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Fandom Agartha: Converging Worlds Character Database

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Corrosion

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Refer to the Index for the list of characters
No OCs, please, though I can accept characters such as Guardians from Destiny, and Fallout protagonists, since they're considered canon. Current limit is five characters per player, though I have increase this number or even remove the restriction in due time.
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PICTURE OF CHARACTER GOES HERE

'Quote from character goes here'


Name:

Title: E.g. The One They Fear, Anticitizen One, etc.

Alignment: Refer to this for more info.

Gender: Male, Female, Genderless, Attack Helicopter

Race: Human, Android, Sangheili, etc.

Appearance: Even if you provided a picture of your character, please try to describe your character's appearance in words here. Include details like height if possible.

Personality:

History: Copy-paste from the wiki if you're a lazy piece of shit like me.

Point of Canon: From what time of canon the character is ripped from his or her reality.

Powers/Abilities: Superpowers, all that.

General Skills: Normal skills, e.g. good cook, amazing mechanic, great gamer, etc.

Weapons/Equipment: Can be any weapon or piece of equipment your character has acquired over the course of their adventure.

Additional Quotes:

Theme Song: If the character doesn't have a dedicated song, simply use the theme song from the work.

Universe From: The work of fiction your character comes from.

Your characters are only accepted if I say so. A like from me means accepted, to avoid clutter. Joke characters are allowed, because even I will be using one.​
 
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Alex Mercer
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'I woke up in a morgue. Now I hunt. I kill. I consume. I become.'​

Name
: Alexander James Mercer

Title: Blacklight, ZEUS, the Monster of Manhattan

Alignment: Neutral Evil

Gender: Male

Race: Sentient Virus

Appearance: Being a shapeshifter, Alex can assume the form of anyone he had consumed before. However, he normally defaults to his original human form due to the Blacklight virus recreating his body down to genetic level. In this form, Mercer appears as a caucasian with very pale skin, although this could be the result of the virus as he appeared tanner in his human pictures. His light electric blue eyes also have a sickly grey tinting around him. His usual expression is either neutral or a perpetual scowl. While rarely seen without his hood, he has short curly brown hair slicked back. The ‘clothes’ worn by Alex aren’t actually clothes, but simply biomass mimicking the outfit worn by human Alex the night of his death. He wears three layers of clothes on his upper body: a partially-buttoned white shirt, a half-zipped plain grey hoodie, and a black leather jacket with a red tribal design on its back. It should be noted that the tribal design faintly glows in the dark. On his lower body is a pair of worn blue jeans and black shoes. As his clothes are part of his biomass, he cannot take them off without shapeshifting. Alex stands at a rather respectable 6’1” (1.85m) and has a sturdy and athletic build in his default human form at most times, though this may change due to amount of biomass. He tends to radiate a murderous aura wherever he goes.

Personality: Due to a childhood of abuse and neglect, Alex is cold, paranoid, and borderline sociopathic. He is a cynical and jaded individual who does not like talking and company. Before his human death at Penn Station, he released the Blacklight virus on Manhattan out of spite for those who wronged him. He hardly takes human costs into account as he freely consumes random civilians in order to replenish his biomass. However, he is not completely heartless, as he deeply cares for his younger sister Dana, standing in as a parental figure. The human Alex was also involved in a romantic relationship with his then-girlfriend Karen Parker. Alex is also highly intelligent, obtaining a doctorate and becoming one of Gentek’s top scientists by the age of twenty-nine. As Blacklight, he has the knowledge of hundreds of scientists, soldiers, and civilians, and every single living organism he had previously consumed. Alex also tends to get angry quickly, lashing out at those who displease him.

History:
Alex Mercer was born on July 16, 1979, where he spent his childhood in poverty. He spent his first nine years in foster care, and finally returned to his biological mother when he turned ten, though he was better off without her. He was the only parental figure for his sister Dana, and the two of them would play games and watch scary movies together. It is assumed that Alex practiced martial arts, as he has great combat prowess as Blacklight.

His high intellect and aptitude in science provided him an opportunity to leave behind his troubled past. He trusted no one, had no friends, couldn't care less about what others thought of him, and found solace only in his work. By the time he was hired by Gentek, Mercer was a borderline sociopath. He knew this, and didn't care.

After earning a doctorate degree in genetics at Columbia University, Mercer was hired by Gentek and became the head of the Blacklight project at Gentek. Alex's team was tasked with engineering weaponized viruses from samples given to them by the government. The samples that were provided exhibited curious behavior, including mimicry and retention of genetic information from infected hosts. With Mercer’s help, the team soon engineered a particularly virulent and potent virus codenamed 'Blacklight'. Mercer’s skill in altering genes made him a valuable asset to Gentek; his work was years ahead of his nearest competitor.

Despite his successes, Alex Mercer was considered a potential liability by Blackwatch, an elite army created to combat exotic threats. Over time, Gentek became scrutinized by Congress and investigations were proposed. Fearing an information leak, Blackwatch decided to cover it all up. Mercer, due to his paranoid nature, began to launch his own secret investigation on Gentek. With the assistance of his sister Dana, an investigative reporter, Mercer realized that Gentek employees associated with the Blacklight project were being silenced by Blackwatch; usually with a bullet between the eyes in a dark alley.

When he learned that a general purge was about to be unleashed upon the Gentek scientists, Mercer fled, fearing for his life. In the event he was caught, Mercer had brought insurance—he had smuggled a vial of the Blacklight virus out of quarantine and taken it with him. He also mailed a laptop with classified documents to Dana. But Blackwatch was too quick for him. While attempting to escape the city by train, Mercer was cornered in Penn Station by Blackwatch agents. In a fit of frustration and rage, he threw the vial to the floor, smashing it and unleashing a biological apocalypse. He was promptly shot by Blackwatch operatives. The virus began to spread to everyone in the station.

As he fell, he collapsed onto the viral sample, becoming infected as he died. His body was taken back to Gentek in a body bag. Little did they know, as he was transported, the virus was reconstructing Mercer's body, cell by cell; his biomass feeding the virus as it replicated the still-living matter it had infected.

Mercer woke up in a morgue on a slab just as two scientists were about to cut open his torso with a scalpel for an autopsy. The two men panicked and fled, terrified of Mercer. Mercer didn't understand why they were so frightened and had no recollection of his previous life. He ran after the scientists in an attempt to escape also.

Though Mercer was now an amnesiac, he was sufficiently aware to realize that the Blackwatch soldiers were certainly not friends when he saw them kill the two scientists as they tried to escape the facility. The soldiers noticed him, but his body regenerated the damage caused by their fire instantly. Surprising both the soldiers and himself, Mercer cleared the several feet high fence around the facility in a single leap. After escaping, he found himself trapped in Manhattan, being pursued by the military. He soon discovered that he had the ability to consume others and take on their appearance and memories, along with their special skills. With no recollection of his own past, Mercer decided to track down those responsible for his situation and consume them in order to uncover the truth behind what has been done to him, caught between the Blackwatch Special Forces and an ever-growing population of civilians infected by the virus he released.

On consuming Lt. Charles Perri he learned the whereabouts of his sister. Mercer hoped that his sister, Dana, would have some information regarding what happened to him, so he attempted to make contact with her. However, when he arrived at her apartment, he saw soldiers stationed around the building. He consumed a Blackwatch commander and, taking on his appearance, easily infiltrated their perimeter. When Alex entered he saw Dana being held by a Blackwatch soldier. Dana headbutted the Blackwatch soldier just as Mercer impaled him with his fist. Dana was terrified having witnessed this, but Mercer convinced her to help him.

Dana told Mercer that she knew there was something wrong going on at Gentek. She did not know what had happened to Alex either, but was able to tell him what he had told her prior to his memory loss. She told Mercer that he had her researching the Gentek organization for weeks. When she went looking for him to relay her findings, he had already disappeared. The conversation incited a flashback, in which Mercer remembered seeing the ID card of Dr. McMullen. Dana then lead Mercer to a new safe house, the home of Dana's friends, who were out of town for the year. Dana already had all of the files she could get on Gentek stored in the apartment.

Dana wasn't able to tell Mercer what it all meant, but insisted that the two of them work together to uncover whatever conspiracies were at work. Dana told Mercer that since Blackwatch was waiting for her at her apartment, they must also be waiting at his. Mercer arrived at his apartment and uncovered further hints of his past life. He saw a photo of himself and Dana with a graduate certificate from the University of New York. He also saw a photo of himself with a blonde woman. When he touched the photo he experienced a flashback in which he saw himself with the woman, his ex-girlfriend Karen Parker. When the flashback was over, it was apparent that the onset of these flashbacks was painful to him. As he was recovering, Blackwatch detonated a bomb that had been planted in the apartment, meant to kill him. He astonishingly survived without a scratch, despite having been thrown out of a window and down to the streets several stories below. Mercer hunted down and consumed the man who gave the order to detonate the bomb.

Mercer recognizes the girl. Dana tells him that the file has only two names in it: Alex Mercer and Elizabeth Greene, the girl in the photo. The file also says that she is being isolated in the Gentek building. When Mercer went to free Greene, she cryptically told him that "The time for waiting is over" and threw him across the room. Greene then disintegrated a wall by touch and sent Hunters after him as he escaped. She then took charge of the infected. He also located his ex-girlfriend, Karen Parker.

Dana continued to assist Mercer in locating his targets, while Karen promised him a cure for his disease. She first claimed that he needed to find her different samples of the virus destroying Manhattan, but once he arrived inside a nearby Hive, Mercer was ambushed by Blackwatch specialist Captain Robert Cross who used both the infected and his own soldiers as cannon fodder while he tried to take Alex down. Mercer ended up defeating him, but Cross turned the tables by distracting Mercer by mentioning 'Penn Station' and triggering a painful flashback. He injected Mercer with a biological weapon while he was distracted. Due to the parasite Cross had injected him with, Mercer couldn't use his special powers aside from his superhuman strength and speed. He still managed to escape from Blackwatch.

Mercer returned to Dana who showed him that Blackwatch was keeping an eye on a doctor for McMullen, Dr. Bradley Ragland. Dana then told Mercer that if he finds him, Ragland can help them get to McMullen. Before Mercer left, she showed him what she found about Hope, Idaho and Greene but Mercer said Hope was an experiment. She asked how he could know that, forcing Mercer to admit that he had killed a great number of people and their minds and memories were now within him. Dana was shocked by what her brother has become.

However, with the help of Dr. Ragland, Mercer was cured, restoring his abilities and gaining him the armor and blade powers as a result. During all of this, Mercer was placed as the number one terrorist threat in the entire United States due to treasonous activities against the United States and her allies. During one of Mercer and Dana's meetings, Dana was kidnapped by a Leader Hunter, a larger and stronger version of the normal hunters. Alex pursued this Leader Hunter across the city, but was ultimately unable to rescue Dana. With the help of Dr. Ragland, Mercer located and consumed the same Leader Hunter that kidnapped Dana, learning of her location in the core hive in the center of the city. Mercer was eventually able to penetrate the hive, where he confronted Elizabeth Greene.

Elizabeth Greene told Mercer that Dana was "with us now". During a struggle, Greene seemingly bests Mercer, but he was able to inject Greene with a syringe containing the parasite as it had been extracted from him. Greene's body rejected the parasite immediately and she vomited up a large amount of biomass, from which the Supreme Hunter was born. Mercer defeated the Supreme Hunter and saved Dana. As he left, a sinister clawed hand began to regenerate and rise from the remain of the hunter, showing the Supreme Hunter was far from done. The unknown contact later revealed as Captain Cross. As the conspiracy unfolds, with the assistance of an unidentified contact, the origins of Mercer, the virus and Elizabeth Greene were uncovered.

In 1969, the government had tested a virus codenamed Redlight in Hope, Idaho. This virus was designed as a biological warfare agent, targeting those of a predetermined race. The virus unexpectedly mutated into something far deadlier, infecting the whole population of Hope. Elizabeth Greene was the sole survivor of the incident; her body welcomed the virus rather than dying from it and it had rewritten her genetic code, along with that of her son, who was taken from her by Blackwatch and codenamed Pariah. This inspired the government to continue research into the virus, cooperating with the Gentek corporation. Scientists at Gentek locked Greene in a cell which had been used to research Blacklight, the new virus present in Greene. They continued to study the different strains of the virus that formed throughout her system as a means of accelerating the biological weapons program. Before long, the military began to deploy a new biological agent, Bloodtox, engineered to kill the virus and its hosts.

When the chemical was deployed across the city, the infection went underground to escape it, and subsequently amassed beneath the surface. The anonymous contact told Mercer to aid the military in pumping the Bloodtox directly into the ground. They hoped that it would drive the virus to the surface, allowing Blackwatch to fight it directly. Elizabeth Greene, now embedded in Mother a new viral organism, came to the surface and engaged Mercer in combat. Mercer killed Mother and consumed Greene.

He then attempted to confront McMullen, the Head of Research and founder of Gentek. After a grueling battle with Marines and Blackwatch between him and his target, Mercer confronted McMullen and moved in to consume him to find out what he knew. McMullen committed suicide before Mercer had the chance. It became apparent that General Randall planned to nuke Manhattan to destroy the virus. The mysterious contact, revealed to be Captain Cross, then guided Mercer to consume Colonel Taggart, who was attempting to flee the city. Cross had been ordered to capture Taggart and had Mercer impersonate him in order to get onto the USS Ronald Reagan where the bomb was being held.

Cross betrayed Mercer once on the ship, and was revealed to be the Supreme Hunter having consumed Cross at some point and taken his form. It battled Mercer on the deck of the Reagan and was subsequently decapitated by Mercer. Mercer boarded a helicopter and dropped the nuclear bomb into the Atlantic Ocean, allowing it to detonate at sea but leaving himself well within the blast radius. His remains washed up on the city shore as lumps of red tissue, but he was able to take human form after consuming a crow that attempted to devour him.

Mercer walks off thinking to himself, "What have I become? Something less than human, but also something more..." Later, Manhattan is seen in a recovering state, with the virus almost completely destroyed. After stopping the nuclear threat, Alex, having lost all faith in humanity as a result of his actions, leaves Manhattan and travels around the world in order to find true purpose and something to believe in.

Point of Canon: Several months after defeating Greene, the Supreme Hunter, and saving Manhattan from the nuke

Powers/Abilities:
  • Alex's shapeshifting powers grant him superhuman physical abilities well beyond that of a normal human.
    • Superhuman Strength: His incredible strength allows him to lift cars, trucks, the destroyed remains of tanks, APCs, and helicopters and throw them great distances. He is far stronger than any normal human or most basic Infected, able to kill a regular human with a single, glancing blow and manhandle the infectious residents of Manhattan. Mercer is capable of punching holes through almost anything if necessary, including a two-foot steel door.
    • Superhuman Speed: Mercer's speed is likewise enhanced. He can achieve running speeds surpassing any vehicles including Helicopters. Alex is also able to break the sound barrier when jumping, and is able to dodge Greene’s Crimson Shockwave, which is done when Elizabeth projects small amounts of biomass fast enough to shatter buildings. He can run up skyscrapers and reach their tops in seconds.
    • Superhuman Agility: He can perform amazing parkour feats such as flips and rolls and maneuvers over and around vehicles and debris with little trouble. His leg strength allows him to leap nearly ten stories into the air. Mercer can run up sheer vertical surfaces and cling to walls for an indefinite period of time. Mercer is also capable of gliding, by ejecting small amounts of mass for further propulsion.
    • Superhuman Durability: Mercer's endurance far exceeds that of a human's by leaps and bounds. His body no longer possesses weak bones or vital organs, rendering him immune to otherwise debilitating injury. This biological change allows him to survive falls from any height completely unharmed. Bullets of any caliber will pass through his body, causing very little damage that heals instantly. He can withstand direct hits from rockets, hellfire missiles and tank shells, which cause only moderate damage. The superhumanly strong blows of the various type of Hunters and super soldiers cause the most damage of any type of attack. His superhuman stamina allows him to be physically active at all times without tiring. Mercer's body is greatly increased that he can survive extreme blunt trauma, he can survive through collapsing buildings fall on him and walk out of the rubble as it was nothing. Mercer can take shots from a rocket launcher and can only be push back a bit by the force without blowing to pieces like a normal human.
    • Passive Regeneration: Mercer's body has vast powers of self-regeneration. So long as he is properly nourished, Mercer can restore his health and heal any wounds within moments. He can heal a small amount of his health even without consuming any creature. Examples include regenerating bullet wounds instantly after being shot, regenerating a massive hole in his face after being shot point-blank by General Randall, and reconstructing his entire physical form from nondescript piles of biomass and the biomass of a crow within minutes of being blown apart by a nuclear explosion. Mercer also seems to have a robust immune system. Though unable to counter a parasite which had been introduced into his body without outside help, he gained a growing immunity to bloodtox with repeat exposure.
    • Superhuman Senses: Mercer's vision and hearing are enhanced, allowing him to see beyond the visible spectrum and hear across great distances even with physical insulation. He has thermal vision which allows him to locate heat signatures, and infected vision which can detect large concentrations of the virus and tap into the hive mind itself.
    • Adaptability: The Blacklight Virus is capable of adapting itself to certain elements after a continuous exposure to said element. For example, in the comic book, after being inhibited and slowed down by more than 10Gs of gravitational force, he then walked away from it as if the force never even existed.
    • Consumption: Alex can consume living beings in order to replenish his biomass. He also assimilates their memories in the process, and gains the ability to take on their appearance.
    • Disguise: Disguise is a defensive ability of Alex. This ability allows him to "disguise" himself as the last human target he has consumed. This ability allows Mercer to alter his exterior to resemble the consumed, also gaining their memories and abilities.

General Skills: Due to consuming hundreds upon thousands of humans, Alex has developed a 'Web of Intrigue', able to piece together his history once he consumed all targets. His natural intelligence even as a human made him a brilliant scientist. He is fiercely devoted to protecting his sister at all costs, and will go great lengths to keep her safe.

Weapons/Equipment:
  • Claws: Claws are the primary antipersonnel and an offensive ability evolved within Alex Mercer. When activated, the biomass of his arms shifts into three-fingered, one-thumbed talon-like appendages that can be used to effortlessly shred flesh and bone, allowing dismemberment of human-sized enemies with ease. Alex can lunge with these claws to quickly get to targets. Groundspike is an upgrade and an extension to the Claws. It is highly effective for short or longer-ranged area attack. The biomass from the Claws is channeled into the ground to erupt and impale a targeted enemy or a tight group of enemies.
  • Whipfist: The Whipfist is one of many abilities Alex has at his disposal. It consists of an extendable, elongated appendage with a blade at the end. Given its unique status as a ranged attack, the Whipfist is usually the weapon of choice when opposed by the recurring Helicopters or distant enemies. Mercer can grab distant targets with this ability. The Street Sweeper ability helps in dismembering multiple foes surrounding him with an eccentric 360-degree swath.
  • Blade: The Blade is an offensive power employed by Alex Mercer. Mercer gained this ability along with the armour power, once the parasite was removed from his body. When Mercer activates this ability, an elongated double ended blade forms from the base of the right elbow, turning hid arm into a giant razor-sharp cutting weapon. The Blade is extremely effective in close contact, and although the area of effect is very localised, the blade's basic attacks dish out higher damage than those from any of the other powers. While this power may be utilised against basic infantry units, its true destructive capability is in attacking vehicles and large infected creatures such as hunters or brawlers.
  • Musclemass: Musclemass increases Alex's melee damage twofold and increases the speed at which he strikes. At its base level, a charged attack will turn any human enemy it strikes into bloody chunks; once upgraded, even a glancing blow will cause this. Objects thrown with Musclemass will hit harder, fly further, and move faster than objects thrown at Alex's normal strength; upgrades will augment the speed and distance. All of Alex's Combat abilities, save for the Devastators, will be enhanced by Musclemass.
  • Hammerfists: The Hammerfists are Alex's anti-vehicle ability. By shifting large amounts of biomass into his fists, Alex Mercer is able to create massive, hammer-like hands to crush his enemies with. Hammerfist Smackdown is a slow but highly damaging slam attack. Capable of destroying early armoured vehicles with a single direct hit, but at the cost of attack speed. While charging the power, Mercer is susceptible to being interrupted by attacks. Otherwise, a fully charged attack has the effect of delivering two shocks upon anything within range.
  • Armour: The Armour consists black plates of hardened biomass; formed all around the body. While in this form, Alex Mercer is equivalent to a humanoid tank. This ability increases damage resistance overall, at the cost of movement and the ability to parkour.
  • Shield: The Shield power is incredibly useful defence ability. It soaks up damage automatically until it shatters and regenerates automatically. The Shield can be left activated permanently but will disable the ability to perform parkour.
  • Devastators: Super attacks that the Alex can initiate. It causes a massive area damage to his surroundings at the cost of using up a portion of his critical mass health to execute.
    • Tendril Barrage: The Tendril Barrage causes barbs made of hardened tendons to erupt from Alex's body in every direction, impaling everything around them for a fair distance. The ground version has a certain quirk of causing additional "vacuum" damage, that is nearby objects and enemies sustain another round of damage when the tendrils retract. This is absent in the air version.
    • Groundspike Graveyard: The Groundspike Graveyard is similar to the Groundspike power granted by the Claws. When used, it causes massive spikes of biomass to erupt from the ground, creating a deadly circle of spikes in close proximity to Alex. It is highly effective against hardened targets like Armor and buildings, but less effective than the Tendril Barrage against larger organic enemies due to its shorter range and smaller amount of spikes.
    • Critical Pain: Critical Pain fires a mass of hardened tendons from Alex's hands to crush a single target. It is Alex's most damaging move, but can only be used to hit a single target. Anything that happens to be between Alex and the target will also be affected by the area air pressure caused from it
Additional Quotes: 'I looked for the truth, found it. Didn't like it, wish the hell I could forget it. Alex Mercer... this city suffered for his mistakes... for what he did at Penn Station and whoever he was, that's a part of me, 'cause when I close my eyes, I see the memories of a thousand dead men, screaming as I take their lives. Moments I'll relive forever. What have I become? Something less than human, but also something more.'

'They think they are in control? They have no idea what I'm capable of.'

'I saw what he saw. I know what he knew. His memories are my memories.'

'NOTHING WILL PROTECT YOU FROM ME! NOT MEN! NOT WEAPONS! NOT ARMOUR!!!'


Theme Song:


Universe From:​

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Kagome Higurashi
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"I am Kagome! I'm not anyone else!"
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Name: Kagome Higurashi

Title: None

Alignment: Lawful Good, Neutral Good
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Age: 15

Gender
: Female

Race: Human
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Appearance: She has long black hair that goes to the middle of her back and brown eyes. She weighs 108lb and her height is 5'2".

Personality: Although she was just a normal, modern girl, Kagome was strangely unfazed by the horrors, violence, and death in the Warring States era because of her strong spirit. Her heart is pure and kind, with it even being revealed that the only dark part that she ever had in her heart was her secret jealousy she had over Inuyasha's relationship and feelings towards Kikyō, but even this she eventually moves past. Even with this, she was not without her flawed, quirky side, which is typical of a girl her age.

History: Kagome is the modern-day reincarnation of the feudal era miko Kikyō and the main female protagonist of the series InuYasha. She was born in modern Japan as a teenager and was unknowingly born with the legendary Shikon no Tama inside her body until the day of her fifteenth birthday, when a yōkai pulled her into her family's sacred well, taking her roughly five hundred years back in time. They emerge in the feudal era, where the demon extracts the newly reborn gem from Kagome. Kagome accidentally shatters the jewel into hundreds of fragments that disperse all throughout Japan. Together with the hanyō Inuyasha, she had to recover all the shards of the Jewel before they fall into the evil influence of the evil mastermind Naraku.
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Point of Canon: While following Kikyo into the cave with the Miasma Kagome dropped the sacred jewel. When she bent down to pick it up the jewel shined a blinding light and Kagome found herself in a different world.

Powers/Abilities: Immense Purification: This power and ability allows Kagome to purify anything she touches. Kagome is not aware of when she can use these abilities, and they are not as strong and powerful as Kikyō's, who can blast an incredibly strong and powerful light purple-colored spiritual energy at an enemy from a distance.
Immense Spiritual Power: Kagome can pass through spiritual, shields, spells, and illusions, and can also sense evil demonic auras and be unaffected by them.
Jewel Detection: This ability enables Kagome to sense the presence, and exact location of the Shikon Jewel shards wherever they may be.
Enhanced Eyesight: Being Kikyō's reincarnation, Kagome is able to see things that are or may seem invisible to the human eye. She can also see ghosts and spirits.
Sacred Arrows: Kagome can infuse her spiritual powers into her arrows. This allows the arrows to penetrate demonic forces and purify objects such as the Shikon Jewel itself.
Arrows of Purification: When Kagome infuses her intensely strong spiritual powers into one of her arrows, she can purify even the strongest and most powerful demon-based attacks such as Kagura's air-based blasts as well as the Wind Scar itself.
Kyudo Skills and Reflection: Kagome uses a basic short bow as a weapon. If she infuses her spiritual powers into the bow, she can deflect an enemy's attack. After receiving the sacred longbow from Mount Azusa, Kagome has the power and ability to strike evil spirits or the user's intended target bypassing others, if the opponent should happen to be using a hostage as a shield, the arrow will bypass the hostage and hit the enemy instead.

General Skills: As for regular skills she is pretty average, she doesn't really have a special skill.
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Weapons/Equipment: Bow and arrows, sacred jewel

Additional Quotes: "I want you to be happy. I want you to laugh a lot. I don't know what exactly I'll be able to do for you, but I'll always be by your side."
"My meeting you was no coincidence. It's more then that!"
"I don't care how much you love that person, you'll definitely fall out of love if they're insensitive all the time."

Theme Song:

Universe From: key_art_inuyasha.jpg
 
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John Freeman
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'Its time for me to live up to my family name and face full life consequences.'​

Name
: John Freeman

Title: Saver of Humens

Alignment: Chaotic Good

Gender: Male

Race: Humen

Appearance: John Freeman appears as a generic rebel using the male_07 model. He has short black hair and a rather unshaven face and brown eyes. He has a constant dumb smile on his face most of the time, and he wears generic rebel gear. Stands at 5'11" (1.81m) and has a slim build.

Personality: Has an incredibly bizarre sense of logic. He blew up the house some 'zombie goasts' were haunting to that they could be 'at piece'. Also has an insane desire to avenge his brother and 'do what has tobe done'. However, he is also heroic, sacrificing himself to defeat the 'combines' so the the rest of the 'humens' could survive. He also shows great care for all things living and non-living, putting eggs back safe when he saw them fall out of a tree he destroyed with his laser gun, and buried the defeated bosses and planted 'pants' on them so that there were 'pretty things there now to be happy'.

History: John Freeman who was Gordon Freeman's brother was one day in an office typing on a computer when he got an email from his brother that said aliens and monsters were attacking his place and aksed him for help so he went. He travelled to Ravenholdm and saw a sign with someone's handwriting that said 'u shudnt come here'. He was about to turn back when he heard screaming like his brother. He found wepon on ground and shot 'zombie goasts' in front of a house. He then blew it up so that the 'zombie goasts' could be 'at piece'. He continued he journey into Ravenholdm, and found that it was nothing like the countrysides as 'there was no birds singing and the pants were dead and teh dirt was messy and bloody from headcrabs'. He found his brother Gordon fighting the 'final bosss'. John Freeman saved his brother by shooting the final boss in the eye and blinding it. Gordon Freeman then got squashed by the 'next boss'. John Freeman vows to defeat the boss and travels back to his office on his motorcycle to look up the boss' weakness online.

He goes back to Ravenholm and defeats the next boss by shooting a rocket at him because it was his weakness. After killing the boss, John Freeman walks up to both of the dead bosses and buries them, planting 'pants' on them so that were pretty things to be happy. He goes to the dead Gordon Freeman and mourns him when a headcrab suddenly jumped onto Gordon, reanimating him. Gordon tells John Freeman that he was slow and that he is now a 'zombie goast' and that he will pay. The ending is left unexplained.

Fast forward sometime later and 'Combines' from 'science' and 'outter space' have arrived on Earth. They rule over the planet and 'hate humens'. John Freeman's wife is killed by the combine 'lazer guns'. His son Henry Freeman then proceeds to start a revolution, and the rebels travel to the 'Combine tower that was big like the sky' in order to send the combines 'back to science and outter space'. However, they are stopped by a Combine army. In the ensuring battle, most of the rebels are killed and overwhelmed by the Combine forces. Then, for no apparent reason, John Freeman arrives in a portal.

He fights and kills the Combine troops with his 'bear hands' and by 'barking necks'. The Combine then retreat back to the tower and press a button to make it 'glow and smoke'. John Freeman then encounters Gordon Freeman, who had been saved from the headcrab by the combine who put 'science' in him to make him 'live and strong and big', and that he is now 'Dark Man'. The two of them then proceed to fight. Meanwhile, Henry Freeman and the rest of the rebels attempt to stop the tower from exploding, but fail due to overwhelming Combine forces. They are unable to press the 'botton' to stop the tower from destruction. John Freeman eventually defeats Dark Man by kicking the 'science off his face'. Gordon is freed from the Combine control but dies of his wounds.

John Freeman tells Henry Freeman to get the rebels out of the city on his motorcycle. Henry Freeman obeys and leaves the city with the rebels. John Freeman fights through the rest of the Combine forces, but eventually gets overwhelmed and defeated by the Combine. He manages to look out of the tower before dying and sees Henry Freeman the humans a safe distance away. The tower then explodes like 'milion stars and fire and loud noises', killing him along with the rest of the Combine and saving the world.

After the Combines were gone the world was nice and no one was a slave or sad anymore. Henry Freeman was now president and the world was peaceful. The city was rebuilt and a statue of John Freeman was erected in the middle, proclaiming him as 'John Freeman Saver of Humens'.

Point of Canon: Immediately after sacrificing himself to defeat the combines at the end of Free Man.

