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Fandom Hunters of the Throne (Multi-Fandom Crossover RP) [OPEN]

lightning_1.png
"The brighter the light, the darker the shadow."

Name: Lightning (AKA 'Light Ignis')

Age: (Has existed for) 10 years

Canon:
340


Powers / Abilities / Equipment:
Monster Summoning - Due to the functions of his Duel Disk and an innate power from his 'conception', Lightning can Summon the monsters in his cards into reality. Outside of a Duel, he can drawn whenever he wishes and can directly Link Summon without using the appropriate Material. Lightning uses a deck of Armatos Legio, a whole deck of Cyberse-type statue-like monsters resembling warriors - among other things. The monsters themselves grant each other offensive and defensive benefits depending on what cards are linked to them - for example, Armatos Legio Scutum, if it is linked to an Armatos Legio Link Monster, that Link Monster is the only attack target and it cannot be destroyed once per turn. Summoning Monsters the proper way although taking longer makes them more stable and reduces their drain on Lightning's energy reserves.

Spell Card Magic - Lightning is capable of causing a variety of effects by activating Spell Cards. For example, the Continuous Spell Armatos Lex lets Lightning return a fallen Spell in his Graveyard to his Deck, and also adds an Armatos Legio from his Deck to his hand of his choice. In addition, if either player is to attack each other directly while they both have monsters, Armatos Lex's secondary effect is allowed to negate that attack. And if that's not enough, once per turn, Lightning is allowed to tribute an Armatos Legio via this card's effect to draw 1 card - and this is all in one card; Armatos Lex forms a defensive presence and allows Lightning to build his formation faster and safer.

Trap Card Magic - Functioning similarly to his Spell Card Magic, Trap Card Magic allows Lightning to manifest the effects of his Trap Cards into reality. Example, he can use the Continuous Trap Card Armatos Gloria makes it so cards and effects can't destroy any other cards on the field and neither player can banish cards either - but if Armatos Gloria itself is the target of an effect, it destroys all of Lightning's monsters. A double edged-sword at best, this card will force his opponents to fight his monsters head-on without any form of magical abilities (if any).

Duel Disk - The circular bracelet-like device usually on a human's wrist, it's intended purpose is to play Duel Monsters - although Lightning cannot 'carry it', he is however able to 'control it' as it is still technology and him being an A.I allows him to do so. For an Ignis like him, it also doubles as a 'storage' for himself - as in, he can actually hide in this thing, similarly to other Ignis have been capable of. So, in other words, Lightning could be hiding in the Duel Disk and making it float via a technological influence, and can still make it float while he presents himself and kicks your butt via card game power.

Inside this spoiler is a list of all of the Armatos Legio related cards, which have been 'translated' into role-playing friendly language.
Monsters
Main Deck
Armatos Legio Galea - On the turn Galea is sent to Lighting's Graveyard in any way, Lightning and his allies don't suffer any damage involving Armatos Legio Link Monsters that pointed to Galea. This card is a level 3 monster with 0 ATK and 1000 DEF.
Armatos Legio Gradius - Upon Normal Summoning, Gradius allows Lightning to add 'Armatos Colosseum' from his Deck to his hand. In addition, if any Armatos Legio point to Gradius, they gain 500 bonus ATK. This card is a level 2 monster with 0 ATK and 800 DEF.
Armatos Legio Magica Alcum - If this card is Summoned to be linked to an Armatos Legio Link Monster, Lightning can target 1 'Judgment Arrows' in his Spell/Trap Card Zone that the mentioned Link Monster points to. That monster can't be destroyed via magic (or anything similar - especially important to negate Judgment Arrows' drawback) during this 'turn', Judgment Arrows is sent to the Graveyard, and 'any' visible opposition apart from anything directly opposing the 'Extra Monster Zone' (in other words, anything opposing him apart from anything in 'that' sort of space, remotely close to oppose Lightnings') is completely and utterly demolished via magical arrows (unless anything can be done to stop it). This card is a level 4 monster with 0 ATK and 1800 DEF.
Armatos Legio Scutum - An Armatos Legio Link Monster that points to Scutum is the only allowed attack target, and once per 'turn', if an Armatos Legio would be destroyed by battle or via magic (or anything similar), Scutum's effect prevents destruction. This card is a level 3 monster with 0 ATK and 1800 DEF.
Armatos Legio Segmentata - If this card is pointed to by a Link Monster, and is sent to the Graveyard to Link Summon, Lightning can lose 1000 LP to return all monsters used for that Link Summon to his Deck, return an equal number of cards from his Graveyard to his Deck equal to that Link Monster's Link Rating (how many link markers it has), and then it forces the opposition to choose a card from Lightning's Graveyard - that chosen card is returned to Lightning's hand. This card is a level 4 monster with 0 ATK and 2000 DEF.
Armatos Legio Sica - An Armatos Legio pointing to this card can immediately destroy an opponent in battle without any damage calculation (so neither side takes damage, but the unfortunate opponent is defeated). This card is a level 1 monster with 0 ATK and 400 DEF.
Armatos Legio Speculata - By discarding another Armatos Legio from his hand, Lightning can Special Summon this card from his hand once per 'turn'. If an Armatos Legio that points to Speculata battles, no out-of-battle interference is allowed until the attack is complete. This card is a level 5 monster with 0 ATK and 1800 DEF.
Extra Deck
Armatos Legio Centurion - If another Armatos Legio is attacked, Centurion is allowed to prevent that attack from happening entirely, but only 'once per turn'. A link-2 monster with 1700 ATK that points to the left and the right, and it requires two Armatos Legio to summon.
Armatos Legio Decurion - If any other number of Armatos Legio would be destroyed via magic (or anything similar), Decurion can be tributed to protect the Armatos Legio that would have been lost. In addition, on the turn Decurion is Link Summoned, it cannot be destroyed via magic (or anything similar) once on that 'turn'. A link-1 monster with 1000 ATK that points down, and it requires one Armatos Legio to summon.
Armatos Legio Eques Flamma - If Eques Flamma is co-linked with another Armatos Legio (their link markers point to each other) and it is destroyed via magic (or anything similar), it has the option to make both sides (Lightning and any enemy - maybe multiple enemies) take damage equal to the original ATK of the monster that Eques Flamma was co-linked to. This card can only be Summoned via the Spell 'Armatos Fulgur', is a link-1 monster with 800 ATK, and points left.
Armatos Legio Legatus Legionis - Once per 'turn' at any time (his turn or not), Legatus Legionis allows Lightning to 'switch' an Armatos Legio on his field that is level 4 or below with another one in his Graveyard (it is Summoned next to Legatus' link). And, if an Armatos Legio is Summoned to the field while Legatus Legionis is in play, he can become immune to opposing card effects - in other words, immune to everything but face-to-face combat. A link-3 monster with 2400 ATK that points down, left, and right - and it requires 2 or more Armatos Legio to summon.
Armatos Legio Magnus Dux - Once per 'turn' at any time (his turn of not), Magnus Dux can return cards on the field to the hand equal to how many monsters are co-linked to it (their link markers must point to each other) - and only once while it is on the field. Magnus Dux is also permitted to negate a Link Monster's effect activated by the opponent and then destroy it once per 'turn'. This card is a link-4 monster and Lightning's boss monster; with 3000 ATK, it points up, down, left, and right, and requires 3 or more Armatos Legio to summon.
Armatos Legio Pilus Prior - If this card is Link Summoned, Lightning can banish cards from his deck face-up equal to how many monsters are co-linked (their link markers must point to each other) on his field, and when his next 'turn' comes around, he adds those cards to his hand. And during Lightning's Main Phase, Pilus Prior is able to revive a level 4 or below Armatos Legio once per 'turn'. This card is a link-2 monster with 2000 ATK that points up and bottom right, and it requires 2 Armatos Legio to summon - but one of them must be a Link Monster.
Armatos Legio Plumbum Trident - Other characters cannot be next to this card's links while this card is on the field as a monster card - and while in the Extra Monster Zone, Plumbum Trident's ATK is doubled. But, if this card is destroyed in battle and sent to the Graveyard as a result, Lightning can add 'Judgment Arrows' from his Deck to his hand, and then place Plumbum Trident in his Spell/Trap card Zone as a 'Link Spell' - but it must be banished when it leaves the field next. Under this effect, Plumbum Trident lets Lightning return a fallen Link Monster to his Extra Deck, and then resurrect an Armatos Legio next to where Plumbum Trident points to. This card is a link-3 monster with 1100 ATK that points up, top left, and top right, and it requires 2 Armatos Legio Link Monsters to summon.
Armatos Legio Primi Ordines - During Lightning's Main Phase, Primi Ordines is able to revive a level 4 or below Armatos Legio once per 'turn'. In addition, if an Armatos Legio partakes in battle that Lightning and/or his allies would take damage from, Primi Ordines can lower that damage in 1000s for each co-linked monster (their link markers must point to each other) - again, once per 'turn'. This card is a link-2 monster with 1800 ATK that points up and bottom left, and it requires 2 Armatos Legio to summon - but one of them must be a Link Monster.
Armatos Legio Tribinus Militum - Once per 'turn', Tribunus allows Lightning to target a Link Monster it points to, and then negate any number of characters, items (anything with any sort of 'function' and/or power) on the field equal to it's Link Rating (how many link markers it has) - but if this effect is used, Tribunus cannot attack on that same 'turn'. This card is a link-3 monster with 2000 ATK that points down, bottom left and bottom right, and it requires 3 Armatos Legio to summon.
Spells
Armatos Colosseum
- Upon activation, this Field Spell allows Lightning to add any Armatos Legio monster from his Deck to his hand. And, any number of times he wants each 'turn', if he controls an Armatos Legio Link Monster, he can discard 1 level 4 or below Armatos Legio from his hand to his Graveyard, target an Armatos Legio Link Monster, and then Summon Armatos Legio monsters with names other than the discarded next to that monster's links (as many as possible - each time, every time). This is the key component to building up Lightning's field of monsters - for without this card in play and/or access to it, he has a 'bit' of a problem summoning anything at all.
Armatos Fulgur - By tributing an Armatos Legio, another with the same Link Rating (how many link markers it has) can be Summoned from the Extra Deck with a different name than the tribute's name. But, while that monster is around, Link Summoning cannot be conducted.
Armatos Lex - Upon activation, this Continuous Spell can target a fallen Spell in the Graveyard and return it to the Deck, and an Armatos Legio is added from the Deck to the hand right afterwards - both are free for Lightning to choose what cards he wants to retrieve and add. If Lightning has a monster, and he is attacked directly while an opponent's minion (or similar perhaps if this even comes in handy) is in play, Armatos Lex can negate that attack. And lastly, once per 'turn', Lightning can tribute an Armatos Legio to draw 1 card.
Armatos Replacement This card lets Lightning tribute 1 Armatos Legio Link Monster to target another Armatos Legio Link Monster in his Graveyard with an equal or lower Link Rating (how many link markers it has) - apart from the monster he just tributed, and revive it.
Judgment Arrows - A Link Spell and a card made by the Ignis, Judgment Arrows can be activated when a Link Monster points to a Spell/Trap Card zone - and this card 'must' be activated in that zone if it is to be played. Link Markers provided by a Link Spell are treated as if they are Link Markers from a Link Monster - and a Link Monster that this card points to has their ATK doubled until their attack is finished. However, only one 'Judgement Arrows' can be in control of a player at a time, and if it leaves the field while it points to one or more monsters, they are all destroyed.
Judgement Sword - If Lightning has no monsters in his Extra Monster Zone, he is able to banish an opponent's Link Monster from 'their' Extra Monster Zone and then Summon an Armatos Legio with an equal Link Rating (how many link markers it has) from his Extra Deck. The previously banished monster is then summoned back to the owner's field in their Main Monster Zone.
Traps
Armatos Gloria
- While this Continuous Trap Card is face-up, magical-like destruction is not possible at all; and in addition, cards cannot be 'banished' either (think of it like permanent exclusion). But, if this card is the target of any effect, it destroys all of Lightning's monsters outright.
Personality: Lightning's personality is dominated an incredible superiority complex - and not in the good way. He's stoic, serious and often cruel - though it is clear he is rather intelligent in everything he does. According to other A.I, it is said 'Lightning doesn't make mistakes' - and to that front, they are often correct. When he 'does' make mistakes however, it is when he lashes out with that complex of his in full force. He hides this complex of his with this serious yet wise exterior, without a care for the lives of others - even his own kind, and only does things for his own gains and/or reasons (whatever they may be)l. If he 'is' up to something however, it's best to keep an eye on this A.I - his plans are often deceptive, manipulative, and will probably destroy at least something or 'someone' - depending on what is involved and why.

Short Bio: Lightning is one of the six Ignis created during an event called 'The Lost Incident', or the 'Hanoi Project' 10 years ago. Six young children were taken away from their homes and contained in an empty room for each of them, and there was nothing in there but virtual reality equipment. In order to survive off of food, the captive children had to win their virtual duels, and as a result of this incident, each Ignis was created, one to represent each core attribute - Fire, Water, Earth, Wind, Dark and Light. Lightning was created as the Light Ignis, made in the image of a Jin Kolter, who was traumatised as a result of the incident and some of what Lightning did - among other things. Lightning would be under the radar when LINK VRAINS was up and running, until the destruction of Cyberse World, made by the six Ignis and one 'realm' for each one of them - this is where Lightning appeared, as did the Wind Ignis Windy, whom Lightning had reprogrammed to off his own partner and created another A.I by the name of Bohman to make up for their flaws. Lightning is far from a 'good' Ignis, though according to other A.I (namely Bohman and Ai), he is 'the most human' and also 'like a leader', and according to data found from an analysis he did, Lightning is the reason why the relationship between humans an A.I will 'not' go well (because Lightning is Lightning, he is predicted, by the analysis, to delete every other Ignis save himself).

