
[Have no official artwork of John yet. Maybe some day.]