Powers/Abilities:
  • Bear Hands: John Freeman transforms his hands into literal bears
  • Walked Like Speed of Light: John Freeman can walk the speed of light and has similar combat capabilities.
  • Superhumen Strength: John Freeman is strong enough to lift up an entire freight train and toss it over a bridge
  • Flight: John Freeman can fly
  • Bullets Too Slow: John Freeman kills people with his bear hands because bullets are too slow, and is fast enough to dodge them
  • Wepon Summon: Apparently able to summon weapons from thin air by finding them on the ground
  • Absurd Durability: Survived crashing into a train while in a combine dropship (which caused the entire thing to explode), then flew into the air and crashed into the ground. He was perfectly fine. He was hit by an opening door which caused him to fly a ridiculously long distance, somehow ending up in the Aperture Science Enrichment Center, crashing into a pile of Weighted Storage Cubes. Once again, he survived without a scratch. Took a direct hit from a combine rocket and continued fighting, got 'stabed' by a combine 'nife', then pulled it out and stabbed the combine in the 'brane'. He got hit by multiple bullets but continued fighting. However, he was still killed after the combie tower blew up.
  • Bark Neck: John Freeman is able to kill people by 'barking necks', as in literally barking at them
  • Unclyclopedia: Able to go on the internet and look up ways to defeat bosses
  • Temporal Paradox: John Freeman can summon black holes by creating a paradox such as 'turning on off' his computer.
  • Reality Warp: John Freeman unintentionally causes the world around him to distort by his mere presence alone. Anyone around him will find themselves completely unable to refer to John Freeman by his first name, and can only refer to using his full name.
  • Unpredictably: John Freeman, being famed for being a mountain of bad writing, is almost impossible to predict, confusing opponents. Mind readers will find his mind completely incomprehensible.
General Skills: Skilled mechanic and firearms user. Good with animals, apparently.

Weapons/Equipment:
  • Wepon: An MP7 SMG with a high fire rate. It apparently has infinite ammo as John Freeman is never seen reloading.
  • Laser Gun: A gun that shoots lasers that apparently do nothing but destroy trees
  • Rocket Gun: RPG rocket launcher
  • Nife: Knife for stabbing combines in the brane
  • Grenaid: A thrown explosive weapon.
  • Motorcycl: John Freeman's motorcycle that can drive the speed of sound and can do backflips. It can also somehow carry a small army
  • Other More Faster Motorcycle That Had Gas In It This Time: John Freeman's secondary mode of transport, similar to the first but mounted with weapons

Additional Quotes:
'Its a good day to do what has to be done by me and help my brother to defeat the enemys.'

'I'll get you back evil boss!'

'COMBINES YOU KILLD WIFE?'

'I loved wife like sun raise... DARK MAN YOU WILL SUFFAR!'

'I have to kill fast and bullets too slow.'

Theme Song:


Universe From:
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Yui Hirasawa
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"High schoolers are kind of amazing!"
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Name: Yui Hirasawa

Title: None

Alignment: Neutral Good

Age: 16

Gender: Female

Race: Human

Appearance: She has short brown hair that goes to her shoulders and brown eyes. She weighs 110lb and her height is '5"1.

Personality: Always looking for fun, Yui is fearless; anxiety and stage fright are unknown to her. She likes everything cute and makes a lot of physical contact with others like holding hands or hugging. She also loves everything sweet, so she's energized by the sweets that Mugi brings, and her physical constitution is such that she does not gain weight no matter how much she eats. She can't stand being hot or cold, so she spends the winter under the kotatsu and rolls around on the floor in the summer in front of the fan, to keep cool. Yui is rather lazy, so her grades are always on the verge of failing except for fine arts, in which she is exceeding; sometimes she is the only person in her class who needs to retake a test, other times she manages to avoid failing all of her subjects by a one point margin. She has an average figure. Yui lives in a family of four with her younger sister Ui and both parents. Her parents are a "lovey-dovey" couple and often go on trips together, leaving both daughters behind.

History: Yui Hirasawa is the eldest daughter of the Hirasawa family. Ui Hirasawa, her only sibling, is a year younger, and both share a close, affectionate bond. Because their parents travelled often on business, Yui was usually cared for by Ui, the more mature, albeit younger one. On a Christmas early in their childhood, Yui tried "fulfilling" Ui's wish for a "white Christmas" by placing a pillow's stuffing onto a tree in front of their home. Naturally, her actions earned heavy scoldings from their father.
Yui also grew close to Nodaka Manabe during early childhood. She first approached Nodoka in kindergarten, suggesting they draw pictures together. After Nodoka drew a delicious-looking apple, Yui thought that the crayon would be as delicious as the drawn apple seemed, and tried eating it. Nodoka managed to stop her, and both have been close friends since. They always attended the classes in school, and eventually, Nodoka became used to helping Yui despite all the trouble Yui caused her, like forgetting to buy the ingredient she was tasked with for a cooking lesson. She is now in a school band with new friends having new adventures every day.

Point of Canon: She was at home laying on her living room floor fanning herself from the heat. She then soon fell asleep and when she woke up she found herself in strange place.

Powers/Abilities: None

General Skills: plays guitar, singing

Weapons/Equipment: Guitar

Additional Quotes: "I have one last request. Please slap me in the face with that wad of cash."
"I'm scared of hot and cold. In winter, I hide under the heating table and in the summer, I lie in bed and do nothing."
"Honest we actually do play our instruments sometimes."

Theme Song:

Universe From: k-on3.jpg
 
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Siarnaq
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'INPUT RESPONSE...'

Name:

Title: Shadow Megaman, Model P

Alignment: Chaotic Neutral
Gender: Male

Race:Reploid

Appearance:
Siarnaq appears as a young male with pale skin with dark purple spiky hair. He is characterized by his emotionless, static personality and small irises. Fitting with the motif of his Biometal, he is dressed in a ninja-like garb. The lower half of his face is obscured by a long, tattered red scarf. Like his fellow Mega Men, Siarnaq wears the typical ZX Mega Man vest with a purple coloration. He also has a red triangle visible on his forehead, confirming his status as a reploid.

Personality:
His personality is monotone and robotic, making him seem almost lifeless. He is shown to be computer-like, and his speech is capitalized, making him seem more like a Mechaniloid than a Human/Humanoid/Reploid (for example, asking to "INPUT RESPONSE" and declaring "INCOMPREHENSIBLE"). Similarly, in the Japanese version his text is written almost exclusively in katakana, which is typically used to imply a mechanical or monotone voice in that language. Other than that, he seems to have no personality at all, except being at least slightly sadistic, as when the player is defeated by him, he will be heard laughing dementedly. His laugh may show his hidden, or already shown personality, depending on the game's version. If the game is the American version, he will make a robotic and monotonous evil laugh, thus showing his robotic and cold personality. However, in the Japanese version he has a unsettling, deranged-sounding laugh, suggesting he might not be completely stable or even sane. This is supported further by his disk, which speaks of his past being wrought with betrayal.

History: Copy-paste from the wiki if you're a lazy piece of shit like me.

Point of Canon: Post-Game.

Powers/Abilities:
Cloaking~ Only accessible when using Model P. Siarnaq dashes in thin air and disappears for a brief moment then reappearing.
Shadow Clones~ Temporary clones which mimics every action of Siarnaq. Only accessible as Model P.

General Skills:
Ninjutsu~As an assassin, Siarnaq knows basic knowledge of ninjitsu; the art of stealth.

Weapons/Equipment:
siarnaq_by_shitakiri_suzume-d38mloh.png

Biometal Model P~The Biometal which provides him his armor and weaponry. These are usually kunais and large shurikens. It also provides him his supernatural abilities.

Additional Quotes:
"CODENAME:SIARNAQ. SHADOW MEGAMAN, MODEL P"
"TACTICAL ADVANTAGE, FOUR TO ONE...COMMENCE COMPLETE DESTRUCTION OF TARGET!"
"INCOMPREHENSIBLE...!"
"DESTRUCTION OF BIOLOGICAL TARGET CONFIRMED. COMMENCE PLAN FOR TAKEOVER OF LEGION HEAD QUARTERS....Hi hi--...HIHIHAHAHAHAHAHAHAHAHAHAH!!"

Theme Song:


Universe From: Megaman ZX Advent
 
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Private James Ramirez
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'RAMIREZ! DO EVERYTHING!!!'
- Sgt. Foley​

Name
: James Ramirez

Title: Private Ramirez, the Most Capable Soldier in the US Army, Do-Anything Soldier

Alignment: Lawful Good

Gender: Male

Race: Human

Appearance: No one knows what Ramirez looks like, since he's always wearing his Ranger gear, though he stands at around 6'0" (1.82m).

Personality: Since Ramirez does not speak at all, his personality is largely unknown. However, as he follows all of Sgt. Foley's orders without questions, he is completely loyal to the United States and his superiors.

History: Ramirez and his squad respond to an unexpected Russian invasion and move to Virginia. They then help friendly troops extract "Raptor", a High-Value Individual, and then go on toArcadia to rescue trapped civilians with the help of theStryker armored vehicle codenamed "Honey Badger".

After destroying AA batteries threatening the civilian's evacuation transport, the Rangers move to a devastated Washington D.C., where U.S. troops are fighting a desperate battle against Russian troops to defend the capital. Hunter Two-One assaults and attempts to clear the Department of Commerce building, eliminating a 'crows nest' of Javelin Missiles and an M82 which they turn against the invaders, buying the evacuation site valuable time. They board a UH-60 Black Hawk and assault Russian ground forces, only to get shot down by SAM missiles over the SAM sites on the Department of Justice building. After their helicopter crashes, Ramirez finds himself trapped in the Black Hawk with injuries and the squad is swarmed by Russian forces. As they run out of ammo, Pvt. Wade is killed while handing Ramirez an M4A1, Dunn is wounded, and several squads of enemy soldiers assault their position while a nearby Havoc helicopter blinds the surviving Rangers with its searchlight.

All hope seems lost until an ICBM launched by Captain Price air-bursts, over Washington D.C.. The resulting EMP knocks the enemy Havoc and all other aircraft, Russian or American, out of the sky. The Rangers help Ramirez out of the helicopter and retreat with his squad into a nearby building while the crashing helicopters kill the attacking troops. After encountering a friendly runner, Pvt. Vaughan, who tells them to get to Whiskey Hotel, they fight their way through some office buildings. Despite heavy resistance from the Russians, they eventually regroup on the White House Lawn, where U.S. stragglers under the command of Colonel Marshall are attempting to retake Whiskey Hotel (The White House). Marshall orders the squad to proceed up the left and they fight through extremely heavy Russian resistance. After fighting through the desperate Russian troops, Ramirez and another Ranger take point and make their way to the roof. They wave green signal flares to call off the friendly airstrikes that are part of the "Hammerdown Protocol." He then sees other green flares on other buildings across the ruined Washington D.C..

Point of Canon: Sometime after the events of Modern Warfare 2, but before Modern Warfare 3.

Powers/Abilities:
  • Inhuman Durability: Ramirez is far more durable than a normal human, being able to shrug off multiple gunshot wounds, close-proximity explosions, and helicopter crash landings. Also managed to survive a nuke.
  • Reflexes: Ramirez is fast enough to react and dodge grenades and rockets.
  • Stamina: Ramirez packs a ridiculous amount of endurance and stamina, being able to continue running for miles. However, for some reason, he can only sprint for around ten seconds before stopping to catch his breath, before starting again.
  • Regenerating Health: Ramirez is apparently Wolverine as he can regenerate his health, such as from gunshot wounds and even RPGs to the face.
  • Do Everything: With the magic code phrase 'Ramirez! [INSERT ACTION HERE]!', Ramirez can perform impossible acts such as destroying a tank with a knife and taking out a fighter jet with a Super Soaker. Only people designated as his superiors can trigger this.

General Skills: Extremely competent soldier.

Weapons/Equipment: Ramirez can use any weapon he obtains, so he never has a permanent weapon. He can only carry two weapons at a time, for some reason.

CURRENT EQUIPMENT
  • SCAR-H: A fully automatic assault rifle that does much damage.
  • M9: Semi-automatic pistol. Not very damaging, but reliable with plenty of 9mm ammo.
  • Frag Grenades: Thrown explosive weapon that does area damage.
  • Flashbangs: Thrown device that blinds and deafens the target when detonated.
  • Knife of Instakilling: Combat knife that kills regular enemies in one hit. Short range means it is only used as a last resort.
  • Night Vision Goggles: Gear that lets Ramirez see in the dark with a green tint.
Additional Quotes: As Ramirez does not speak at all, quotes are provided by Sgt. Foley.

'Ramirez! Destroy that BTR with this spoon!'

'Ramirez! Take out that Hind with this slingshot!'

'Ramirez! Calculate the airspeed velocity of an unladen swallow!'

'Ramirez! Stop that nuke with your riot shield!'

'Ramirez! All you had to do was follow the damn train!'

'Ramirez! Wake me up when September ends!'

Theme Song:


Universe From:​
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Penny Polendina
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Source


'I am combat ready!'
Name: Penny Polendina

Title: N/A

Alignment: Neutral Good

Gender: Female

Race: Android

Appearance:
Penny had short, rather curly orange hair that came down to her chin, and she wore a pink bow on the back of her head. She also had bright green eyes, light skin and freckles. She wore an old-fashioned blouse with short feminine overalls, as well as a black and green collar with a matching pair of stockings. A layer of skin concealed her metallic structure and spherical joints, and her irises bore similarity to the shutter of a camera.

The green lines on the side of her stockings also appear to glow at times. She had what appears to be a small and thin backpack, though it has only been seen when she came to the aid of Ruby Rose in "Black and White" and when she fought against Russel Thrush and Sky Lark in "Never Miss a Beat". Otherwise, she is not seen to have this backpack; only her normal clothing is shown.

Personality:
Penny was amiable, excitable, kind and curious. She showed a distinct lack of social awareness, likely due to not having a lot of experience with human nature. When Ruby made an unconditional offer of friendship, Penny seemed both immensely pleased and somewhat surprised. Another small quirk is that Penny hiccuped whenever she told a lie.

She also seemed to place great value on friendship, for she is greatly angered at the sight of Ruby getting knocked down by Roman's flare in "Black and White". She also placed trust in Ruby based on the latter promising that she is her friend in "A Minor Hiccup".

Furthermore, Penny seemed to be immensely curious. Upon hearing that Blake has run away, she asked Ruby numerous questions, all related to Blake and friendship in general. Despite being told not to wander off, she still wandered Vale on her own.

Penny showed insecurities about her artificial nature. Upon confiding in Ruby that she is a synthetic being, Penny was worried about how she would take the news. However, after seeing Ruby take it rather well, she was glad that Ruby did not care she was a machine, for what matters is her heart and soul.

In "Dance Dance Infiltration", she was shown to enjoy dancing as she is seen dancing by herself between two Atlas Soldiers. Later that night, she's seen doing "the robot" with one of the soldiers.

Penny's most notable trait was her kindness. She greeted the recently met Team RWBY with a jovial "Salutations!", complimented Weiss' hair, and offered to help Ruby track down Blake. In addition, she saved Ruby from a truck before asking the driver if he was okay, thanked Team CRDL during the Vytal Festival for the time she had, and told Pyrrha Nikos in the finals that it was a pleasure to finally meet her.

Penny's stranger social quirks tone down as the series progresses. While her early appearances had her depicted as cheery, curious, and unfamiliar with most aspects of social interaction, these aspects appear to diminish with each subsequent appearance, and by the time of the Vytal Festival, Penny was barely distinguishable from her former self's naivete and volatile emotional state, sharing a conversation with Ruby about her plans to stay at Beacon and her teammate.

History:
Penny was an android created by an unnamed scientist with the aid of the Atlesian Military and General James Ironwood. Designed to be the first synthetic person capable of generating an Aura. Her abilities were to be presented on an international stage at the 40th Vytal Festival in Vale.

Point of Canon: Before Volume 3 PvP, Pre-[REDACTED]

Powers/Abilities:
Strength ~ Penny seemed to possess immense physical strength, made evident when she managed to bring the From Dust Till Dawn truck in "A Minor Hiccup" to a complete stop with her bare hands, even causing the ground beneath her feet to buckle and crack. Her strength was attributed to her being a robot which she admitted to in the same episode.

Mobility~Penny was able to jump great distances, with the force of her jump being enough to break the ground. She could also use her wires to catapult herself.

Aura~Penny was revealed to be the first synthetic entity to be capable of generating an Aura. According to other references to Aura, this could also imply that Penny truly did have a soul and that she could also wield a Semblance.

General Skills:
She seemed to have a high amount of speed or stealthiness, as seen when she appeared in one spot before quickly showing up in another.

She actually talks like a normal human despite her...Strange nature,

Weapons/Equipment:
Penny was able to control numerous swords, kept in what appears to be a small mechanical backpack, with simple movements from her hands. She was able to manipulate every sword simultaneously without any difficulty at all, and could fire energy blasts when she brought them together, with the swords going into a special rotating configuration. This blast of energy was powerful enough to simultaneously slice multiple Bullheads in half, shooting them down. She could also put her swords into a smaller rings in order to fire multiple weaker beams.

The swords were connected to her (and possibly operated by) the use of thin strings attached to the hilts. Penny's 'strings' seemed to be quite strong and durable, as they were able to pull down a Bullhead and cut through Penny herself easily. The swords were able to fold in half lengthwise for easier storage.She could allow the swords to pull her around or anchor herself and use them pull large objects, including pulling down an airship in flight despite the mass and thrust power of the vehicle. Such feats seemed to indicate enhanced strength as well as the ability to anchor herself in some way to the terrain. She could also use her weapons as thrusters, allowing her to move extremely quickly through the air.

Additional Quotes:
"Salutations!
"You called me 'Friend'! Am I really your friend?"
"I don't have a lot of friends; but if I did, I'd want them to talk to me about things."
"Ruby, are these people your friends?"
"Don't worry Ruby, I am combat ready!"
"Most girls are born, but I was made. I'm the world's first synthetic person capable of generating an Aura! I'm not real..."
"There was an incident with a magnet, but I was able to play it off."
"This is going to be so much fun!"

Theme Song:


Universe From: RWBY
 
Raiden
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"I'll pick my own name...and my own life...I'll find something worth passing on."


Name
: Jack.

Title: Raiden, Jack the Ripper, The White Devil, Snake, Mr. Lightning Bolt.

Alignment: Chaotic Good | Chaotic Evil as "Jack the Ripper".

Gender: Male.

Race: Cyborg.

Appearance: Raiden is an advanced combat cyborg. He is roughly 98% machine and 2% organic, with his brain, hair, head, and right eye being the only organic remains of his former self. He stands at about 180 cm./5"11', and due to his mechanical chassis, he weighs several hundred kilograms/pounds. He's white, with a shock of light blonde hair and blue eyes which occasionally emanate a red hue. These eyes will shift to a shard red glow should he switch into his "Jack the Ripper" persona.

Personality: http://metalgear.wikia.com/wiki/Raiden

History: http://metalgear.wikia.com/wiki/Raiden

Point of Canon: Post-Metal Gear Rising.

Powers/Abilities:
  • Superhuman Strength: Raiden is strong enough to lift up and throw a Metal Gear RAY and lift up the leg of Metal Gear EXCELSUS (which is even larger/heavier than RAY) and use it as a blunt weapon to slice the mech to pieces.
  • Superhuman Durability: Raiden has tanked multiple blows from both a nanomachine-powered Senator Steven Armstrong (who can easily destroy an entire town) and getting slammed by Metal Gear EXCELSUS' massive leg.
  • Superhuman Speed: Raiden is fast enough to outrun bullet streams, sprint up the side of skyscrapers, hop across flying ballistic missiles in midair, and knock away bullets with his sword. When sprinting, Raiden can go far over the speed of sound.
  • Superhuman Stamina: As he is primarily a machine, Raiden has nearly endless stamina.
  • Nanomachines: Trillions of these microscopic machines act as an artificial bloodstream for Raiden. They can monitor and change all of his bodily processes, allowing him to be immune to toxins and illnesses and mostly immune to gases (his right organic eye is still susceptible). They can also push his body to do things that he normally couldn't do. Additionally, they are able to change the level of pain he feels or how much artificial adrenaline is coursing through him at a given time. Nanomachines also allow Raiden to "telepathically" communicate with anyone else who is wired with nanomachines (called a CODEC call).
  • Zandatsu (Blade Mode): In this mode, Raiden can fully concentrate, and by using some of the energy stored up in his cybernetic body, he can perform hundreds of slices per second (supposedly faster than he runs), and this usually cuts anything in front of it to tiny pieces when he's done. He's used it on attack choppers, battle-armoured machines, and people.
  • "Jack the Ripper": Jack's bloodthirsty persona that's been pent-up and locked away for decades since his days as a child soldier in Liberia. During the events of Metal Gear Rising: Revengeance, Jetstream Sam and Monsoon of the Winds of Destruction finally pushed him far enough to face his own inner demons and let them loose. In this "form", Raiden's irises glow a bright red, and he becomes immune to any sense of pain. He becomes much more aggressive with his fighting style, and he is granted greatly increased attack strength and combat speed. In order to prolong this mode, he needs to continuously restore the energy in his body.
  • Energy Replenishment: Raiden can absorb the electrolites of other cyborgs (usually done by ripping out their artificial spine and crushing it for the electrolites to fall on his body and be absorbed by his cybernetics).
  • Limited Lightning Manipulation: In the right conditions, Raiden has the ability to shoot bolts of electricity by using his own body. He once electrocuted an entire hallway of soldiers by conducting enough electricity through the air when the sprinklers were switched on.

General Skills:
  • Expert Swordsman and Martial Artist
  • Acrobatics Expertise
  • Stealth Expertise
  • Knowledgeable in Spanish and Russian

Weapons/Equipment:
  • Muramasa: The sword that Jetstream Sam gave to Raiden to effectively kill Armstrong. This sword is extraordinarily sharp, and it ignores conventional durability to a certain extent by dissolving the molecular bonds of the things it cuts through. It has also been shown to ignore healing factors to a certain degree as shown in the fight against Armstrong, as his nanomachines ordinarily repaired any damage dealt to his body by Raiden and his previous High-Frequency Blade.
  • Soliton Radar: This radar automatically maps out nearby surroundings and identifiable threats (along with their "cones of vision", which acts as what they can see in their line of sight). It also immediately warns Raiden if an identified enemy is wary of his presence (Caution) or has currently discovered and is in pursuit of him (Alert). In order for this to work now, though, Raiden needs to be able to identify things that are a threat first and update the radar itself.
  • Cardboard Box: The oldest trick in the book.
  • SOCOM Pistol: A special ops pistol with a limited ammo supply. It's also equipped with a supressor.
  • Various Grenades (Explosive/Electromagnetic)

Additional Quotes: "I am lightning...the rain transformed."

"Rose. I'm done running."

"I said my sword was a tool of justice. Not used in anger. Not used for vengeance. But now... Now I'm not so sure. And besides, this isn't my sword."

Theme Song: "The War Still Rages Within"


Universe From: IMG_2752.PNG
 
Cirno
IMG_2751.JPG

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"I'm the strongest!"


Name
: Cirno.

Title: The Ice Fairy of the Lake, The Unnatural Chill, ⑨ (Nine-ball).

Alignment: Chaotic Neutral.

Gender: Female.

Race: Fairy.

Appearance: Cirno stands at around a measly 106 cm./3"4'. With a size that small, she's also incredibly light. She typically wears a white blouse under a blue-and-white dress that falls down to just above her knees, and a red bow is tied around where her neck is. She also wears long knee-length white socks and black shoes. Her hair is sky-blue and falls to her shoulders, and a large blue bow is tied to it. Her eyes are the same colour as her hair, and she appears to look white instead of Japanese.

Personality: Cirno is an ice fairy who first appeared on the second stage of Embodiment of Scarlet Devil. As a fairy, she is exceptionally strong for her kind, matching the power of some weak youkai. However, compared to most of Gensokyo's residents, she's quite weak. Her personality is childish and she is sometimes considered stupid.
Cirno is a childish, confident fairy who appears to have a superiority complex in regards to others. She proclaims herself to be "the strongest" on three separate occasions in Phantasmagoria of Flower View. In the game's manual, she is labeled as "9. baka", or "idiot" in English, in an explanation of the game screen's layout. She was again labeled as such in the manual for Touhou Hisoutensoku. This implies that Cirno may be some kind of idiot.
Despite this, she is smart enough to know when she is in deep trouble, such as in her battle against Yuuka Kazami, a youkai of terrifying strength, in Phantasmagoria of Flower View's story mode. She can also read, unlike some of her peers like Mystia Lorelei. She can also count (she shows knowledge of rounding and fractions in Fairy Wars).
Among other things, she greatly enjoys using her abilities to freeze frogs, then watch them revive while thawing out in the water. However, about one in every three attempts fails, shattering the frog to pieces. This has earned her a warning from Reimu Hakurei, who cautioned that she could be set upon by Suwako Moriya, a goddess who favors frogs, for her actions.

History: Cirno was spawned from the elements, specifically the ice and cold, at least sixty years ago. She has lived in Gensokyo, a land of illusion separated from Japan that shelters the supernatural beings that have lost faith in the decreasingly superstitious real world, for her whole life. Cirno lives at the Misty Lake in an igloo for a home, and she hasn't made any plans for moving lately. She continues to be content with her life. She tends to enjoy pranking others, attempting to scare the daylights out of humans, and challenging/being challenged by others to danmaku matches. Among her most notable involvements in Gensokyo's incidents, she got in the way of the heroines on their way to the Scarlet Devil Mansion in Embodiment of Scarlet Devil, chased after a massive silhouette of a supposedly powerful monster in Hisoutensoku, and engaged in a few-hours long "war" against the Three Fairies of Light in Fairy Wars.

Point of Canon: After the events of Touhou 15: Legacy of Lunatic Kingdom.

Powers/Abilities:
  • Superhuman Strength: Although Cirno looks frail, she is shockingly strong. She can hold up an iceberg the size of a large island and proceed to toss it a long distance away.
  • Superhuman Durability: Cirno has tanked hits from Utsuho Reiuji, a hell raven with the ability to shoot nukes and miniature suns by manipulating nuclear fusion, and she didn't melt deep inside a nuclear reactor—above lava—and in the presence of Utsuho herself. Cirno herself isn't made of ice, but an ordinary person would have been ash in such an environment. Essentially, attacks short of destroying a big island will be largely ineffective at actually hurting Cirno.
  • Superhuman Speed: Cirno is fast enough to dodge the actual photons emitted from Utsuho's Subterranean Sun, making her able to travel far faster than the speed of light.
  • Superhuman Stamina: Cirno has shown to have enough stamina to last at least nine consecutive danmaku matches.
  • Flight: Like all Gensokyans, Cirno can fly freely.
  • Danmaku: Like most Gensokyans, Cirno has the ability to use danmaku, including the use of skill cards and spell cards.
  • Manipulation of Cold: Cirno has the ability to freely manipulate cold temperatures and ice. She has learned to get creative and improve the use of this ability in her quest to be stronger—she can create structures and barriers of superhard ice, summon melee weapons made out of ice (even if she's inexperienced using any sort of weapon), freeze projectiles mid-flight, or freeze the area around her down to absolute zero.
  • Immortality: Even beyond Cirno's crazy levels of durability, she can never truly "die" as long as cold and ice exist. If she's destroyed, she will 'respawn' a few hours later.

General Skills: None notable.

Weapons/Equipment: Nothing notable.

Theme Song: "Beloved Tomboyish Girl"


From
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Deadpool
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images


"In a world, where joke characters reign supreme, one must arrive to continue perpetuating the problem, because perpetuating it is better. Where John Freeman and Ramirez bring in the meme's only one other man (and maybe one more) can arrive to do more... And that's me bitches! Deadpool here with myself! Here to dish out more burn's then Wendy's twitter page!"


Name
: The Real Name's Wade Wilson.

Title: E.g. The One They Fear, Anticitizen One, etc.

But I go by Deadpool, as well as the Merc with the mouth, the Sultan of Sarcasm, and a whole shit ton of other nicknames that we could sit here perpetually to the end of time talking about.

Alignment: Refer to this for more info.

I used to fall under Chaotic Neutral, but now I am really Chaotic Good!

Gender: Male, Female, Genderless, Attack Helicopter

Oh! Are you assuming my gender is malehermapherdaphaditepersonwithbothadickandavajayjay?!? Nah, I am a man my man.

Race: Human, Android, Sangheili, etc.

Oh, easy I am a mutant Ahem! A mutant I SAID A MUTANT OH FINE I AM A MUTATE ARE YOU HAPPY NOW X-MEN?!?

Appearance: Even if you provided a picture of your character, please try to describe your character's appearance in words here. Include details like height if possible.

I used to be as sexy as Ryan Reynolds, but Cancer fucked me over hard and annihilated my entire body, and now I look like the love child of a zombie and someone mangled after a car accident. I also stand at 6'2" and weigh 210 lbs. But now I wear the red spandex suit to cover my tumorsack of a cockblock I call my body.

Personality:

In a nutshell folks I am totally insane in the membrane, I break the 4th wall, have awareness of it. I am totally full of pop culture references, I zing out sarcastic cutting remarks like throwing knives, I basically ended up being the satirical joke of Spider-Man and Deathstroke!

History: Copy-paste from the wiki if you're a lazy piece of shit like me

Let's do an abridged bio shall we because I don't want to go through my snooze fest of long boring exposition? I was a mercenary who did less violent stuff, I met a hot girl named Vanessa who ended up later becoming Copycat, I got cancer all over my body, ditched her to go to weapon X did something wrong, got tortured, and experimented blah blah blah, I now look like garbage was shit on and then some people had intense disgusting makeout sessions on me, I wear the red suit, I do the mercenary gig, and I am now doing more heroic stuff.

Point of Canon: From what time of canon the character is ripped from his or her reality.

I think my most recent canon moment of time is 'Till Death Do Us Part which just recently finished, but also we are at the 2nd part of Me vs the Punisher woo!

Powers/Abilities: Superpowers, all that.

Genetically Enhanced Physiology: Deadpool's powers come from the experimentation he was submitted to by the Weapon X program.

  • Regenerative Healing Factor: Deadpool possesses a superhuman healing factor derived from that of the mutant Wolverine that allows him to regenerate damaged or destroyed bodily tissue with far greater speed and efficiency than an ordinary human. Deadpool is able to heal from injuries such as slashes, puncture wounds, bullet wounds, beheading, and severe burns within moments. His healing factor is significantly more powerful than Wolverine's as he can regrow missing limbs and organs and was able to recover after the Hulk liquidated everything from his waist up. His head or any other limb can be reattached using this ability.[85] Even though being beheaded, Deadpool can still move his body normally.[86] Unlike Wolverine's natural healing factor, Deadpool's is mentally driven to a partial extent.
    • Foreign Chemical Resistance: Deadpool's body is highly resistant to most drugs and toxins. For example, it is extremely difficult, though not impossible, for him to become intoxicated (Blind Al made several references to Deadpool being hung-over since he once drunkenly spoke to the Teletubbies on the TV he was watching). He can, momentarily, be affected by certain drugs (tranquilizers) if exposed to a large enough dosage.
      • Disease Immunity: The unique regenerative qualities of Deadpool's healing factor also extend to his immune system; he is immune to all diseases, infections, disorders, imperfection, and resistant to elemental extremes.
      • Immortality: Deadpool's healing factor provides him with an endless lifespan by halting the aging process. His life span is extended to such a degree that an alternate reality version of him was alive and still in business as Deadpool 800 years in the future.[87]
      • Telepathic Immunity: The healing factor causes his brain to be in a constant state of flux and regeneration, rendering him immune to psychics such as Cable, Emma Frost, and the Red Onslaught.[89][90]
      • Possession Resistance: Similar to the telepathic immunity, Deadpool is able to remain in control of himself while supernatural beings are trying to take control of him. During Xaphan's attempt to take control of him, Wade was able to fight for control of his body. No one can touch his soul.[91]
    • Enhanced Speed: Deadpool can easily reach speeds of 80 mph, and attack faster than the eye can follow.[citation needed]
    • Superhuman Stamina: Deadpool's musculature generates considerably less fatigue toxins than the muscles of an ordinary human being, granting him superhuman levels of stamina in all physical activities. He can physically exert himself at peak capacity for several days before fatigue takes over.
    • Superhuman Agility: Deadpool's agility, flexibility, dexterity, balance, and bodily coordination are enhanced to levels that are beyond the natural physical limits of even the finest human athlete.
    • Superhuman Reflexes: His reflexes are far superior to those of even the finest human athlete. His auto-reflexes allow him to easily dodge gunfire and attacks even when not consciously aware of them.
    • Superhuman Durability: Deadpool's bone and muscle tissues are augmented to levels that are considerably stronger and harder than human and the tissues are impervious to injury to an extraordinary extent. He possesses golden-proportioned body, and even without training his muscles are brawny and his body shape doesn't change no matter how many calories he intakes.