Other Info: As each chapter passes, Lightning will be supplied with more cards to be used at his disposal (think of it like he levels up every now and again, and when he does so, he gets better cards that allow him to make bigger and stronger fields of monsters) - though I fully intend to play his combat situations as close to source as possible. In other words, I'll be playing the game while not 'actually' playing the game. However, I have not yet decided what cards to 'grant him' for each chapter 'yet' apart from the fact that, by the end, he will have 'all' of his cards at his disposal.
 
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    Name: Minako Arisato

    Age: 18

    Canon: Persona 3 Portable

    Powers / Abilities / Equipment:
    Naginata - Minako's main weapon is a Naginata--basically a spear with a sword-like blade. She arrives without this, but she'll manage to find one.

    Evoker - A pistol that doesn't fire bullets. It's used to summon her Persona. It is made to look like a gun to recreate a traumatic event for their Persona to manifest.

    Persona - Manifestation of the inner psyche--of the soul. It's essentially a God or a Demon that lives in our heads, usually taking form as our own mask to protect us from external stimuli. Minako, bearing the status of a WildCard, means that she has more than 1 Persona. All damage that a Persona takes will be transferred to their user, albeit a bit weaker. Constant use of a Persona will cause its user to wear out their stamina.

    She starts off with two Personas; Orpheus and Thanatos.

    As the RP goes along, she may be able to gain up to 12 Personas or more depending on how the story progresses but she may only switch up to 12 Different Personas per Battle


    • 340

      Orpheus, master of strings, poet of greek the mythos is Minako's first Persona. She appears to be a mechanical creature with long brown hair and golden torso with a speaker on her belly. She has a heart shaped harp on her back and a red scarf wrapped on her neck.

      Orpheus is able to create explosions and light fires by strumming her harp or by blaring loud sounds on her speaker-belly. She is also able to heal minor wounds and essentially reinvigorate the stamina of her allies by playing a song using her harp.

      However, Orpheus is weak to electricity, meaning that if she's hit with it, the Persona is temporarily desummoned.
    [tab=???]

    Personality:
    Minako is very bubbly, funny, upbeat and cheerful. Her dialogue choices exhibit a broad spectrum of emotions, ranging from sarcasm, joking tones, utter seriousness and otherwise depending on the player's choice. She is a sharp contrast to the male protagonist who is very reserved and concise where she, on the other hand, is not afraid to interject into conversations where her male counterpart would remain silent.

    She is also said to be dependable and tough, just like how a leader should be. Although she seems to be always in high spirits, she hides her suffering and burdens, which is why everyone, mostly Junpei Iori and Akihiko Sanada, worries so much about her.

    Her personality during Ryoji Mochizuki‘s Fortune Social link as well as her answers after his reveal shows a lot of her true personality and reveals her growth in the later parts of the game.

    She also values a lot about her friends, and the lack of her comrades to fight alongside her can prove to be traumatic for her and can put her into a breakdown as seen in Persona Q2 where she is the only Persona user who has to fight alone.

    In some Social Links events (i.e. Magician, Moon and Star), as well as the Drama CD, she has a tendency to overgorge herself on food, similar to the male protagonist in the manga adaptation, with some girls in her Social Links and SEES members saying that sometimes they are jealous on how she eats a lot and yet can stay slim all the time. In addition to this, Akihiko states that she'll get angry if someone, particularly Junpei, takes her food without permission.



    Short Bio:
    Minako Arisato is an orphan whose parents died on the Moonlight Bridge during a fatal incident a decade prior to the game. She also begins her story when she transfers to Gekkoukan, becomes aware of the Dark Hour, obtains her Persona and becomes a member of the Specialized Extracurricular Execution Squad, or SEES for short. She gains the power to avert the apocalypse in January 31st 2006 and dies from exhaustion in March 6 2006.

    Other Info: Optional. Just basically any extra info you feel is necessary that the GM should know about.


[tab=Minako Arisato][/tab]
 
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"Fireworks are a real curious thing, you know. For that one brief moment, they explode in a glorious shower of sparks, make noise, attract cheering crowds, and then in as little as a second or two... they're gone, like they never existed at all. Still, life's full of moments like that, y'know? I guess you've gotta learn to appreciate the littlest things."


Name: Ryuji Kazan (Ultimate Pyrotechnician)

Appearance: Ryuji wears a red, black-trimmed overcoat with matching trousers, long black buckled leather gloves, and black leather boots. Across his chest is a protective metal blast vest that has "火" painted on it in red, which means "fire". As for his physical features, he has long apple-red hair that is tied into dreadlocks which trail down to his lower back, light skin, and orange eyes, though his eyes are always hidden behind a pair of dark-lensed goggles that he wears and never removes for any reason. Ryuji is typically also seen with a matchstick hanging out the left side of his mouth. He is roughly 6' in height with a medium build.

Age: 18

Canon: Danganronpa OC

Powers / Abilities / Equipment:

Ultimate Pyrotechnician: As the Ultimate Pyrotechnician, Ryuji is very knowledgeable about fireworks and other explosive devices, as well as their history. He knows what metals to add to create colorful bursts, how much explosive material is needed to make a big enough bang, and how long to make a certain creation's fuse so that it goes off at just the right moment.

Firework Rockets: Ryuji's handcrafted rockets. They can be used to either create a visual/auditory distraction at a distance, send a signal, or used as weapons.

Magnesium Cups: Small fireworks shaped like truncated cones that Ryuji can light in order to create bright flashes of light and potentially daze or blind enemies.

Firecrackers: Used to create a closer-range auditory distraction, or perhaps deal light damage to enemies.

Matches: You can't light fuse-bearing fireworks without a match or two.

Personality: Despite his expertise with things that go "boom", Ryuji's personality is not explosive by any means. His cool, slightly stoic demeanor can misinterpreted as aloofness, but in truth the only types of folks he dislikes are those that rush directly into danger headfirst without a plan. He prefers to think things through carefully, and can work well with others so long as he believes their plans are solid enough. On top of this, Ryuji is also a fan of dry humor, and can sometimes bring a few laughs to the table. Ryuji can wax philosophical, as shown by the above quote. If one can establish a friendship with him, they'll have a good friend at their side.

Short Bio: Born to the Kazan family, known for their beautiful fireworks used at a number of concerts and other wonderful events, Ryuji was taught by his father how to craft awe-inspiring fireworks to make any crowd "ooh" and "ahh". He was scouted to be a student of Hope's Peak Academy, and despite experiencing his classmates kill each other as part of a twisted game, he was one of the few Ultimates of his class that survived. Originally someone who didn't really care about any of his fellow classmates, he learned to work with others in a life-or-death situation, and together, his class bested the mastermind behind the whole horrific affair.

Other Info: Despite being a pyrotechnician, Ryuji is, ironically enough, mildly photosensitive, hence why he wears the goggles.
 
Appearance: DFC93D05-D5B0-4AF5-95E1-41DF43F55DA2.jpeg

Name: Sir Benedict Cucumberpatch

Age: 34654567889987655677655677666666677776666666

Canon: OC

Powers / Abilities / Equipment:
Benedicts powers originate under one specific category called “Toon Logic”, aka anything goes with him, but Benedict is a reserved man, and mainly uses his powers to summon things like his megaphone and other random tiny things from his pockets, sometimes teleportation, and even omnipresence, the infinite pocket is his most used however.
Personality: Benedict is a cold businessman that views the world as a giant opportunity for profit and personal gain, he is usually quite careless unless something directly involves him, for he sees his way as the only best way, Benedict is also very posh and aristocratic...often flaunting his wealth and belittling those who don’t have much....or he just buys them out.

Short Bio:
Benedict in his universe is the owner and CEO of a megacorporation named “Them”, a company/agency who focuses on selling luxury goods and protecting the world and most importantly Benedicts various investment claims.

Other Info: Benedict is very much a lone wolf, often using others in his group as an advantage for profit or to mess around with, anything that isn’t Benedict is in his way
CocoaMarshmallow CocoaMarshmallow
 
Image result for princess anna once upon a time knife gif

Name:
Anna

Age: 21

Canon: Once Upon A Time OC

Powers / Abilities / Equipment: Human ingenuity, adaptive regeneration, and shapeshifting


Personality: While Anna's personality is very princessy, I might make a few twists here and there.

Short Bio: Anna (Frozen) - Wikipedia

Other Info: Her hair still has that white streak in her hair. She may not be what she seems, or even who she seems like


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Image result for indoraptor

Name: Ripper
Age: 2
Powers/Abilities/Equipment: Claws, teeth, and extreme senses of smell and hearing, the Indoraptor is a fearsome predator that was unfortunately underutilized in JW FK. Naturally he has no equipment.
Canon: Jurassic World
Personality: It's a raptor, hard to determine what type of exact personality he has, just that he is extremely intelligent
Short Bio: Indoraptor

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5WRywHVT.jpg
Name: Bizarrogirl
Age: ????
Powers/Abilities/Equipment: Super-strength, fire-breath, ice-vision, super-speed, invurnerability, stone-ray, super-hearing, super-sight, flight. No equipment.
Canon: DC
Short Bio: Depending on your source, Bizarrogirl is either a reverse-clone of Supergirl or created by Bizarro in order to save his world from a world-ending threat. She is such a minor character that she only appeared ONCE in both the TV show and comics.
 
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Appearance:
PraetorSuit.png

Name: John

Age: 32

Canon: ?

Powers / Abilities / Equipment: John is really good with guns such as a AK- 40 and he is also good with knifes of any kind. Can drive any type of car and has leaned to drive tanks

Personality. He is loving and kind and selfless. he is nurturing and helpful. but can get easily aggravated sometimes making him very aggressive and he has hurt people in the past. He is also funny and very smart.

Short Bio: What is your character's backstory i: John comes from a family of past family members in the army so john knows how to fight and use weapons. he smart with the outdoors knows how to survive and is very good at hand to hand combat. He did well in school so he is pretty smart and he is strong

Other Info:
 
Appearance:

Dredd.gif


Name:

308-3083415_iconic-british-anthology-comic-2000ad-has-been-administering.png


Age: (Never specified in the comic books, I believe?)

Canon: Any Judge Dredd comic books (Whether it's published by 2000 AD, IDW, Dark Horse, etc.)

Powers / Abilities / Equipment:

Power #1: Physically-Enhanced Body or 'Super Soldier' Body

Ability #1: Firearm Mastery
Ability #2: Combat Mastery
Ability #3: Warfare Mastery
Ability #4: Leadership
Ability #5: First-Aid

Equipment #1: Lawgiver MKII

latest


Equipment #2: Baton

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Equipment #3: Handcuffs

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Equipment #4: Lawmaster

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Personality:
"I can feel anger. And control. But. There's something else. Something... Behind the control. Something... Almost--" (Judge Anderson as she uses her psychic abilities to read Judge Dredd before being cut off by another Judge in Dredd 2012)

Judge Dredd is a man of discipline, and especially, a man of The Law. The most respected and feared Judge. There is no other Judge like Judge Dredd. In fact, the Department of Justice developed, modeled, and programmed robots after him. Judge Dredd is the best there is. He is a classic one-man-army. And those who break the law, or even attempt to break the law, will not escape the judgement of Judge Dredd. He is Judge, Jury, and Executioner.

Short Bio:
Judge Dredd, full name Joseph Dredd, is a Street Judge of Mega City One. Home to 800 million people. It's the year 21XX, and the world is more chaotic than ever in history. Which is why there're Judges. To uphold the law and impart judgment upon the unrighteous. He is one of those Judges.

Other Info: He is The Law!
 
"I ever tell you about Trevor?"

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"Hey, hey COWBOY, ya mind that I fucked your old lady!? Sorry, what was that? What? No, no, you don't mind? Oh, because you're a DEAD MAN? And the only sentient part of ya left is this little bit of brain in the gristle on the end of my boot? Well, thank YOU very much, cowboy!"


"Lord it's the same old tune,"

Name
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"Fiddle and guitar",

Age
48

"Where do we take it from here?"

Canon
Grand_Theft_Auto_V_logo_-_transparent_background1.png

"Rhinestone suits and shiny new cars,
It's been the same way for years,"

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"H-he's like... I dunno, he's like HELL walkin' on earth!"

"We need to change..."


Powers/Abilities/Equipment

latest
  • Pump-Action Shotgun - The Pump Shotgun is the basic shotgun featured in the series, being a versatile weapon of choice for criminals and law enforcement.​
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  • Sniper Rifle - Compared to previous iterations, the Sniper Rifle is more versatile thanks to its 10-round magazine. Its reload speed is almost the same as in GTA IV, since it is still a bolt-action rifle. The Sniper Rifle's zoom is determined by the current scope and, because it can equip a suppressor, is a perfect choice for stealthy kills at long distances.​
latest
  • Sticky Bombs - The Sticky Bomb has the primary advantage of being a controlled explosive and having a controlled detonation, making it useful for timing explosives when the target is on the blast radius, which is similar to that of a grenade. As expected from its name, they can be thrown and stick to any surface they hit, which gives it another advantage over grenades as there is no need to be concerned they might bounce away from the target and either miss or worse, come back to the player and kill them in the process.​
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  • Grenades - Grenades are highly destructive to both people and objects, including vehicles. Conventional vehicles can be destroyed with a single grenade, and people will almost always be killed if within the blast radius. Grenades are ideal for taking out enemies hiding behind cover, and for scattering tight-knit groups of foes. Grenades can, of course, be just as dangerous to the player as to enemies, and must be deployed carefully to avoid the grenade bouncing back to the player.​

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  • Grenade Launcher - The Grenade Launcher fires 40mm grenades at greater distances than a person throwing a hand grenade and is about as effective as a pipe bomb. It is best for removing cover, such as a car. However, the grenade does not land in a particular spot, making it less accurate. The grenade detonates on a five-second fuse. Grenades can be fired at and bounced off walls to reach tricky targets. When engaging long-range targets, the player must arc the shot (aim higher than the target) in order to compensate for gravity. The player can carry more rounds than the RPG allows, though it is less controllable than the former.​
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  • Trevor also can and will use about any object within one-hundred feet of him as a weapon if he sees fit.​
Abilities
  • Master Marksman​
  • Master Pilot​
  • Copious amounts of strength, especially when high on some form of drug​
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  • Red Mist - Trevor's special skill is Red Mist, which allows him to take less damage and inflict more damage on others, practically making him invincible. As the ability is activated, Trevor bursts into a rage, and damage taken is reduced to half and damage given is increased on enemies. Trevor is unable to die while the ability is active, allowing him to survive lethal events such as explosions, heavy collisions, or being hit by trains or other locomotives. The screen acquires an orange shade with a ripple visual effect and a buzzing sound effect, time slows down slightly, but never as slow as Michael's or Franklin's ability. By enhancing this skill, its maximum storage capacity is increased, which directly affects its duration. Trevor's Special skill lasts for 30 seconds when the Stat Bar for Special skill has been maxed out. This special move is reminiscent of Tony Montana's rage in the game Scarface: The World is Yours, where he becomes invincible in a berserk rage. A similar ability also happens in another Rockstar Games movie-based game, The Warriors. This game also has a similar rage mode where the playable characters become invincible and their attacks doubled. And the screen also becomes orange-shaded when activated.​

He is able to resist serious lethal damage like fire, explosions, cougar attacks, and Rhino cannons. He also performs a special melee attack with up-close enemies. Unfortunately, while he doesn't take as much damage, he's still susceptible to the reactions of these attacks (body flying during an explosion, cars can run over him, cougars taking him down, etc.), sometimes rendering him defenseless if attacked constantly by grenades, rockets, animals, or vehicles. A modified version of Trevor's ability is featured in Rampages, but his special ability can still be activated, allowing even more advantage against the targets.