General Skills: Normal skills, e.g. good cook, amazing mechanic, great gamer, etc.

  • Master Martial Artist: Deadpool is an extraordinary hand-to-hand combatant and is a master in multiple unarmed combat techniques. He has been shown fighting such amazingly skilled fighters as Wolverine and Taskmaster and even defeating them in hand to hand combat.[92] This shows that Deadpool himself is among the most skilled fighters in the Marvel universe, although in some fights it has been attributed to him being unpredictable.
  • Master Assassin: He is a master of assassination techniques, espionage methods, covert operations, infiltration methods, escape artistry, marksmanship, and is highly skilled with many bladed weapons (frequently carrying two swords strapped to his back) and a number of other weapons including firearms.
  • Medium Awareness: Possibly as a result of his mental state, Deadpool is aware that he is a fictional comic book character, allowing him to break the fourth wall.
  • Unpredictability: It is difficult for anyone to know what Deadpool will do at any given moment, given that he himself barely knows what he'll do at any given moment. This makes it difficult for most opponents to predict what he will do.

Weapons/Equipment: Can be any weapon or piece of equipment your character has acquired over the course of their adventure.

Ooh! My favorite part! Usually I carry around 2 badass desert eagle pistols and two adamantium katana's, I also use a nice little teleporter to zip around places quickly, and I have access to a magic satchel that allows me to pull anything out of it! Like better weapons or more ammo and whatnot!


Theme Song: If the character doesn't have a dedicated song, simply use the theme song from the work.

Woo, play that shit!




Universe From: The work of fiction your character comes from.

I come from good ol' Marvel Earth-616
 
prdt-rg-tommy.jpg




‘I still got it.’



Name: Tommy Oliver
Title: Black Ranger, Dr. Oliver, Doc O
Alignment: Lawful Good
Gender: Male
Race: Human

Appearance: Standing at 5’11” tall, Tommy Oliver is also built well from years of martial arts training and fighting evil as a Power Ranger.

Personality: Tommy has always been a leader, willing to take charge whenever necessary to keep his comrades safe. His first priority is to keep others safe, even if it means putting himself in harm’s way. Also, he is a mentor to those younger than him.

History: Tommy has a long history as a Power Ranger. Originally the Green Power Ranger, he is forced to fight for evil. Fortunately, the spell is broken and he redeems himself as he later becomes the White Power Ranger. Tommy completes his destiny by becoming the Red Zeo Ranger, and later becoming the Red Turbo Ranger before passing on his powers to TJ.

Now as a mild mannered science teacher, Tommy recruits three of his students, chosen by the Dino Gems; to become the next generation of Power Rangers. Tommy joins the team by becoming the Black Ranger to combat evil. He has the power of invisibility and the Brachiozord to assist him in the fight.

During a near death experience, Tommy must battle his former selves as the Green Power Ranger, the White Power Ranger, and the Red Zeo Ranger; in a dream where he is forced to fight for his life. Tommy is able to prove once and for all that his will to live is stronger than any Ranger power.

Tommy used up the remainder of his Dino Gem energy in the final battle against Mesogog. He later goes on to continue teaching and plans to live the quiet life. In 20 years, S.P.D. cadets will have read all about him at the Academy

Point of Canon: After all the rangers finally came together to form the whole Dino Thunder team.

Powers/Abilities: After Tommy morphs, he gains access to incredible strength that makes him at least 32 times stronger than a normal man, as well as insane durability, speed, agility. and reaction time. Thanks to the power of the Black Dino Gem, he also gained access to the power of invisibility.

General Skills: Tommy is an excellent martial artists, with extensive knowledge in karate, kenpo, taekwondo, judo, and shinkido.

Weapons/Equipment: Tommy’s weapon while morphed is the Brachio Staff, a sword-like weapon Tommy uses to combat the forces of Mesogog.

Additional Quotes:

“Just like riding a bike!”

“DINO THUNDER BLACK RANGER! HYAAAH!”

Theme Song:



Universe From: Power Rangers: Dino Thunder (Though it all occurs in the same universe)
 
Grand Admiral Thrawn
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'There are things in the universe that are simply and purely evil. A warrior does not seek to understand them, or to compromise with them. He seeks only to obliterate them.'


Name
: Birth Name: Mitth'raw'nuruodo Core/Commonly known Name: Thrawn

Title: E.g. The One They Fear, Anticitizen One, etc.

Grand Admiral

Alignment: Refer to this for more info.

Lawful Neutral

Gender: Male, Female, Genderless, Attack Helicopter

Male

Race: Human, Android, Sangheili, etc.

Chiss

Appearance: Even if you provided a picture of your character, please try to describe your character's appearance in words here. Include details like height if possible.

Slightly taller than a human, has a trim figure, and a physically fit body moreso then the average human, he has shimmering dark-blue hair, blue skin, and has distinct red eyes. He wears a white Imperial Navy Grand Admiral's uniform, similar in cut to the standard Imperial uniform, the Grand Admiral uniform consisted double-breasted white tunic,[1]made of gaberwool,[4] with a round collar and matching trousers,[1] and durasteel-toed knee boots with turndown topside cuffs.[8][1]

The uniform also featured several code cylinders, a black belt and an identity disk placed on the belt buckle; and a rank insignia plaque with twelve squares, three blue and three gold over trios of blue and red,[1] which was also used by the Grand Generals of the Imperial Army.[9] While Tarkin and many military leaders believed that the use of medals and battle ribbons put more emphasis on status as opposed to duty,[2] the Grand Admiral uniform had gold epaulets.


Personality:

Grand Admiral Thrawn was a member of the Chiss species who possessed a calm and collected demeanor. He was a brilliant military strategist, known for his anticipation of enemy attacks and his own tactical precision also being excellent at reading a person through observation of body language, as well as their voice and mannerisms. He was known to speak at least two languages, Sy Bisti, being his native tongue and learning to speak Galactic Basic fluently after joining the Empire.[3] Thrawn worked to perfect the art of war. He had respect for his enemies, believing that in order to defeat a worthy opponent, one must understand them in every aspect, including their history and philosophy. In particular, Thrawn had a strong appreciation for art, and he believed that studying it could allow him to delve into the psyche of the people of the cultures that the artists belonged to. Thrawn's calm demeanor and suave sophisticated mannerisms masked his ruthlessness. Thrawn rarely wavered in his generally cool temperament, though at one point, he furiously grabbed a fellow Imperial by his uniform after he insulted his enemy's artwork. He quickly regained his composure however and apologized to the officer for his emotional outburst.[8]

Thrawn was also polite and respectful, even towards his enemies, whom he generally tended to admire. Even when interrogating Hera Syndulla, he showed mannerly behavior despite their antagonistic relationship.[8]Thrawn did not have a high opinion of Admiral Konstantine and once sent him on a mission to deal with the Iron Squadron in the Mykapo system. Thrawn set a test for Konstantine by ordering the Admiral to depart with only a light cruiser in order to test his mettle. Konstantine underestimated the ingenuity and resourcefulness of the rebels there. Thrawn was astute enough to discern that Konstantine was lying when the latter tried to save face by claiming to have driven the rebels from the system. In fact, Thrawn was aware that the rebels had already evacuated their sympathizers from the system.[10]

As a tactician, Thrawn sponsored a new initiative to develop starfighters that were equipped with deflector shields. He believed that this feature would give the Empire an edge over their rebel opponents. Thrawn had a low tolerance for incompetence and poor craftsmanship but usually was willing to give his men another shot at learning from their incompetence and becoming better. However he personally engineered the death of the factory worker and rebel agent Morad Sumar in order to send a warning to the Lothal Imperial factory workers to those who would try to hide their deciet. Thrawn was meticulous and ruthless in carrying out his mission to hunt subversives and detect "shoddy" craftsmanship at the Lothal Imperial factory as well as deciet.

Thrawn's appreciation for art and his determination to defeat the rebellion led him to amass a vast collection of images and objects related to the crew of the rebel ship Ghost, who had outsmarted his predecessors. In addition, Thrawn's scrutiny of Lieutenant Lyste and Agent Kallus' reports following the rebel infiltration of the Lothal Imperial factory led him to realize that the Empire had a spy within their ranks. Thrawn believed that interrogating all Imperial personnel would alert the traitor. Instead, he advocated engineering a trap for the traitor that would turn them into an asset of the Empire.[4]

Thrawn was willing to take high risks as shown when he dispatched E-XD infiltrator droids to hunt for the Phoenix Squadron's Chopper Base. Despite the loss of a Star Destroyer, Thrawn succeeded in narrowing the the search for the rebel base from possibly thousands to 94 worlds.[12] Agent Kallus later tried to elude Thrawn's hunt for Fulcrum by planting clues that incriminated Lieutenant Lyste. However, Thrawn discovered Kallus' deception and decided to manipulate the traitorous ISB agent into helping him find the rebel base.[13]

While other Imperial commanders overlooked the threat posed by rebel droids such as Chopper, Thrawn kept a catalog on these droids which he circulated to his intelligence operatives. This information enabled LT-319 to embark on an ambitious plot to hijack the Ghost and find the location of Chopper Base.[16]

In an effort to find the location of Chopper Base, Thrawn set a trap for Kallus by revealing that his spies were aware that the rebels were planning to attack Lothal. Cross-referencing his knowledge of ancient Lothalian art with the trajectories of General Dodonna's Massassi group and Kallus' Fulcrum transmissions, Thrawn deduced that Chopper Base was in the Atollon system. As a career officer, Thrawn was not interested in personal glory but was only concerned with yielding results for his Emperor at the risk of the politics involved. His interest in the bigger game irked Admiral Konstantine, who was only interested in personal glory. Thrawn was angered by Konstantine's desire for personal glory and realized that his subordinate's actions jeopardized the Imperial offensive on Atollon.[17]

Thrawn was also an excellent ground commander. To test the mettle of the rebels, he bombarded Chopper Base. In an effort to learn the enemy's strength, Thrawn was willing to sacrifice several AT-DP walkers in the first attack wave. Thrawn was skilled at coordinating both his ground and starfighter forces and also preferred to lead his men from the front. As a scientifically-minded man, Thrawn was unperturbed by mystical threats like Bendu as seen when he used the combined firepower of his troops and walkers to bring down the mystical Force-being. Thrawn was not intimidated by Bendu and tried to destroy the Force-wielding being by shooting him with his blaster.

History
: Copy-paste from the wiki if you're a lazy piece of shit like me.

Mitth'raw'nuruodo,[3] better known as Thrawn, was a Chiss[1] male[2] who hailed from the Unknown Regions, a dangerous and uncharted region of the galaxy.[5] He acted to live in exile for several months, in order to study the Galactic Empire. Before he was rescued by soldiers of the Galactic Empire. Thrawn's ingenuity and tactical prowess caught the attention of Emperor Sheev Palpatine.[6] The Emperor, who, behind his public identity, lived as the Sith Lord Darth Sidious, believed that the source of his dark power came from beyond the known galaxy,[7] and he felt a dark presence call to him from the beyond—a presence that not even his apprentice, Darth Vader, could sense. Palpatine took an interest in Thrawn as a result, keeping the alien in his midst because of what Thrawn knew of traversing the Unknown Regions.[5]

Thrawn proved his worth to the Empire, as did he prove his ambition and military capabilities. He conducted numerous missions to defeat smugglers, spies, and pirates, earning countless victories with his renegade tactics. He received several promotions and worked with an aide, Ensign Eli Vanto, whom he instructed in combat, leadership, and victory. Politics, on the other hand, was not his strong suit, and he worked with Arihnda Pryce, Governor of the Lothal sector.

By 2 BBY, Thrawn ascended to the rank of Grand Admiral. He received the promotion from the Emperor himself after defeating a group of insurgents in the Batonn sector. The battle of Batonn resulted in the elimination of rebel activity in the sector, but also the death of many civilians, the number of which surpassed the amount of rebel casualties—an acceptable margin in the eyes of the Empire.[2] A capable strategist who earned a reputation for his tactical prowess and ability to understand an enemy's culture, art, and philosophy as keys to defeating them,[8] Thrawn commanded the Imperial Navy's Seventh Fleet.[2] Because of his success in utterly wiping out his opponents, Thrawn was not himself well known to the rebellion at large, a fact which he would later use to his advantage during the occupation of Ryloth.[9]

In the years before the Battle of Yavin, the Phoenix Squadron that operated in and around the Lothal sector proved to be a nuisance to Imperial operations in the area. Governor Arihnda Pryce of Lothal requested to Grand Moff Wilhuff Tarkin, Governor of the Outer Rim Territories, that Thrawn and the Seventh Fleet be assigned to assist with the rebel threat. Although the Sith Lord Darth Vader had dealt with one of the rebels' Jedi leaders, Commander Ahsoka Tano, Pryce believed it was time to have the assistance of someone who could see the bigger picture—the threat of rebel cells coming together to form an organized resistance movement, to which Tarkin agreed.[2]

The Grand Admiral soon arrived and began overseeing operations against the rebels. He attended a briefing with Pryce, Agent Kallus of the Imperial Security Bureau, and Admiral Kassius Konstantine, where they discussed that the rebels had attacked a Mining Guild convoy at the Sereeda Waypoint. Thrawn deduced that the rebels were planning an operation on Reklam Station in the Yarma system. The Grand Admiral declared that he would pull the rebels apart piece by piece, ensuring that they would be the architects of their own destruction. The Imperial garrison there was alerted to the potential rebel threat.[2]

During the rebels' operations, they stole a number of Galactic Republic Y-wing starfighters that were left over from the Clone Wars. A convoy of rebel ships arrived to assist, and Thrawn allowed them to escape. While some officers, such as Admiral Konstantine, believed that these ships were the rebel fleet, both Thrawn and Pryce knew that there was a larger resistance movement growing in the galaxy and that these rebels could be the key to the Empire destroying them all.[2]

Later, Thrawn fought against the Free Ryloth movement led by Cham Syndulla. The Twi'lek, who had found previous success fighting against the Imperial occupation of Ryloth under Captain Slavin underestimated Thrawn's abilities and battle strategies. When combating the Twi'leks, Thrawn used far more precise tactics compared to other Imperial officers Syndulla had encountered. Thrawn established a base of operations on Ryloth in the Tann province, where he spent time commanding Slavin's forces against the Twi'lek resistance fighters as well as studying their culture to better understand them.[8]

Thrawn then spoke with Slavin in his headquarters inside the Syndulla residence about his security arangements. However, Thrawn knew that Syndulla would come for his family's Kalikori. Thrawn and Slavin then ran into a servant who tried to steal the Kalikori. Thrawn, Slavin and several troopers then took her into questioning. There, Thrawn was able to deduce from the Syndulla family portrait that she was Hera Syndulla. Thrawn was also able to see that the Scout trooper was actually Ezra Bridger and stunned him.[8]

Thrawn then went aboard a Imperial light cruiser and watched as Slavin did a prisoner exchange between Syndulla and his daughter. However, Syndulla and the Rebels were able to escape from Slavin's forces. Thrawn then allowed the rebels to have their victory.[8]

Grand Admiral Thrawn was aboard the Chimaera above Lothal with the Seventh Fleet when Admiral Konstantine and another Imperial officer arrive to report on the imposition of martial law on Mykapo and the ongoing Imperial blockade of Synistahg. After learning that a local rebel cell called the Iron Squadron had attacked an Imperial patrol with the help of the Ghost, Thrawn deduced that the rebels were evacuating Mykapo's "treasonous" inhabitants. Curious about the Iron Squadron, Thrawn dispatched Admiral Konstantine to deal with the rebels there.[10]

When Konstantine announced that he would depart with a full squadron, Thrawn insisted that the Admiral only deploy a single light cruiser. He reasoned that one ship would be sufficient for a man of his talents. The Admiral was unhappy but complied after Thrawn insinuated that he was not up to the challenge. Konstantine managed to trap the Iron Squadron's leader Mart Mattin and cripple his ship Sato's Hammer and attempted to use him to lure his rebel rescuers into a trap. However, the Spectres circumvented Konstantine's plan and managed to rescue Mart with the help of his uncle Commander Jun Sato. In desperation, Konstantine sent a call for reinforcements to Thrawn.[10]

Thrawn arrived in his Star Destroyer shortly after the rebels damaged Konstantine's light cruiser. The rebels nearly collided with his ship but managed to flee under the ventral hangar. Speaking to Thrawn over the com, Sato vowed to meet him again. Thrawn replied in a similar fashion and allowed the rebels to escape. Thrawn then turned his attention to Konstantine and asked whether he had contacted him for assistance. Konstantine tried to deny it by claiming he had called to report that he had driven the rebels from the system. However, Thrawn realized that Konstantine was lying after seeing his blazing cruiser and noted that the planet's "treasonous" inhabitants had already escaped.[10]

After a surge of defective vehicles at the Lothal Imperial Armory Complex, the Imperial High Command dispatched Grand Admiral Thrawn to investigate the presence of subversives at the factory. In fact, a small rebel cell led by the former Governor Ryder Azadi had been infiltrating the factory and sabotaging vehicles. Thrawn also initiated a new starfighter initiative to develop a starfighter equipped with deflector shields. Thrawn believed that this starfighter would contribute to the Empire's counter-insurgency efforts against the rebellion.[4]

The disillusioned Imperial Security Bureau Agent Kallus leaked intelligence of the starfighter project to the rebellion. While Kallus did not know the full details of the project, his information led the Phoenix Squadron to send Ezra, Kanan and the astromech droid Chopper to spy on the factory and link up with Ryder's cell. The rebel mission coincided with Thrawn's crackdown on the factory. After berating the workers for their poor craftsmanship, Thrawn forced the worker Morad Sumar to demonstrate how fast a 614-AvA speeder bike could reach maximum speed. Sumar had earlier inspected the vehicle. Unknown to Thrawn, he was part of Ryder's rebel cell and a saboteur.[4]

The speeder bike began to overheat and Sumar begged Thrawn to end the simulation. However, Thrawn was not satisfied and set the speeder bike's engines to full speed. The faulty bike exploded and killed Sumar. Thrawn's actions horrified Ezra, Kanan, the workers, and even Agent Kallus. Thrawn took this as an opportunity to warn the workers that they would be personally testing every vehicle they built. Thrawn then ordered Governor Pryce, Agent Kallus, and Lieutenant Yogar Lyste to question each of the workers. As a precaution, the Empire also jammed the factory's communication signals.[4]

However, Ezra and his team managed to slip away and reach Section A2, which stored the blueprints for Thrawn's weapons. Meanwhile, Thrawn reassured Governor Pryce that he had secured the chamber by ordering the sentries to shoot anyone trying to enter the facility without his personal code on sight. When Kallus expressed skepticism that Thrawn's new fighter initiative would make a difference, Thrawn responded that victory and defeat depended on the smallest details. He then ordered another worker to demonstrate his AT-DP walker. When the walker collapsed, Thrawn gestured for his stormtroopers to arrest the man.[4]

Thrawn later summoned Lieutenant Lyste and Agent Kallus to his office at the Imperial headquarters. The office was decorated by holographic displays of the Spectres, Sabine's graffiti, Mandalorian art and a Jedi Temple Guard's helmet. Thrawn then showed his subordinates one of Sabine's starbird graffiti paintings. While Lyste merely dismissed the painting as a retaining wall, the more perceptive Kallus recognized the starbird as a creature of light that had been re-appropriated as a symbol of the rebellion. Thrawn speculated that the crew of the Ghost, whom he had encountered on Ryloth, had a special connection to Lothal.[4]

When Thrawn inquired about their crackdown, Lyste informed the Admiral that two of the workers had disappeared following his speech and that they had left behind their uniforms. Kallus advised issuing an alert but Thrawn countered that the rebel infiltrators had already found new disguises and were after his secret starfighter project. Thrawn ordered Kallus and Lyste to secure Section A2 but the rebels managed to escape the factory with the help of Kallus. Kallus allowed the rebels to escape on an AT-DP walker at the east gate's hangar bay. The rebels' escape coincided with a diversionary attack launched by Ryder at the east gate.[4]

Reasoning that the rebel infiltrators would take advantage of the attack to make their escape, Thrawn ordered the AT-AT pilots aboard the AT-AT walkers "271" and "414" to attack the rebel's stolen AT-DP walker. Despite the efforts of Thrawn, the rebel infiltrators managed to escape with the stolen plans. Later, Thrawn heard a report on the skirmish from Lieutenant Lyste. Satisfied, he dismissed him and then turned to talk with Pryce and Kallus. Thrawn voiced his suspicions that the Empire had a mole within their ranks who was supplying the rebellion with information. When Pryce suggested questioning all Imperial personnel, Thrawn suggested to set up a trap for the traitor.[4]

Using the information stolen by Chopper, Ezra, and Kanan, Hera was able to plan a strike on the Lothal Imperial factory. She planned to deploy a fraction of Phoenix Squadron and assigned Ezra to carry out reconnaissance work on Imperial military positions. When Sabine asked if Thrawn was there, Hera replied that there had been an increase in Imperial ships above Lothal but that they did not know for sure. Hera was forced to relieve Ezra of his duties after he experienced a Force vision of the former Sith Maul and attacked a rebel soldier. While Ezra, Kanan, and Sabine stayed behind to deal with Maul, Hera proceeded with the mission.[11]

Later, Grand Admiral Thrawn embarked on a campaign to scour the Outer Rim Territories for the Phoenix Squadron's base. Under his command, E-XD infiltrator droids were dispatched to Outer Rim worlds to search for the bases. One of these droids, EXD-9, stumbled upon Chopper Base and was adopted by Garazeb Orrelios and AP-5, who mistook him for a protocol droid. Kallus, using the pseudonym Fulcrum, managed to warn Zeb who disabled and reprogrammed the droid with the help of AP-5 and Chopper. The rebels then sent EXD-9 back to the Empire as an improvised bomb which destroyed an Imperial Star Destroyer.[12]

Following the destruction of the Star Destroyer, Thrawn met with Agent Kallus aboard his flagship Chimaera. When Thrawn asked how the explosion happened, Kallus responded that he believed that the rebels reprogrammed the infiltrator droid to explode upon returning back to the ship. Despite the setback, Thrawn remained in good spirits because the incident greatly narrowed down the planets that could be housing the rebel base.[12]
Later, Grand Admiral Thrawn enlisted the ISB Colonel Wullf Yularen's help in ferreting out the rebel agent known as Fulcrum. After Yularen interrogated several sector command staff for rebel affiliations, Thrawn summoned Lieutenant Yogar Lyste accompanied by Agent Kallus for a meeting aboard his flagship Chimaera. After practicing hand-to-hand combat with a pair of Imperial sentry droids, Thrawn met with Yularen, Lyste, and Kallus. Thrawn and Yularen briefed Lyste and Kallus about the danger posed by Fulcrum. During the meeting, Thrawn also revealed that he had narrowed down the search for the rebel base by analyzing rebel attack patterns on Imperial installations and ships, and most importantly their proximity to the planet Lothal. When Lyste expressed his enthusiasm in hunting Fulcrum, Thrawn warned him that nobody was above suspicion.[13]

After dismissing his guests, Thrawn met with Governor Pryce, who had come to inquire about progress in determining the rebel base's location and the identity of the rebel spy. Thrawn told her he had set a trap by asserting that the rebel spy in question was present for the meeting and that they now needed to wait for the spy to pass on the information they learned. Yularen then informed Thrawn that a coded message had been beamed off the Chimaera following the transfer of the shuttle thief that Lyste had apprehended above Lothal. This shuttle thief turned out to be the rebel Ezra Bridger, whom Thrawn had encountered earlier on Ryloth. Ezra had intentionally gotten himself captured in order to rescue Kallus, whose identity as Fulcrum was close to being exposed. Thrawn decided to visit the prisoner for himself.[13]

Before he could do so, Kallus freed Ezra from his cell using Lieutenant Lyste's stolen code cylinder. Kallus, Ezra, and the rebel droids AP-5 and Chopper then infiltrated Thrawn's office where they deleted the rebel base on Atollon from Thrawn's star chart. Chopper also stole the clearance codes necessary for their rebel comrades Kanan Jarrus and Rex to board Thrawn's flagship. When Thrawn along with Governor Pryce and Colonel Yularen arrived at the detention block, they discovered that the prisoner Ezra had escaped. After Yularen discovered that Lyste was the last person to access the detention block, Thrawn came to suspect that Lyste was the rebel agent Fulcrum.[13]

Thrawn returned to his office and was informed by the stormtrooper sentry outside that Lyste was waiting inside his office. Already suspicious, he beckoned for two stormtrooper guards and cautiously entered his office. By this time, "Lyste" and Chopper had deleted the Atollon system from his charts and were hiding behind one of his exhibits to avoid detection. Meanwhile, Kallus reprogrammed two of Thrawn's sentry droids into assassin droids and set them to Thrawn's office. The sentry-turned assassin droids entered the room and knocked out the guards. Thrawn attempted to disable the droids with the command "Override Rukh", but failed. Following a fierce struggle, Thrawn managed to destroy the droids by shooting them in their chests. Thrawn also caught sight of Ezra fleeing his office and mistook him for Lieutenant Lyste. Believing that Lyste had tried to assassinate him, Thrawn contacted Yularen and instructed him to proceed to the Chimaera's hangar bay.[13]

The rebels managed to escape, with Agent Kallus framing Lyste as Fulcrum by tricking the lieutenant into stunning Governor Pryce. Kallus, who was the real Fulcrum, decided to stay behind in order to help the rebellion. Following Lyste's arrest, Thrawn and Yularen interrogated him and quickly ascertained that he was not Fulcrum. Despite being aware that Lyste was innocent, Thrawn told Kallus and Pryce that Fulcrum was apprehended, before dismissing the two. In private, Yularen expressed his dissatisfaction with how easy the conclusion was. Thrawn agreed with Yularen's assessment. They then analyzed the helmet Ezra had left behind, which was inscribed with an artistic depiction of a Loth-cat. Thrawn recognized the art style as belonging to the rebel Sabine Wren and identified Ezra Bridger as the owner of the helmet. When Yularen asked why Kallus did not report Ezra's capture, Thrawn concluded that Kallus was the real Fulcrum and had framed Lyste for the crime. Thrawn's plan was to manipulate Kallus into revealing the location of the rebel base in the Lothal sector.[13]

After Senator Mon Mothma resigned from the Imperial Senate and gave a fiery speech denouncing the Ghorman Massacre placing the blame upon Emperor Palpatine, Thrawn received intelligence that Mothma and the Spectres rebel cell were planning to travel through the Archeon Nebula to avoid Imperial detection. Based on his knowledge of Phoenix Leader Hera Syndulla, Thrawn anticipated that Hera would be risky enough to travel through the Archeon pass. In response, he deployed his prototype TIE Defender piloted by Imperial ace, Commander Vult Skerris, and escorted by two TIE interceptors to flush the rebels out of the nebula. Thrawn also tasked Governor Pryce and Admiral Konstantine with positioning two Star Destroyers outside of the Archeon Nebula to capture them when Commander Skerris drove them out. Despite Thrawn's planning, Hera and the Spectres managed to escape with Mon Mothma and her entourage following a brief skirmish in the Archeon Nebula. Following her escape, Mothma and other rebel leaders formally established the Alliance to Restore the Republic on the planet Dantooine.[14]
As part of his counter-insurgency efforts, Grand Admiral Thrawn also utilized the services of a team of Imperial Information Office intelligence officers based aboard an IGV-55 surveillance vessel. This team was led by Imperial Controller LT-319 and were tasked with gathering intelligence and monitoring rebel activities. These individuals were fitted with AJ^6 cyborg construct implants and gave up part of their autonomy in the Empire's service.[15] As part of their intelligence operations, these spies were tasked with keeping an eye out for rebel droids such as Chopper, who had taken part in numerous undercover missions.[16]

During the Spectres rebel cell's mission to Killun Station, LT-319's team detected Chopper's presence at the Imperial Security Bureau base. Using a network terminal, the team reprogrammed Chopper into a double agent droid and tried to use him to discover the location of Chopper Base. As part of the operation, Chopper hijacked the rebel ship Ghost and used a data spike to transfer data from the ship's navigation computer to the surveillance vessel. Before the download could be completed, the rebels retook control of their ship and removed the Imperial programming from Chopper. Hera Syndulla then destroyed the surveillance vessel by sending back their data feed, causing a data surge that blew the vessel apart.[16]
Later, Grand Admiral Thrawn acquired the services of several elite death troopers. He flew his Lambda-class shuttle to the Imperial Complex in Lothal's Capital City for a private meeting with Governor Pryce and Admiral Konstantine. Inside the briefing room, Thrawn closed the blinds and warned them that they still had a traitor in their midst. He also initiated a hologram conversation with Grand Moff Tarkin and warned that the Phoenix Squadron and General Jan Dodonna's Massassi group were planning to attack the TIE Defender factories on Lothal. While Thrawn had not determined the location of the rebel base yet, he vowed to capture the rebel leadership at Tarkin's request.[17]

Agent Kallus was listening to Thrawn's conversation and traveled to Ezra's former home, which had a transmitter which he had used to send his Fulcrum transmission to the rebels. Aware that the traitor had listened in on the briefing, Thrawn followed him. When Kallus tried to inform the rebels, Thrawn startled him and revealed a communications jammer in his hand. Following a fist fight, Thrawn managed to defeat the rogue ISB agent, though Kallus destroyed his jammer and was able to warn the rebels. Kallus was taken captive by two death troopers and brought to Thrawn's command center. Calculating the trajectory of both General Dodonna's fleet and Kallus' Fulcrum transmission, Thrawn was able to determine that the hidden rebel base was located in the uncharted Atollon system.[17]

Thrawn ordered Admiral Konstantine to blockade the Atollon system with his Seventh Fleet, cutting off any escape with two Interdictor cruisers. He then traveled to Atollon aboard the Chimaera with Governor Pryce and the captive Kallus in tow. Thrawn then issued a hologram transmission to Captain Syndulla, Commander Sato, and General Dodonna vowing to rain down defeat upon them. The rebel fleet tried to break the blockade but Thrawn's Star Destroyers and TIE fighters inflicted heavy casualties. The rebels only managed to find a gap in Thrawn's blockade after Konstantine disobeyed orders and went to intercept Commander Sato's Quasar Fire-class cruiser-carrier Phoenix Home. Sato rammed his ship into Konstantine's Interdictor cruiser; destroying both vessels and allowing the rebels Ezra and Chopper to flee on a Gauntlet fighter into hyperspace. Thrawn witnessed the debacle and hoped that Konstatine's folly would not undermine his battle plan.[17]
Despite this setback, Thrawn's forces had inflicted heavy casualties on the two rebel groups. After forcing the rebels back on the ground, Thrawn ordered his fleet to bombard Chopper Base from orbit. However, the rebels had managed to activate Sabine's prototype deflector shield generator. To give the rebels the impression that their shield could withstand orbital bombardment, Thrawn ceased the attack. He then delegated command of the Seventh Fleet to Governor Pryce while he led the ground assault on Chopper Base. Thrawn deployed both AT-DP and AT-AT walkers for the ground assault.[17]

In order to learn the rebels' strength, Thrawn sent his AT-DP walkers into the canyon leading to Chopper Base first. The walkers were destroyed by the former Clone Captain Rex and the Lasat Garazeb Orrelios' detonators and a rocket launcher. Thrawn then deployed several AT-AT walkers that were protected by shield generators. These walkers destroyed the remaining detonators, forcing the rebels to retreat. Thrawn and his death troopers then entered the base. The Grand Admiral also ordered his ground forces to storm the base.[17]

One of Thrawn's AT-AT walkers managed to destroy a rebel GR-75 medium transport fleeing offworld. Thrawn and his troops then surrounded Hera, General Dodonna and several rebels. When Hera refused to surrender, Thrawn threaten to kill them beginning with the Jedi Kanan. However, Thrawn was interrupted by the mysterious Force entity known as Bendu, who embodied the balance in the Force. Bendu used lightning to destroy the base and strike down one of Thrawn's troopers and a walker. This gave the rebels the window needed to flee into space with their comrades.[17]

Undaunted by this new enemy, Thrawn ordered his soldiers to fire at the Bendu, effectively ending its rampage. Back in space, Ezra, Sabine and their Mandalorian allies were able to destroy the second Interdictor, allowing the remains of the rebel fleet to escape into hyperspace. While he was unable to capture the rebel leadership and crush the rebellion completely, Thrawn viewed the Battle of Atollon as an Imperial victory.