Personality
Trevor has been described as a difficult person to deal with: extreme, impetuous, vengeful, psychopathic, unhinged, unpredictable, untamed, infamous, homicidal, and prone to violent outbursts and destructive rampages. He does everything in a sociopathic and relentless manner, (much different from Michael). Although Trevor is like this, he is honest about it and will never show hypocrisy. He has his own charm along with his own principles. However, Dan Houser has confirmed that Trevor "may not be all he seems" and is still "too horrible" to be a hero of any kind. He is also quite insecure about being born in Canada and takes offense to people mocking his accent. Almost all of his Rampages are caused by Trevor flying into a rage over being mocked over his Canadian accent. During a mission, Ron asks Trevor about his business dealings in Canada, resulting in Trevor getting defensive and demands for Ron to clarify. Ron hastily corrects himself by asking about Trevor's business dealings in North Yankton "along the Canadian border", defusing a possible violent outburst from Trevor, thus showing his insecurity for being Canadian. Also, while hanging out with Michael and Franklin, Michael will sometimes remark "You're not even American." during a conversation. Somewhat enraged, Trevor will reply "I am! Fuck you!" and Michael will respond with "Whatever you say, eh." mocking Trevor's accent. This further shows his insecurity about being Canadian.

Trevor's mere presence always puts others on edge due to his extremely short temper and unpredictable, impulsive behavior. Ron, who is one of Trevor's friends and an unlikely one at that, is constantly terrified of him and frequently tries to appease Trevor whenever he can, especially if he is close to getting angry. Michael is also wary of him when they reunite, stepping in front of his son to protect him. Despite Ron's fear and Trevor's psychopathic behavior, they do seem to show a level of trust to each other as Trevor usually tasks Ron to do a few missions for him such as blowing up the Lost MC fuel tank and helping him drop off cargo via a plane, as well as running Trevor Philips Enterprises in his absence. Wade, another friend, is equally scared of Trevor. Though Trevor torments and punches Wade often, this bullying extends to Wade's cousin, Floyd, as well. In the Merryweather Heist, he gets angry quickly when his score is compromised. In the offshore ending, he gets so angry that he rams his face onto a wooden board and repeatedly smashes his face on it. His personality is stated to be partly based on that of legendary English prisoner Charles Bronson, also known as "the most violent prisoner in Britain". He is a man known for his sudden violent outbursts which have earned him fame.

Out the three protagonists, Trevor can be said to be a true psychopath, as he easily kills with no remorse, has the typical parental issues (abandoned by his father and sensitive about his mother), is a pyromaniac, frequently abducts people and takes them to the Altruist Cult (the cult in question is implied to be made up of cannibalistic killers of which Trevor seems to be aware of) which he calls his "friends in the mountains" and has the habit of making sadistic jokes about his victims. For example, Trevor makes a joke about the piece of Johnny Klebitz's brain left under his boot after he killed him, and telling Elwood O'Neil over the phone that Elwood had "too many brothers" and that they needed "culling". When Trevor kills Johnny, he demands that Johnny get up to face him, apparently unaware that he killed him. It is extremely unlikely that he cared though due to his plans to get rid of The Lost and how enraged he was with Johnny. In contrast with this behavior, however, is his protectiveness of Michael's family and his apparent grief when he thought Michael was dead, which shows a level of emotion not common in most sociopaths as they usually have little to no positive emotions for other people. In addition to this, he refused to leave Michael in the prologue, while he was on the ground after being shot. Trevor seems to only care about the people very close to him and he can be truly loyal to them, which specifically includes his mother, Patricia Madrazo, Maude, Michael, and later on even Franklin and Lamar. Brad's death affected him harshly, leaving him to blame Michael for what happened nine years ago back in North Yankton.

In contrast with his heavily sociopathic behavior, he has shown many times how needy he is for love and care. He tells Michael repeatedly how much he mourned him, to the point that he got a memorial tattoo with Michael's name on it. As he was being confronted by Floyd and Debra, he told them how much he wanted to be with them. His relationship with Patricia was also a display of true love and, in his words, he enjoyed a lot the time spent with her.

Despite his weak relationship with Amanda and having a strained friendship with Michael, Trevor surprisingly cares for Jimmy and Tracey, viewing them as surrogate niece and nephew. Evidence of his caring is chasing Lazlow Jones when he does a sexual pose against Tracey as she performs a stripper-like dance and forcing him to take off his pants and dance in his underwear. Also, he will not allow Jimmy to drink alcohol when hanging out with him. Despite this, Trevor will insult Jimmy and Tracey when he encounters them outside of missions.

Trevor also seems to sometimes dwell on respect. When Wade calls Ashley a "bitch", Trevor asks him if he thinks it's clever to disrespect women. He also often tells some of his friends to show some respect to himself, and also sometimes even others. When Wade is covered in sewage, Wade's cousin suggests to call the heist off, but Trevor responds by telling him to respect Wade for what he went through and so he should carry on with the heist.

Despite his heartless behavior, Trevor possesses an awareness of guilt. This is seen in the Strangers and Freaks mission Minute Man Blues in which Manuel; one of the innocent men captured by Trevor and the Civil Border Patrol members Joe and Josef on suspicion of being an illegal immigrant in the previous mission An American Welcome, stands up to Trevor fearlessly despite the latter pointing a gun at him, and claims he and his family have migrated to America since more than 200 years ago, saying that he is more American than Trevor is. He criticizes Trevor for disregarding civil rights with "Trevor's friends", who are harassing innocent legal immigrants and, in Trevor's case, in return for money. He adds that unlike the Civil Border Patrol; he will not give Trevor a single cent for helping him to stop the Civil Border Patrol. Fueled by this and Trevor having already felt the Civil Border Patrol's actions were indeed illegal, he storms into a rage and hunts down and puts an end to the Civil Border Patrol once and for all. Also, when Trevor runs over a main character, he will often scream "No!" in panic, although he may instead blame the person for being in his way in an unconcerned way.

Trevor uses threats of sexual violence in order to show his dominance over other men, as well as enjoying making them uncomfortable. Many of his sarcastic remarks have been misinterpreted as sincere statements by players. He seems to take it a step further with Floyd, as there are many things that suggest a sexual relationship. Notably, if the player switches to Trevor during his stay at Floyd’s condo, sometimes Trevor can be seen looking over Floyd as he lays in the fetal position wearing women's clothing, uttering an apology to Debra while sobbing. However, this could just be Trevor showing his dominance by humiliating Floyd. Also, if the player chooses to catch Ralph Ostrowski, Trevor implies that he sexually abused men while in prison. It should be noted that this behavior is only present when in the presence of weak people such as Ron, Wade, Floyd, and a meth-addicted Johnny Klebitz.

On the other hand, he respects and encourages bravery on his friends and partners in crime. During job preparations, he often tends to taunt and call out anyone who shows a sign of doubt, fear or weakness, and when they get back angrily at him, Trevor applauds and approves their reaction as a way to man them up.

In direct contrast to his erratic and chaotic nature, Trevor also appears to be highly intelligent and somewhat cultured. Although seemingly lacking refined tastes, Trevor speaks in the most eloquent manner out of all three protagonists, utilizing elaborate and complex vocabulary as well as displaying a surprisingly dry wit. It must be noted that having studied 4 years at a military academy, Trevor is the only GTA protagonist to date with a college degree, possibly explaining his use of complex vocabulary and hinting at a sophisticated nature that he might or might not be intentionally masking. Trevor is incredibly focused and professional on the jobs at hand, displaying a surprising capacity for calculation and planning, even under duress and in highly chaotic situations. He can follow the plans strictly and also he has proven to have great ideas for big jobs and lead them successfully, These include stealing the drug stashes belonging to many dangerous groups and stealing a multi-million secret weapon from a heavily armed security group. However, these operations were failures since they lacked a prior careful inspection and were performed hastily (one being a police sting, the other putting the crew in extreme danger worldwide).

Trevor has shown a number of hints that he feels sexual attraction towards men too, besides his normal sexual dominant behavior towards weaker men. He showed certain interests in the "stag do running man" random encounter. While picking up a couple of hitchhikers, the very inebriated couple begins to have sex as Trevor drives the vehicle. He offers to join in and perform fellatio on the boyfriend. In the mission I Fought The Law, Trevor touches the private parts of one of the guys as he's dressed as a policeman. During a drinking outing with Franklin, he admits he has previously performed fellatio on men (I'd rather suck a dick than smoke weed... and trust me, I've done both!). In another conversation during an outing with Michael and Franklin at the same time, he admits he's bisexual after Franklin asked him whether he's gay or not.

Trevor is shown to be disgusted by racism, misogyny, as well as self-righteous and hypocritical attitudes which he considers "fake". He criticizes the Minute Men and the LSPD for their racist behavior, reprimands Wade for his remarks toward Ashley, and threatens Martin for mistreating Patricia. After torturing Ferdinand Kerimov, he mocks the FIB's use of torture as a means of interrogation, claiming it is only a method of showing dominance and that the government fails to admit this. In one of his character switch scenes, he can even be throwing a Lost MC member off a bridge for being a bigot.

While it is never stated in-game, Trevor shows textbook signs of Intermittent Explosive Disorder; a mental condition which includes episodes of impulsive behavior that could result in serious damage to anyone and anything around them, aggression grossly disproportionate to what provoked it, and episodic violence that cannot be categorized with any other existing mental and physical medical condition.

Trevor also appears to suffer from Coulrophobia, since, in Grass Roots mission for Barry, dialogue suggests that Trevor once was or still is scared of clowns, saying such things as "I'm a big boy now" and "you can't hurt me anymore" (paraphrasing). He might also ask the clowns "Are there any more sex offenders out there!?" This implies that as a child Trevor was sexually assaulted by a clown when he was young thus causing his fear of clowns. Additionally, when you get Lamar, Franklin, and Trevor to hang out together off mission, Franklin will mention he's sitting next to "Two Clowns" (Trevor and Lamar) Trevor then starts to get a little worried asking "Clown? Where?!" which may prove he is still scared of clowns.

Although very rarely seen in-game, Trevor appears to be secretly ashamed and a bit scared of his personality. When hanging out with both Michael and Franklin simultaneously, Trevor might reveal in an ashamed tone that he doesn't want his mother to see him like this. If Trevor hangs out with Lamar enough times, he will admit to Lamar that sometimes he realizes how he's thinking (fixation on violence, horrible brutalities, etc.) and gets scared of himself. If Trevor huffs gas on his trailer porch, he may sometimes mutter that he feels suicidal. This could hint that all the reckless stunts Trevor commits (such as flying a Duster inside a cargo plane while getting shot at with an RPG) might be subconscious attempts of getting killed. When drunk with Franklin, Trevor talks about being lonely and asks Franklin to hold him. When Franklin replies with jokes, Trevor starts crying; "Why are you joking!? I said I'm lonely!".

While Trevor is often controlling, loud, and willing to hurt anyone who he perceives as a threat in some way, whether physically or mentally, he is terrified by his mother. Upon meeting her in his trailer in the mission Mrs. Philips, he speaks incoherent sentences, is unable to answer questions and runs off to do the job she assigns to him without questioning it.

Trevor is also extremely talented in mathematics. According to Wade, Trevor is "really good with numbers" and can solve even the most difficult of math problems in his head in a matter of seconds without much (if any) hesitation, as seen in the Depository heist.

Short Bio

Too long to summarize or even copy/paste.

Other Info
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: )​
 
David Listman

Canon: My Hero Academia - OC

Appearance:
Ky kiske.jpg

Powers/Abilities/Equipment, Personality, Bio:
 



Within the world of Borderlands, there are legendary people who are known as Vault Hunters. These figures are, as the name implies, in search of Vaults that are rumored to contain various riches and treasures. One group in particular was employed by a Hyperion worker, Jack, in the hopes of finding a Vault on Elpis, the Moon orbiting Pandora. This group included Athena as a Gladiator, Wilhelm as an Enforcer, Nisha as a Lawbringer...

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"Directive one: Protect humanity! Directive two: Obey Jack at all costs. Directive three: Dance!"

Name: CL4P-TP (Claptrap) AKA FR4G-TP (Fragtrap)

Age: Unknown; likely at least a few years old minimum as CL4P-TPs are stated to be "outdated by three generations".

Canon: Borderlands (The Pre-Sequel)


  • (Link to FR4G-TP's entire skill tree!)

    It's not stupid. It's advanced!

    As a modified Claptrap unit, Fragtrap is programmed for combat and mimic a Vault Hunter's style. Fragtrap was given a stair-climbing wheel alongside various combat protocols (in order to minimize the chances of dancing) albeit at the expense of his ability to open Hyperion doors for others. His powers augment him in various ways, including maximizing explosive chaos, bolstering his team's efficiency, and randomly choosing subroutines that determine his style.

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    In addition, Claptrap has been outfitted with malware dubbed "VaultHunter.EXE", supposedly meant to analyze a scenario and utilize the perfect Action Package. Unfortunately due to the glitchiness and randomness of Claptrap, unfitting Packages may be selected for the job; in addition, scenarios meeting multiple criteria will simply result in a random Package being chosen. Action Packages include, but are not limited to, boosting his (and his teammates') fire rate, reload speed, and magazine sizes, throwing a turret down to cover for him, and even inflating a rubber ducky float around everyone and causing them to ceaselessly bounce around. Some, but not all, Action Packages will rub off on other Vault Hunters.
 
Appearance:
aloy-horizon-zero-dawn-bird-4k-u7.jpg


Name: Aloy

Age: 19

Canon: Horizon Dawn Zero

Powers / Abilities / Equipment:
Abilities: Skills
Equipment: Focus- A triangle shaped chip in her hair, that allows her to see things others cannot, etc.



Personality:


Aloy is curious, determined, and intent on uncovering the mysteries of her world.[2] As a child, she was rather disobedient and got annoyed by her guardian Rost's borderline fanatical devotion to tribal laws, not being able to see what was so bad about the ruins of the Old Ones. Unlike many in her tribe who shun the use of technology, Aloy sees technology as a practical and unique tool to aid her in her quest, a belief that was born when she used it to save a young man from certain death. She frequently uses her Focus throughout her life to aid in hunting machines and tracking individuals. Her early use of the Focus has made Aloy more aware of a bigger picture outside of the Nora tribe, spurring her to be more curious about the Old Ones. She also became more skeptical about tribal lore and beliefs, seeing the All-Mother and what the tribes believe to be her vestiges as what they really are: remnants of Project Zero Dawn.
Aloy is shown frequently to be not good with people, the result of being treated as less than human for the first 18 years of her life and having little human interaction outside of Rost. She is very blunt and sarcastic, never hesitating to tell people exactly what she thinks of them even when it wouldn't be wise to do so. She is especially shown to despise those who consider themselves better than others, such as Ahsis, and is disturbed by the behaviour of people such as Nil, not being able to tell if the latter is better or worse than the bandits he kills. She is also rather impatient and has little tolerance for those who waste her time or dodge questions, one of the many things that puts her at odds with the ever-elusive Sylens. At the same time, however, years of being shunned as an outcast has made Aloy compassionate and sympathetic towards others in need, particularly towards those who are still outcasts. Her benevolence is her greatest strength and has garnered the respect and trust of many who have interacted with her. However, there are limits to her empathy; when Elida asks her if she knows what it's like to only be alive when you're with someone else, Aloy admits that she doesn't, since she's never been in love before and is a loner by nature. Despite this, she does clearly understand the physical nuances and taboos of human behavior, as she is able to understand when others are attracted to her, and she turns her back on Inatut so that he can get dressed privately, though it's possible that Rost simply taught her these things, so that she could fit in to her tribe in the event that she won the Proving.
Aloy had a strong relationship with Rost, seeing him as the father that she never had and being devastated when he sacrificed himself to save her from Helis, though this was quickly replaced with a burning hatred for the latter. After this tragic incident, she no longer considers the hut she grew up in her home, since Rost is no longer there for her, though she can come back throughout the game to visit Rost's grave and tell her how she's been doing. Eventually, she can ask to have Teersa tell her the story of why Rost was made an outcast, and is very thankful when she does so.
Despite Rost's presence, living without knowing her mother was a source of emotional distress for Aloy and compounded her alienation from the rest of the tribe; it is evident that this is the primary reason Aloy was cast out of the tribe. Aloy's desire to know her origins became her life's goal and her primary motivator to complete her training for the Proving. However, Rost noted that she was only training to win the Proving for herself, as proven when she misses the point of the test when she fights and defeats her first Sawtooth. He tells her that there will come a time when she will have to fight for her new tribe and serve a purpose greater than herself. Aloy understands, but states it will have to be for a cause she believes in. Even after being appointed a Seeker, Aloy's primary motivation is to learn where she came from and who her mother is, caring little for the history of the Old Ones or the fact that the people who are hunting her massacred a large portion of her tribe. It's this single-minded attitude that results in her being considered a "spoiled child" by Sylens. After learning how she was born and why, however, Aloy finds the purpose Rost spoke of; defeat the Eclipse and prevent HADES from causing a second Faro Plague.
As a former outcast-turned-Seeker, Aloy has little respect for laws, especially if they get in the way of what she believes to be right. This is especially shown in regards to the law forbidding contact with outcasts; having once been an outcast herself, she willingly talks with and assists them, with no concern for the possible consequences. She also encourages people who start questioning harsh laws; among the Banuk, she readily encourages tribesfolk who themselves start to ask these questions. In a private conversation with Talanah, Aloy states that she does not consider herself part of the Nora tribe, believing 'Aloy despite the Nora' to be a more fitting title than 'Aloy of the Nora'. As such, she is absolutely outraged when the group start worshipping her after she learns the truth about herself, considering being treated as an idol to be no different than being an outcast, and outright rejects the title 'Anointed' they bestow upon her.
Aloy has shown great physical and emotional resilience during her journey, always moving towards her goal despite the harsh obstacles she comes across. When she discovers that she is not the child but a clone of Elisabet Sobeck created by GAIA, Aloy is shattered by this revelation, feeling that she is a mere instrument "born in destruction and fire" instead of a person. However she quickly gathers herself together, realizing that she was created in order to protect the world from being destroyed by a second Faro Plague. She also becomes somewhat more optimistic as time passes; while Sylens is convinced that Ted Faro doomed the Earth and humanity to oblivion by erasing APOLLO, Aloy, due to all the things she has seen as a Seeker, believes the world they live in is still worth fighting for, even if it is a wasteland.


Short Bio:
Conception
In August 3020, the AI GAIA received a transmission from an unknown source that turned her subordinate functions into self-aware and erratic entities. The HADES sub-function, which was designed to create a clean slate if GAIA did not produce a sustainable environment, immediately attempted to take control of GAIA's terraforming systems to eradicate humanity once more. In order to prevent this, GAIA activated a fail-safe, overloading the GAIA Prime reactor in an attempt to wipe out HADES. However, this act would lead to GAIA's destruction as well, and cause the eventual breakdown of the terraforming system. As a result, GAIA utilized an unused Zero Dawn protocol by which clones of Zero Dawn’s Alpha designers could be made, called Lightkeeper, to create a clone of Elisabet Sobeck. This clone would have gene print necessary to access the Alpha Registry and enter Zero Dawn facilities to rebuild GAIA's system core upon reaching maturity. GAIA ordered ELEUTHIA-9, presumably the cradle facility at which the Alphas’ genetic material was stored, to produce the Sobeck clone.



https://disneyplus.bn5x.net/23b9G
On August 26, 3020, ELEUTHIA-9 received the gestation order from GAIA Prime shortly before GAIA went offline. The genetic material of Elisabet Sobeck in cryo-storage was used to create a zygote that had near-identical genetics to Sobeck, cataloged as #LK-1A1-4510, and gestated in Ectogenic Chamber B1-001. On April 4, 3021, the clone was deemed viable and delivered at 9:30.


Early Life
As per GAIA's instructions, the entry hatch of ELEUTHIA-9 was unsealed, a multi servitor transported the newborn clone to the entry hatch and placed it outside the facility, then the hatch sealed itself again. The interior of the mountain, and specifically the door to ELEUTHIA-9 had come to be seen by the Nora tribe as the embodiment of their deity All-Mother. The High Matriarchs found the baby upon hearing her cries; while High Matriarch Teersa believed that the child was a gift from All-Mother, many of the Nora tribe, especially High Matriarch Lansra, feared that the baby was a curse, placed in the Sacred Mountain by a metal devil. As no person except for the High Matriarchs could enter the mountain, it was deeply suspected that the baby was not born of a human mother. Because of this, she was made an outcast by Nora law.

Young aloy
Young Aloy

The High Matriarchs placed her in the care of Rost, an outcast who kept to Nora traditions, and who would come to love the child as if she were his own daughter. With the help of Teersa, Rost was able to perform a traditional naming ritual for the baby, whom he named Aloy. Aloy grew up with Rost in his home within The Embrace, fully aware that Rost was not her father and that she was an outcast, though she was unaware of the reason why.

Finding the Focus
One day, after being shunned while picking berries with other Nora children, Aloy ran away in a fit of rage and accidentally fell down a hole into a ruin of the Old Ones, a place forbidden for Nora to enter. While exploring the cave in search of an exit, she discovered a small, arrow-shaped device that displayed information and recordings through holograms. Eventually, she found a way out of the cave and reunited with Rost, who immediately inquired about the device and demanded to see it, though she refused to do so; he reluctantly allowed her to keep it. The next day, while learning survival skills from Rost, Aloy used her Focus to save a Nora boy who had fallen from a Brave trail into a pack of Watchers and Striders that had surrounded him. As outcasts, however, she and Rost received no gratitude when the boy's father arrived to retrieve him.

As she stormed off in frustration, Aloy was struck with a rock thrown by Bast, another Nora child, who mocked her for being a "no-mother". While Rost treated her injury, Aloy demanded to know why she was an outcast, and who her mother was. Rost tentatively admitted that he did not know exactly why she was outcast, or even who her mother might be, but that the High Matriarchs likely knew. The surest way to get the High Matriarchs to tell her was to run in the Proving, Nora's coming-of-age ritual: not only would the winner be granted a boon, but Aloy would be accepted into the tribe simply by completing the Proving. Aloy resolved to win the Proving and learn the truth about her mother.

Preparing for the Proving
Aloy training
Aloy training for the Proving

With instruction from Rost, Aloy spent the next twelve years honing her survival skills in preparation for the Proving. Two days before the ceremony, she helped Rost track down a Sawtooth that had been causing problems for the hunting parties and killed the machine single-handed. Rost's final lesson for Aloy was not how to kill a dangerous new machine, but to do her part in protecting the tribe once she was accepted in.

Bringing her to Mother's Heart the day before the ceremony, Rost gave her his daughter's necklace to remember him by; realizing he wanted her to forget him, Aloy tried to convince him that she'd still go to see him in secret, but Rost refused, knowing that Aloy's connection to him would prevent her from embracing the tribe. Telling Aloy that he would go where she would never find him, Rost gave his farewell as he walked away, leaving a heartbroken Aloy at the gates.

Aloy is welcomed by High Matriarch Teersa and enters Mother's Heart for the first time in her life. While walking through the settlement, Aloy spotted a foreign man in robes attempting to speak to a crowd. The audience's reaction to the Carja Sun-Priest was initially hostile until another foreigner named Erend spoke in his defense. Aloy befriended Erend soon after and was introduced to his traveling companion, Olin. To Aloy's surprise, Olin wore a Focus device similar to her own, though he said very little about himself or the Focus when Aloy questioned him, being highly evasive and defensive.

Aloy eventually retires to the lodging with the other Proving contestants; Resh, standing guard outside, insults her for being both motherless and an outcast. Retorting with a snide remark, Aloy goes into the lodging but is again met with jibes from Bast. After exchanging some words about the time young Bast attacked Aloy with a rock, Aloy goes to bed but is still uneasy with her new surroundings. Vala, another contestant who is welcoming to Aloy, tries to bolster her.

The Proving Massacre
Running the Proving
In the morning, the Proving contestants make their way up the snowy mountain to begin the trial. Aloy, despite Resh and Bast's put-downs, has no hesitations and makes ready to start what she has trained long and hard for.

The arrival of a herd of Grazers signals the beginning of the competition; each contestant must kill a Grazer and loot a trophy. Aloy is able to obtain one, but it is almost immediately shot out of her hands by Bast. Though she manages to obtain another one, she has lost time and is the last one to start running the Brave trail. Realizing that she won't make it on the normal trail, she places her bets on another, more dangerous Brave trail, heedless of the proctor's warning that several previous Proving contestants were killed on it. Aloy pushes forward, climbing and sprinting across the trail and catching up to the rest of the contestants. She slides down to the main trail, runs for the last stretch with the other contestants, and plants her trophy at the finish line, followed soon by Vala and Bast.

Bast argues that Aloy cheated, and the proctor at first seems to claim that an outcast could never win the Proving. Aloy fearfully wondered if her exertion was all for naught, but the proctor declares that she was now a Brave, and no longer an outcast. Vala congratulates a tired but relieved Aloy, and the proctor reminds the contestants to place their trophies at the altar. She officially declared Aloy as the winner. But before the proctor could finish her sentence, she was shot in the collarbone with an arrow.

Fighting the Attackers
Aloy and vala
Aloy and Vala taking cover from the attackers

Looking up at the sky, Aloy spotted a swarm of arrows coming towards them. Many of the contestants were hit while trying to take cover. Aloy, Vala, Bast, and a few other contestants were lucky and took cover behind rocks. Vala then came up with the idea of distracting the attackers while Aloy shot them. After some time, a Cultist leader walked away from the group, but returned with a Deathbringer Gun and opened fire with it, eventually shattering the pillar that Vala was standing behind, which forced her to run. Vala was fatally shot, and Bast rushed to her side but was himself killed. The Cultist leader then ordered everyone to kill Aloy. She fought them off and checked on the Cultist leader, finding a Focus on him. Without her noticing, Helis snuck up on her. She turned around to stand up and bumped into him, and he grabbed her by the neck, lifting her up and strangling her. He lifted her over the edge of the mountain, pulling out a knife and attempting to slit her throat, but he was shot through the shoulder. Helis threw Aloy to the ground and pulled out the arrow. He turned to face Rost, who was there to save Aloy and started to fight him. In the end, Helis stabbed Rost in the stomach and ordered a Cultist attacker to burn the place down. Rost collapsed, but got back up and held Aloy before he lets go of her. While she tumbled down the mountain, the Blaze canisters placed by the Cultists exploded. As Aloy fell down, trying to reach out to Rost, he was killed in the explosion.