Following the battle, Thrawn confronted the fallen Bendu. When Thrawn asked Bendu what manner of creature he was, the Bendu replied that he was beyond Thrawn's power to kill. The Bendu also predicted Thrawn's defeat, describing it as "many arms surrounding you in a cold embrace". Undaunted, Thrawn attempted to kill the Bendu, but by the time he fired, it was already gone. Thrawn could still hear the Bendu's laughter ringing in the air. Meanwhile, the surviving rebels fled to Yavin 4.

Point of Canon: From what time of canon the character is ripped from his or her reality.

End of Season 3 of Star Wars Rebels

Powers/Abilities: Superpowers, all that.

Due to being a Chiss Thrawn has the physiology of one, therefore he has above average night vision, a bit better eyesight than humans, his visible spectrum edging a bit into the infrared spectrum, and a keener sense of hearing than humans.

General Skills: Normal skills, e.g. good cook, amazing mechanic, great gamer, etc.

Thrawn was a seasoned military commander and accomplished tactician who was known to be thorough and respected by his subordinates.[2] Thrawn was also great at reading a person by their body language, mannerisms, as well as voice. Thrawn wielded a blaster pistol and on some occasions, he stunned the rebel fighter Ezra, who had disguised himself as a scout trooper,[8] and tried to execute Bendu with it before Bendu disappeared.[17] Thrawn also had considerable skill with hand-to-hand combat, often practicing with a pair of Sentry droids. Thrawn used his combat skills to survive at least one assassination attempt by Agent Kallus, who had reprogrammed his sentry droids.[13]

Thrawn was physically fit and agile. He was adept at unarmed combat and was familiar with the limitations of Imperial Academy martial art. Thrawn managed to defeat Agent Kallus in unarmed combat. As a Grand Admiral, Thrawn was familiar with the various rebel tactics including the Danaan formation. To prevent the rebels from escaping, he reinforced the center of the Seventh Fleet with Admiral Konstantine's interdictor cruiser. While this tactic prevented the rebels from escaping, it came undone when Konstantine ignored Thrawn's orders and decided to engage the Commander Sato's flagship.

Weapons/Equipment: Can be any weapon or piece of equipment your character has acquired over the course of their adventure.

An SE-14r light repeating blaster.

Theme Song: If the character doesn't have a dedicated song, simply use the theme song from the work.



Universe From: The work of fiction your character comes from.
Star Wars, Specifically some details from Thrawn (Wikia hasn't been updated to include this stuff, and I am way too lazy to reread the novel to put down info about his past) and Star Wars Rebels Season 3
 
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Cipher Nine
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'For the Empire.'

Name: Saije’zi’kajavii

Title: Cipher Nine, Nightshrike

Alignment: Lawful Evil

Gender: Female

Race: Chiss

Appearance:
Saije’zi’kajavii wears her intelligence uniform.

Personality:
Cold, calculating and ruthless. Always working in the best interest of the Empire. While she does know that Sith could interfere whenever they want with Imperial Intelligence, she never liked it and often preferred that Sith stayed out of Intelligence business as they wouldn't help much if not working against intelligent operations.

History:
Little is known of Saije’zi’kajavii's past, mostly either erased or classified. Her first major operation was on Nal Hutta, dispatched by Keeper to convince Suudaa Nem'ro to end his neutrality and officially support the Empire. During the mission on Hutta, Saije’zi’kajavii earned the notice of Darth Jadus, a member of the Dark Council who oversaw Imperial Intelligence.
Upon arriving on Hutta, Saije’zi’kajavii rented a room in Poison Pit cantina, located across from Nem'ro's Palace in Jiguuna. The room was secured and used to make a contact with the Keeper on Dromund Kaas. She then met with an Imperial Intelligence contact Jheeg. He provided the Chiss with a cover identity of the Red Blade, a notorious pirate. The plan was for the Agent to infiltrate Nem'ro's inner circle by bringing him valuable tributes that Imperial Intelligence sent for this mission. However the tributes were stolen at the docks by thugs working for Nem'ro's rival, Voontara Fa'athra. Saije’zi’kajavii tracked down the thieves, recovered the tributes and entered Nem'ro's palace to seek an audience with the Hutt. Nem'ro was pleased by the valuables brought to him and gave the Agent permission to operate around Jiguuna, as well as a private room in his palace as a sign of gratitude. The room was full of hidden surveillance devices which had to be removed before a secured contact with the Keep was made. The plan was made to gain the trust of Karrels Javis, one of Nem'ro's lieutenants, who was seeking to restore his favor in Nem'ro's eyes over that of his Twi'lek rival, Toth'lazhen. On the way to meet with Javis, Saije’zi’kajavii encountered a bounty hunter named Dheno Rey, who claimed that Red Blade owed him some credits. When he was dealt with, the meeting took place. Javis's plan to regain Nem'ro's favor required the Agent to recover ore stolen by the Evocii. To further help Javis, Keeper ordered Agent to cripple Fa'athra's gas mining operation. However, after the mission Keeper revealed that Javis' sons - out running cargo in Imperial space - had gotten into conflict with a Sith, resulting in one of them dying and the other becoming severely crippled, forcing Agent to eliminate Javis as he would reject the Empire for the injuries of his children. Offering services to Toth'lazhen, Saije’zi’kajavii implicated Fa'athra in Javis' murder. The next step was stealing holo-recordings from Fa'athra's palace and forging them to make it appear like Fa'athra was linked with the Galactic Republic. This false evidence forced Nem'ro to align with the Empire. It was towards the end of this mission that Agent gained the services of the Rattataki criminal Kaliyo Djannis, one of Nem'ro's enforcers, who was aware of the truth behind Javis' murder. After the mission was completed, Agent was recalled to the Imperial capital of Dromund Kaas. While preparing to leave for Vaiken Spacedock, she and Kaliyo encountered the real Red Blade, and were forced to kill him when the Blade threatened to reveal the deception to Nem'ro.

On Dromund Kaas, Saije’zi’kajaviimet with Keeper and Watcher Two, who would be Agent's liaison officer for the next several missions.[12] The first missions was to deal with a dissident movement partly linked to the slave uprising on Dromund Kaas. The target was a Rodian slave named Jurithus who was part of the rebellion at the Unfinished colossus. He was owned by an anti-government radical who used him to deliver messages to his fellow dissidents. During this mission, she infiltrated a slave rebellion headquarters in search for rebellion leader. After defeating the Rebellion leader, they injected him with SLV-16 interrogation serum to extract the information about Jurithus whereabouts. The drugged leader revealed that Jurithus died in a fight beneath the colossus. Saije’zi’kajavii found his body and recovered the datapad where he kept the messages exchanged between the dissidents. Her outstanding performance of the given task caught the attention of Lord Jadus who requested of Agent to meet him in his chambers at the Imperial Citadel. The previously recovered data provided a new lead, an imperial scientist named Theovor Mindak who was working for a rogue Sith Lord Grathan. The Chiss was sent to Nexus Room Cantina to search for his daughter, Samara Mindak. Saije’zi’kajavii confronted Samara and extracted security codes to the her father's lab. She then proceed to Grathan's estate, infiltrated Mindak's lab, defeated him and downloaded the data from his computer. The gathered information revealed that the dissidents were planning to detonate the power conduits running beneath Kaas City. Keeper wanted to assemble a squad of imperial agents for a mission into the Dark Temple to stop the saboteurs from destroying Kaas City. However, Darth Jadus overruled Keeper and ordered Saije’zi’kajavii to do this mission alone in order to reduce the possibility of disturbing the dead Sith Lord's spirits inside the temple. Inside the temple, the Agent eliminated the terrorist cell and disabled their explosives. After defeating the saboteurs on Dromund Kaas, word came that Darth Jadus had been assassinated, along with thousands of dignitaries, Sith and slaves, in the destruction of the Imperial dreadnought Dominator during a tour of Imperial space. Immediately afterwards, a message was transmitted throughout the entire Empire by a terrorist leader known only as "The Eagle", a former Imperial starfighter pilot and veteran of the Great Galactic War. The Eagle claimed responsibility for the destruction of the Dominator, accused imperial government of corruption and promised more attacks with a goal to changing the government. After the transmission ended, the Keeper was informed of a terrorist ship trying to flee Kaas city. He sent Saije’zi’kajavii to Cargo Port A3 to intercept. They planted a mouse droid on the ship which disabled the hyperdrive and downloaded the data from its computer. For a success in the Dark Temple and in Cargo Port A3, Saije’zi’kajavii received a promotion to Cipher Agent, and would now be known as Cipher Nine. Along with the new rank, they were given a X-70B Phantom starship to utilize in the upcoming missions.

The first mission was to Balmorra, a world conquered by the Empire in the last war and annexed into the Empire with the Treaty of Coruscant. The Empire faced a fierce resistance on this world which was secretly backed by the Republic. Nine's target was "Gray Star", an ally of the Eagle who was aligned with the Balmorran resistance. Watcher Two instructed Nine to contact Security Chief Lekern Renald who was running a intelligence operations on Balmorra. He suggested that the best way to get to Gray Star is to infiltrate the Balmorran terrorist cell. Sanju Pyne, an Imperial infiltrator in the Resistance, aided Nine's effort to infiltrate their ranks by introducing Nine to local cell commander Chemish Or. Sanju stated that Nine was inspired by the Eagle's speech and wanted to join their organization. Suspicious at first, Chemish tested the new recruit by sending Nine to recover shielded power cores for stealth droids inside the Okara Droid Factory which they planned to convert into the stealth bomb. After recovering the case of cores, Saije’zi’kajavii was contacted by Sanju via comlink. He revealed that the terrorists intend to use the equipment to attack Sobrik and suggested to sabotage the cores. The Cipher Agent brought the case back to Chemish, who gave her another mission which involved recovering data from an old terrorist training camp's computer inside a cave on the Gorinth Plateau. The camp was poisoned by the recent imperial gas bombing of the area which drove the resistance members inside the camp insane. Saije’zi’kajavii stormed the cave and installed a transmitter into the computer to transfer the data to Sanju who was waiting outside. By inspecting the data it turned out it was a list of Balmorrans who collaborated with the Empire. He suggested giving a copy of the list to the imperial command to protect the people on the list before turning it to Chemish. She was impressed by the Chiss' abilities and tasked them to deliver a package to a cell member who infiltrated the Republic base in the Balmorran Arms Factory. Inside the factory, Nine was contacted by Sanju once again to inform them that this cell member was in fact Gray Star who was posing as an Republic officer and had been secretly supplying the terrorists with Republic weapons. However, the Republic suspected him of spying and detained him which was the reason Chermish sent the package with maps and instructions how to escape to a safe house. Sanju suggested altering the instructions and send him into a trap which would allow them to manipulate the entire cell. And Saije’zi’kajavii decided to do that, allowing the Empire to manipulate the entire cell until they were of no use for the Empire.

Next mission was to eliminated Eagle's terrorist cell operating on Nar Shaddaa. Cipher Nine was sent to investigate an emergence of a powerful new stimulant called "Cyclone" that Eagle's agents used to dramatically boost their strength. However, the Cyclone had a lethal side effect. Watcher Two instructed the Chiss to meet with a former Intelligence operative Watcher X, who was kept inside an imperial prison in Shadow Town. He told Nine that the Cyclone was being sold on Nar Shaddaa streets. He provided a location of augmentation shop in Corellian sector that might sell it. Saije’zi’kajavii went to the shop and acquired a sample of Cyclone. Watcher X wanted to analyse the sample to determine the manufacturer of the stimulant, but did not possess the proper equipment to do so. He instructed the Cipher Agent to take the sample to an old medical lab in Duros Sector. She managed to find a working bioscanner to perform the analysis. Watcher X was able to determine that Synchet Industries was involved in the production of the Cyclone. He sent Nine to question Jordel Tlan, a former employee of the corporation, who had been living isolated in his apartment in one of the casinos. To get to him Nine planned to blackmail him by first poisoning him and then offering an antidote. At the entrance of his room, they put the poison into the drink which was delivered to him by a serving droid. The plan worked, and desperate to get the antidote, he let Nine into his apartment where he revealed that an unknown group bought Synchet Industries medical division VerveGen Corporation. In order to infiltrated the VerveGen facilities, Watcher X performed a surgical insertion of several metal parts into Nine's body in order to disguise her as a droid. With the cover Nine infiltrated the VerveGen and found new owners (Raythen Predot, Chorto Rinn and Aphel Jaarn) in a holographic meeting with Eagle. Nine removed the droid cover and engaged Eagle's agents. Realizing that they were in a hopeless situation, some of them used Cyclone during the fight. Still Nine defeated them all. A sole survivor of the fight was a cyborg Aphel Jaarn. Nine connected Watcher X's computer with cyborg's brain, who was to extract information about the location of communication hub used by Eagle's cell operating on Nar Shaddaa. After the eliminating of VerveGen leaders and preventing the distribution of Cyclone to other Eagle's cells, Saije’zi’kajavii was sent to destroy the communication hub in Network Access area. Watcher X used the power disruption of the hub's destruction to escape his confinement.

Returning to the hunt, Watcher Two showed an intercepted transmission from the Eagle describing "Eradicators", techno-organic satellite weapons capable of destruction on a massive scale, and his threat to use them against the Empire. The trail thus led to Tatooine and the "Ghost cell", a near-mythical group of assassins that provided training to the Eagle's terror network. Saije’zi’kajavii was sent to search for a former cell member Mia Hawkins who contacted the Intelligence in attempt to defect. Upon arriving in Mos Ila, she contacted her via public holotransmitter. To prevent Ghost cell member finding her hideout she instructed the Chiss to first gather imperial security holocams from the droids around Mos Ila and then take them to a local droid seller Datto Wys. There she arranged for Datto to trade a mouse droid for the holocams. When the Cipher Agent bought the mouse droid, it lead them to the Mia's hideout. The two met and she told Nine that she trained with the cell but was sickened by their brutal methods. In exchange for a way out, she was willing to help Imperial Intelligence dismantle the cell. However, she did not know the exact location of the village, where the cell trained her, since they subdued her whenever they moved her in or out of the village. She suggested that they should identify a smuggler called "Dragon Eyes" who secretly supplied the village. Nine went into local cantina, tagged the customers with tracking devices and then publicly inquired about "Dragon Eyes". One of the customers run out to warn "Dragon Eyes" about someone looking for him. Since Nine made her presence known, Mia feared that they are now being followed by the Ghost cell assassin. In order to get rid of them, they set an ambush inside an abandoned wind farm warehouse. In the meantime it turned out that "Dragon Eyes" was a local Exchange member named Milosh Varta. Nine raided his estate and interrogated him about the location of ghost cell's stronghold. He revealed a location of a supply line, before Saije’zi’kajavii killed him. She then infiltrated the stronghold through a secret supply line by hiding inside a supply crate. Inside the stronghold, Nine put down the Ghost cell and confronted its leader, known only as the Old Man. He revealed that it was his plan to let Mia go and use her as a bait for Nine. In intended to use the Chiss' identity to infiltrated the Imperial Intelligence ranks as a Cipher Agent. Saije’zi’kajavii then fought and killed him. After that they eliminated Mia as well.

With the Eagle's support network destroyed, Watcher Two contacted Nine with news that the Eagle himself had been located, at the "Eagle's Nest" on Hutta. Entering the base and fighting through the Eagle's troops, Nine confronted the terrorist leader, who revealed that his patron was in fact someone within the Empire itself. The Eagle's computer only had half of the command codes to the Eradicators; the other was in the hands of his Sith patron. If the full code was not transmitted within a certain period, the Eradicators would go ballistic and attack at random, rather than at the designated targets. With all the information needed, Nine killed the Eagle and returned to Dromund Kaas.

Keeper then dispatched both Nine and Watcher Two to the Artus system, an uninhabited system within Imperial space, where a Harrower-class dreadnought orbiting Artus Five was believed to be holding the second half of the codes to the Eradicators. They boarded the dreadnought manned only by crazed Imperial soldiers and droids, and discovered that it was projecting a jamming signal that would prevent them from calling for reinforcements; while Watcher Two guided the Agent using a communicator implant, Nine would head to the bridge and use the full command codes to deactivate the Eradicators en masse. Upon reaching the dreadnought's bridge, Nine was surprised to encounter a very much alive Darth Jadus, flanked by two cybernetically-enhanced dark guardians.

Speaking in his cold, mechanical monotone, Jadus revealed that he had faked his death as part of a plan to purge the Empire of its "corrupt" elements, particularly the Dark Council, and usher in a new era of terror, with the Eradicators as his secret weapon to destroy his rivals. He invited Saije’zi’kajavii to join him as his chief agent in this new order. While Jadus outlined his plan, Watcher Two secretly spoke over the comm implant; in order to keep Jadus' focus, this Chiss would have to activate the Eradicators, thus resulting in thousands of deaths, before Jadus could be stopped. After activating the Eradicators, Cipher Nine quickly deactivated the jamming signal and sabotaged the ship's shields and hyperdrive, rendering it unable to escape. Watcher Two was able to call for reinforcements, including three members of the Dark Council, leaving Saije’zi’kajavii to deal with Jadus himself. Despite the fact that Jadus' powers of the Force were second only to that of the Emperor himself, Nine was able to withstand Jadus' fury while diverting necessary power for Watcher Two to encase Jadus in a ray shield, to hold him long enough for the reinforcements to arrive. Eventually, Jadus was forced to submit, and would be turned over to the Dark Council.

The matter of the Eradicators led to a massive shakeup in the Imperial government, and several officials - including the Minister of Intelligence - would be removed. Keeper was named the new Minister of Intelligence, answerable directly to the Dark Council; in his place, Watcher Two became the new Keeper.

After the threat of Jadus's Eradicators had passed, Nine's next mission was to infiltrate Republic Strategic Information Service, and neutralize their spymaster, Ardun Kothe. Ardun Kothe was responsible for numerous successful covert operations against the Empire. They even suspected him of convincing two imperial generals to defect. The new Keeper leaked a false information about a Cipher Agent trying to defect to SIS and Saije’zi’kajavii was appointed to take the role of the this agent. Under the guise of defection, the Chiss first meet SIS Agent Hunter in one of the Nar Shaddaa casinos, who gave them a mission to test the genuineness of their intentions. The mission involved infiltration of an imperial droid factory on Nar Shaddaa that became operational after Nem'ro allied with the Empire. Hunter who was giving the instructions over comlink, ordered Nine to download the cortosis armored droid blueprint and then sabotage the factory. After the mission, Cipher Nine met with Kothe and his team in their hideout. Kothe welcomed her into his team and assigned them a call-sign "Legate". Kothe then spoke a code word, "onomatophobia", that activated a hidden conditioning program. Kothe and his team then used Saije’zi’kajavii to gather various items, while the the Chiss secretly searched for a way to break free of the mind control.

The first mission was on Taris, to hunt down renegade Zabrak Jedi Knight Ki Sazen, who had assumed control of a Nikto cult. During the mission the Chiss was supported by SIS agent "Chance" and began by investigating an old laboratory of Republic scientist Nasan Godera. They located the lab with the help of an Imperial communication center led by Lieutenant Needa. Inside the lab Nine found an Imperial Intelligence Fixer agent Doctor Lokin, who claimed to be sent by Watcher Four to search the lab. He provided the next lead in tracking down Ki Sazen - an abandoned bio-research facility that used to be the workplace of a scientist named Doctor Dorant. Unfortunately, Lokin did not know the exact location of the facility and Saije’zi’kajavii had to use scanners to triangulate its position. There she encountered a group of Ki Sazen's Nikto warriors, who revealed that their master obtained an Ultrawave Transmitter, technology developed by Godera that could control the rakghouls of Taris. However, the device was broken. One group of Nikto were tasked to search for a scientist Doctor Ianna Cel, who could fix it, while the other group was sent to collect the data on rakghoul colony movements that would allow Ki Sazen to to position the device. Nine defeated the group of Nikto inside Dorant's lab and met with Lokin back at Godera's lab.[38] Lokin suggested Nine to use the sensor equipment from the Taris settlers to gather the data on rakghoul colony movements. While she was using the scanners around the devastated landscape, they were contacted by Chance, who had tracked down Doctor Cel inside the Dynamet General Hospital but got wounded in the process. He used the mind-control code and ordered Saije’zi’kajavii to come to his rescue. Cipher Nine rushed to the given coordinates where they found Chance. He tried to use the mind-control again to instruct her to heal him but he faded before he could finish the keyword. Nine then left him to die and searched out Cel. In the meantime, Lokin had infiltrated the hospital using a stealth generator. He suggested that he should pose as Cel's assistant and that she should make a public announcement that her assistant was lost inside the hospital. He would then get captured by Ki Sazen's Nikto warriors and brought to her hideout where he could signal the coordinates. Nine agreed to the plan and went to destroy Republic jamming stations nearby, ensuring that Lokin's signal reached them. When Nine approached the hideout, the agent was contacted by Kothe, who changed the mission objective to obtaining the Ultrawave Transmitter. Saije’zi’kajavii then stormed the base, where the Cipher confronted and eliminated Ki Sazen. Shortly after that, a rakghoul appeared and started to tear the remaining Nikto warriors apart. When approaching the Chiss, it started to transform into a human who turned out to be Doctor Lokin. Back at the base, Lokin explained that he was not sent by Imperial Intelligence and admitted that he was on a personal mission to develop a reversible rakghoul virus that allowed him to switch between the two forms. He also said that Ultrawave Transmitter may contain encrypted secrets, such as coordinates to hidden locations and other codes, which explained why Kothe was after it. He asked Nine to let him join their unit and run experiments in the ship's laboratory and Saije’zi’kajavii accepted.

When the agent returned to the ship and uploaded the Ultrawave Transmitter data to Kothe, Nine suffered a mental breakdown and saw the origin of the voice: Watcher X, the "retired" operative from Nar Shaddaa, who manifested himself in the Agent's mind using the holo-disguise implants he had surgically placed in the Agent's spine. Watcher X reminded Saije’zi’kajavii that brainwashing of this type was an Imperial tactic, not a Republic one - which meant that Imperial Intelligence had betrayed Nine to the Republic. Secretly entering the archives in Imperial Intelligence HQ back on Dromund Kaas, she discovered that the brainwashing had indeed been ordered by Intelligence. Watcher X instructed Nine to disable the power generators inside the archives in order to prevent being monitored. When the power was down the Chiss started to search through archives for the clues. By searching the first terminal, they found a record of Security Directive 101-3A where the former Keeper, now Minister of Intelligence, approved the Castellan restraints on Saije’zi’kajavii. While the Dark Council acknowledged her skill, the Agent had directly opposed a Sith Lord, which was unacceptable to them. To spare Cipher Nine from execution, the former Keeper was forced to approve a mind control program. In the second terminal, Nine found a record of an Imperial scientist, which indicated that a substance called IX serum was being used to perform the brainwashing. It also indicated that the process is irreversible and the only possible solution to disable the conditioning was to use IX serum to reprogram the command codes. Further search through the records revealed that the Empire ran out of IX serum and the chemicals required for it could be found on the poisonous world of Quesh. Upon docking to the Quesh space station, they were greeted by an Imperial traffic control officer who inquired about their business. Saije’zi’kajavii pretended to be part of a surprise inspection sent to check the Imperial supplies of Quesh chemicals. They were directed to Administrator Kroius, head of the supply depot. Unfortunately, Kroius informed her that they run out of the dimalium-6. Nine then attacked the Republic mine and secured a ready supply of the required chemical. Using a nearby lab, Nine synthesized the IX serum and injected it into the body. However, the serum would take time to make and circulate through the Agent's system. On the ship, Nine was contacted by Kothe who assigned the agent a new mission.

Cipher Nine had to continue the charade by traveling to the icy world of Hoth, where Kothe was searching for a Special Forces shuttle known as the Starbreeze. He assigned SIS agent Hunter to oversee Nine on this mission. Nine was to find Imperial Admiral Layek Davos to help him seek out the lost ship. Two decades ago, Davos commanded the battle over Hoth, which resulted in the destruction of numerous Republic ships that were pulled into the planet by its gravitation force. Now Davos was leading an expedition to recover the Republic valuables from the crashed ship. Inside Dorn Base, Nine meet with Captain Furth, one of the admiral's subordinates, who said that Davos had been gone for some time. Saije’zi’kajavii then went to the expedition launch point, where the agent found several Imperials speaking to the admiral over holotransmitter. The Chiss informed Davos that Intelligence would oversee the expedition and that she would join him. However, Davos sought the wreck for himself and ordered his men to attack Nine. After she eliminated the attackers, they were contacted by a Chiss sergeant who offered her a refuge. Saije’zi’kajavii went to the Chiss Expansionary Defense Force outpost and met with Human female Ensign Raina Temple, who worked for the Chiss. To track down the Admiral, she instructed Nine to investigate the supply caches that were being transported into White Maw territory by Davos' men. The investigation revealed that the caches were given to the pirates in exchange for a safe passage through their territory. Nine then went inside the cave system called the "Bone Pits", where Davos' men met with the pirates in order to negotiate the deal. While Nine spied on the meeting through a hidden camera, the pirates agreed to help find the Starbreeze inside the crashed Republic battleship Star of Coruscant in exchange for getting part of the salvaged valuables. Nine and Temple then intercepted Admiral Davos, his men, and the pirates at the Starbreeze. They were all eliminated in the fight that followed and Nine took the ship to a place designated by Agent Hunter. When he saw Temple, he pretended to be an Imperial Fixer Agent and told her that she was transferred under Nine's command. Before taking the ship to Kothe, he used the mind control code on Nine to program the Cipher to eliminate Temple if she became a threat to their plans.

Saije’zi’kajavii eventually learned that Kothe was after the Shadow Arsenal, an armament of undetectable nuclear missiles developed by Colonel Laren Omas and Nasan Godera during the end of the previous war. Omas had died at Hoth, but his personal ship Starbreeze carried the location of the arsenal. With the loss of Omas's leadership, Godera and his team of scientists decided not to use the weapons and hid the missiles inside a factory complex on Quesh and protected it with various automated defenses. Godera then encrypted the missiles' arming codes into the Ultrawave Transmitter.

Kothe meant to use them as a nuclear deterrent to prevent further war. He instructed his team to meet at him at the factory complex. SIS agent Saber was tasked to disable the anti-air batteries, Saije’zi’kajavii was tasked to disable the base shield while SIS agent Wheel sliced the main computer and supported them. When the defenses were down Kothe and Hunter landed a cargo ship to extract the missiles. Kothe gave Nine one last order to remain at the shield generator control center, intending to leave her behind. Shortly after, Watcher X contacted Nine again. The IX serum started to take effect and he helped to reset the brainwashing program. He set a new keyword, "iconoclasm", and locked it to Nine exclusively. Watcher X then gave the Agent final directives to stop Ardun Kothe. Cipher Nine then hurried into the building where the missiles were stored and first ran into Saber and Wheel. They were suspicious because she was able to disobey the Kothe orders to stay at the shield controls. Cipher Nine then reveled her true affiliation before killing them both. Finally they confronted Kothe, who revealed himself to be a former Jedi. At the end of the battle, Nine trapped Kothe behind a force field and activated the security turrets, which shot Kothe down. Before the agent could claim the Arsenal for the Empire, however, Nine was interrupted by SIS agent Hunter, who revealed himself to work for a third party. He then tipped the Imperial Bomber Command who sent a strike towards the base, with Saije’zi’kajavii narrowly escaping the explosion.