Anointed as a Seeker
Aloy awakened within All-Mother, which was supposed to be off limits to all members of the tribe except for the High Matriarchs. After recovering her clothes, gear, and Focus, she saw a projection of a woman who looked remarkably like her, only much older and with short hair. She met Teersa, who explained that Aloy was brought inside the mountain because it was seen as a sacred rite to die near one's mother, and explained that the mountain itself had given birth to Aloy. Finding a giant door, it scanned Aloy, though it announced that the system was corrupted and could not accept Aloy's genetic code. Teersa exclaimed with joy that the goddess knew Aloy, though Aloy angrily snapped that it didn't recognize her because of corruption, and if she could heal it then maybe the door would open. She anointed Aloy a Seeker, which would allow her to leave the Sacred Lands in order to find the truth. Aloy accepted the mission, though asked what had happened to Rost. Teersa then told her that his remains were given a proper burial near his home.

Out of the Embrace
Right before the ceremony the day before The Proving, Aloy met Olin, an Oseram that helped the Eclipse cultists target her. The now self-aware AI HADES put out the kill order because it found a picture of Elisabet Sobeck, and Aloy looked just like her, so HADES wanted her dead. The Proving was then attacked by the Eclipse. She then found out that the Eclipse used Olin's focus to target her. Aloy swore revenge on Olin for killing her fellow Braves. She found out that he had a residence in Meridian and made the long journey to the Sundom to find him.

Before she could leave Mother's Watch, several corrupted Striders and a Corruptor attacked the village. After defeating the Corruptor, Aloy retrieved a component that the Corruptor had used to control the other machines. She attached the component to her spear, giving her the ability to override machines, which she first used on a Strider. Aloy reached the Main Embrace Gate, where she met Varl. Varl told her to head to Mother's Crown to begin her journey to Meridian, but also asked her to find War-Chief Sona and her war party, who had gone missing searching for the Proving killers.

Aiding the Nora War Party
Aloy located the battlefield north of Mother's Rise where the war party was last seen. She came across Dran, who told her that the war party was on the trail of the killers, but an ambush of corrupted machines threw them off. Aloy followed a blood trail up a ridge overlooking Devil's Thirst, encountering War-Chief Sona and the remnants of the war party. Sona had tracked some of the killers to a nearby camp, and Aloy aided Sona and the Nora party in dispatching them. Aloy figured out where the rest of the killers were through a datapoint: camped in the Ring of Metal in Devil's Grief. Although the area is considered taboo, Aloy and Varl convinced the war party to finish the counterattack to avenge the dead. Aloy and the Nora took out several enemy camps along the route to the Ring of Metal before regrouping and coming up with a plan to wipe out the final camp. Aloy and Varl snuck through to the heart of the camp, finding a large number of corrupted machines and cultists. Aloy decided to infiltrate the camp alone to ignite a large stockpile of Blaze, blasting a hole through the camp walls for the Nora party to charge through. The Nora successfully killed the remaining cultists and machines, purging the last of the killers from Nora lands.

Journey to the Sundom
Aloy journeyed to the edge of Nora lands at Mother's Crown, where she met Marea. Marea informs her that Daytower is the Carja gate to Meridian, but the army has sealed the gate due to the concentration of corrupted machines in the area. Aloy cleared the corrupted zones, passing the Forsaken Village, and defeated a Corruptor right outside Daytower gate. She was then granted entry, and continued on the path to Meridian by the Way of Broken Stones, leaving Nora lands behind.

In the Sundom
Finally reaching the gates of Meridian, Aloy finds that the city guard has barred outlanders and merchants from entering the city because of the recent murder of Captain Ersa and her Vanguard. However, a drunken Erend emerges and personally escorts Aloy into the city. Once they are alone, Aloy relays what she knew about the Proving killers and Olin's connection with them. Despite his disbelief of Olin's betrayal, Erend accompanies Aloy to the apartment Olin stayed at. Using her Focus, Aloy finds evidence that Olin knew the killers targeted her, but also realizes that Olin's wife and child were being used as leverage.

Aloy locates Olin at Rockwreath, surrounded by cultists. She witnesses the cultists raise two Corruptors from the earth and reactivate them. Suddenly, something disrupts the Focuses of the cultists; an unknown voice taps into Aloy's Focus, revealing that he disabled the Focuses to assist her. Aloy dispatches the cultists and defeats the Corruptors, with only Olin remaining. Aloy demands answers from Olin, and he readily reveals what he knows about the Eclipse. Under the command of a 'metal devil' called HADES, the Eclipse are excavating deactivated machines to use; the Eclipse are led by Helis, the man at the Proving massacre who tried to kill Aloy and fatally stabbed Rost. Though Olin does not know who the woman is that resembles Aloy, he remembers seeing her image at Maker's End. Depending on player choice, Aloy either kills Olin or spares his life, but regardless promises to rescue his family.

Plot against the Sun-King
Seeing the power of Aloy's Focus as she investigates Olin's Apartment, Erend asks Aloy to help him find the murderers of his sister Ersa. Though reluctant at first, she eventually agrees. Meeting Erend at Red Ridge Pass, Aloy investigates the area where the Vanguard fell, and begins to suspect that the fight was staged. Following some cart tracks up to Dimmed Bones, Aloy and Erend are ambushed by Oseram mercenaries. Although Aloy is unsure what their motive is, she suspects that Ersa was not murdered but taken hostage, and another corpse was put in her armor to fool the Carja.

Upon arriving at Sun-King Avad's palace, Erend confirms that the body found was not Ersa's. Marad names Dervahl as the man likely behind the scheme, and sends Aloy and Erend to Pitchcliff to meet an agent tracking Dervahl. However, they find the agent dead, with a crude map drawn with his blood marking Dervahl's location. At the camp, Aloy, Erend, and several Oseram soldiers take out the machines and Dervahl's men, but as she enters the cellar, Aloy triggers a sonic blast that alerts a large guard. After killing him, Aloy loots a pair of earplugs that block the sonic waves, allowing her to get into the workshop and disable the sonic devices. She and Erend find Ersa alive but badly injured; Ersa explains that Dervahl took her hostage after meeting under false parley, and that Dervahl plans to destroy Meridian and Avad. Ersa dies of her wounds immediately after, as Aloy discovers Dervahl's plan to destroy Meridian with a large shipment of Blaze.

Aloy and Erend return to warn Avad, and Marad points them to a warehouse purchased by an Oseram landlord, most likely the place Dervahl is storing the Blaze. In the warehouse, Aloy finds a bomb on the main floor, and a number of Blaze barrels on the upper level. Unable to disarm the bomb, Aloy decides to push the Blaze barrels out the window in hopes of reducing the blast radius. She and Erend push the barrels out and escape before the bomb detonates, causing an explosion that only damages the warehouse itself. Knowing that Dervahl wanted Avad to watch Meridian's destruction, Aloy races back to the palace. She finds Avad incapacitated by sonic devices, and Dervahl trying to detonate his bomb, unaware that it had already gone off. Aloy disables the sonic devices and battles Dervahl, keeping him pinned down until Erend and the Vanguard arrive to arrest Dervahl. Avad expresses his gratitude and offers her a place in his court, but Aloy declines as she has not finished her quest.

Project Zero Dawn
Still intent on learning who the mystery woman is, Aloy goes to Maker's End, guided by the same voice who had disabled the cultists' Focuses. She discovers the Eclipse excavating a machine called a Deathbringer, which she manages to kill along with the cultists. Through a cultist's Focus, HADES finds out that Aloy is still alive. Though met with an identiscan like at All-Mother mountain, the door opens for Aloy, allowing her in.

As she works her way up the ruins, Aloy learns that Maker's End was originally a facility belonging to Faro Automated Solutions, a corporation of the Old Ones that made machines. Eventually, they made machines for war, such as the Deathbringer and Corruptor. She identifies the woman as Elisabet Sobeck, who had worked for FAS for a time. Reaching Ted Faro's office at the top of the ruins, Aloy begins to learn of the circumstances of the Old Ones' disappearance. The Faro war machines had the ability to self-replicate and were powered through consuming biomatter, but a glitch caused the machines to go rogue and ignore commands. They had begun what would eventually wipe out all life on Earth. Ted Faro wanted Elisabet Sobeck to fix the glitch, but without a backdoor the glitch could not be reversed. However, Sobeck did produce a solution, named Project Zero Dawn.

The unknown caller reveals himself in a hologram as Sylens. Although Aloy is distrustful of him, she follows his suggestion to head to the Grave-Hoard, the former U.S. Robot Command. Descending into the bunker of the Grave-Hoard, she takes out more corrupted machines and cultists before coming across them tinkering with a metal devil and reactivating another Deathbringer, which she fights. Further into the ruins she finds out that Project Zero Dawn was implemented alongside a military campaign called Operation: Enduring Victory.

Aloy concludes that she needs to get to the Orbital Launch Base, which Sylens tells her lies underneath Sunfall, the capital of the Shadow Carja. Since any Eclipse members wearing Focuses would identify her, Aloy suggests crashing the network to disable communication with HADES. She goes to the Eclipse Base, her target being an immobilized Tallneck the Eclipse have modified as a transmitter. Sneaking around and taking out the cultists, Aloy finds the Tallneck. Climbing to the top, she finds the module's casing, but is shocked when she tries to open it. HADES, located in a metal devil, closes in on her and claims Aloy cannot destroy it. Aloy thrusts her spear into the module anyway, crashing the Focus network and forcing HADES to withdraw. However, Aloy flees under heavy fire from Deathbringers and Eclipse cultists, barely escaping with her life. Upset with Sylens for risking her life, Aloy shares some angry words with him before moving on to Sunfall.

Aloy enters Sunfall without alerting the Eclipse, and gets to a vent that leads into the Zero Dawn project facility. Encountering another identiscan door, Aloy is allowed access but a door malfunction stalls her. She authorizes an emergency venting procedure, which opens the door but inadvertently alerts Kestrels to a presence in the ruins.

In the Zero Dawn facility, Aloy reaches a holographic theater and a message from General Herres explains the truth of Operation: Enduring Victory. The military operation was not a superweapon program to stop the Faro Plague and save humanity, but a means to buy the amount of time needed to complete Project Zero Dawn. Humanity and all life on Earth would go extinct regardless of how successful the operation was. In the next hologram theater, a projection of Elisabet Sobeck explained Project Zero Dawn. The hope was to create GAIA, a fully-automated terraforming AI with a number of subordinate functions: GAIA would generate the deactivation codes for the Faro Swarm, build the arrays to broadcast the codes and shut down the machines, then work on cleansing the Earth, and finally reintroduce life. Aloy learns more about the subordinate functions in subsequent rooms, but still does not understand how she and Elisabet Sobeck are connected.

In Sobeck's office, Aloy finds copies of the Alpha Registry, which would gain her access to All-Mother mountain. Aloy realizes that she can now figure out who gave birth to her inside the mountain. Sylens callously remarks that she was not made by a "who" but a "what", which angers Aloy. As they argue, Kestrels descend outside the office, and Helis stuns Aloy with a blast bomb.

The Eclipse Assault
The Sun-Ring
Aloy wakes up trapped in a cage, dangling above the Sun-Ring. Helis reveals that just before Aloy crashed the Focus network, he sent out orders to the Eclipse to invade Nora territory. He then crushes her Focus and condemns Aloy to be "the first of thousands" to die. Aloy is dropped into the Sun-Ring and forced to fight a corrupted Behemoth. However, she is able to use the Behemoth's strength to her advantage, tricking it into running into the pillars and knocking down the platform and cage. Aloy retrieves her weapons and takes down the Behemoth, challenging Helis to fight her himself. Helis sends two Corruptors into the Sun-Ring, but before Aloy can fight them, Sylens blasts through the walls on an overridden Strider, with another for Aloy to ride. She and Sylens escape the Sun-Ring.

Sylens give Aloy a new Focus, with a copy of the contents of her old one, including the Alpha Registry. Sylens chooses not to help Aloy warn the Nora of the impending Eclipse attack, but he does apologize for being rude to her in the Zero Dawn Project Facility. He rides off, and Aloy heads in the direction of the Sacred Lands.

Return to the Sacred Lands
Aloy reaches the Sacred Lands, but the Eclipse has already ravaged much of the land, leaving a trail of destruction. A wounded Brave tells her that the remaining Nora has taken refuge in All-Mother Mountain, and Aloy battles her way to Mother's Watch. More Eclipse and a corrupted Thunderjaw are attacking the entrance to the mountain, but Aloy quickly turns the tide of battle, and some of the remaining Nora Braves assist her in defeating the machine.

In All-Mother Mountain, Aloy finds the remnants of the Nora tribe, reuniting with some of the people she met early in her journey. Teersa and Jezza welcome Aloy home, but Lansra remains hostile, convinced Aloy has come to awaken the metal devil. Aloy uses the Alpha Registry on her Focus to open the bunker door, and she enters, finally close to the answers she has sought.

The ELEUTHIA Cradle
The facility behind the door is ELEUTHIA-9, a Cradle facility where the first humans after the Faro Plague were created, gestated and born in artificial wombs. Aloy learns that the early humans were raised by multiservitors, but when the food supply was depleted, they were forced out into the wilds. The APOLLO function is also mysteriously offline, which explained the lack of knowledge the tribes had of the Old Ones. Further into the Cradle, Aloy scans a datapoint, a final message from GAIA. GAIA explains that data transmission from an unknown source corrupted the GAIA Prime facility, turning the subordinate functions into highly advanced but chaotic entities. HADES took this to mean that GAIA had failed and took control of her terraforming system, intending to destroy the world as it was designed to do. GAIA ordered her Prime reactor to overload in an attempt to destroy all her subordinate functions including HADES, though this would mean she would also be destroyed. GAIA sent out a transmission to ELEUTHIA 9 to gestate an embryo with Elisabet Sobeck's genetic material, in hopes that this clone could access GAIA Prime and restore the subordinate functions. At the last minute, HADES sent out a virus that destroyed the coding that bound it to GAIA's main system, letting it escape before the Prime reactor overloaded. GAIA instructs that the Master Override be obtained to override HADES and stop it from destroying the world.

As the message ends, Aloy was left devastated at the realization that she was essentially a clone created for a single purpose, and not born naturally. Though struggling to come to terms with this, she resolved to go to GAIA Prime and finish what she was meant to do. Exiting the Cradle, the Nora was in awe and, believing she had spoken directly with All-Mother, began to worship her as the "Anointed." Angered that these same people who shunned her as a child are now treating her like a saint, Aloy argued that her task would affect the rest of the world, and the Nora could no longer isolate themselves. Knowing that the Eclipse would launch an attack on Meridian, Aloy asked the remaining fighters to meet her there, and she headed for GAIA Prime.

The Cut
Intrigued by rumors of dangerous new machines at the edge of Banuk land, Aloy took a detour from her mission to explore the Cut. Aloy arrived in Song's Edge in time to witness a Banuk funeral, held for the members of a werak who fell during their expedition to Thunder's Drum. Conversing with an Oseram merchant named Burgrend, Aloy learned of the details regarding the expedition: Aratak and Ourea, the chieftain and shaman of the dominant werak in the Cut, respectively, organized the march to defeat a "Daemon", which Ourea claimed lived on Thunder's Drum and was frenzying the machines further. Aloy immediately decided to investigate further, at which Burgrend directed her to Naltuk, Ourea's apprentice, to find Ourea and get more details.

Aloy soon found Naltuk, who was observing the sudden appearance of Control Towers and Daemonic Machines across the Cut. Once Aloy dealt with a Control Tower and the nearby machines, Naltuk directed Aloy to the Shaman's Path, which would lead her to Ourea's Retreat in the mountains. The journey ahead was treacherous, and saw Aloy introduced to the Frostclaw and challenged by more dangerous machines. Eventually, she made it to the retreat, and found Ourea attempting to communicate with a Spirit. At Ourea's request, Aloy showed her how she managed to enter the facility (the entrance was blocked off using a holographic locking system accessible only via Focus), which briefly re-established connection with the "Spirit" Ourea was trying to commune with before the Daemon cut off the transmission.

Grateful for Aloy's help, Ourea explained what she knew.

GAIA Prime
Aloy scales Bitter Climb to reach the entrance to GAIA Prime; she sees the immense damage caused by GAIA's self-destruction and is skeptical that GAIA could ever be repaired. In Sylens' workshop, Sylens suggests that it would still be possible to repair GAIA, but it would take years, and at the present the critical task is stopping HADES. Aloy enters the facility, finding datapoints from the Alphas who lived there to finish GAIA after the Faro Plague had decimated the globe. She also finds Elisabet Sobeck's journals, heavily damaged, but Sylens has her scan them anyway, as the Focus can gradually rebuild them.

Further in, she comes across a shrine to Elisabet Sobeck, and listens to the datapoint Charles Ronson recorded, learning of Sobeck's fate. When a port seal malfunctioned, the Faro swarm detected GAIA's energy signal, threatening GAIA and the Alphas within the facility, as if they reached the facility they would destroy the last chance of life being recreated. While the Alphas argued over the situation, Elisabet donned an environmental suit to protect herself from the swarm and went outside to repair the door, knowing that she would be permanently shut out. By the time she made the other Alphas aware of this, it was already too late and she was trapped outside, but at peace knowing that GAIA would survive. Aloy reacts with sorrow upon discovering Elisabet's fate, and she defends Elisabet's kindness to Sylens.

Reaching another area of the facility, Aloy opens a door to a conference room that was apparently devoid of air, with the corpses of the Alphas scattered about. She watches the hologram of Ted Faro revealing to the Alphas that he purged APOLLO to prevent humanity from repeating the mistakes of the past. He then vented the atmosphere of the room, suffocating and killing the Alphas. Horrified by Faro's actions, Aloy nonetheless knows that the Alphas did not die in vain, as they succeeded in their goal. She finds the Master Override on the conference table, and makes her way back to Sylens' workshop to meet Sylens face-to-face again. Sylens admits that he had worked with HADES before and formed the Eclipse, to do what HADES commanded. Aloy realizes that HADES is targeting the Spire to reawaken the Faro swarm and destroy the world again. Sylens leaves his lance to Aloy, and she attaches the Master Override to it. Now with the power to stop HADES, Aloy heads for Meridian.

Battle for the Spire
Aloy returns to Meridian to warn Sun-King Avad of the impending attack. Marad tells Aloy that allies have arrived to bolster the defenses around Meridian and the Spire, including a Nora party led by Varl. After overseeing preparations for the battle, Aloy returns to Olin's Apartment to rest. She ponders how Elisabet could have slept with the weight of the world on her shoulders, and how Rost could sleep after his family was lost. She makes one last attempt to speak with Sylens, but silence is all she hears, and she falls asleep.

Early the next morning, Aloy is woken by a Carja soldier, telling her the watchtowers have spotted the Eclipse forces. Readying herself for battle, she meets with Avad, soon witnessing an explosion atop a mesa that opens a wide path for the corrupted machines to break through. Helis and his soldiers infiltrate Meridian, and though Avad wants to take him on, Aloy instead tells him to rally the Vanguard and send reinforcements, then rushes off to deal with Helis. She fights a one-on-one battle with Helis and defeats him, taunting him by telling him to turn his face to the sun, as he had told her at the Proving massacre. She runs Helis through with her spear, at last avenging Rost's death.

Aloy aids the defenses against the onslaught of machines, facing waves of Corruptors and Deathbringers. A Deathbringer fires at the ridge above Aloy, bringing it down on top of her and knocking her out. Teb pulls her out of the rubble, but by that time much of the surrounding area is ablaze. Aloy races to the Spire, but at the base of the mesa she sees HADES has already begun the transmission to revive the Faro swarm. With her allies by her side, Aloy approaches HADES, who revives a powerful Deathbringer to keep her at bay. As HADES continues the transmission, Aloy and her allies battle the Deathbringer and more corrupted machines. Once the machines are defeated, Aloy reaches HADES and drives the lance with the Master Override into it.

Aloy's Focus displays a quiet hologram with Elisabet Sobeck's image, and a synthetic voice announces that the Master Override is armed, needing a name and rank to activate it. Aloy states "Elisabet Sobeck, Alpha Prime" and the Master Override is activated, purging the extinction protocol. HADES is disabled, the force knocking Aloy to the ground, and across the land the Faro machines instantly deactivate. Recognizing that she was successful, Aloy smiles with relief, and trudges away from HADES and the lance still embedded in it. She shared her victory with Erend and Varl, and raised her bow in victory as cheering resounded.

Homecoming
Sometime after the final battle, Aloy made the journey to Nevada, finding Elisabet Sobeck's childhood home. There, Aloy found Sobeck's body, still in her environmental suit, on a bench surrounded by a triangle of flowers. She activated her Focus to show a hologram of Sobeck's face, appearing as though only asleep, and touched the hologram tenderly, smiling sadly. She noticed a globe locket in Sobeck's hand and took it, looking at it for a moment. Aloy held the globe to her heart and looked up at the sky.



Other Info: Optional. Just basically any extra info you feel is necessary that the GM should know about.
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Appearance: 1584408650646.png
Name: Gen. John "Bear" Connor

Age: Early 40's

Canon: Early Terminator Genysis

Powers / Abilities / Equipment: Resistance Future Armor

Personality: John Connor - Wikipedia

Short Bio: John Connor - Wikipedia

Other Info: Optional. Just basically any extra info you feel is necessary that the GM should know about.
 


During World War II, Germans weren't exactly known for being kind to those they came across. Their soldiers may have seemed brutal, but nobody ever got a look behind the scenes, where a secret scientific society named Group 935 was testing the foreign Element 115 on equipment, animals, and even humans. Despite having a vision to improve the human condition at first, Group 935 slowly shifted into a nefarious, shadowy organization thanks to the influence of one of its lead scientists. However, when their experiments led to a zombie outbreak, Group 935's horrors were exposed to the entire world. Only the aforementioned scientist, alongside three of his test subjects, were left and destined to stop the outbreak by any means necessary. Maybe he wasn't the most pure-hearted doctor, but they always say you can't catch devils with angels...

latest


"Don't be afraid of death. Be afraid of the Doctor!"

Name: Edward "The Doctor" Richtofen

Age:
~47 (Born before 1898, taken from ~1945)

Canon: Call of Duty: Black Ops Zombies


  • "For the revival of the unfittest!"
    latest
    • Perk-a-Colas: Perk-a-Colas are drinks imbued by the mysterious Element 115, designed to grant its user permanent (until critically injured) "perks"to enhance their capabilities in some shape or form. Richtofen, after many of his adventures, has been absolutely embued by the power of Element 115. A list of Perk-a-Colas include:
      • Juggernog: Provides extra resistance to attacks that would normally take out a regular human being.
      • Quick Revive: Quick Revive's effects are two-fold: With allies, Richtofen can quickly get them out of an incapacitated state via a medical syringe. When alone, Richtofen can use this same syringe to self-revive, albeit will still lose all the powers of his Perk-a-Colas.
      • Speed Cola: Grants sleight-of-hand-esque skills, making Richtofen's hand-to-hand coordination much faster (including reloading weapons and interacting with items).
      • Double Tap 2.0: One of the more "mystical" Perk-a-Colas, Double Tap 2.0 significantly boosts one's trigger finger (for semi-automatics) and their weapon's rate of fire (for automatics). In addition, bullet-based weapons will shoot a second bullet at the same time, effectively "doubling" damage without doubling ammunition consumption.
      • Stamin-Up: Significantly bolsters its user's movement speed and sprint duration.
      • Deadshot Daiquiri: When aiming at and engaging enemies, Richtofen's aim will snap to his foe's weak points, wherever they may be.
      • Mule Kick: Gives its user the strength to keep a third weapon in reserve rather than two.
      • Widow's Wine: Another "mystical" Perk-a-Cola, Widow's Wine gives its user a set of sticky grenades. They may either be utilized offensively by throwing them like normal Semtex grenades or defensively, as one automatically explodes when Richtofen is hit by a melee attack. The explosion sends out a sticky webbing, immobilizing weaker enemies and likely heavily slowing stronger ones.
    • Increased Durability: Even without Juggernog, Richtofen is able to survive attacks such as a zombie's slash or even a split-second of being flamed by a flamethrower. And even if critically injured, Richtofen will enter a downed state where he can be helped up or helped himself depending on the circumstances.
    • Health Regeneration: If left alone for a short period of time, Richtofen's body will automatically heal itself similarly to Captain America. Even on the brink of death, the German can heal as long as he is not critically injured and downed.
    • Enhanced Mobility: Even when wielding heavy weapons, Richtofen can move relatively quickly, and can either perform a slide along the ground or a dolphin dive.
 
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Festung-17.jpg

Name: Festung-17

Age: 29 since reincarnation

Canon: Destiny 2 OC

Powers / Abilities / Equipment:
The Protostar CSU SMG boasts a Cleanshot-IS sight and a larger magazine than usual, and Festung moves faster when aiming with it.
The Foggy Notions SMG has SLO-21 sights, rounds ricochet off hard surfaces, and partially reloads anything Festung gets a kill in melee.
The Stampede Mk. 32 Grenade Launcher has a stable grenade launch parameter, the grenades stick and explode against enemies in the radius, and is quick to draw.
The Ghost is a blend of machine and Light, and is Festung's personal assistant. It is also able to revive Festung if Festung is killed... if Festung can connect to the Light.

Not with him at the moment are his Athena Victorious Sparrow and his Echo Zero jumpship.

Festung-17, as a Guardian, is capable of wielding the Traveler's Light, a primordial paracasual force that is essentially space magic.
High Lift. Simple but effective. Activate midair to jump even higher. Simply put, it's a double jump.
Magnetic Grenades are magic grenades that somehow have magnetic fields in the "stick to everything" category. They stick to enemies, and explode twice.
A Towering Barricade is a giant directional barricade of Light. It can break if hit enough, however. No one shoot through it, though, even Festung, but he can walk through it.
Defensive Strike is an ability where Festung has a special punch-if Festung kills an enemy with this punch, he can generate an energy shield for himself and nearby allies.
Rallying Force is where if Festung kills something in melee, he heals himself and nearby allies.
Turn the Tide works in tandem with Defensive Strike. When the shield from Defensive Strike kicks in, the shield sticks around longer and increases how hard Festung punches and reloads.
"Sentinel Shield/Ward of Dawn. Festung can either summon a circular shield of Void Light with Sentinel Shield to block attacks, bash things, and throw at things, or he can create an energy shield around himself with Ward of Dawn. The Ward of Dawn grants all allies passing through it additional damage, but neither side can shoot through the "bubble".

Personality: Festung may ultimately be genuinely in it to protect the people, but over that is a massive love for sarcastic humor. He calls everything less than serious names, and, well, he's just a troublemaker on the surface.

Short Bio: Festung woke up in Old Russia by his Ghost. Festung fought his way through Fallen to find a way out to the Last City.
Festung would take the odd job here and there for the Vanguard, but perhaps the most pivotal moment in Festung's life was the Red War. The Titan had to hide until the end of the Red War-maybe not hide, but Festung had to watch himself during that dark time.
And even then, with the Red War over, Festung honestly doesn't have much experience under his belt.