After the defeat of Kothe, Saije’zi’kajavii took a short break to recuperate before reporting back to Imperial Intelligence. When they returned to duty, Imperial Intelligence was occupied with figuring out the identity of a third party, which had managed to fool the Republic's late spymaster so easily. Nine met with the new Minister of Intelligence to confront him with brainwashing. He defended his actions by stating that it was the only way to save the agent's life. However, he was puzzled about how the mind control codes were leaked to SIS. The obvious lead was Hunter and his third party organization. He informed the Chiss that a man fitting Hunter's description was spotted at the Isen IV Republic mining colony several hours ago. He also played a recorded message of representative Omana Tragg surrendering the colony to an Imperial fleet. Afterwards, Keeper had to rush to a meeting with Darth Baras and Minister of War to discuss the reemerged war. He expressed concern if the Sith found out that Intelligence was using their resources on hunting a conspiracy at the expense of the war effort. He promised to try to withhold this from the Sith as long as possible and dispatched Nine to investigate the lead at Isen IV.

Upon arriving to the devastated colony, Saije’zi’kajavii came across many dead bodies and a wounded colony security officer who angrily accused the Empire of murdering civilians after they surrendered. When the Chiss was talking to him, he was suddenly shot by mysterious droids. Before the security officer died, Cipher Nine was able to extract information from him, which indicated that SIS agent Hunter made contact with the colony shortly before the attack. Nine then searched the colony for its control center to get more clues. While searching through the main computer, the Cipher found a sabotage device which made the security and medical droids attack the colonists. In the meantime she was contacted by Hunter. He admitted that the purpose of staging this attack, on behalf of a secret organization, was to infuriate the Republic by making them believe that the Empire committed this atrocity. The goal was to manipulate the Republic into reigniting the war with the Empire. Despite the Empire's best attempt to cover up this incident, Hunter and his organization were ultimately successful in achieving their goal. The Isen IV incident was one of the major factors that led to renewal of hostilities between the Republic and Empire.

Back on Dromund Kaas, the Chiss met with the Minister and Keeper to discuss the next move. They analyzed the sabotage device that was recovered from the colony computer. At the same time they looked through archives for similar incidents in the past. They found sixty-two events that indicated similar sabotage and outside intervention. The most promising lead the found was on the planet Belsavis where the conspirators subverted the Republic leaders into building a vault known as Megasecurity Ward 23.

Cipher Nine's next mission was to find out what secrets the conspiracy organization hid inside the vault on Belsavis. The planet was used by the Republic as a secret prison for Imperials, Sith, and dangerous criminals. The Empire sent a strike force to extract the Sith and Imperials, while in the process caused chaos by inspiring riots among other prisoners. Cipher Nine was to use some of the experts among the prisoners to break into the Megasecurity Ward 23. Nine landed at one of the Imperial bases, where an Intelligence operative, Bax Kholer, left a box with necessary supplies and dossiers on the selected prisoners. The dossiers included Kanjon Slyke, an escape artist whose brother was killed trying to break into Ward 23; Ohta, an ex-Mandalorian; Chaney Barrow, an Exchange slicer; and Paarkos, a male Gand with the ability to see through walls. Nine broke into their prisons and rigged the cell doors with explosives, before going to one of the control towers, where the agent contacted the prisoners and provided them with coordinates to a meeting place. While doing so, Saije’zi’kajavii was interrupted by the SCORPIO security program for the first time, and it seemed to be able to use the entire prison security network. Nine met the prisoner gang inside a nearby cave. Upon arriving, the agent was threatened by Ohta. Nine quickly made an example of him by shooting him dead in front of the of the gang. Posing as a fellow prisoner, the agent persuaded them to help break into Megasecurity Ward 23. However, they would need certain equipment to do so. Chaney suggested raiding the prison medical center. When they entered the facility, they were again interrupted by SCORPIO, which released the SLV-88 mind control aerosol into the air ventilation system. Controlled by the SLV-88, the gang attacked Nine, who had to incapacitate them. After destroying the vents to prevent further intoxication, they grabbed the necessary equipment. However some crucial parts were still missing and Nine had to acquire them from other sections of the prison. These parts were a carbonite trap, a maranium power battery, and anti-radiation serum.

The next step was to plant a virus into the security droids to disrupt SCORPIO. Nine inserted the virus in numerous warden droids around the prison and destroyed the droid maintenance facility to prevent it from erasing the virus. Nine then infiltrated Megasecurity Ward 23 using the carbonite trap to disguise the Cipher's life readings. Inside, the agent used the radiation of the maranium power battery to melt the vault doors and anti-radiation serum to neutralize the negative biological effects of the radiation. When Saije’zi’kajavii entered the main vault, the agent was attacked by SCORPIO, which turned out to be a droid that was built by conspirators to protect their vault. After defeating SCORPIO, the agent found the contents of the vault. It contained stasis chambers with past members of the conspiracy organization that Hunter was part of. They spoke with Nine through the holoterminal and revealed that their organization was called the Star Cabal. They claimed they were created after the Great Hyperspace War with the purpose to manipulate the Sith Empire and the Galactic Republic in order to prevent devastating wars and suffering caused by the two factions. However, each new generation of the conspirators was more corrupt and deviated from the original goals of the Cabal. On this basis, the contained old members were willing to help Nine dismantle the Star Cabal. They rebuilt SCORPIO and placed it under Nine's command so that the secrets it contained could be used to track down the current conspirators.

Saije’zi’kajavii traveled to Voss to find out what Keeper was after. They met with an Imperial agent, who was surgically altered to look like a Voss, in order to infiltrate the isolationist society as a Voss-Ka tea house owner named Bas-Ton. After a discussion, she suspected that a Human named Albathius could have been a potential Star Cabal member. After his arrival to Voss few years ago, he became a legend among the Voss people. The Voss believed he was a part of a prophecy and called him "the Shining Man". However, he recently died and was buried under under Voss-Ka with full honors - something that was unusual for an outsider. Nine then went to visit his tomb. To minimize suspicion from Voss the agent performed some of the rituals along the path leading to the tomb. Inside the tomb, Nine opened the Shining Man's sarcophagus, finding his ashes and a scroll containing his prophecy. The agent learned that the Shining Man visited the Wellspring of Healing inside the Shrine of Healing. When Nine entered the chambers, they were stopped by a Voss acolyte guarding the sacred place. The acolyte confirmed that the Shining Man came to Wellspring of Healing and that the recording of the event exists. Nine treated the Voss to let them inside the archives where they found the Shining Man's Vitalicron. However, these records were genetically locked and could only be viewed by the person that the record is about. Luckily, Bas-Ton was able to extract genetic sample from the ash collected from the Shining Man's sarcophagus and Nine played the recording. The recording suggested that the Shining Man somehow forged the scroll using ancient materials in the Nightmare Lands and used it to con a Voss Mystic. Nine then went to meet with Bas-Ton at his tea house.

Upon arrival, his family was contacted by a bounty hunter informing them that he had kidnapped Bas-Ton and demanded Agent to meet with them. Nine went to the meeting location designated by the bounty hunter and found out that the mercenaries were working for Fa'athra. Bas-Ton distracted the mercenaries while Nine defeated them. Fa'athra reveled that he was seeking a revenge for Agent acting as a "Red Blade" and ruining his business on Hutta. When Nine questioned how he managed to track Nine down, Fa'athra said that he was contacted by a man named Hunter who revealed the agent's identity to him. After that, Nine shot Fa'athra. Unfortunately, Bas-Ton was mortally wounded in the fight. He gave final instructions to the agent before dying. Nine ventured into Nightmare Lands to the Chamber of Ashes, where the Shining Man forged his prophecy. In the Nightmare Lands, they found his ship guarded by a Gormak named Xanar. The Gormak refused to believe that the Shining Man was dead and attacked the agent when Nine attempted to take his ship's computer. Nine killed him and secured the data. Throughout the mission on Voss, Nine performed deeds that made the Voss believe Nine was also part of the prophecy. This granted Agent a meeting with the ruling government of Voss - the Three. The conversation reveled that the Shining Man was able to exploit his fake prophecy in order to convince Voss to stay neutral for 3,000 days on behalf of the Star Cabal.

At that point, Cipher Nine came close to uncovering Star Cabal. In response, conspirators tipped the Dark Council of an on-going conspiracy hunting operation within Imperial Intelligence. The Dark Council sent Kaleesh Lord Razer to dismantle the Imperial Intelligence. When confronted by Nine, he told the agent that the war was not going well and that the Sith were not going to tolerate Intelligence wasting resources on a conspiracy hunt. All agents were shuffled to serve under military officials and Sith Lords. Saije’zi’kajavii, in particular, was put under Razer's command and given a rank of Lieutenant in the Imperial Army.

Cipher Nine was transferred to Corellia by order of the Minister of Intelligence, where a significant battle was being waged by the Empire and the Republic. Suspecting that there may be a link to the Star Cabal's machinations there, Nine decided to play along. Following Razer's orders, Cipher Nine assisted with identifying targets for bombing runs. In between finding these targets, Nine started receiving a distorted transmission. Eventually managing to clear up the transmission, a hologram of a masked figure was projected. The figure instructed her to infiltrate a Republic base and gain their records. Deciding to follow the figure's instructions, Saije’zi’kajavii soon discovered a message from Supreme Commander Rans announcing the impending arrival of Republic reinforcements: Elite forces gathered from Republic Special Forces Division and Rift Alliance, lead by general Elin Garza and a young Jedi master known as Barsen'thor respectively.

After reporting back to Razer's command center and waiting until everyone left the room, Nine set up communications with the unknown figure. The figure revealed herself to be Keeper, who had been brought out of her coma to assist the Chiss. She instructed Nine to seek out Moff Alvon Zamar and obtain his report on Imperial forces on Corellia before the Star Cabal intercepted and doctored it.[59] After obtaining the data and transmitting it to Keeper, she determined that the Empire did not have the sufficient numbers to repel the Republic reinforcements. She then passed a message from Razer, whose base was under attack. The agent returned to Razer's base, where a Jedi had broken in and killed the Sith Lord, before he himself was killed by the Imperials. As Razer's troops left to be reassigned to other Dark Lords, Nine contacted Keeper, who explained that the conspirators were arranging for Jedi and Sith to clash with one another. She had tracked conspirator resources to an airship above Coronet City, defended by mercenaries formerly belonging to Eidolon Security. She instructed Nine to board the airship and get captured, feed the Star Cabal false information under torture, fooling them into thinking that their plan is unhinged.

Boarding the airship, Nine walks through various wealthy guests, all celebrating hedonistically as their planet burned. Nine eventually spots a hologram of Hunter and walks up to it. Hunter revealed that this party was to keep Corellia's wealthy distracted from doing anything constructive. He then explained the conspiracy's grand plan: using the control of information, the Cabal would trick both the Empire and the Republic into annihilating each other, destroying both Jedi and Sith, thus allowing "ordinary" people to rule once more. Nine dismissed his plan as delusions of grandeur, before being subdued with coma gas. Nine held out for a period of torture for the contents of Zamar's report, successfully feeding the false information before killing the interrogators and escaping the airship.

Unfortunately, the Star Cabal was watching the agent's movements, so Keeper came up with a plan to fake Nine's death. This would be accomplished by entering the Military History Museum, bombing it into destruction, and hiding underground to be safe. Though it would not fool Hunter for long, it would be all the time Nine needed. As Nine was setting up in the museum, Harson Nild of SIS Core World Operations reached out to the agent, offering the Cipher Agent a chance to surrender, with the promise of eventually being returned to Imperial space. Nine refused his offer as the museum came crashing down. In accordance with the plan, Nine escaped, and the Star Cabal was successfully fooled.

Cipher Nine journeyed to the Intelligence flagship Tenebrous, where the Minister of Intelligence had gathered the remains of Imperial Intelligence to strike at the Star Cabal. Thanks to Nine's mission on Corellia, the conspirators had finally slipped up and Keeper has traced their transmission to a station in the Null Zone. The Minister ordered Saije’zi’kajavii to kill all the conspirators aboard the station and obtain their secrets so they can scour the galaxy for the remaining members who were not aboard the station. .

Nine then infiltrated Star Cabal's headquarters, the Star Chamber, killing its entire inner circle, before facing Hunter at the Black Codex data center, where all the conspiracy's secrets were being kept. After wounding Hunter, "he" revealed himself to be a woman. Nine then killed Hunter and took the Black Codex. Nine then gave an encrypted holocommunicator to the Sith sent by the Dark Council to retrieve the Black Codex. Nine then returned to the Tenebrous, where the Minister of Intelligence informed them that the Sith would not reform Intelligence and instead replace it with Sith Intelligence, headed by people like Nine. Nine then departed the Tenebrous to continue serving the Empire

Point of Canon:
Some time after the destruction of the Star Cabal.

Powers/Abilities:
As a Chiss she has an above-average night vision.

General Skills:
Saije’zi’kajavii was an incredibly skilled agent. Capable of exhibiting calmness and even charming behavior, she was a highly dangerous individual. Extremely skilled in assassination, espionage, manipulation, seduction, hand-to-hand and ranged combat. Cipher Nine honed years of training and personal skill to the point when she is able to switch from blasters to knives in a second in battle. her ranged skills extended to short and long range weapons and expert marksmanship with both.

Weapons/Equipment:
- DS-11 Starforged Sniper Rifle
- GR-9 Plasma Blaster
- Several knives, most with an internal storage with poison
- Wrist-mounted dart launcher with several corrosive and electronic darts
- Several explosives ranging from HE to flashbangs and poison grenades
- A stealth generator
- Various implants to enhance slicing and communication

Theme Song: If the character doesn't have a dedicated song, simply use the theme song from the work.


Universe From: Star Wars (The Old Republic), specifically the Imperial Agent storyline.
 
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Utsuho Reiuji
IMG_2744.JPG

"Lord Yatagarasu, the Black Sun. Thank you for giving me your power. The sunlight that rains down on the Earth is a nuclear furnace that will create new atoms. My ultimate nuclear fusion will burn up every body, heart, ghost, and fairy!"


Name
: Utsuho Reiuji.

Title: The Scorching Troublesome Divine Flame, The Subterranean Sun, Okuu.

Alignment: Neutral Good.

Gender: Female.

Race: Hell Raven.

Appearance:

Mythological Origin
In ancient Chinese mythology, the three-legged crow, Yatagarasu, is a mythical animal associated with the Sun, thought to be its guardian beast or, more often, the manifestation of the Sun's deity (typically Amaterasu). This explains Utsuho's nuclear fusion power and association with heat. This myth of the three-legged crow and the fact that the crow tengu, Aya Shameimaru, calls Utsuho "hell crow" twice may be why people refer to her as a crow, even though she's a raven. (Actually, most Japanese don't distinguish raven from crow, except zoologists and curious people. The fact that both raven and crow are from the corvus genus doesn't help.)

Utsuho Reiuji has the appearance of a Japanese girl in her late teen years. She stands at about 168 cm./5"6', which is fairly tall for someone like her, although it might be considered short in other parts of the world. Utsuho has long dark brown hair and red eyes. She wears a white short-sleeved shirt with a large red "eye" in the center, a short green skirt, black thigh-high socks, brown shoes, and a green hair-ribbon. On her right arm, she wears a device reminiscent of a nuclear control rod. She also wears a cape that's white on the outside and has a galactic pattern on the inside; the cape is kept aloft by her huge black wings. Her right foot is encased in congealed matter, representing the "elephant's foot" of Chernobyl, a mass of cooled radioactive material and glass. Her left ankle is orbited by a grouping of electrons.

Personality: Utsuho Reiuji's intelligence is still but a shadow of Yatagarasu's might, only having retained his wisdom. However, her boldness and confidence in her own abilities is very evident. Because she constantly advertises the advantages of nuclear energy, she is fond of giving lectures in Nuclear Physics to those who would listen. However, due to not being very knowledgable in basically anything other than nuclear physics, she will become confused and try to change the subject of the conversation when she starts to lose her grasp on the topic. As a person, she is rather disorganized, as seen by the piles of reactor paperwork in the Geyser center. She is, in a nutshell, confident in her own abilities to the point that she believes that she can take just about anything on. However, being scatterbrained, she often loses track of what she is actually planning to do and does something else instead completely. A youkai of action, she prefers to shoot first and ask questions later, a quality that leads to some regrets. She always believes that people are inherently good upon meeting them for the first time unless convinced otherwise. Towards those who betray her trust, however, she has an intense dislike for. Her pride also extends to who she is willing to confront, and she constantly thinks of herself as the bearer of gifts to the entire world.

Her boldness, determination, and self-confidence enables her to do things that other people usually would not dare do, and her own willpower is equal to that of Yatagarasu, allowing her to survive in harsh environments. When it comes to electricity, Reiuji is very generous in giving power to others, as she feels as if it is a goal to make other people happy through her own efforts.

Her positive qualities are also her own downfall. Being too self-confident, proud, and stubborn, she sometimes does not heed the wiser decisions of her friends and family, which could have severe consequences, especially with the sheer amount of power she has at her disposal. When talking to others, she trusts others too much, believing that everyone is good-hearted.

History: Utsuho Reiuji is one of Satori Komeiji's pets and a Hell raven who has lived in the underground world since before it was separated from Hell. Her job is to regulate the flames of the Hell of Blazing Fires.

Utsuho first appeared as the Final Boss of Subterranean Animism, and was indirectly the main reason that the events of Undefined Fantastic Object occurred. She also appeared as a playable character in Touhou Hisoutensoku, appearing as a boss in Sanae Kochiya and Cirno's scenario. She was a target on Stage 8 in Double Spoiler and appeared in the background of Hopeless Masquerade.

Actual Backstory (Size: 4 decently sized paragraphs. Much of it is speculative but reasonable, and there is no TL;DR.)
Utsuho was born in the midst of a time of chaos when Old Hell was empty and no one lived on to preserve the ruins that dotted the underworld. Accompanied by only Rin, a cat at the time, Utsuho travelled the ruined land as a bird, alone in a place without human or youkai interference. Telling a tale of a huge palace, Utsuho dreamt of a final home in which they could live out the rest of their short animal lives in peace. For a decade and a half, they searched and finally found the building that matched Utsuho's description. So completed was Utsuho's first prediction, one that she had dedicated her animal life to. Clearing out a section of the spirit-infested palace, she finally realized her dream. Settling in the deserted palace of Chireiden, Utsuho lived there for many years as its sole inhabitant, other than the spirits and Rin, creating a nest next to one of its shiny new windows.

One day a few years later, Utsuho woke up to a whole new world. Glancing around, she was surprised to see that the palace was lit up again in a blaze of life, and even more so when they heard the footsteps of someone else in Chireiden. Walking out of the room that they had slept in for a hundred years, she encountered Satori, who had moved in to Chireiden a short time earlier. At first, she was surprised at the presence of the mind-reading youkai, but for some reason, Utsuho had another instinct. The youkai that stood before her had a certain aura of understanding that only Rin had ever shown to her. The hell raven resolved to make her friends, both old and new, happy.

Once a hundred years had passed within the palace, Utsuho was a fully fledged youkai. Satori had told her about a world above Former Hell, where the sky was blue. Utsuho was curious about such a place, always asking for more stories about the far-off land. However, Satori always spoke of the place in a bitter tone, as if she had trouble living up there. That did not deter the bold raven, as Utsuho resolved to one day travel to the surface. Again, Rin had no idea how the hell raven kept setting such impossible goals for herself, and Satori attempted to discourage her, warning her of the extreme injustices that happen up there. Listening to her friends, she held off travelling aboveground, but still constantly dreamt of the surface world. In recent years, the goddess Kanako Yasaka appeared to Utsuho in a dream, knowing of her hunger for power, adventure, and her eagerness to better the world. Of course, Kanako knew that helping Utsuho would result in an increase in her faith, and thus was willing to show Utsuho the location of the sun god Yatagarasu’s body, which, when consumed, would bestow upon the consumer immense power. For months, Utsuho searched throughout the center of Hell, and finally found Yatagarasu. Upon consumption, indeed she grew immense power, the ability to manipulate Nuclear Energy at will, and created the Geyser that connected the Underworld with the surface. Elated that her newfound power had allowed a pathway to the surface, she vowed to better the world through her abilities, and the regaining of a portion of her former self—her boldness. She made one final bold statement to Rin and Satori, and that was that she would become the ruler of the world. Yatagarasu's very being fused itself to the much younger hell raven, the older being's wisdom flowing through Utsuho and coming across at random intervals. Utsuho constantly received flashbacks of when Former Hell was still a hell, and through the integration of the sun god's consciousness with her own, she began to rekindle the flames of Old Hell.

Her friend Rin became distressed at Utsuho's radical thoughts and speech, as the raven was speaking of an ideal society, unachievable by just a single person without severe consequences. It did not sound like her, as it was Yatagarasu's memories affecting the youkai. Determined to protect her friend, Rin released the spirits of the underworld to the surface, in the hopes that some powerful youkai would come down and stop Reiuji’s madness and bring her back to reality. Indeed, the individuals did come; however, they were but humans. They defeated all the prominent individuals of the underworld, including Utsuho with her newfound power. Utsuho, however, was determined to improve the world and went aboveground to meet with the Kappa and the mountain gods after her traditional post-battle tea party with the victors. The Kappa were elated with Utsuho's power of Nuclear Energy, helping her create a fusion reactor in the bowels of Former Hell to power the entirety of Gensokyo, creating the Underground Geyser Center to monitor the reactor and conduct scientific experiments, and re-igniting the flames of Old Hell. To Rin's wonder, Utsuho's predictions had finally all came to pass, with the hell raven’s constant traveling to the surface in monitoring the effects of nuclear fusion and advertising the benefits of having electricity to the youkai and humans who lived there.

Point of Canon: After the events of Touhou 15: Legacy of Lunatic Kingdom.

Powers/Abilities:
  • Superhuman Strength: Utsuho can summon stars and can take them out of existence, and her strikes without any restraint are so powerful that they can shatter gas giants and stars themselves.
  • Superhuman Durability: Anything thrown at Utsuho that couldn't take out a star would be virtually ineffective against her. Like all youkai, she is naturally resistant to physical attacks in general, as well.
  • Superhuman Speed: Utsuho's sheer firepower and equipment makes her movement slower and more cumbersome than the likes of Cirno, much less the speedsters like Youmu and Aya. However, since she is nimble enough to avoid the photons of her own stars, she is at least faster than light.
  • Superhuman Stamina: Utsuho can travel for long distances and fight for long periods of time without easily tiring due to being a youkai.
  • Flight: Like all Gensokyans, Utsuho has the ability to fly freely.
  • Danmaku: Like most Gensokyans, Utsuho uses danmaku, which includes the use of skill cards and spell cards.
  • Abilities as a Youkai: Youkai are primarily spiritual beings rather than physical beings. Coupled with Utsuho's durability is a high level of regenerative healing, allowing her to recover from even the most grievous of wounds in a relatively short amount of time. She is also stacked with a pseudo-immortality—she will 'respawn' later if an attack has no true "meaning" behind it. Additionally, she is independent on human needs, meaning that she doesn't require eating, drinking or sleeping to function properly. This doesn't mean she doesn't enjoy these things, though.
  • Manipulation of Nuclear Energy: Unlike any other youkai in existence, Utsuho has complete power over Nuclear Fusion and Fission and can manipulate nuclear energy, atoms, and subatomic particles at will. She was powerful enough to create the Geyser that is the path to the underground city and is capable of producing vast amounts of electricity in the reactor, enough to power the entirety of Gensokyo, an illusory land the size of a large island. With her left leg "the leg of decomposition", her right leg "the leg of fusion", and her right arm's "third leg" (Get it? The control rod acts symbolically as the three-legged crow's third leg instead of Utsuho having a literal, weird-looking third leg.), this is what allows her to manipulate the ultimate energy, nuclear fusion. Her abilities come from the god of nuclear fusion, Yatagarasu, and were granted to her by Kanako Yasaka in the god's attempt to turn the Hell of Blazing Fires into an energy source for Gensokyo. Essentially, this means that Utsuho's own body actually houses a divine spirit, technically making her into an incarnation of Yatagarasu. The red eye on her chest (which looks suspiciously like the Eye of Sauron) is proof that Utsuho obtained the power of fusion by absorbing Yatagarasu because the god's eyes are red. She is able to manipulate the same temperature as the highest heating power in the natural world, the sun. Furthermore, by the spells that she uses, she is also able to spring forth the same level of gravitational pull. She is also able to produce electricity like a mini portable generator, allowing her to shoot off electricity and provide power to things if they have an adequate way of receiving and storing the electric power. (An interesting article about Utsuho's power through the lenses of modern science.)

General Skills:
  • Superb Nuclear Physicist and Lecturer.
  • Above-average Sewing Ability.

Weapons/Equipment:
  • Control Rod: A versatile arm cannon that is able to be used as a bludgeoning weapon in addition to its more conventional purposes (like shooting flashy energy blasts and danmaku).

Theme Song: (I picked one of the absolute sickest arranges I could find. Enjoy while reading!)

"Solar Sect of Mystic Wisdom ~ Nuclear Fusion"


Universe From:
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Johan Liebert
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"There’s nothing special about being born. Not a thing. Most of the universe is just death, nothing more. In this universe of ours, the birth of a new life on some corner of our planet is nothing but a tiny, insignificant flash. Death is a normal thing. So why live?"

Name
: Has no real name. Most common known alias: Johan Liebert

Other Aliases: Franz Heinau, Michael Reichmann, Erich Springer

Title
: E.g. The One They Fear, Anticitizen One, etc.

The Monster, The Devil, The Anti-Christ

Alignment
: Refer to this for more info.

Chaotic Evil

Gender: Male, Female, Genderless, Attack Helicopter

Male

Race: Human, Android, Sangheili, etc.

Human (Specifically Eugenically-Experimented Human, if you wish to consider it its own category)

Appearance: Even if you provided a picture of your character, please try to describe your character's appearance in words here. Include details like height if possible.

Johan due to being a product of a Eugenics experiment was designed to look like the perfect human being as well as being perfect in intelligence and other aspects, apparently this worked, as Johan is described as having a flawless, and perfect appearance without any visible defect, Johan has often been described as "beautiful" by various characters. He is physically, mentally (This one is a bit iffy, considering he is a serial killer) and genetically perfect

Personality:

On the surface, Johan is a well-mannered, charismatic and compassionate young man. He possesses a myriad of favorable traits and can easily overwhelm individuals with his seemingly flawless nature, as seen with Hans Georg Schuwald, who describes him as being "too perfect" and "not of this world".[27] This makes it easy for him to make new allies and manipulate them into doing various deeds for him. With such skill in creating this façade of perfection and pureness, Johan can hide his true motives with ease.

Within this contrived exterior, however, Johan callously delivers destruction and suffering to those who happen to fall prey to his schemes. Even before his tenure at Kinderheim 511, Johan still exhibits psychopathic tendencies. For example, most of his murders, both in childhood and adulthood, have been premeditated and calculated.

Many of Johan's beliefs run consistent with nihilism, as he does not see any meaning to life. He claims, "Most of this universe is 'death' anyway," and that to the universe, "most lives are just specks in a corner of the earth, gone in a flash".[41]

Johan also has a tendency to make his victims experience the worst possible loss and suffering rather than actually killing them himself; this experience often leads to the victims killing themselves, however. Helmut Wolf is a prime example of this; instead of simply being killed, Wolf is forced to watch as all of his close relatives and acquaintances die, one after another, all so he can feel what Johan felt – solitude.[11] The orphan Milosh provides another instance of this tendency. Disguised as his sister, Anna, Johan sends Milosh on a quest to a German red-light district to find his mother. He tells Milosh that if no one calls out to him, it means that he was never wanted, and subsequently asks him what he would do in the advent of this realization.[41]

The root of Johan's actions is unknown. Although he was sent to the experimental orphanage of Kinderheim 511, Hartmann informs Tenma that, "[Kinderheim 511] couldn't possibly create a masterpiece like him! He was more than human... He was a monster ever since the beginning."[5] Neither of his parents seemed to suffer from psychopathy or any other mental illnesses. Anna, despite being the twin to experience the horrible events at the Red Rose Mansion, turns out to be a genuinely loving and caring person. However, while she is able to suppress her memories of the Red Rose Mansion, Johan takes them as his own, coming to believe that he was the one who experienced them.[9] After the Ruhenheim massacre, while convalescing in a state hospital from his second operation, Johan reveals to Tenma, through unknown means, his memory of his mother's decision,[8] revealing that the said memory affected him profoundly.

History: Copy-paste from the wiki if you're a lazy piece of shit like me.

Johan Liebert and his twin sister, Anna, were born as the result of a eugenics experiment orchestrated by Franz Bonaparta, the primary goal of which was to create a child who had not only an exceptionally high level of intelligence and a flawless appearance, but who could also lead the human race.[7]

After Johan's mother, Viera Černá, is released from confinement, she and the twins move into the Three Frogs Building next to Čedok Bridge in Prague. Černá dresses both of her children as identical girls to make it appear as though she has a single child, rather than twins. The family leads a very quiet life, and most of their neighbors hardly take notice of them.

In 1981, Franz Bonaparta and his then-assistant Peter Čapek appear before the family to inform them that one of the twins will be taken to the Red Rose Mansion for experimentation; the other will stay at home. Bonaparta stages the situation such that Černá is the one who has to make the decision of which twin to give away. At first, she hands over Johan, but quickly changes her mind and gives up Anna instead. It is unknown whether or not she is aware which child is which. This event impacts Johan for the rest of his life, leaving him to question whether his mother was trying to protect him or had confused him for Anna.[8]

Anna and Černá are both taken away, and Johan stays at the Three Frogs by himself. Alone, he spends time reading The Nameless Monster, a picture book written and illustrated by Franz Bonaparta under the pen name Emil Sebe. When Anna escapes from the Red Rose Mansion and returns to the Three Frogs, Johan asks her to describe the experience. Eventually, Johan confuses the information relayed by his sister for his own experiences, and comes to believe that he was the one who suffered through the events at the Red Rose Mansion.[9]

An individual visits and informs the twins that they will have to live on their own.[10] Johan and Anna then burn down the Three Frogs and run away, directionless with no destination in mind. Sometime later, the twins meet a middle-aged couple who give them sandwiches and contemplate taking them into their care. While playing in a field of grass in front of the couple, Johan tells Anna that he has a plan: to kill their new caretakers and subsequently wander directionless once again.

On their journey, Johan and Anna in time pass out from exhaustion in the mountains by the Czech-German border. A patrol officer named Helmut Wolf rescues them from their near-death experience.[11] He looks in Johan's bag and finds only one thing: a copy of The Nameless Monster. He decides to name the boy Johan after the monster in the book, and gives the girl the name Anna. Afterwards, he sends them to two separate orphanages: Anna to a place called Orphanage 47 and Johan to Kinderheim 511.