Other Info: None​
 
AL_Seeker.jpg
Name: Mrakus Malicius

Age: 220

Canon: Horus Heresy(OC)

Powers/Abilities/Equipment:
Biological abilities:
  • Greatly enhanced strength - allowing him to overpower even a gargantuan Ork in physical prowess.
  • Greatly enhanced speed - Allows him to move very quickly across and around the battlefield.
  • Unnaturally quick reaction times - Grants them nanosecond reflexes, important in battle to let him fight hand-to-hand with fast aliens like the Eldar.
  • Much-increased physical durability - to last longer physically in battle or hostile conditions like the vacuum of space.
  • Enhanced vision - Allows a Mrakus to see much farther than a normal human as well as having natural night-vision.
  • Enhanced metabolic processes - enabling him to fight with minimal rest, clot wounds in seconds, or enter a self-healing coma.
  • Increased survivability - A secondary heart and third lung increases oxygen absorption, filters toxins, and take over if the primary organs are destroyed.
  • Improved digestive system - enables ingestion of dangerous substances like raw and toxic alien flesh, absorb their prey's genetic memories, and the ability to spit blinding, corrosive acid.
  • A closed gland (Progenium) - harvested by Apothecary Marines at death for new gene-seed spores to create new Space Marines.
Equipment: Godwyn pattern boltgun,Mark 4 maximus power armor, Astartes knife (which for a normal human is a shortsword).and a variety of specialized ammunition, such as krack,metalstorm bolter rounds.

Personality: Mrakus on the surface, is what most would call stoic and determined. Which is true, but the son of the hydra is more than that. He is a pathological liar with a slight case of paranoia. He attempts at all cost to keep many levels of deception. Whether it be false identities or webs of spys.

Short bio: recruited by the 20th company of the alpha legion at the ripe age of 9. Mrakus spent his early career as a "ordinary" tactical marine. Until he deployed on the planet of xeron, where his company fought a colony of eldar. For many months the two sides waged brutal war, Mrakus fought on a particular battle, commonly known in the legion as the final strike of xeron. Mrakus and his tactical squad were closing from behind the main battle. When they spotted the Eldar's farseer preparing some sort ritual, while being guarded by several wraith bone constructs. Mrakus and his squad quickly opened fire at the vile xenos. For 10 long minutes the 10 man squad fought the xeno constructs. With only Mrakus surviving that engagement. As the vile xenos witch attempted to blast Mrakus into ash, he managed to fire a bolt right into its skull.

After that he rejoined the rest of the company, Mrakus Malicius was promoted into a seeker marine. A specialist legionnaire dedicated to finding high figures of command and destroying them with various specialized ammunition.

Extra info: like many in his legion, Mrakus bears the face of his primarch.
 
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220px-Justaerin57.jpg

Name: Arduke Baban

Age: 374

Canon: Horus Heresy(OC)

Powers/Abilities/Equipment
Biological abilities: same as Mrakus
Equipment:
Power axe: cuts tanks like butter
Twin linked bolter:two bolter smash together to lay down some firepower
Cataphractii Pattern Terminator Armour: basically a wearable tank suite that trades speed and agility for strength and durability
Frag grenades: they go Boom

Personality: Arduke is an Astartes with a sense of humor, a man who frequently trash talks or as he calls it "friendly banter", for laughs. But make no mistake, he takes his position as a justaerian terminator extremely seriously. With a zero tolerance for cowardance. And a fanatical loyalty to his warmaster/primarch Horus lupercal.

Short bio: Arduke was recruited from one of the many cthonia gangs, to be reforged into a son of Horus. After his recruit he fought for many years as an assault marine under the 1st company of the sons of horus, after he had distinguished himself in the battle of typhoon, where he personally fought one on one against hulking augmented abomination of the Rouge mechanicus force. The thing three times the size of an Astartes. With many mechanical parts sticking out of it. For an entire 20 minutes did Arduke and the abomination fought, Arduke took advantage of the beast's mass to quickly dodge and then decapitate the thing.

After the battle, horus himself promoted the legionnaire to the elite justaerian terminators. Which he he faithfully served for a good 300 years.

Other info: unlike his primarch, he had jet black hair.
 
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Planetside LA.png

Name:
Scott Baker

Age: 31 years

Canon: Planetside OC

Powers / Abilities / Equipment:
  • AF-19 mercenary ; A New Conglomerate carbine, issued to engineers and light assault troopers. It's fire rate is slower than most weapons in the class, but its projectiles are more powerful than normal. Decently accurate, suitable for short to medium range combat. Typically for NC weapons, the mercenary utilizes gauss technology to fire, giving it a distinct firing sound and blue muzzle flash.
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  • NC4 mag-shot ; Standard issue New Conglomerate pistol. It isn't anything special, but it gets the job done in short range fights. It uses the same gauss technology as AF-19, resulting it high kinetic energy of the bullets and blue muzzle flash.
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  • Mag-cutter ; New Conglomerate infantry knife, issued for use in close quarters engagements. It comes equipped with a built-in electromagnet, allowing it to easily slice through infantry body armour.
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  • Frag grenades ; Thrown grenades, explode with heavy fragmentation after activation. Useful for dealing with clustered enemy infantry and clearing rooms.
  • C-4 ; Propably the most beloved tool of every light assault trooper on Auraxis, those bricks of plastic explosives triggered by a handheld detonator are often used to take out clusters of enemy infantry, or destroy hostile vehicles. Two of these can reliably destroy an auraxian main battle tank (with the exception of the NC vanguard, if its driver activated the protective shield in time). Prevalence of this weapon among light assaults, coupled with their jump packs, has led other soldiers to nickname those using explosives "C-4 fairies".
  • Skirmisher jump jets ; A trademark of every light assault trooper on Auraxis, jump jets allow their user to fly for short periods of time. They can be used to gain height, help with climbing obstacles, cross large gaps or help survive otherwise deadly falls. They are limited by their fuel capacity however, skirmisher variation can stay active for six continuous seconds before needing to stay idle for about eight seconds to fully recharge.
  • Personal shield ; Every soldier on Auraxis carries a personal energy shield. It can protect the wearer from all forms of damage, from bullets to explosions, however it does have limits. It can only take a few bullets at most before needing to recharge for a few seconds. Cutting weapons like knives are very effective at wasting shield energy.

Personality: There are two types of soldiers who fight for the New Conglomerate: freedom fighters and mercenaries. Scott is among the first kind, joining the NC to help free the people of Auraxis from TR control. Over the years of fighting, he became accustomed to death. With the rebirth technology available in every corner of Auraxis, death doesn't matter anymore, as anyone who is killed in combat can simply be resurrected.

Short Bio: Scott joined the New Conglomerate at the age of 28 years. Since then, he took part in the Great Auraxian War. As with all soldiers on the planet, he took part in the fights on Auraxis' various continents. The war was a never ending stalemate. Thanks to nanite technology, all three factions fighting over the planet (New Conglomerate, Terran Republic and Vanu Sovereignty) had functionally immortal and always well-armed forces. As such, the war continued, with soldiers dying, being reborn and returning to fight again.
 

  • medic2.png
    Prepare for your examination... heh heh heh.

    Name:

    Dr. Ludwig, A.K.A. Medic

    Age:
    Unknown - likely late 30’s to mid 40’s.

    Canon:
    team fortress logo.png

    Personality:
    There are some doctors who pride themselves on doing no harm. The goody-two-shoes type; the ones who work by the numbers in helping the sick, wounded and dying to get back on their feet. It may take weeks, months, maybe even years - but these doctors, with their comprehensive medical training and top-of-the-line schooling, know that all they must do is persevere. Causing harm to another living being is, to them, simply unthinkable.

    Medic is far more ambitious than these doctors.

    He fits many characteristics of the typical "mad doctor". What he lacks in compassion for the sick, respect for human dignity, and any sort of verifiable formal training in medicine, the Medic more than makes up for with a bottomless supply of giant needles and a trembling enthusiasm for plunging them into exposed flesh. His personality is such that though seeing his efforts at healing his comrades work brings him great delight, he has come to consider healing as a positive, yet generally unintended side effect of satisfying his own morbid curiosity.

    Medic is no stranger to taking insane risks in the name of science. Rather to the contrary, he revels in danger - being a field medic, the battlefield is his primary workplace, after all. He is not one to stick to medicine by the numbers, and is constantly seeking ways to expand and improve his medical prowess - to push his limits as well as the limits of nature and science itself. As far as the Medic is concerned, you will be healed and you will stay alive - if you don't, then he is simply not doing his job correctly.

    Despite his tenuous adherence to medical ethics, Medic does hold to himself some code of honour. For instance, though he may not hold respect for human dignity, he does have respect for human life; exemplified when he states that he is a doctor and nobody will die on his operating table. Additionally, none of his comrades have ever (remained) dead under his care, he has not been seen to "operate" on non-combatants, and those who he has operated on have always given consent (though sometimes without knowing what Medic may put inside of them). It can therefore be seen that Medic is not that insane. He may simply just be going mad.

    Additionally, he speaks with a prevalent German accent, and has a soft spot for birds.

    (not so) Short Bio:
    Similar to most of his colleagues, little is actually known about the Medic's background. Born and raised in his hometown of Rottenburg in Stuttgart, West Germany, he grew up during a period of turmoil when the Hippocratic oath was taken less seriously to the extent that it became more of a Hippocratic suggestion; a perfect environment in which to enable his increasingly questionable medical practices. Though he did live through Nazi Germany, Medic never aligned himself with its regime and staunchly opposed it for his whole life.

    At one point, the Medic did study at a medical school, passed, and earned the proper qualifications and a medical license. However, he was soon to be stripped of his license upon an incident in which he was performing an unspecified, possibly illegal procedure on a patient, who woke up alive with their entire skeleton missing from their body. At some point after this procedure, the Medic came into possession of his pet doves, one who he named Archimedes, by hijacking a catering van during the wedding of the German Chancellor. He has been shown to affectionately care for these birds, and allows them to fly freely in his office.

    During the summer of 1968, the Medic, along with eight other individuals - the Scout, the Soldier, the Pyro, the Demoman, the Heavy Weapons Guy, the Engineer, the Sniper and the Spy - were recruited by Redmond Mann, owner of Reliable Excavation & Demolition (R.E.D.) to participate in the so-called "Gravel Wars", doing mercenary work to seize the share of land belonging to his brother, Blutarch, left to the two by their deceased father - and engaged in constant conflict with the nine other mercenaries he also hired. The war was an intractable stalemate for 3 years.

    In 1971, after renting the Alamo and transporting it to New Mexico, Blutarch and Redmond attempt to call a truce as both agree that, due to their unceasing bickering and conflict, their deaths, even with their Life Extender Machines, loom over them and the Mann family line will soon die out. However, a third man soon entered the room, having murdered the engineers and guards present, and introduced himself as Gray Mann, their brother. He explained how he was separated from them at birth as an Eagle stole him from the nurse shortly after he spoke (immediately after birth) with their father.

    He went on to explain how, unlike how Redmond and Blutarch had their empires handed to them, he had to build his own from scratch. Gray told Redmond and Blutarch that he watched for one hundred and fifty years as they both wasted their father's fortune over an "asinine war, over worthless pits of gravel." He asked them to consider their true birthright, stating that it was "the only thing in this hell-blasted landscape actually worth fighting over" - referring to Mann Co., owned by a man named Saxton Hale and supplier of the Medic's, and R.E.D team's munitions, weapons, and general provisions. Gray Mann then murdered Redmond and Blutarch by stabbing them in the back, assuming control of both R.E.D and Blutarch's company, Builders League United (B.L.U).

    Gray soon made his move against Mann Co., sending a massive robot army to attack and seize all of the company's facilities three days after slaying his brothers. Saxton was too busy wrestling a Yeti to deal with the crisis himself, so he sent a video message to the R.E.D and B.L.U mercenaries informing them that with Redmond and Blutarch dead, the Gravel War had finally ended and they no longer had jobs. He then immediately re-hired the team, including Medic, to defend Mann Co. against the robots. With the end of the Gravel Wars, the Robot Wars had begun, with the cooperating mercenaries successfully defending hundreds of Mann Co. facilities in the Badlands and worldwide.

    Other Info:
    During the Robot War, Medic accomplished a number of revolutionary scientific breakthroughs. He studied, and perfected, portable reanimation equipment, and soon perfected both corpse reanimation and male pregnancy (of baboons) through the use of xenotransplantation.

    In terms of the Team Fortress storyline, I will be using Medic as if the Mann vs Machine Robot War is still taking place, since the period in the story which comes afterwards has not been finished yet.

    According to Demoman, the Medic has a wife. However, since Demoman is drunk off of his ass at all times, his word is dubious at best.

 

  • IMG_20190624_144904.jpg


    Name: Delsausage Roweiner

    Age: 24

    Canon: Infamous/Gravity Falls AU

    Powers / Abilities / Equipment: Being a cold hot dog

    Personality: Depressed and wants to die, preferably by being eaten. He is completely done with the world. If he had more power, he would destroy, but he doesn't, since he's just a hot dog.

    Short Bio: Delsausage Roweiner used to be the Conduit Delsin Rowe, but during the events of Eye of the Falls, he was turned into a hot dog by convenience store ghosts in Gravity Falls, completely destroying his spirit.

    Other Info: Are you happy, Thatguy?
 
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She was on vacation with her husband and they were scoping out graveyards on the way, as you do, when she saw it. Rising out of the old cemetary, big as an old (macabre) telephone pole. Was this some kind of bizarre art piece the authorities hadn't gotten wise to yet? Even as she stepped out of the car, the megaphones on its "head" screeched to life. "NINE. EIGHTEEN. ONE. CHILD. SEVENTEEN. REMOVE. VILE". A buzzing, doubled voice screamed random words at her. At this point, it jerked into motion, sliding down the hill towards her.​

Name: Sirenhead

Age: Unknown. Cave paintings of tribal men facing off against Sirenhead exist.