Kinderheim 511 massacre
Kinderheim 511 was a secret, East German experimental orphanage located in East Berlin, with the goal of creating perfect soldiers.[5] When Johan arrives at Kinderheim 511, he is said to have already been beyond their program, naturally arousing the curiosity of the higher-ups and leading to a forced interview while under the effects of chemical treatment.[12]

In time, Johan no longer desires to be at the orphanage. To escape, he formulates a plan: He will take advantage of the tension within the orphanage, or "[throw] a scrap of cloth doused in oil onto an open flame" as he puts it,[5] by capitalizing on the hatred born when people come together. This eventually leads to the chaotic event that forever taints the reputation of Kinderheim 511. Fifty children and instructors fight and kill each either, all while Johan simply sits in a chair at the top of the main staircase, watching calmly as the massacre ensues and the orphanage burns.[5]

After the massacre is over, Johan finds and saves a hungry and parched Christof Sievernich, with whom he formulates a plan and decides to reunite with roughly ten years later.[13]

The Lieberts

Johan and Anna are then adopted by former East German foreign trade advisor Michael Liebert and his wife. Originally, the Lieberts only want to adopt Johan. He, however, refuses to go anywhere without his sister, so Anna too is adopted and given a place within the family. In April 1986, the four flee to West Germany, specifically to the city of Düsseldorf.[14]

Franz Bonaparta, who is living in the south German town of Ruhenheim under the name Klaus Poppe, sees the twins on TV and decides to pay them a visit. The Lieberts allow him in, and he looks at twins while under the impression that they are sleeping. Johan, however, is not asleep and thinks that Franz Bonaparta, whom he has coined a "monster," is going to seize hold of him and his sister again, supported by his later statement, "A monster came today... A monster came to take the two of us away."[15] He consequently kills the Lieberts. The gunshots wake Anna, and she finds her parents' corpses as well as Johan standing armed in a nearby room. He gives Anna the gun, then orders her to shoot him in the head, wipe the gun after, and throw it out of the window. She follows through with Johan's request and pulls the trigger, subsequently entering a state of shock herself. The neighbors, who have woke up due to all of the gunshots, call the police. The authorities arrive shortly after and Johan, in critical condition at the time, is sent to Eisler Memorial Hospital to be operated on by Dr. Kenzo Tenma.

Eisler Memorial Hospital

As Dr. Tenma is just about to begin surgery on Johan, he is contacted by the Eisler Memorial Hospital director, Udo Heinemann, who demands that he remove himself from the boy's operation and attend to Mayor Roedecker instead. After thinking of a similar previous incident he had regretted, Tenma ultimately decides to operate on Johan. Although Johan's surgery is successful, Tenma's decision to operate on him instead of Mayor Roedecker results in the latter's death. His decision also consequently leads to him being punished: He is stripped of his position and has any chances of career progress ruined.[16]

Filled with rage, Tenma approaches a presumably unconscious Johan to vent his anger. Proclaiming that he was not wrong and that Udo Heinemann is not a doctor, but rather a filthy money-mongerer, the angered surgeon wishes death upon the Eisler Memorial director.[[16] Unbeknownst to him, Johan is not only conscious, but also very grateful for Tenma's decision.[4]As a result, Johan, using poisoned candy, decides to repay his debt by granting Tenma his wish: He kills Udo Heinemann, along with Dr. Oppenheim and Dr. Boyer, then disappears from the hospital with Anna.[17]


After escaping Eisler Memorial

On the same day that they escape from Eisler Memorial Hospital, Johan and Anna run into Rheinhard Dinger, who has come into trouble with the authorities for attacking a man whom he saw abusing his dog. Johan tells the police that Dinger isn't in the wrong, and that the dog abuser had attacked him first,[18] saving him from potential jail time. Out of gratitude, Dinger offers to drive Johan and Anna to their home, but, after discovering they have no home, allows the two to stay at his apartment for a couple of days. Johan, Anna, and Dinger watch the news while eating dinner. When Dinger mutters to himself about how depraved the world is and how "the scum should all die," Johan agrees with his notion, stating, "We don't need... those people," a comment that marks the start of Dinger's career as a murderer. [18]
Sometime later, the twins travel to Heidelberg, where Johan leaves his amnesia-stricken sister in the care of the Fortners until 1995. Then, he goes to Munich and stays with a family under the name Franz Heineau from March of 1987 to April of 1988, where he strikes up a good relationship with a blind man and former soldier. The veteran tells Johan war stories and, per his request, gives him his personal description of "ultimate fear." He also teaches Johan French and English, which he masters by the end of the thirteen-month period.[1] Johan then stays with the Reichmanns in Köln for a year, the Schumanns in Hanover, a couple in Hamburg, and possibly Hanna Kemp.

Other Lieberts

Next, Johan goes to Bruntal, where he finds a new couple with the last name "Liebert." Coincidentally, they once had a son named Johan who died as a toddler, which gives Johan the opportunity to jump into the deceased boy's identity. Following a convenient fire where the town's birth certificates are kept, the Lieberts are able to apply for a new application making it seem as though their son never died. Johan provides his new family with a nice home in Offenbach Hessen.[19]

Johan uses the couple to prove he has an identity and ordinary background. Although he has established a family, however, he doesn't spend much time with them. At the age of fifteen, Johan organizes a money laundering business which becomes very prosperous and well-known in the German underworld.[20] Towards the end of his career, he spends several months living with Halenka Novakova, who is baffled by the extraordinary similarities between Johan and her friend Viera Černá. Novakova is the victim of a phantom killing in 1995, presumably related to her association with Johan. Eventually Johan grows bored of the underground bank, so he takes an amount of money and abandons it. With the president's disappearance and an inevitable end in sight, those involved lose control, wiping away what is left of the organization with a massacre.

Reunion with Dr. Tenma
From 1993 until he abandons the bank, Johan begins hiring serial killers around Germany to murder his former foster parents. One trio carrying out the executions involves Adolf Junkers and two of his partners.[4]

In 1995, Johan betrays the group; two are killed on the spot and Junkers is hit by a car after trying to run away, sustaining an injury to the head. He receives treatment from Kenzo Tenma and makes a miraculous recovery, until one night his paranoia causes him to run out of the hospital in terror. Tenma chases after him and they reach an abandoned building. There, Junkers is shot to death by Johan, leaving Tenma severely shocked. As Johan leaves the premises, he is observed by Eva Heinemann..

Picking up Nina

Johan goes to pick up his long-lost sister, who now goes by the name of Nina, from Heidelberg in May 1995.[21] He begins to interact with her anonymously via email, and informs her that he is going to pick up her soon.[22] He later monitors her as she meets with a young man named Otto Huberman, whom she believes to be the anonymous sender. Nina, after spotting Johan's figure in the crowd from afar, begins questioning who he is and subsequently faints.

Later, Johan sends Nina a message requesting that she meet him at Heidelberg Castle.[23] He hires two corrupt cops, Detective Messener and Michael Müller, to kill the Fortners while Nina is out. He also pays a gardener at the castle to make sure she doesn't leave the premises, as he has something to do before he can arrive himself. Dr. Tenma later arrives at the castle and escapes with Nina, foiling Johan's plan.

Targeting the neo-Nazis
Traveling to Frankfurt, Johan begins to target an organization led by neo-Nazi leaders "the Baby", Professor Gunther Goedelitz, Peter Čapek, and Helmut Wolf, who believe that he will become the next Adolf Hitler.[24]Tenma, meanwhile, arrives in Frankfurt investigating the murder of the Springers, a family Johan stays with under the name Erich before arranging to have them killed by unnamed man.[3]

Johan annihilates Goedelitz and his henchmen and leaves Nina a message telling her to meet him at the ruins of the Hilden & Engels warehouse in Romberg.[25] He then leaves a message for Tenma on a water tower that reads "Sehen Sie mich! Sehen Sie mich! Das Monstrum in meinem Selbst ist so groß geworden!" [26] After these events, Johan leaves to pose as a law student at the University of Munich.

Closing in on Schuwald

Johan's plan in attending the university is to get close to the former business tycoon Hans Georg Schuwald. In his initial scheme, Johan intends for Schuwald to ultimately end up dead, which will then allow him to gain control over Germany's economy. First, he manipulates murderers to kill those close to Schuwald, creating an empty space he can fill with himself as one of the elder's Latin readers.[27]

He begins setting up Edmund Fahren to appear as Schuwald's son, but soon realizes that the tycoon's real son, Karl Neuman, is available and latches onto him instead, consequently putting Fahren up to suicide.[27]

Private detective Richard Braun is hired to investigate the case of Fahren's suicide, and, after suspecting Johan, begins to draw connections between Johan and other unsolved murders. In retaliation to Richard's meddling, Johan meets with and takes him to a bar. There, masked as research for his college thesis, he begins mentioning how Richard executed a seventeen-year-old serial rapist and murderer named Stefan Jost while supposedly drunk. In conjunction with stating various sections from the on the Rights of the Child, which put the detective in the wrong, Johan is able to rile up Richard and suggests that the two go on a walk for some fresh air, taking with him a bottle of whiskey. The two eventually make it to the top of a building roof, where Johan reveals that he knew Richard wasn't actually drunk when he shot and killed Stefan Jost, rather that he was sober. He further provokes Richard by questioning how his daughter, whom he is supposed to see the next day for the first time in years, would feel about this information. After this revelation, Johan offers a then-anxious Richard the bottle of whiskey he took from the bar. Richard is found dead the next morning.[28]

Meanwhile, Johan is able to reunite Schuwald with his long-lost son; delighted, Schuwald makes Johan his newly-appointed secretary. Karl and Schuwald decide that because Johan has a broad understanding of economics, if anything were to happen to Schuwald he would occupy his position instead of Karl. Johan's plan had run smoothly up until that point, and all he had to do was ensure Schuwald's death at the book donation ceremony (which would be carried out by Roberto).

Point of Canon: From what time of canon the character is ripped from his or her reality.

Before the book donation in which Johan had planned to have Schuwald killed.

Powers/Abilities: Superpowers, all that.

None, as Johan is only human.

General Skills: Normal skills, e.g. good cook, amazing mechanic, great gamer, etc.

Johan's possesses genius-level intelligence and he is capable of perfectly memorizing anything. His school teachers remark that he easily maintained perfect grades.[2] While investigating Johan, Richard Braun also deduces that he had a reputation of being at the top of his class with perfect grades at the gymnasium (school) he went to.[42] Johan is prodigiously brilliant in whatever he studies & the absolute best in anything he pursues, he has a natural aptitude for having natural aptitudes; picking up complicated skills quickly and retaining them.

This is noted by Schuwald, when praising Johan's knowledge of law and economics, and by Karl, who notes that none could surpass Johan in anything. He is multilingual; in addition to the Latin he rapidly learns and master while volunteering as one of Schuwald's readers, at twelve years of age, Johan was also able to become perfectly fluent in both English and French within a thirteen-month period.[1] At the age of only fifteen, he starts and presides over an underground bank,[20] a feat requiring perfect intuition and flawless intuitive understanding of mathematics, economics, trade, business, politics, management, and leadership. Schuwald's conclusion is further proof of Johan's vast understanding of economics: he decides that if anything is to happen to him, Johan will take over his place as opposed to Karl Neuman, his own son.

Johan has often been described as "beautiful" by various characters. He is physically, mentally and genetically perfect, he possesses a monstrous charisma and an inhuman prowess for manipulation. He is highly proficient at analysis and deduction, especially when it comes to the human psyche, and can instantly gain direct access to people's cores, hitting their weak spots, acknowledging their worth, and figuring out their mental processes, and manipulate them easily thereafter.

He possesses innate understanding/knowledge of psychology. He understands how the mind works to the smallest details. Allows him to detect lies, and perform perfect cold-readings. He can use it for various purposes, often changing the perception or behavior of others through underhanded, deceptive, even abusive tactics. He could use it to help those with mental or emotional problems, but instead, he uses it to manipulate others into doing his bidding, even drive some to acts of murder or suicide. What he is especially good at is unlocking the "monster" in other people, bringing out their inner darkness and making them accept it like he has.

He possesses endless willpower, vitality, and virility, he never gets bored. He does not feel fear, guilt, regret, loneliness or pain. Johan leaves such a strong impression on people that he is able to convince legions to do whatever he wants, such as commit murder, play suicide games, or do other monstrous things after just a single encounter.

According to Heinrich Lunge, this process is done by altering the fulcrum of someone's identity, like removing a map's coordinate axis. The more jumbled their "lines" become without that foundation, the more room he has to redraw or redefine their maps. He is a very eloquent speaker, orator, and story-teller, by nature he is incredibly persuasive and charming. Able to bring anyone to understand and feel for his viewpoint, even large audiences.


Weapons/Equipment: Can be any weapon or piece of equipment your character has acquired over the course of their adventure.

A CZ 85 9mm Pistol

Theme Song: If the character doesn't have a dedicated song, simply use the theme song from the work.



Universe From: The work of fiction your character comes from.

Monster (As the Titular Monster)
 
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Thel 'Vadam
latest


'Were it so easy...'

Name: Thel 'Vadam

Title: The Arbiter, Destroyer, Supreme Commander, Kaidon, Arby

Alignment: Neutral Good

Gender: Male

Race: Sangheili (Elite)

Appearance: Thel stands at a height of 7'10" (2.39m) and appears to be hunched over. Thel's jaw is quadruple-hinged, with an upper jaw, a greatly reduced lower jaw which are four mandible-like 'lips'. With few exceptions, these mandibles are generally shown with six teeth each; many sources also depict an additional large fang on the tips of each mandible. His hands are tetradactyl, having four digits; two middle fingers, and two opposing thumbs on the outside for grasping, and his legs are also digitigrade, with short upper and lower legs, and elongated tarsals, using the distal and intermediate phalanges to support their weight when walking. This arrangement possibly allows them to run very quickly and jump large distances. Thel has least two hearts, which circulate purple/indigo-colored blood through his veins; the coloration is most likely caused by bimetallic hemoglobin, possibly cobalt-iron, whereas the crimson-blooded Humans possess monometallic iron-based hemoglobin. His skin is ash grey in colour, and he has slitted amber eyes. Other than this, he is always wearing his Arbiter armour. It is composed of a bronze/silvery metal, with ornate engravings and metal work, indicating the Arbiters ceremonial nature. However, it is fully functional as a combat suit, incorporating a heads-up display, energy shield system, and active camouflage.

Personality: Thel, like all Sangheili, is keen to do things in an honorable manner, though he is more flexible when it comes to equipment, weapons, and vehicles. His hatred of the Jiralhanae doesn't seem to be as strong or destructive as that of other Sangheili; one example of this is when the Arbiter tried to reason with Tartarus in Installation 05's Control Room. He is shown to be true to his title "Arbiter" as he often tries to negotiate with some of his other enemies (Yanme'e, for example) and will only kill when forced to do so. He has deep respect for his fellow Sangheili and a grudging respect for the humans, specifically John-117 and Sergeant Johnson.

Despite being a former enemy of humanity, Thel has shown a willingness to fight alongside them toward a common goal. Even before peace was established, Thel was willing to work with Avery Johnson to stop Tartarus. Johnson's aid in the fight with Tartarus and the fight he put against him earlier may have earned Vadam's respect as he seemed to respect Johnson in their later encounters. He also showed sorrow at Johnson's death, and said that even beyond death, the Sergeant still guided them. He was also willing to fight side by side and back to back with the Master Chief, someone he once considered a great enemy. Thel also respected humanity enough to be present at a memorial to everyone who fell in the war. While he respected the humans he was wary of their intent and likely had his own reason for having Evan Phillips visiting Sanghelios.

Although he often conducted himself with honor and a measure of tolerance towards others, he was not beyond pride and impatience, and would sometimes act dismissively or condescendingly to people like Catherine Halsey or Spartan Locke. Those who did not know him well frequently thought him stubborn and willful.

History: At some point between 2535 and 2552, Thel's exceptional leadership and combat prowess earned him the rank of the Fleet of Particular Justice'sSupreme Commander. During his time as a Supreme Commander, Thel was responsible for over 1 billion human casualties, the loss of at least 7 human worlds, the destruction of over 123 human vessels during fleet action and the deaths of over 23,000 UNSC personnel.

Near the end of his time serving as Supreme Commander, he led the victorious Covenant forces at the Fall of Reach. As the battle ended, Thel ordered all ships within his command to follow the fleeing UNSC Pillar of Autumn. Following the Autumn's course led them to Installation 04. Commanding the Seeker of Truth, he had his ships begin evacuation of the ring upon the release of the Flood, but the parasite managed to capture a ship and infect a Minor Prophet, the Minister of Etiology. The sudden widespread evacuation led to confusion as ships became infested, and he was unable to prevent the destruction of the ring and was forced to abandon it. The abandonment saved his life, but also resulted in the capture of the newly arrived flagship, the Ascendant Justice, by John-117, and he was called before the High Council to answer for these failures.

The loss of the Forerunner relic that the Covenant held "holy" rendered the Council unmoved by his defense, and 'Vadamee was stripped of his rank, title, name, honor, and branded a heretic for his failure in safeguarding Hal TheMark of Shame was branded upon his chest in front of many of the Covenant, and he was sentenced to death. He was sentenced to "be hung by his entrails" and his corpse "paraded through the city" as an example to others.The Prophet of Objection went so far as to say "it was heresy."

Upon being brought to the Prophet Hierarchs of Truth and Mercy, they intervened and offered to commute the sentence if he would become the new Arbiter. Understanding that becoming the Arbiter of the Covenant amounted to an indirect death sentence, but also seeking an opportunity to redeem his name to retain honor for his continuing bloodline, the Sangheili accepted the offer.

The rest of Thel's long-ass backstory can be found here.

Point of Canon: Shortly after Halo 3.

Powers/Abilities:
  • Combat Mastery: The Arbiter is very experienced at combat and has extensive knowledge of every weapon and vehicles. The Arbiter expressed a desire to understand human weapons even before his alliance with the UNSC.
  • Close Combat: Thel is a master with his Energy Sword, having practised since he was young. He is skilled the point where he can single-handedly defeat multiple skilled assassins at once.
  • Master Strategist: One of the few advantages that Humanity had over the Covenant was how the latter stubbornly refused to use innovative tactics against the former. Thel 'Vadam completely subverted this handicap by being so unpredictable that the even the most experienced and educated strategists of the UNSC couldn't counter his strategies. What makes this all the more remarkable is that Thel 'Vadam came from a culture that ostracised traits such as innovation and creativity, yet he somehow managed to develop these qualities independently.
  • Elite Traits: As a Sangheili, Thel is physically superior to humans. He is comparable to SPARTAN-II supersoldiers like Master Chief in that he can flip warthogs and run faster than even the fastest human. He is also able to pick up humans with one arm. He also has superior eyesight and smell.

General Skills: As a former Supreme Commander, Thel has excellent leadership skills. He is also a master of close combat, given the Sangheili traditions of training their young to become warriors.

Weapons/Equipment:
  • Type-51 Carbine: A reliable recoil-operated and charger-fed, semi-automatic weapon that fires 8mm caseless radioactive projectiles. The weapon's cylindrical magazine holds eighteen rounds, and also provides indication of number of rounds left in the magazine, using a holographic display.Good for mid to long ranges.
  • Type-1 Energy Weapon/Sword: A melee weapon used exclusively by the Sangheili. The Type-1 Energy Weapon/Sword consists of a curved hilt, housing an energy storage module and a device for projecting the plasma which forms the blade. The actual blade is composed of two partially ionized 'blades' of free moving electron based gas held in a blade-like form by two small magnetic-field generators built into the handle of the weapon. This forms and contains the oval shaped, ionized blades for which the weapon is recognised.
  • Type-1 Antipersonnel grenade: A spherical explosive composed of an unknown material and contains a small plasma generator. When primed, the Type-1 Plasma grenade starts venting its coolant[2]ensuring that the grenade does not stick to the individual who primed it. When thrown, the gaseous plasma begins to ionize to a degree such that if it comes into contact with a vehicle or individual, the plasma will start to burn into the surface and adhere to it, the venting coolant will cause the small plasma generator inside to destabilize and will in turn cause the grenade to detonate.

Additional Quotes:

'If they came to hear me beg, they will be disappointed.'

'Kill me or release me, parasite. But do not waste my time with talk.'

'Circumstances made strange allies of us.'

'Parasite! Rise up and I shall kill you -- again and again!'

'I will have my revenge - on a Prophet, not a plague!'

'It is a poor soldier who insists on seeing things not as they are, but as he wants them to be. One day reality hits, and his illusions fail him, and he dies stupidly. What honor is there in that?'


Theme Song:


Universe From:​

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Meetra Surik
meetrasurik-jpg.300288

Name: Meetra Surik

Title: The Jedi Exile

Alignment: Neutral Good

Gender: Female

Race: Human

Appearance:
meetrasurik-jpg.300288

Personality:
Throughout her life, Surik formed bonds with her comrades, even those who were supposedly her superiors or lesser in rank. It was said that during her training, many fellow Padawans were quick to do whatever she did, and that others disliked her intensely. She was regarded as a natural leader and a quick learner as well as generous and kind, though beyond this the personality of her early life is largely unknown. In the wake of the Mandalorian Wars, Surik returned to the Jedi Temple on Coruscant to answer for her actions. She was fully aware of what she had done, and tried one last time to convince the Jedi Council of the rightness of her—and by extension Revan and Malak's—actions. Despite her conviction and understanding of the consequences, she was exiled; in defiance, she stabbed her lightsaber into the center stone of the Council chambers when asked to surrender it. After her departure, her former Master Kavar mentioned that there was much defiance in her.

ollowing the exile's path, she forsook the company of others, preferring to wander about the Outer Rim in solitude. The wars had left many scars on her, both physical and mental, and she was left with a feeling of regret for what she had done and what she had been asked to do. During her exile, when she heard of the war started by Revan, she wondered if she could have been so blind or if the galaxy was so truly incomprehensible. She then retreated further into herself, forsaking all Jedi principles excluding one: no attachments. She disliked having to speak about the war, even after returning to the Republic and traveling amongst friends. She was even uncomfortable discussing the war and its end with Bao-Dur, her old friend from the war. Her wanderings served to maintain the discipline she had built up during her years of training and suffering the hardships of war.

Starting with her meeting of Kreia in the Peragus facility, Surik began once more to form bonds with people she met during her travels, people with whom she had an interest in helping to keep alive so that they, in turn, could protect her. Eventually she began to realize the leadership role she was destined for, embracing it in order to train the Force-sensitives in her company to become the foundation of the new Jedi Order. Also during this Surik saw it as her duty to help stabilize the Republic in any way possible, reflecting her old sense of compassion and generosity that had initially driven her to war. Because of her experiences in the Mandalorian Wars, she also understood the nature of war and battle and the hard choices that had to be made when conflict was inevitable.

History:
Meetra Surik, also known as the Jedi Exile after the Mandalorian Wars, was a Human female Jedi Master. As a Padawan, she chose to disobey the orders of the Jedi High Council and aid the Galactic Republic in its war against the invading Mandalorian Neo-Crusaders. Rising to the rank of Jedi Knight during the conflict, she served with distinction under the command of her fellow Crusaders Revan and Malak and was eventually commissioned as a General in the Republic Military. Surik played a vital role in defeating the Mandalorians during the latter stages of the conflict, but as a direct result of her controversial actions during the cataclysmic final battle, she effectively cut her connection to the Force. Afterwards, out of all those who went to war, she was the only Jedi to avoid the call of the dark side and return to the Jedi Council to be judged for her crimes. After being exiled from the Jedi Order, she wandered the periphery of known space for nearly a decade before returning to the Republic during the Dark Wars, at the height of the First Jedi Purge.

Caught up in the schemes of various mysterious factions, she was swiftly drawn into the ongoing conflict and became instrumental in engineering the defeat of the Sith Triumvirate, ruled by Darth Nihilus, Darth Sion and Darth Traya. With her connection to the Force restored, Surik emerged victorious from her campaign against the Sith Lords, and immediately began a search for the long absent Jedi Revan.

Point of Canon:
Several months after defeat of the Sith Triumvirate.

Powers/Abilities:
Meetra Surik, at first, was believed to be a Force user of average ability, yet she was a natural leader. However, the Jedi Master Revan recalled her as being a very powerful Jedi throughout the Mandalorian Wars. At a young age she demonstrated an unusual ability to influence others, and the Jedi Masters believed that she could form bonds through the Force easily to those around her, an ability she was not consciously aware of. After reconnecting with the Force, this ability became stronger. Simply by observing another in action, Surik could instantly learn Force techniques and lightsaber forms that would take a Jedi Master years to perfect. It was believed by Masters Zez-Kai Ell, Kavar, and Vrook Lamar that this was because of the wound in the Force that surrounded her, which allowed her—like Darth Nihilus—to feed on the death of other life forms to sustain her Force powers. This wound was caused by the Battle of Malachor V, and was what originally blocked her connection to the Force. It was also because of the nature of such wounds to feed on death that Surik began to regain her Force connection on Peragus II, after all the personnel were killed by HK-50's machinations. When Surik traveled the galaxy, killing hundreds in her search for the Masters, she unconsciously fed on all that death, fuelling her powers. It was this that caused the Masters such fear—both at her trial and after she had united them on Dantooine—as they thought her condition to be not only a threat to the Jedi and the Force, but a threat to life itself.
Through her informal apprenticeship to Kreia, Surik was able to learn a number of rare and advanced Jedi techniques, including Breath control and Beast trick. Kreia also taught Surik a powerful form of mind reading, where one could read the innermost thoughts of another. Kreia was very impressed with the speed in which she learned this power. She said that most Jedi Masters studied many years to learn the technique. Surik was also proficient in other Force powers, including Force valor, Force resistance, Force whirlwind, and Mind trick. She also learned many techniques from her companions: Atton Rand taught her to shield her thoughts, Brianna taught her Battle Precognition, Mical taught her an advanced form of meditation, and Visas Marr taught her how to see through the Force. She also learned Moving Meditation while trying to improve the functionality of her utility droid T3-M4. She learned the light-sided Force technique known as Force Enlightenment, after nearly being severed from the Force by the reconvened Jedi Council, and after Kreia, who had revealed herself as Darth Traya, betrayed Surik by murdering the Masters.
Meetra Surik is also skilled in telekinesis and augmentation, as well as Tutaminis.

General Skills:
She was highly skilled in the art of lightsaber combat, utilizing the lightsaber forms Shii-Cho, Makashi, and Soresu. She was also proficient in many forms of hand-to-hand and melee combat. At the Telosian Jedi Academy, Surik defeated five of the six Handmaiden sisters in hand-to-hand combat. She also became one of the few Jedi capable of using Dun Möch, especially in a duel against Darth Sion who could not be defeated by normal means. Surik eventually convinced Sion to let go of the Force and to finally allow himself to leave his life of pain and die.
Surik was also a very skilled tactician. She served during the Mandalorian Wars and had, by war's end, become Revan's most trusted general, and commanded over half of the Republic fleet during the Mandalorian Wars. She is known to have taken part in both the second battle of Dxun and of Malachor V, both of which were victorious. She also proved her tactical brilliance, as well as her natural talents of leadership, after her return from exile, during the battle of Khoonda. On Dantooine a war had broken out between Khoonda and the forces of the mercenary Azkul. Both Khoonda and Azkul wanted Surik on their side, but she decided to help Khoonda. Before the arrival of Azkul's men to the battlefield, Surik bolstered Khoonda's defenses by persuading several civilians to join the Khoonda militia, healing those of the militia who were injured, planting more mines in the surrounding fields, and repairing damaged gun turrets and medical and combat droids. Within a matter of mere hours, she had turned a disorganized mess into a powerful army, able to defeat the larger forces of Azkul.
Surik was fluent in droidspeak, having worked alongside many utility droids during the Mandalorian Wars. She could also speak and comprehend Basic, Huttese, Mando'a, and Tchuukthese without the aid of a translator. She was also an accomplished swoop racer, winning sector championships on the Telos Citadel Station, Nar Shaddaa, and Onderon, and was also proficient at playing pazaak, a popular card game in which the goal was to reach 20 without going over.

Weapons/Equipment:
A single bladed lightsaber with a rare kind of crystal which can augment her powers, it cannot be used by anyone else but Meetra. She also has a blaster pistol. A simple Jedi robe and an armband.

Theme Song:


Universe From:
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Note: I changed my mind about Galen Marek...
 
Darth Traya
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"If you seek to aid everyone that suffers in the galaxy, you will only weaken yourself… and weaken them. It is the internal struggles, when fought and won on their own, that yield the strongest rewards. You stole that struggle from them, cheapened it. If you care for others, then dispense with pity and sacrifice and recognize the value in letting them fight their own battles. And when they triumph, they will be even stronger for the victory."
Name: Kreia

Title: Darth Traya, Lord of Betrayal.

Alignment: True Neutral (though I am unsure)

Gender: Female

Race: Human

Appearance:
Although her eyes had atrophied from disuse, Kreia's connection to the Force enabled her to "see" without relying on her natural sight. The corruption of the dark side was reflected in her pitch black eyes, which appeared completely white while masking her true identity as Darth Traya.

Personality:
As a person, Darth Traya was self-reliant, manipulative, and wary of the intentions of others. She used her skills at manipulation to maneuver herself into a position of power at the Trayus Academy, and later used these skills to control several of Surik's companions in order to further her own agenda. She often remonstrated Surik for taking on the challenges of others, arguing that compassion weakened the benefactors by depriving them of the mental and physical enrichment that life's challenges procure. Not only did Traya find compassion to be pathetic, to her it was also ironic since it weakened the very people it was intended to help, cheapening their experiences and leaving them more ill-prepared for dealing with difficulties on their own. As Surik's circle of companions grew, Traya came to see how their new-found allies could be used for her own ends, and sometimes ensured their loyalty by using methods of questionable morality. After probing Atton Rand's mind against his will and learning of his dark deeds, Traya used the knowledge of Atton's past to blackmail him into Surik's service. She also tempted Mandalore the Preserver with information of Revan's fate in order to ensure that he would not betray Surik.

Despite her cold and callous persona as Darth Traya, Kreia possessed a softer side to her personality that was more apparent when she was mentoring Surik. Traya favored Surik as a student to the point where she would have been willing to sacrifice the entire galaxy if it meant preserving Surik's life. During their time together as Master and Apprentice, Surik was the only person that Traya truly cared for; everyone else in their group was an expendable asset in her eyes. Though Traya was intelligent and powerful in her own right, she realized that her philosophies would be regarded as fanatical by both the Jedi and the Sith. Hence, she preferred to operate from within the shadows, often using her own power to shield her identity from other Force-sensitives who might have known her, and could have otherwise detected her. She was not outspoken about her convictions, but simply stated her opinions as the correct way of thinking while everything else was wrong and misguided.

Due to her disdain of others who were either weak in the Force or utterly blind to it, she often belittled Surik's allies by using derogatory names whenever addressing or referring to them. She would refer to Atton Rand as "the fool", Mical as a "tiny Jedi", Brianna the Handmaiden as the "servant of Atris", Visas Marr as "the blinded one" or "the seer", Mira as "the huntress", and Bao-Dur as "the alien". Traya also referred to the droids who traveled with Surik—T3-M4, HK-47, and G0-T0—as "machines". Before Atton Rand's Force-sensitivity was discovered by Surik, Traya possessed a small amount of respect for him. Although she regarded Atton as an idiotic fool, she was amused by the irony of how he could survive without the Force, whereas Jedi would be rendered almost helpless without their connection to the Force.

Aside from her contempt for Surik's friends, Traya felt nothing but hatred and disgust towards the Mandalorians. As she despised the Jedi Council for its hubris, she detested the Mandalorians for possessing the arrogance to believe that they could defeat those who command the Force. During Surik's alliance with Mandalore the Preserver, Traya took every opportunity to remind the Mandalorians of their inferiority against both Jedi and Sith. She saw them as simple-minded fools for constantly underestimating the Force. Ultimately, Traya perceived the Mandalorians as nothing more than common soldiers who could never triumph over the Jedi, for their military "tactics" were nothing in comparison to the power of the Force.

Traya also seemed to hold droids in low regard. Although she regarded Revan as "power itself" and one of her finest pupils, Traya could not understand Revan's fascination with "things dead to the Force" such as machines and technology. She believed that her former Padawan's interest in droids stemmed from his preference for followers who obeyed his orders without question. Hence, she felt that Revan would have loved nothing more than to have "human droids" like Surik in service to him - one who was dead to the Force, an empty shell that would carry out his orders without question. Due to her lack of trust in droids, Traya regarded T3-M4 with disdain and begrudging tolerance. Almost 4,000 years later, Darth Sidious succeeded in creating soldiers that possessed the mindless obedience of droids.

Aside from droids, Traya seemed to possess mild intolerance towards non-Human species. Aside from Bao-Dur, she referred to the Exchange criminal syndicate boss Visquis as "the alien". She also regarded Zhar Lestin, a Twi'lek Jedi Master, as a fool. She also strongly believed that a person that committed so much evil was irredeemable after falling so far into the dark side. Thus, Traya disapproved of Revan's redemption of Ajunta Pall, believing it to be cowardly by turning away from one's own nature - a betrayal of the self. Rather than believe that redemption could belong to anyone who truly wanted it, Traya felt that redemption was a form of spiritual collapse, a fall that few recovered from.

At some point between Revan's fall to the dark side and encountering Surik, the one thing that fueled Traya's hatred and connection to the dark side the most was ironically the Force itself. She strongly believed in the will of the Force, viewing it as a conscious entity that controlled the destiny of all living beings. Thus, she came to believe that the Force was a cruel deity and actually sought to destroy it. The fact that Surik was virtually the exact opposite of Revan is what drew Traya to Surik in the first place. Whereas Revan was "the heart of the Force" in Traya's eyes, she viewed Surik as "the death of the Force."

Among Traya's allies were her Sith apprentices Darths Sion and Nihilus, and her final apprentice, Meetra Surik. Traya believed that neither the light or dark sides of the Force were truly superior to the other. When Sion and Nihilus grew weary of Traya's teachings, they betrayed her, stripped her of powers, and exiled her. Even during her years as a Jedi, Traya's views were perceived as unorthodox, and she often put forth questions that challenged and deconstructed the traditional interpretations of both the Jedi and the Force itself. While wandering the galaxy, Darth Traya would refine her beliefs, eventually coming to view the Force as being a sort of uncaring, insidious god that used the lives of sentients as pawns in a pernicious game of balance. This, she thought, was evidenced by the widespread occurrences of destruction and death that had persistently transpired throughout the galaxy to that point, many of which could be traced to a conflict between Force-sensitives. Yet, Traya blamed neither the Jedi nor the Sith, but rather, the very thing they had both come to draw and rely upon: the Force itself.

After being exiled from the Jedi Order when she was forced to shoulder the blame for Revan's corruption and again after she was exiled from Malachor V by Sion and Nihilus, Darth Traya had experienced betrayals from, and saw the flaws of, both the light and dark sides of the Force. These unique experiences disillusioned her, forcing her to refine her ways of thinking. When she heard about Meetra Surik, she saw proof that life could exist without the Force, which she saw as disproof of the traditional dogma of both the Sith and Jedi that the Force and life itself were inseparable by nature. This renewed Traya's confidence in her personal beliefs, and fueled her desire to learn more of the Exile's personal motivations. By the end of her adventures with Surik, during which time she went by the name of Kreia, Traya had discovered that certain tragedies could leave wounds in the Force, which sometimes made it difficult to hear and be used. These "echoes," as Traya called them, provided an avenue through which it was possible to attack the Force and even destroy it. Her discovery was due in no small part to Surik, as her experience at Malachor V, where she cut herself off from the Force, created an echo large enough that Traya was able to connect the tragedy to the wound created in the Force. In Surik's disconnection, she saw an opportunity to liberate the galaxy from the Force's control over the fates of all living things, and thus an opportunity to permit the existence of true free will. According to Traya, those who had chosen death, or the Jedi who chose the dark side, over a life devoid of the Force were not strong enough to deserve life. Her desire to prevent death in the future was the motivation that cultivated her hatred for the Force.

Despite her loathing of the Force, she still used it; she explained it by comparing herself to one who uses poison. Just as such a person would strive to understand the lethality behind poison, so she strived to understand the particularities of the Force, thereby enabling her to destroy it; however, she admitted it was possible that that may have really been just an excuse for her having to come to depend on something she hated. Traya envisioned a galaxy that would choose not to acquiesce to the will of the Force. She thought she could achieve this by showing how one could willingly abnegate the Force and eventually become stronger for it, and it was Meetra Surik who was a living testament to this. In her teachings with Surik, she emphasized how dependent the Jedi and Sith were on the Force, and how they had become flawed for it. By making Surik her protégé, she hoped her message would resonate with future Force-sensitives so they would choose to use the Force without necessarily bending to either extreme, and certainly not to the point where they would choose death over life without the Force. Ultimately, though, she dreamed of a galaxy lacking of the Force altogether, as it was her belief that the galaxy would be better off that way.


History:
Darth Traya (pronounced /ˈtɹeɪə/), known in her later years as Kreia /ˈkɹeɪə/, was a Human female Sith Lord during the Dark Wars and Dark Lord of the Sith Triumvirate, ruling over the remnants of the Sith forces after their defeat in the Jedi Civil War. Prior to the Mandalorian Wars, Kreia was a Jedi Master and Jedi historian, who was exiled by the Jedi High Council because her students followed the Jedi Knight Revan, her former Padawan, into battle against the invading Mandalorians. After Kreia withdrew from the Jedi Order, she retraced Revan's footsteps to the Sith world Malachor V, being drawn to its Force echoes. There, she discovered the Trayus Academy and turned to the dark side, becoming a Sith Lord. In the years following the Jedi Civil War, Traya searched for other Force-wounds, and discovered two men who became her Sith apprentices, Darth Sion and Darth Nihilus. With them she formed and became Dark Lord of a Sith Triumvirate, intent on destroying the Jedi.

Eventually, Traya was overthrown by Sion and Nihilus, who stripped their Master of her connection to the Force. After having been exiled by both the Jedi and Sith, she held an abhorrence of how both Orders were used by the Force to its own ends, and began to consider how she might rid the galaxy of its influence forever. Going under the guise of "Kreia" once more, Traya located a former Jedi General that served in the Mandalorian Wars, Meetra Surik, also known as the Jedi Exile. Traya saw Surik as having the potential to bring her purpose to fruition, and took it upon herself to "rescue" Surik and retrain her in her own views. Even as Traya orchestrated a Jedi purge, she continued in her attempts to mold Surik—and those she traveled with aboard the light freighter Ebon Hawk—into her own image.

Traya aided Surik in locating the Jedi Masters Zez-Kai Ell, Vrook Lamar and Kavar; Surik convinced them to reconvene at the Dantooine Jedi Enclave's ruins. When Surik met with the Masters, Traya betrayed Surik by revealing her true identity as a Sith Lord, and murdered the Masters in the Enclave's remains. Shortly after this, Traya traveled to the secret Jedi Academy on Telos IV and convinced Jedi Master Atris to turn to the dark side.


Point of Canon: Before her final confrontation with Meetra Surik

Powers/Abilities:
A Jedi Consular and Sith Lord of prodigious skill and power, Kreia used a wide variety of Force abilities, including Force horror, Force speed, Force Crush, Force cloak, energy resistance, Force scream, Force lightning, Force Choke and the mind trick. She also was capable of using the Force to control beasts, a power that she would teach Meetra Surik during her travels on Dxun. She was known to have used an advanced Force technique known as Force Channel. Traya was also a master of Dark Healing, which she used to kill dozens of Sith Assassins instantaneously and simultaneously on Malachor V. She obliterated the last three members of the reconvened Jedi Council, by showing them the Force "through the eyes of the Exile", consuming their connection to the Force in a way similar to that of Darth Nihilus, denying them the means to become one with the Force. Surik would later behold them as "worse than lifeless, like an absence in the Force".

Kreia also possessed the rare ability to perceive shatterpoints which she described as "fractures". Traya was also incredibly skilled at predicting the future and was able to foresee the death of Mandalorian bounty hunter Jango Fett at the hands of Jedi Master Mace Windu approximately 4,000 years later, in a prophecy relating to the fate of the Mandalorians. She was also skilled in telepathy, being able to communicate with others over immensely large distances. She demonstrated this when she telepathically spoke to Meetra Surik on Korriban even though she was in the Ebon Hawk. She telepathically informed Atris of Brianna's betrayal despite her being several light years away from Telos, while she was on the Ebon Hawk.

Traya knew the ability of breath control, which made her immune to most gaseous poisons. She taught it to the Exile when she was in danger of dying from the toxic fumes of the Jekk'Jekk Tarr cantina during a meeting with local Exchange boss Visquis on Nar Shaddaa. Traya would also use her healing powers to revive the Wookiee Hanharr, after he was left for dead by Mira. On Onderon, she revived Colonel Tobin after he was killed by a drexl larva. Traya was rather proficient at using the Force to hide her presence from whomever she chose. Her skill with this ability was demonstrated on the Ebon Hawk as she whispered to Mical, making him believe he was hearing things. Traya also used a variation of this ability that enabled her to be seen but remain entirely unnoticed, to cloud the memory of others so they would forget her presence or even her existence. She was capable of modifying the memories of even Jedi; for instance, selectively modifying the memories of the Jedi Mical. When he discovered the true scale of Traya's plans, she altered his memory to make him forget her completely. She then modified his memory of what he had discovered; burying it so that he could remember what he had discovered about her plans at a time that suited her better. Her skill with this technique was such that she could render herself completely invisible to Jedi, even ones that were in close proximity to her. When Surik asked Traya why none of the Jedi Masters they encountered mentioned her, she lied to Surik, claiming that they perhaps did not remember or care. She described her ability as making herself "very small", a talent she claimed not to use on Surik, and that was even more effective on the worlds where they traveled, where sensing Force-users was difficult. On Dantooine, Jedi Master Vrook Lamar told Surik about the Sith threat, and told her of their ability to mask their presence, but he did not believe that mere Force-cloaking techniques alone would be sufficient to hide the one responsible for what had befallen the Jedi. Eventually, Surik would learn more about this; when Traya was revealed as one of the Lords of the Sith, Atris explained that much of the reason she succeeded in hiding her dark persona lay actually in the fact that the Force had been stripped from her. She had extreme power over the workings of the mind and while she was a naturally talented manipulator, she could use the Force to confuse others, or reach into their minds and find their darkest secrets.

Traya was skilled at telekinetic lightsaber combat, which allowed her to wield at least three lightsabers in combat, holding each of them aloft with the Force and having them fight with a will of their own.
She could use the Force to enter a hibernation trance that would slow down her biological functions and make her appear dead.

General Skills:
She was also skilled at physically wielding a lightsaber, using the combat forms Shii-Cho, Makashi, and Soresu. She was also known to have used a rare lightsaber technique known as Tràkata. When the Exile would ask Traya about each different form of lightsaber combat, the Dark Lord knew enough about each form to give Surik an accurate description.
Aside from her exceptional skills in manipulation, deception and betrayal were also notable talents that Traya possessed. She lied to Surik at the beginning of their quest, claiming that the Jedi Council had stripped her of the Force. She knew that the lie would lead Surik to seek out the surviving members of the Jedi Council, in hopes that she, or Surik, would prove them wrong on their teachings. On Onderon, Traya lied to Tobin about the existence of many Jedi in the Jedi Academy on Telos. She knew that Tobin secretly served Darth Nihilus, and thus she lied to him so that Nihilus would be tricked into assaulting Telos to replenish his power, successfully maneuvering her former apprentice into a vulnerable position against an assault from Surik and the Mandalorians.

Weapons/Equipment:
Sith Robes, 4 lightsabers (1 with a red color blade and the other 3 with a violet color blade)

Additional Quotes:
"It is not the destination that matters—it is the journey."

Vrook: "You were deafened."
Kreia: "At last, you could hear."
Kavar: "You were broken."
Kreia: "You were whole."
Zez-Kai Ell: "You were blinded."
Kreia: "And at last... you saw."
―Kreia, Jedi Masters Vrook Lamar, Kavar, and Zez-Kai Ell, speaking to the Jedi Exile about Malachor V

Atton: "Explain something to me."
Kreia: "I do not have the years required – nor the desire to indulge you."
Atton: "If she served in the war... well, Jedi are supposed to be tough. Capable."
Kreia: "Yes, and what are they without the Force? Take the greatest Jedi Knight, strip away the Force, and what remains? They rely on it, depend on it, more than they know. Watch as one tries to hold a blaster, as they try to hold a lightsaber, and you will see nothing more than a woman – or a man. A child."
―Atton Rand and Kreia

"A culture's teachings, and most importantly, the nature of its people, achieve definition in conflict. They find themselves… or find themselves lacking. Too long did the Republic remain unchallenged. It is a stagnant beast that labors for breath… and has for centuries. The Jedi Order was the heart that sustained its sickness—now the Jedi are lost, we shall see how long the Republic can survive."
―Kreia

Theme Song:


Universe From:
KOTOR_II.jpg


Note: This will be my last character form this franchise. I choose her because her way of thinking in Star Wars is rather unique and might result in some interesting situations.
 
Android 16
Android16BirdPeace.png
Name:
Android 16


Alignment:
Neutral Good

Gender:
Male

Race:
Android

Appearance:
Android 16 is a rather tall android, towering at over double the height of his comrades at a rather intimidating 7'9". He has icy blue eyes, a red/orange Mohawk, and gold hoop earrings. His clothing consists of a dark undersuit, with a lime green vest, green boots, and green bracers. A small Red Ribbon Army logo is sewn to the right side of his vest, indicating his creator's affiliation. His physical appearance is based off of his creator Dr. Gero's son, a high ranking Red Ribbon Army soldier who was killed in action by an enemy bullet long before the army's destruction at the hands of Goku.

Personality:
Android 16 was initially a cold distant android with no desire other than to kill Goku, his every action and desire having to contribute to the latter's killing or play some role in bringing about his demise. Shortly after his activation, however, Android 16 became interested in birds, the watching of the species becoming a habit of his. Sightseeing in general gave Android 16 a higher purpose apart from his initial mission and he became convinced that the Earth was somewhere that should be preserved rather than destroyed.

After spending several days with them, Android 16 deeply cared for both Androids 17 and 18, who he not only admitted to having liked but also regarded as his family. His concern for their well-being brought Android 16 to disavow his prior intent to only fight Goku and engage Cell in battle, in the hopes of besting him and thereby stopping the pair from being absorbed. Android 16 was saddened by Android 17 being absorbed and also disappointed when the same fate befell Android 18, holding a grudge over Cell for their absorptions.

Of the three androids that went after Goku, he was most stoic and removed from conversation, remaining firm in what appeared to be his sole purpose of ending Goku's life. However, he showed other sides of himself when expressing excitement, asking questions and speaking of his fondness for birds. This came full circle whenever Android 16 engaged Cell, as it showed that he was willing to remove himself from his comfort zone in order to save someone (Androids 17 and 18) from being taken from him.

Despite his intent to kill Goku, he held no ill will toward the other Z-Fighters as he encouraged Krillin to stay down so he would not be killed by Cell and cheered on Future Trunks during his fight with Cell. The most animosity he would show was general indifference, as was the case with his treating of the Z-Fighters after their defeat at the hands of the androids or Piccolo when he was seemingly killed by Cell, though he did sympathize with Piccolo for dying alone.

With neither 17 or 18 left to accompany him after their respective absorptions, 16 was regulated to being seemingly friendless, resorting in Android 16 cheering on Cell's opponents in battle partly out of spite and in realization of the serious threat he posed to the world, knowing that the Z-Fighters remained the only chance the Earth had of survival, uniting him with them under a common enemy.

In the mainstream timeline, Android 18's curiosity in Android 16 leads her to activate the giant, and the discrepancies with Gero who severely forbids her from doing so lead Android 17 to kill him. Future Trunks attempts to destroy the androids with the Buster Cannon before the activation of Android 16, but his attack has no effect on the trio and thus Android 16 is triggered. The trio then proceed to travel in search of Goku, whom Android 16 is programmed to kill. When Vegeta intercepts the trio, Android 17 and Android 18 implore Android 16 to step in and fight, interested to see him in action (their main purpose for activating him in the first place). Android 16 however refuses to fight him, thus prompting Android 18 to volunteer. When Future Trunks, Krillin, Piccolo and Tien Shinhan arrive as Vegeta's reinforcement, Android 17 hopefully takes the opportunity to ask if 16 will join the fight, though as he initially assumed 16 once again opts not to. At the conclusion of the encounter, which has rendered everyone incapacitated besides Krillin who is spared so that he may see the others healed by Senzu Beans, it is revealed that 16 has been more intent on observing nearby birds, saddened that they flew away because of the noise made by the battle scene, than to take part in the fight.
While Android 17 fights Piccolo on the Tropical Islands, the battle is interrupted by Imperfect Cell, one of Dr. Gero's creations wanting to absorb Android 17 and 18 in order to achieve his perfect form. Eventually, when Android 17 is at Imperfect Cell's mercy and nearly absorbed, Android 16 interferes by sucker-punching Cell and releasing 17 from his grip. In an early encounter with Cell, Android 16 manages to rip Cell's tail off, hoping to prevent him from using it to absorb Androids 17 and 18. It is not until Imperfect Cell manages to grow his tail back, thanks to the regeneration abilities he got from Piccolo's cells, that Android 16 realizes the desperation of the struggle and resorts to using arguably his most powerful technique, Hell's Flash. Doing so he immobilizes Cell and removes his forearms, tucking them beneath his armpits and revealing cannons within the upper ends of his arms. These cannons take a brief moment to charge before igniting a giant explosion that literally created holes and marks around the island. Imperfect Cell withstands the onslaught however, and is able to sneak upon Android 17, devouring him via his tail and signifying his transformation to Semi-Perfect Cell, granting him extended power and speed. In his Semi-Perfect form, Cell is able to take full headshots from Android 16, and remain completely undaunted. He then blasts Android 16, disfiguring his head and leaving him in a critical condition.

During the fight between Super Vegeta and Semi-Perfect Cell, Cell successfully absorbs Android 18 thanks to Vegeta's assistance, achieving the form of Perfect Cell, and leading him to leave the scene shortly after. Following Cell's departure after defeating both Vegeta and 3rd Grade Super Saiyan Future Trunks, Krillin takes Android 16 to the Capsule Corporation for Bulma and her father, Dr. Brief, to repair him. During these repairs, Bulma discovers a bomb implanted within Android 16, possibly intended by Dr. Gero to be used against Goku. Not wanting to take any chances, Bulma removes this bomb from 16's body.

Later during the Cell Games, Android 16 sneaks behind Perfect Cell, distracted by his attacks on Gohan, with the intention of detonating upon him, unaware that Bulma removed the bomb while she repaired him. Once 16 realizes that his Self Destruct Device has been disabled, Cell escapes his hold and blasts the android into pieces, though his head remains intact. 16 convinces Mr. Satan to throw him close to the fighting, and he lands close to Gohan where he encourages the young warrior to release his anger and defend the Earth. Afterward, Cell steps on 16's head without hesitation, ending the existence of the peaceful android, and enrages Gohan to the extent that he ascends to the Super Saiyan 2 transformation and eventually defeats Cell.

Android 16 is an android who was built for the sole purpose of killing Goku. He is activated by his fellow androids, 17 and 18 who all embark on a "quest" to find and kill Goku. After another android, Cell, absorbs 17 and 18 who by that point he saw as friends, 16 later attempts to kill Cell and himself using the self-destruct device hidden inside his body. However, 16 was unaware that the bomb had been removed sometime before their fight and so he was killed by Cell shortly after.

Point of Canon: Before Android 16 is activated for the first time by 17 and 18.

Powers/Abilities:
Power Radar. A scouter-like device embedded within the android's eyes (sensors) that can detect energy level and location. Unlike the regular scouters, however, it does not explode upon encountering too high a power level (as far as it is shown in the series).

Energy Attacks. Android 16 can form and discharge portions of energy in the form of beams, waves and balls to injure his opponents.

Eye Beam/Bionic Punisher. is a precise laser beam shot from the eyes of Android 16.

Flight. Android 16 is able to fly through a special device inside his body.

Hell's Flash. Android 16 removes his hands revealing two built-in cannons, and charges up energy to release a powerful beam of energy that scorches the opponent.

Rocket Punch. A technique where Android 16 launches one of his arms or fists at his opponent in the manner of a rocket, it will then either explode on colliding with someone or something or returns to 16 to be reattached to his body.


General Skills: Android 16 had not been activated or had lived long enough to develop any sort of ordinary skills such as cooking or cleaning. However, he is incredibly strong having been more than capable of defeating Cell in his imperfect form despite him having absorbed energy from several hundred thousand people on Earth.

Weapons/Equipment:
Self Destruct Device. Originally intended to be used against Goku, a self-destruct device implanted within Android 16 can incite arguably his most powerful technique. In an act of suicide, Android 16 will sneak behind his opponent, grabbing them and thus denying them any chance of escaping before then detonating the bomb inside his chest.

Additional Quotes:
"It is not a sin to fight for the right cause. There are ones who words alone will not reach."
"Life is good, but living in fear is not my idea of living."
"You are gentle, you do not like to hurt. I know because I too have learned these feelings, but it is because you cherish life, that you must protect it."


Theme Song:


Universe From: Dragon Ball Z
 
Trish Una
Trish.png

"If you intend to stand in my way, I'll just climb above you!"


Name
: Trish Una

Title: The Boss' Daughter

Alignment: Chaotic Good

Gender: Female

Race: Human

Appearance:
Trish is a 15-year-old girl of average height and slim build. She wears her light hair (often depicted as pink) in a loose whirl atop her head.

Trish wears a dark brassiere connected to a necklace patterned in tiles of alternating shades of mathematical symbols (plus, minus, multiplication and division symbols respectively). She wears a long skirt of similar design, split at the top of her left thigh, and a pair of knee-high small-heeled boots without any legwear underneath.

If it wasn't for the fact that she's trapped in her friend, Guido Mista's body!
Mista_color_profile.png


Mista is a teenager of average height and medium build. He wears uniquely shaped headgear with a diagonal grid pattern and the front shaped like an arrow pointing downward. He is known to keep a lot of things inside his hat, particularly ammunition, as he typically prefers to keep his hands free.[3]

Mista's attire consists of a turtleneck crop top cashmere sweater with a design similar to his hat, zebra striped-leather pants that he uses to store his gun, a thick belt, and boots. In his first appearance, the pants lacked the zebra stripes and belt, and had a loincloth. Due to the quality of the material, he spends the most money on clothing out of Bucciarati's gang.[3]

Trish has commented that Mista has a significant amount of body hair, including hair on his fingers. She also mentions that he smells hideous.


Personality:
Trish is first introduced as a spoiled, selfish girl; this is later revealed to be a way to hide her insecurities, although her self-doubt is still apparent in instances such as expressing her nervousness to Bucciarati whether she and her father would get along or not. Over the course of the time she spends with the group, a deeply loyal, determined side of her is revealed. When she discovers her Stand with the help of Giorno Giovanna, she comes to terms with her own power to defend herself and her new friends. She is also seen lightheartedly teasing and joking around with Guido Mista towards the end once she is comfortable around him, implying that this is her true nature.

History:
Trish was living a normal life before she found out that her father was the Boss of the powerful gang Passione. From then on, she has been protected by Passione members during her mission to finally meet with him.

Trish is introduced as the boss' daughter that is put under the eye of Polpo's replacement capo, Bruno Bucciarati and his gang members Narancia Ghirga, Pannacotta Fugo, Guido Mista, Leone Abbacchio, and Giorno Giovanna. Because of the mission, she found herself being pursued by fellow Passione members and assassins.

When she finally got to meet her father, she is knocked unconscious after having her hand severed and is nearly killed by him, were it not for the combined efforts of Bucciarati and Giorno. Upon regaining consciousness, she learned that he actually wanted to kill her so that all his ties with the past would be erased, including the people related to him.

She awakens her Stand powers on the plane to Sardinia when she was being attacked by Notorious B.I.G. and makes use of her power to retrieve the ladybug brooch that Giorno transformed into his hand in order to restore his Stand's abilities. With her help, the group is able to crash land safely through the plane's cabin and send Notorious B.I.G. into the sea.

Trish eventually learns of her father's name: Diavolo. Arriving in Rome, Trish senses his presence and becomes paranoid, warning the gang of him. She then takes part in the battle against him to take the Arrow, and initially has her soul switched with Mista's via Chariot Requiem. She stalls Diavolo's own soul with her power and prevents him from getting to the Arrow himself, which results in him retaliating by killing her and sending her spirit ascending. In the nick of time, Bucciarati sacrifices himself to destroy Chariot Requiem, allowing her soul to return her body and save her life. Trish bears witness to Giorno's newfound Stand, known as Gold Experience Requiem, and watches as her father and his seemingly invincible Stand ability is finally defeated.

In the light novel Purple Haze Feedback, it is revealed that after the events of Vento Aureo, Trish pursued a career as a successful pop star when Fugo hears her singing on the radio. In an interview with her after her song is played, she gives her thanks to "an amazing group of people" that she couldn't have been there without, referencing her time with Bucciarati's gang.

Point of Canon: During the stand off between Trish and the rest of Bucciarati's gang, while her soul has been switched with Mista's.


Powers/Abilities:
Stand (Spice Girl):

A Stand is an entity psychically generated by its proprietor, generally referred to as a Stand User. It is viewed as a physical manifestation of the User's fighting spirit. A Stand generally presents itself as a figure hovering near the user and possesses abilities beyond that of an ordinary human, which, depending on the Stand User, can be wielded for good or for evil.
Stands are defined as personifications of "life energy" whose abilities are given visual form.
A Stand can also represent the manifestation of an individual's innate "fighting spirit" and embodies, to an extent, the individual's psyche. However, Stands may also derive through exploration of possibilities and expression of the mind, in which case, only a large amount of mental strength is required.

Beyond that definition, Stands present themselves in a large variety of forms and with different behaviors, if they are sentient at all. They follow a loose set of rules that are regularly broken, and there is no real standard by which one can fully classify Stands. As embodiment of someone's psyche, Stands are therefore as varied as human minds can be.

Each Stand possesses supernatural properties as well as a special, unique power, indirectly granting its User superhuman abilities:

  • In general, a Stand is invisible to normal humans, yet can interact with normal objects. It allows the User to use their Stand unnoticed by a large majority of the population. The mundane use of a Stand has been likened to a poltergeist phenomenon by normal people. Even a Stand's power is invisible for ordinary humans, with some exceptions.
  • A Stand is also invulnerable to any harm except another Stand. It usually means that the only person capable of defeating a Stand User is another Stand user.
  • Stands possess intangibility. It is uncommon but not unheard of for Stand Users to channel their Stands inside their bodies to protect themselves, using the Stand's superhuman durability to their advantage. It is even more uncommon for Stands to phase through objects, but the possibility exists.
  • As psychic projections, Users can also communicate through their Stands. Barring rare exceptions, a Stand User shares their consciousness with their Stand and is able to see through its eyes. Moreover, a Stand User can also speak through their Stand, enabling a form of distant communication. However, the Stand must have a mouth do to so.
  • Users possess the ability to shrink their Stands to a microscopic level, but the one time it was done, Polnareff indicated that it was difficult to manipulate the Stand at such a subtle level, and that it was taxing to maintain the small size, making that property impractical in most cases.
Lastly, each Stand possesses an esoteric and unique power that sets it apart from other Stands.

A Stand's power can wildly vary between Stands. First, the nature of the power can range from relatively mundane powers such as using a sword or pyrokinesis to extremely powerful ones such as the ability to manipulate the flow of time. Secondly, these power have different subtleties such as a limited range or a special way of manifesting themselves that can be exploited during a fight.

Stand Parameters


Stand parameters displayed in JOJOVELLER

Stand Parameters, or Stand Statistics are six statistics used outside of the story to gauge a Stand's capabilities. They are in order : Destructive Power, Speed, Range, Durability/Staying, Precision, and Developmental Potential/Learning.

  • Destructive Power:
Measures the Stand's strength and ability to cause destruction (physical injury or collateral environmental damage) in a given period of time. Not only limited to brute force, but also to its abilities combined.

  • Speed:
Measures the Stand's agility and reflexes as well as performance speed.

  • Range:
Measures a compromise of the Stand's range of manifestation, range of ability influence, and spatial mobility.

  • Durability/Staying:
Measures the Stand's endurance and level of susceptibility to damage and attacks. This category may also gauge the effectiveness of their power's ability of binding toward physical objects.

  • Precision:
Measures the Stand's accuracy and range of influence/effect of their abilities to specified targets.

  • Development Potential/Learning:
Measures the Stand's possible functions, utilization of its abilities and powers, and capacity to improve its overall capabilities. It decreases in rank as the user masters their Stand. For example, Jotaro Kujo's Star Platinum is Rank A in Developmental Potential during Stardust Crusaders, but is given Rank C during Stone Ocean, as Jotaro has had many years to hone Star Platinum's power. However, Rank C implies that all of Star Platinum's possible abilities and functions still had not been discovered or figured out by that time. For a Stand to gain an E-Ranking, it means that either their Stand user discovered all of their Stand's abilities, or the Stand came with very few abilities and thus cannot grow any more than it has.

Each statistic is ranked from A to E; though rankings of None and Infinite are also possible. Rankings are defined as follows:

A: Excellent
B: Good
C: Same level as a normal human
D: Weak
E: Very Weak
Spice_Girl.png
Appearance:

Spice Girl is a humanoid Stand of a feminine figure, resembling Trish in proportion.