Canon: Trevor Henderson

Powers / Abilities / Equipment: Sirenhead

Personality: Sirenhead is like a carnivorous animal, grabbing people and eating them through his megaphones. The victims of Siren Head are lost travelers, hikers, and even little children. If the sounds of someone in distress are released, it can be a method of Siren Head trying to lure the victims into the woods. Since Siren Head can blend in very well with trees, people do not even notice Siren Head, so that he could make his brutal attack at any time, and capture his victims, while the screams of the victims are being played from Siren Head's sirens. True to his name, Sirenhead's speakers can play various types of loud noises, typically air raid sirens, garbled music, conversations, or emergency broadcasts.

Short Bio: The first sighting of Siren Head occurred in 1966, when a family on vacation in Arizona Desert captured an image of Siren Head near two telephone poles. 30 years later on July 16, 1995, Chad and his friends were hiking in the woods of Tanyard Creek, where they found Siren Head to be lurking. According to Chad, his friends got snatched by something gigantic striding through the trees, which mimicked their voices. Chad was found alive with a few injuries, while the friends were gone, either taken or killed by Siren Head. In total, there have been nine reports of Siren Head, all of the stories got released by the victims.

Other Info:
 
Appearance:
6243064-3017367075-deea4.jpg


Name: Doom Slayer

Age: Millennia

Canon: DOOM (2016 reboot)

Powers / Abilities:
  • Badass Incarnate: Having become an icon in gaming, and battling the forces of Hell for decades, has earned the Doom Marine the status of being an absolute badass. This makes him an invincible and unstoppable force to be reckoned with.
  • Immense Physical Condition: Despite being human, the Doom Marine has shown to possess immense physical strength, durability endurance, stamina, and superior speed and reflexes. He outmaneuvers his opponents with great speed, avoiding their attacks, and yet is capable of enduring the hits that the Demons are able to land. His strength is sufficient to grapple and overpower superhumanly strong demons in hand-to-hand combat, and perform gory "Glory Kills" to ensure their complete destruction. These abilities are all augmented by the Doom Marine's Praetor Suit and are used when fighting against the Demons of Hell.
  • Destruction Empowerment: The most unique thing about the Doom Marine is his ability to grow stronger and become even more tenacious with every demon he kills. According to the game's lore, this is the result of the Seraphim giving the Doom Marine the ability to absorb the souls of those he killed.
  • Argent Energy Absorption: The Doom Marine can absorb Argent Energy via his Praetor Suit, which reroutes it throughout the suit's subsystems and into his body. This allows him to increase either his Health, Armour or Ammo to maximum levels.
  • Rune Absorption and Usage: Through some unknown means, the Doom Marine is able to use mystic runes that he gains upon completing trials. Once a trial is complete, the Marine can then use a rune to gain new abilities.
  • Powerup Usage: Whereas powerups (such as Berserk and Haste) in the game are described as killing or driving human users mad, the Doom Marine can use these without any trouble, sustaining full control and not taking any damage to either his body or mind from using such artifacts multiple times.
  • Expert Combatant: The Doom marine is a highly trained and experienced combatant, even when lacking ammo and weapons, he can slay demons just with his bare hands alone, without the need of any melee weapon, he can defeat and tear apart demons far bigger and stronger than him just with his own skills in hand-to-hand combat. With the Praetor suit, these skills are far increased, making him a monster in both armed and unarmed combat.
  • Weapon Mastery: The Doom Marine is capable of using any weapon or firearm in his possession with master proficiency. He can use all firearms he comes across with great effect, while also upgrading and modifying his arsenal. He is also capable of carrying a vast amount of weapons, carrying up to 12 weapons including special weapons (Chainsaw and BFG) and grenades.
  • Advanced Intellect: Hailing from a technologically advanced civilization. he is able to use technology from other worlds with no signs of unfamiliarity, despite resorting to violence.

Equipment:

Personality: Doom Slayer is a Boss, and he can fuck your bitch.
DoomSlayerBoss.png

Short Bio:

Other Info:
Though it is only told by demonic recordings, the Doom Marine had managed to kill Hell's greatest Champion 'The Titan', indicating how powerful he is and how he became the most feared to be to Hell's Legions.
 
340

"It's hero time!"

Name:
Benjamin Kirby "Ben" Tennyson

Age:
11

Canon:
1200px-Ben_10_logo.svg.png


Powers / Abilities / Equipment:
Ben Tennyson is the wielder of one of the most powerful items in the universe - the Omnitrix. It allows him to access many different kinds of aliens - 10 and counting.
However, something strange has happened. Due to interaction with transdimensional links to Pandora, the Omnitrix went through some malfunctions, causing most aliens Ben canonically would have access to at this point to be locked. However, some other transformations from different worlds were unlocked in the process. This totalled out to ten transformations - until he can get his watch fixed! He can still scan additional forms not present in his Omnitrix. There is also a chance he'll re-unlock the aliens that got locked.

The images display member/s of the species, and may not be the exact forms Ben will assume.
374Beldum_Dream.png

Name: ???
Species: Beldum
Series: Pokemon
447Riolu_Dream.png

Name: ???
Species: Riolu
Series: Pokemon​
EfshG9r.png

Name: ???
Species: Zoid
Series: Zoids
340

Name: ???
Species: Green Martian
Series: DC Comics​
e9a8260561f5f0ae429851005c3326773ea0ed82_hq.jpg

Name: ???
Species: Kamui
Series: Kill la Kill
10p9xt.jpeg

Name: ???
Species: Zerg
Series: StarCraft​
300

Name: ???
Species: Neuroi
Series: Strike Witches
1200px-Namazu-e.jpg

Name: ???
Species: ???
Series: ???​
latest

Name: Upgrade
Species: Galvanic Mechamorph
Series: Ben 10
227ae4a4934f5b93425347b89fa9539587240ee9r1-1280-720v2_hq.jpg

Name: Heatblast
Species: Pyronite
Series: Ben 10​

Personality:
Check it out!

Short Bio:
It started when an alien device did what it did
It stuck itself upon his wrist with secrets that it hid
Now he's got superpowers he's no ordinary kid
He's Ben 10
So if you see him you might be in for a big surprise
He'll turn into an alien before your very eyes
He's slimy, creepy, fast and strong
He's every shape and size
He's Ben 10
Armed with powers he's on the case
Fighting off evil from earth or space
He'll never stop till he makes them pay
'Cause he's the baddest kid to ever save day
Ben 10

Other Info:
Timeline-wise, this is still before the fated Omniverse flashbacks. After the RP ends, the summer vacation within the Omniverse flashbacks will begin.​
 
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a simple one

Appearance:

Screenshot_1.png
Name: Jacket

Age: Unknown

Canon: Hotline Miami series / PAYDAY 2

Powers / Abilities / Equipment: Jacket has a large variety of masks, which all have their own ability, and a lot of weapons to choose from.

Personality: Laid back and quiet, but is brutal and unforgiving if angered/chooses to.

Short Bio: A military veteran for 4 years (1985-1989). He is told by an organization to kill the Russian mafia and succeeds, but eventually thrown into jail.
He isn't mute, but prefers to use a tape recorder to talk.

How he got out of jail to get here AND didn't age is a mystery (idk some space/time rift, didn't want to spoil HM)


Other Info: I will be only using the Richard [Returns] mask (in pic) as it is the only one that doesn't give benefits and for his weapons, what is nearby will do.
 
Spellcaster Pah​


  • tinctorium-gaudicat.jpg
    Name: Pahw'lip Stiwyll
    Aliases: Pahw, Pah, Pah the Wizard, Spellcaster Pah, Bookworm Pah, Slime-fingers, Stubs, Lazy Orange, The Stubby Wizard (and any combination of these)
    Age: 157 years (a bit over a typical half-life)
    Gender: Male
    Race: Köttyan (cat-folk), features match those of Earth's Munchkin cat breed. [Short legs in comparisson to the body]
    Canon: OC

    Personality: Loveable, gentle and a huge worrywart at times, Pah is considered the fuzzy grandpa of the party, the one people might go to advise to and that will call you out whenever you're not exactly moral enough to his standards. Try to get him to see your side tho and he's quick to forgive. He considers anyone that's younger than he is which tends to be everyone else like a kid that he needs to protect and be a good influence to. Others will often be called by 'young one' or 'child' until they express with clarity that they don't want to be referred to as such, it's a bit of a hard to quit habit when you're almost on that 200 mark!

    Pahw'lip adores books for more than one reason, so whenever there's a book in danger, theeeere go his priorities. Though he loves to learn and read things, half of them never truly get used, deemed either too dangerous or immoral for such. Pah's ideals are less about having powerful knowledge and more about being able to preserve said knowledge to be passed on to the next generations. His aim is to uncover lost writing, spells and social organizations and when possible allow its culture to not be completely lost with time, even if it only means to have that knowledge up in his mental library somewhere. If anyone ever needs a reading suggestion about most things in the multiverse, he's the guy they should be looking for. He'll be legitimately delighted to teach them!

    ...As long as they don't dare touch the hat, it's the one thing he'll have a hard time getting over (That and if you speak ill about books and libraries. Do that and prepare yourself to for the lecture of a century). NO ONE TOUCHES THE HAT and NO, he will not take it off. EVER.

    Backstory (not that brief): From a D&D-esque fantasy world, Köttyan are bipedal felines focused into all sort of manual or dexterous labor. From forging to hunting to aaaall kinds of artsy hobbies. They're just as rational as humans and have their own medieval-ish society, unless they're a feral which are Kötts that have gone insane and reverted back to primitive animalesque instincts. Born in a litter of 9 was Pahw'lip, bearing a name that would already make his shortcoming clear to the others. Pah was different, due to a genetic mutation somewhere the orange tabby of sky-blue eyes had been born with shorter paws than normal, stubby legs so to speak. For a race that was based on doing things with one's paws, Pah's stubs got constantly in the way of reaching places or properly handling tools, making the male Kött extremely clumsy and useless with just about anything.

    From marginalization, underestimation and just overall failure, Pahw'lip would grow up to be an unemployed lazy drunk cat, just hanging around bars, eating and drinking on his leisure time and never really putting an effort to things. Like being alive and yet completely dead inside without the means to attempt and succeed at anything...

    At least until a furry angel was sent his way.

    Hoop'har was a grey and white tabby. It's weird to talk about parenting distance when it comes to felines since they reproduce a lot faster, but he had come about 20-ish litters after, kinda like a half-brother in human terms, but more of a cousin by generational distance. Hoopy was a bright-eyed kit with dreams of standing for the weak and spreading peace through the land. Selfless driven, he longed to be the first Köttyan to use magic ever in history and would always linger around the town's library. Somehow Pahw had ended up being the kit's babysitter, probably because he had nothing better to do, and with time the initial disgruntlement would develop into an unspoken fondness for the other and slight interest on the topic.

    But on a rather cloudy Winter morning... Eventually, Hoop'har would pass away. That one Winter had ben usually harsh and to Pah's surprise, since he hadn't really been told of such, Hoopy already had a rather sickly disposition that he never really showed anybody. It had gone from coughing to passing out to coma to, ...that. A shock to everyone that hadn't been immediate family. Pahw'lip was devastated, without another word he had moved entirely into Hoop'har's old room, plopped himself in the ground, rolled up and just... stood there. For weeks. It was hard to accept that the playful, naive, kind-hearted kit he had spent so much time around was just... gone.

    As grieving went on and the scent of the room would become fainter, Pah would try and search for other ways to keep the little one's memory alive within him, one of those ways being going through all the books they had gathered together, all about magic, that had been collecting dust for a while now. And then it would hit him, the prime way to keep the bright-eyed kit's ambitions alight. He'd do it instead. Pahw'lip Stiwyll, the Lazy Orange, a drunkard, would begin to gather even more books, even more knowledge, and become the first-ever Köttyan wizard.

    True, he wasn't about going to bring eternal peace to the land like Hoopy once wanted, his drive was honestly just to read more and more and to keep that knowledge within. As a way to keep Hoopy alive within. That was all he needed.
    Eventually, his quest to preserve knowledge would align with the kingdom's needs, that one being having Xandiel, the necromancer troublemaker, dealt with. In exchange for access to the royal library's vault, Pah would offer his assistance to the party and confront the annoying fiend for a final battle... And then the enemy would run away into a portal! Into a new dimension, the coward!

    Of course, they followed and the destination waaaaas, Earth. Yep, our Earth! Where everything was waaaaay different and magic wasn't a thing. Pah and the others have continued their quest while also learning more about a new culture, habit and having to disguise themselves ever since, still with the end goal of finding, stopping, apprehending Xandiel and dragging the fiend back into their original world. And no, Pah will still not take off the hat.

    Other Info: Spells are cast in Latin, which I admit to having ripped off of Negima! : P
    And the Cone of Silence spell is absolutely inspired by 'Get Smart' XD
 
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  • 1584659047373.png

    Name: Izabela Dybas. Goes by "Izzy".

    Age: 17.

    Canon: JoJo's Bizzare Adventure - OC.

    Powers / Abilities / Equipment: Izabela is a Stand user. The abilities of her Stand are detailed in the other tab. She has a moderate amount of experience using it against other Stand users.

    Other than that, she has a phone, and is a passable computer hacker.

    Personality: Izzy is a rather lazy and anti-social person, and prefers to stay home and play video games, browse forums, and troll chatrooms. This has led to her having very poor face-to-face social skills. If things are calm, she’s a bit of a conversational stonewall, and when she’s stressed she becomes something of a loudmouth. Once she starts to warm up to people, however, she’s actually pretty normal and talkative.

    Has an interest in several odd hobbies, such as occultism and psychonautics, and has amassed quite the collection of books and trivia on such topics.


    Short Bio: Born to a well-off Polish-American family, Izabela has never really wanted for much. Her only struggles in life are occasional Stand battles, trying to hide her drug purchases from her parents, and schoolwork.

 

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