She has several mathematical signs on her body: Two plus signs rest on her shoulders, two on her elbows and one on her forehead, followed by a division sign on her brow and a multiplication sign on her crown. Her face is without a nose, and has black streaks running vertically across her eyes.

Personality:
Spice Girl seems to have a consciousness separate from Trish, and has even been seen giving her advice during battle. Of note is the fact that, unlike most Stands, Spice Girl provides a name for herself. Likewise, Trish refers to the Stand as "her" and "she", unlike the common "it".

Trish first becomes aware of Spice Girl's existence due to the Stand actually speaking to her when she was panicking over what to do about Notorious B.I.G.. Her attitude and strength of character are also reminiscent of Trish's first appearance. She also openly acknowledges Giorno Giovanna's role in influencing Trish's spirit into maturing, referring to him as a mysterious individual.

Stand Parameters:
Destructive Power: A
Speed: A
Range: C
Durability: B
Precision: D
Developmental Potential: C

Abilities:
Softening
: Spice Girl is able to soften any material. Any object that is softened by the ability is indestructible to anything aside from the Stand herself. Said objects gain consistency and elasticity akin to rubber or putty, unable to even be punctured by any force including sharp objects. This can provide a cushion for a softer landing, or create a backlash when the object returns to normal (like a catapult when it is pulled and released). She can even soften moving objects like bullets, temporarily dulling their kinetic energy as well while not removing it outright.

Super Strength: Spice Girl has considerable strength. While moving slower than a clock's second hand, she was able to use a pipe to stab and section Notorious B.I.G. into pieces in an attempt to destroy it. When used against objects that have been softened, they will break cleanly. Another example can be seen when Spice Girl breaks off the front of a plane by rapidly punching the walls and roof of the cabin.


General Skills:
Trish is a talented singer, as evidenced by her career successful career as a pop singer after the events of Vento Aureo.

Weapons/Equipment:
A hat full of revolver ammunition (But no revolver..)

Additional Quotes:
"I'm not going to be scared or run away from the fate I inherited from you!!" - Trish to her father, Diavolo

Theme Song:



Universe From: JoJo's Bizarre Adventure Part 5: Vento Aureo (Golden Wind)
 
Diavolo

DiavoloProfile.png

"I Diavolo, am emperor!"


Name
: Diavolo

Title: The Boss, Solido Naso

Alignment: Neutral Evil

Gender: Male

Race: Human

Appearance:
Diavolo is a veritably tall man in his 30's with a lean and semi-muscular build. He has long hair, leopard-patterned with various spots, parted in a zig-zagging manner; the bangs of which are propped and parted slightly to the side. The rest of his hair is cut straight across at his shoulders. In early depictions, varying amounts of Diavolo's hair was cut straight, inconsistently ranging from small locks to the entirety of his hair. His shirt, hidden under Doppio's sweater, appears to be made of complex mesh-wiring: it covers his shoulders and torso but down his back and abdomen are linked circles that are tucked under his belt, which in the back end in two~three long "coat tails". On his arms are elegantly designed floral sleeves leading down to a pair of wristbands. He also shares a pair of studded pants and seemingly sock-less loafers with Doppio. In most of his appearances, Diavolo has a slightly hunched posture when standing.

His eyes are unique as his irises are "fragmented", forming as spots and shards of whole irides with a triangular shaped highlight to them.


Personality:
Diavolo is an extremely prideful mob boss, ruthless and brutal in his will to hide his past and maintain his position at the top of his gang Passione. Diavolo shared his body with an alternate personality dubbed Doppio.

The biggest personality trait Diavolo shows is his obsession with erasing any trace of his past and hiding himself from the world, a compulsion he tries to fulfill by any means. As he believes the mistakes of the past or simply the past itself is something to be defeated and destroyed in order for human beings to grow, he is exceptionally anxious about his past, linking it to fear, and being apprehensive of anyone learning of him. Even in the already secretive Passione hierarchy, Diavolo goes to excessive length to hide his identity and his face, issuing orders through several proxies or by computer so that nobody ever meets him personally. Diavolo lives most of his life in the shadows, hinted to perpetually travel across Italy hidden in Doppio, his alternate personality, and sleep in hotel rooms exclusively. This compulsive trait of erasing his past is also an allegory to the inherent flaw in King Crimson, specifically Epitaph's ability; While he can see into the future so as to avoid any mistakes, Diavolo's Stand ability cannot erase any low points or 'ebbs' in his life that have already occurred, forcing him to compensate through his own personal, manual efforts.

The mob boss has a violent tendency to hunt and kill those who try to uncover any kind of personal information, or are merely susceptible to lead his enemies to him, as shown by his will to kill even his own family if it means keeping his identity safe - something highly vocalized through his attempts to murder his daughter, whom has never even met Diavolo herself and only knew things her mother passed down. This is however partially justified since family members in JoJo's Bizarre Adventure share a mystic spiritual link, being able to sense each others. Nevertheless, Diavolo is sufficiently pragmatic not to go on a killing spree every time he's about to be discovered, notably only using his power to confuse a hotel maid just for as long as he needs to erase any trace of his presence. As soon as he learns of a Passione member trying to investigate him, they will be dubbed as traitors and made examples of his wrath and absolute power. Most notable are Sorbet and Gelato, who Diavolo had killed and in the case of Sorbet, cut in piece and framed in formalin, delivered to La Squadra di Esecuzione as a grim warning of the fate awaiting traitors. Diavolo was also persistent in keeping himself a secret even from Doppio, his most trusted subordinate and alter-ego.

Diavolo's second most prominent personality trait is his pride and confidence, firstly in his nigh-invincible Stand King Crimson, then in himself. Operating under a philosophy that King Crimson makes him invincible because it allows him to see the "pitfalls" in the future and avoid them, and allows him to manipulate Fate by choosing to nullify arbitrarily chosen events, he justifiably boasts about King Crimson's power regularly. Diavolo notably claims that anyone's actions before King Crimson are vain, which is true to a degree. Secondly, Diavolo is intimately convinced of his innate superiority over humanity. Using epithets such as "Emperor" or "King of Kings", or like other main antagonists in the series, and using the prefix I or Me (この, kono?) to announce his name in a sign of superiority over others. The mob boss doesn't doubt that he is fated to remain at the top, or 'apex' as he describes it, forever. This disproportionate pride is not only derived from his idea that people grow from defeating their past (and therefore, he has grown much due to his constant attempts at erasing any type of history of his), it is also backed by the firm belief that he's blessed by Fate; Diavolo's past involve extremely unusual circumstances such as an unnaturally long pregnancy in an all-female prison, making his birth nothing short of a miracle, then him finding six Arrows which would grant him his extraordinarily powerful Stand as well as his massive wealth.

Other than his own philosophy of defeating the past so as to mature, Diavolo also lives by another thematic philosophy that results are the only things that matter in the world. As a decisive and assertive mob boss, Diavolo doesn't hesitate to take shortcuts or directly involve himself with troublesome matters if those actions are the quickest and easiest paths to an end. King Crimson's ability is an echo of this, and maybe the source of it, leaving nothing but the outcomes of situations. He abuses his Stand's power as a means to produce the most favorable conclusions to his problems, and at the same time boldly prove his philosophy's claim to anyone that he confronts. Diavolo shows a degree of prioritization for these results and answers, notably when he, upon meeting with Polnareff whom he thought he killed, only asks him why he would have an Arrow before attacking once more, rather than how he managed to survive or how he learned of his name.

Diavolo considers himself extremely lucky as well. He readily accepts any difficulty as a "test" he'll have to overcome to prove himself as standing above everyone, and though he can be subject to anxiousness or despair, his pride will prevail and he will constantly choose to confront directly whatever problem he has. This causes him to foolishly face Gold Experience Requiem head-on, although he did foresee Giorno's death and had no idea of his new powers. Against Requiem Diavolo's confidence crumbled when it countered his time erasure and prediction abilities and left him powerless. When he found himself trapped in an endless death loop, unable to do anything about his situation, Diavolo panicked and his last appearance has him frightened being approached by a little girl, his pride, confidence, and to varying degrees, sanity completely crushed.

Diavolo has also demonstrated an inability to understand other people's emotions and morals, as well as an inability to properly interact with anyone, due in no small part to his overwhelming pride and secretiveness. For instance when Bucciarati revolts, Diavolo openly theorizes that Bucciarati merely wanted to overthrow him or was opportunistic in his presence, without considering that hurting his own daughter deeply angered Bruno. Also forgetting that La Squadra di Esecuzion would have a grudge against Diavolo after killing Sorbet and Gelato, he sent them to investigate Donatella's house, allowing them to uncover the existence of Trish. When interacting with others, Diavolo tends to act rather respectfully for his opponents and subordinates if they are obedient and competent. He compliments both Risotto and Bucciarati for their resourcefulness during their battles, and offers Risotto an honorable death. However, Diavolo is also domineering and aggressive, taking his thoughts for absolute truths and ordering his interlocutor around; When he is angry, Diavolo is prone to shout insults and issue death threats.

Diavolo only commands the respect of his subordinates through greed or fear, causing Passione to be corrupted within itself, members turning against each other, and multiple people to plot against him. Diavolo is also unforgiving of those he considers enemies, especially traitors. Should anyone try to approach his alter ego Doppio and pry too much on his past, Diavolo violently rebukes them. For instance, Diavolo nearly gouged the eye out of the taxi driver that robbed Doppio and harassed him, and outright and violently murdered a fortune teller that accurately divined his history.

Diavolo approaches fights coldly, only considering confrontations as chores to be completed to maintain his supremacy. Diavolo favors finishing off his victims quickly using his King Crimson to confuse them and kill them in a single move. As seen with Bruno, Diavolo is slightly amused (at least his Stand is) by the futile efforts of his opponents, and boasts regularly about his invincibility. A pragmatic man, Diavolo still approaches the situation carefully, especially when Doppio is in command, and cannot use his full power. In an unadvantageous situation, Diavolo is patient, carefully undermining the enemy before using one critical attack.


While a majority of Diavolo's background is vague, some facts are made clear: born in an all-female prison during the summer of 1967, his mother claimed she had been pregnant for two years and there was no father, both within the jail and outside, that could've fathered her child. Because she still had years on her sentence, Diavolo was sent back to Sardinia to live with the priest in his mother's hometown. According to neighbors and friends, Diavolo was frank, yet timid and not too bright; he had also desired to be a sailor rather than a priest like his father wanted him to be. Jean Pierre Polnareff claims he was very likely abused as a child due to forming a split personality, but such an idea hasn't been confirmed.

In 1984 to 1985 (roughly when he was 17~19), Diavolo met Donatella Una, who was vacationing in Sardinia when they met. Donatella fell in love with Diavolo, who was under the assumed name of "Solido Naso", and they interacted enough to sleep together and have a daughter named Trish Una, whom Diavolo was never aware of. During this period of time, Diavolo told numerous lies about himself, all of which Donatella believed, and when they departed, Diavolo made a promise to return and never carried through with it.

In 1986, when Diavolo was 19, the priest (who by then had completely adopted Diavolo as his son) spotted Diavolo walking on the beach with a girlfriend (unknown as to whether it was Donatella or someone else). Believing it was time to get Diavolo a car, the priest began to construct a garage, only to find a young woman, Diavolo's mother, buried alive in the dirt with her mouth sown shut. That night, a fire broke out and razed the village, killing the priest and five other people. Diavolo was listed as a casualty as well, but in reality had slipped off to Egypt to join an excavation. During this, he found six arrow heads by chance; He stole them, fled, and soon met Enya Geil, who told Diavolo of their use. He then sold five of the six to Enya for a very large sum of money and very likely returned to Italy to create Passione, a gang that would later become a dominant force in Italy. The arrow he took likely created his own Stand, King Crimson, as well as Mr.President, which was given to Polpo and his Stand, Black Sabbath, to form the initiation test of Passione.

When he had formed Passione, he quickly sent his growing number of subordinates off to find and erase other Mafia families in Italy. During the entire time he ruled Passione, no one had ever met him in person or had seen his face due to his Schizoid Disorder. He also had Passione clean the streets of drugs and do various charity activities (while secretly selling drugs), which gave the outer impression of Passione being a just and virtuous system. This allowed Diavolo to gather many wide-eyed idealists like Bruno Bucciarati and have them join Passione.

In 1988, Polnareff and Jotaro Kujo set off to find the remaining Arrows that Diavolo had dug up. Polnareff had noticed that in Italy, crime and death rates had been rising to a point where they were 20 times higher than the average. As such, he set off to investigate Passione and Diavolo, eventually causing the two to meet face to face. In retaliation for nearly discovering him, Diavolo gouged Polnareff's right eye, ripped off his arm, and threw him off a cliff - breaking Polnareff's legs in the process - and declared him dead. However, Polnareff survived and found, as he suspected, another arrow.

In 1994, Risotto Nero joined Passione and Diavolo instated him as the leader of La Squadra di Esecuzione, an assassination team for Passione, giving him several operatives to run including Sorbet and Gelato. However, Diavolo never granted them territory, something all other units were given, and after five years the group sent a request for territory and a raise. When Diavolo rejected this offer, La Squadra retaliated by attempting to discover whom their Boss was so they could extort these gifts. Unfortunately, Diavolo caught on and kidnapped Sorbet and Gelato, eventually torturing them and killing Sorbet while Gelato committed suicide. He then left Gelato's body at the assassins' shared apartment and delivered the thirty-six individual pieces of Sorbet, embalmed in frozen formaldehyde and framed, back to La Squadra's base. When La Squadra rebelled, Cannolo Murolo assisted them in turning against the Boss; regardless of whether Diavolo knew this fact or not, he dubbed La Squadra traitors.

At some point during the previous events, Vinegar Doppio "became a member of Passione"; i.e., Diavolo begun to use him to carry out missions in privacy and go out in public without anyone seeing him in person. It is unknown when Doppio fully formed and 'joined' Passione, and how many years he had been working under Diavolo - however, assuming Diavolo had treated him right, it was a long enough period of time for Doppio to become both fiercely loyal and completely believe that he was the Boss's most trusted subordinate.

In January of 2001, Donatella died due to an illness and Trish begun a quest to find her father. Due to his ties through Italy, Diavolo learned of this and sent Pericolo off to find her before La Squadra could.
Because of his drug ring plan still reaching people, particularly children, Giorno Giovanna became attracted to the events around Passione. The death of Luca prompted Diavolo to send Bucciarati to kill the one responsible, which resulted in the officer ultimately allying himself with Giorno. Giorno passed the initiation test, killed Polpo, and became a member of Bucciarati's Gang. After the defeat of Mario Zucchero and Sale, Pericolo met with them, graduated Bucciarati to Polpo's occupation, and gave them Trish Una as well as Diavolo's mission to Polpo to deliver her to him. This plan was done for a two-fold reason of killing off both La Squadra and Bucciarati's Gang and to personally kill Trish due to her being a blood relative and sharing his genes, thus giving any of his enemies a clue to his identity.

During this time, Diavolo traveled to various locations and dropped off objects to be used by Bucciarati's gang; these include the key used to activate Mr.President in Pompeii, Coco Jumbo in a train station at Naples, and a disk located in Venice that would tell of his ultimate location to drop Trish off at. Bucciarati's gang soon managed to collect all these whilst taking out the members of La Squadra whom would try to capture Trish, leading to Bucciarati himself going with Trish to meet the Boss; However, by this point, Bucciarati had become part of Giorno's plan to kill the Boss, something Diavolo wasn't aware of. During the elevator ride up a tower where Diavolo said he was, he kidnapped Trish and slipped down the elevator shaft and into the basement. Bucciarati, finally fed up with the Boss, followed suit and refused to leave, instigating a fight in order to protect her. Diavolo easily overpowers Bruno and delivers a fatal blow, before attempting to kill Trish. However, he is stopped by the abilities of Gold Experience, Giorno's Stand, and stalled long enough for Bucciarati to take Trish and flee. Due to King Crimson's issues with dealing with substantial numbers, all of Bucciarati's Gang in this case, Diavolo allows them the chance to escape and brands the group traitors, sending his elite team to kill them and his daughter with the promise of monetary reward.

At the same time, Diavolo orders his alter-ego Doppio to look into a particular matter: the house Donatella lived in in Sardinia still stands, and if Moody Blues was used at that spot, Leone Abbacchio would reveal Diavolo's face. Along the way, Doppio is questioned by a fortune teller who reveals that they're searching for their daughter - something Diavolo quickly takes care of by killing him - and nearly mugged by a taxi-driver. To make matters worse, Risotto arrives at the location of the house as well, planning on intercepting Bruno's gang to make one last attempt at capturing Trish. At first, Risotto simply assumes Doppio is a tourist, but upon seeing him react to the sounds and sight of Aerosmith, realizes that Doppio is a Stand user and attacks him.

The fight with Risotto is long and he nearly succeeds in killing Doppio multiple times, if not for Diavolo's interventions. He gives Doppio the use of Epitaph and throughout the fight encourages Doppio to get close so that King Crimson can defeat Risotto in one fell swoop, or orders him to flee when Doppio is at risk of injury. However the fight is largely in Risotto's favor, from the power of Metallica to Doppio's lack of battle experience playing for the traitor. When Aerosmith intervenes, however, Diavolo takes control and gains the upper hand, using his ability to erase time in conjunction with Aerosmith's bullets to finish off Risotto. Left extremely fatigued and weak, Doppio replenishes his supply of iron by devouring nearby frogs. When followed by Bucciarati and his men, Diavolo attacks a child playing soccer and steals his uniform, giving him a chance to kill Abbacchio while in disguise in an attempt to remove Bucciarati's group's chance to unveil his face. This fails, however, as an unknown third party begins assisting the traitors in gaining the power to defeat King Crimson.

At some point after Bucciarati's group leaves Sardinia to follow their revolutionary's instructions, Diavolo gives Doppio back control and tells him to investigate the house. However, he knows they are moving towards Rome and he orders Doppio to get moving via plane, as well as ask Cioccolata and Secco for assistance, despite expressing disgust as the former for his past actions. However, when Doppio arrives in Rome, he's held hostage by Secco and is soon lending a hand in helping a once-again dying and unknowing Bucciarati. Diavolo uses his soul's resemblance to Trish's to fool Bucciarati into letting him help in order to find out whom has been assisting the traitors. He is then able to sneak past the rest of Bucciarati's gang and bring him to the Coliseum.

When they get there, Diavolo takes notice of a person watching them, and orders Doppio to stay cautious. The unknown individual calls out and asks Bucciarati for the identity of the person with him is. Diavolo takes a closer look at the individual and notices the Stand-granting Arrow, shocking him and bringing only one person to mind: Polnareff. Though Bucciarati tells Polnareff that it's Trish and Doppio convinces him that he is a girl, he demands to see her Stand. It is in that instant that Doppio disappears.

Doppio reappears on a set of stairs leading to Polnareff. In Diavolo's voice, he begins speaking about how everyone must defeat the mistakes of their past as he begins taking off his sweater and passes by a column. When he emerges from the column, Diavolo has fully revealed himself to Polnareff, knowing that he could not keep himself completely hidden in the ensuing confrontation. Though he is only slightly taken aback when he sees that Polnareff is somehow still alive after their last encounter, he nonetheless prepares to attack him a second time and make sure that he stays dead. Before Diavolo begins his assault, he questions Polnareff why he would have an Arrow when there was one already in Italy and all of his allies were already Stand Users. When Polnareff refuses to answer, Diavolo charges at him. Before King Crimson could erase time, Polnareff bites his own finger and holds it over his other hand. Diavolo takes notice of this and positions himself behind Polnareff. He is then attacked and has his arm sliced open by Polnareff's Silver Chariot when time is restored. Diavolo instantly figures out that the blood drops from Polnareff's finger allow him to know immediately when time is erased. Before Polnareff can escape, Diavolo erases time once more, and flings the blood from his arm into the path of Polnareff's eyes to make sure that he wouldn't be able to see when time returns. However, as Diavolo prepares to deliver a finishing blow with King Crimson the instant time returns, he notices that Silver Chariot has been stabbed in the face with the Arrow, and narrowly misses the Stand. Seeing it leap past the average Power-type range limit of two meters, he decides to mortally wound Polnareff by punching him through the chest to prevent it from going any further. Making sure his enemy is dead by checking his pulse, Diavolo wonders aloud is there might be some other ability of the Arrow besides granting Stands to normal people, then takes it for himself. He thanks Polnareff for bringing another Arrow to him before leaving. However, it is then that Diavolo notices a mysterious individual covered in black begin walking away from him. Though he angrily demands the entity's identity and commands it to face him, he suddenly drops the Arrow as his legs go limp. Diavolo falls asleep before he could make sense of the situation.

Chariot Requiem is Polnareff's last resort to keep the Arrow from falling into Diavolo's hands, and renders everyone in Rome unconscious while switching their spirits around. Upon reawakening, Bucciarati's gang in their switched bodies figure out the workings of the soul-switching and their temporarily new identities. Coming to the conclusion that Diavolo's soul would be in Bucciarati's due to it being vice versa, Guido Mista, in Trish's body, immediately fires several rounds into the defenseless body as it's getting up. However, Diavolo's soul was piggybacking with Trish in Mista's body; He very likely comes to the conclusion that they're firing at Doppio and, enraged, breaks a nearby fence and impales Narancia Ghirga (in Giorno's body) on it, killing him instantly. With Giorno back to normal, the group realizes they were wrong and must retrieve the Arrow from Chariot Requiem, taking along with them Polnareff in Coco Jumbo's body. Diavolo, having become a separate soul, begins to sabotage the group's attempts to defeat Chariot Requiem, and lets the members' confusion and distrust grow among themselves.

While Diavolo takes his time and figures out how to stop the Requiem Stand before anyone else, Giorno stops the group to try and figure out who is sharing a body with the Boss. Diavolo panics and reveals himself by attacking Giorno and severing his arm, allowing the group to retaliate. Trish's Stand, Spice Girl, stops him from taking the Arrow, and Diavolo kills her in response. Trying to end Chariot Requiem, Diavolo almost succeeds in taking the Arrow. However, Bucciarati sacrifices his own life in order to finally destroy Chariot Requiem and save Trish's life. Diavolo, finally in possession of the Requiem Arrow, attempts to pierce King Crimson with it, only for the Arrow to reject him and phase right through the Stand's hand. Unfortunately for him, Giorno uses Gold Experience's ability to steal the Arrow head and evolve his Stand into Gold Experience Requiem. When Diavolo attempts to erase time, Gold Experience Requiem sets the seemingly invincible ability to zero and nullifies it. Giorno taunts and belittles Diavolo and his philosophy, then destroys Epitaph in a single punch. Diavolo, desperate in putting an end to the traitors, attacks Giorno once more, and Gold Experience Requiem ultimately pummels him, annihilating King Crimson in the process and sending him into the river.

Due to the ability of Gold Experience Requiem, Diavolo is trapped in an infinite death loop; He continues to experience death over and over for eternity due to dying and subsequently returning to point zero (before his death), starting with drowning in the nearby river, followed by being stabbed to death, autopsied alive, and hit by a car. Panicked in anticipation for where the next source of his never-ending fatality is going to come from, the last of what is seen of Diavolo is him screamingly begging a harmless child to get away from him.


Point of Canon:
During the stand off between Bucciarati's gang, while Diavolo is piggybacking with Trish's soul in Mista's body.

Powers/Abilities:

Although Trish is in control of Mista's body, Diavolo has quite a few abilities, border-lining omniscience while his soul shares Mista's body. Diavolo had these abilities while he shared a body with his alternate personality, Doppio, so it will be the same while he and his daughter share a body. For example, he is able to tell what is happening around Trish almost as if he was seeing through her eyes, but in a 360 degree field of vision. He is also attuned to souls while not in control, such as being able to tell the near dying people's state and being able to disguise Trish's, and his own soul, as someone else's.

Stand (King Crimson):
KingCrimson_ASB.jpg

Appearance:

King Crimson is a humanoid Stand of a height and build similar to Diavolo's, but tends to look much bigger and taller. Its body is covered by a raised diagonal grid, red underneath; save for its face, neck, shoulder guards, elbows, hands, abdomen, crotch, knees and feet/footwear. Its eyes comprise sharp orifices of a steep inward slant; from which emerge small, round fish-like/amphibian/reptilian eyes. It constantly bares its teeth through a small mouth. Its crown is flat; and from its forehead emerges two raised levels, the front of which bears a smaller, oval face of the same expression. Epitaph is the pink-colored second face on King Crimson's forehead, duplicated in its same position on either Doppio's forehead. It creates images on the inside of its user's hair, and as such whenever active, Doppio's bangs or Diavolo's hair is pulled forward and floats, allowing the user to look in.

Abilities:
Erasing Time:

King Crimson's signature ability is to erase a given time frame lasting up to 10 seconds, starting from the instant the ability is activated.

"During" this erased time frame, most people carry on their activities unconsciously, and phenomenons like flying bullets continue normally. However, because the timeframe in which these actions would have happened is erased, the events do not exist per se and don't have lasting consequences. People won't remember anything that happened within the erased time nor will the phenomenons cause other events (as such flying bullets will appear to have passed through people without actually hurting them). When time appears again, people will suddenly find themselves in the situation they are supposed to be as if nothing unusual happened during the erased time frame. On the other hand, Diavolo remains fully conscious during the erased time and only he can readjust his actions. Diavolo sees the erased time as a void filled with juxtapositions of what would have happened during this period in a fashion akin to Nude Descending a Staircase, allowing him to think out the next best action (for instance, when Bruno Bucciarati tried to punch Diavolo during the erased time, Diavolo saw Bruno's superimposed positions during his punch). While Diavolo can interact with himself (demonstrated when he cuts his own hand during the erased time) and can interact manually with objects not currently or fated to be affected by other phenomena (cleaning up his temporary work station at a motel within the erased time), it is worth noting that King Crimson cannot directly interact with people until time returns to normal. What he sees are just projections of people, and not people themselves.

King Crimson's ability duration is dependent on Diavolo's stamina, as during the battle with Risotto Nero, he admitted that the iron-deficient and tired state he was currently in prevented him from erasing time for more than an instant; as such, he tries to make his fights short.

Herculean Strength: King Crimson is a colossally powerful Stand able to punch through people's bodies or cleave them in a chop with significant ease. Unlike other melee-attacking Stands, it only uses single attacks that are almost always fatal rather than painful barrages. Examples include completely obliterating a fortune teller's upper body in a single punch and throwing a pairs of scissors with such strength that they completely severed Risotto Nero's right foot, among multiple other occasions where it effortlessly severed and rived body parts (especially limbs).

Epitaph
Prediction
: From up to ten seconds, Epitaph gives Diavolo and Trish the ability to see into the future by creating images on the inside of their bangs. This ability was shared between Diavolo and Doppio back when they lived in the same body. The image produced includes the general area with Trish/Diavolo as the main focus, allowing either of them to see what happens around them as well as directly at them. The prediction of the next ten seconds, according to Diavolo, cannot be avoided but can have steps taken to steer it in a new direction - such as when Doppio realized a pair of scissors would form inside his throat, he easily tore them out in order to save himself.

Doppio is the only one generally given Epitaph, but Diavolo is aware of how to use it and how long it lasts. It's unknown if Doppio could summon it himself or whether it's limited by Diavolo's permission. Trish can also use King Crimson's arms as her own, primarily the right arm. The sub-Stand is entirely defense and reaction-based, and it can be assumed that it's how Diavolo uses it to predict how his opponents move and thus how to attack them accordingly.


General Skills: Unknown

Weapons/Equipment: N/A

Additional Quotes:
"Once anyone witnesses King Crimson... As of that moment... they no longer exist in this world."
"In order to grow, we must defeat the mistakes of our past. The past... even when you break it to pieces and entomb it in stone, it crawls out like a worm."
"I must crush my fear! Now is the time... I must overcome it right now! That is what it means to live!"

Theme Song:



Universe From: JoJo's Bizarre Adventure Part 5: Vento Aureo (Golden Wind)
 
20160627191138_1.jpg
"The Jailer is the key. Kill him, and you will be free." - The Voice, to The Stranger


Name
: Stranger or Rider

Title: The Stranger, The Rider

Alignment: Chaotic Good

Gender: Male

Race: Rider; a mass-produced cybernetic alien

Appearance:
The Stranger is a tall, dark-skinned android/cyborg whom has the appearance of someone in their mid to late twenties. Perhaps his most distinguishable physical characteristic is his long, curly white hair which is tied into a seemingly gravity-defying ponytail, with three long loose strands, two hanging over either side of his forehead and the third over his right brow. Tying back his ponytail is a black, headband-like machine that is embedded into his head, located just above his ears and circling to the back of his head. Similar black machinery is seen covering both sides of his jaw and his chin. Two black earring-like objects are embedded into his left ear, however it is uncertain whether they are also mechanical or if they are simply earrings. The Stranger's eyes have black irises with blue pupils, and around his eyes are thin black lines similar to eyeliner.

The Stranger wears a black suit of armor that covers his entire upper and lower body except for his neck, hands and feet which are bare. It is unknown whether this is really armor or if it is apart of The Stranger's body. Over the lower half of his body are "ninja pants" which are wrapped in straps and belts. The Stranger wears a sheath and holster on the belt on his waist for his sword and his handgun respectively. His sword's blade is curved like a katana and the hilt is somewhat similar as well to a katana's. Another distinguished feature of The Stranger is the cape/cloak that The Stranger is often seen wearing. This particular garment has a very high collar that covers up the lower half of the Stranger's face and the cape itself is nearly long enough to reach the back of his knees.

Personality: The Stranger seems to lack any personality, and is never seen speaking. Even his expressions are barren, save for subtle facial movements. At the beginning of Furi, The Stranger also seems unempathetic, slaughtering his opponents without mercy that is until he meets The Song where he is seen hesitating for the first and last time before he inevitably kills her. When The Stranger is freed from his cell, his only goal is to escape his prison so he may continue his mission in the outside world. However, as The Stranger continuously kill his jailors, he begins to learn from his victims that there is more waiting for him in the outside world besides his mission. The Stranger learns from The Line, an old man who is a supposed master of time, that fate is not set in stone. From The Hand, he learns that there are some things worth fighting for, and from The Song he is shown mercy despite the damage he had done to her world. With the words of the slain Guardians beating with his heart, The Stranger decides to show mercy to the planet that had enslaved him, the planet he was supposed to conquer by rebelling against his mission and fighting to protect the Free World.

History: The first time the player sees The Stranger, he is being tortured and held captive by The Chain, a sadistic jailor of the prison The Stranger is trapped in. As The Chain leaves, a mysterious bunny masked prisoner known only as The Voice frees him and tells him to kill his jailor for his freedom. As The Stranger proceeds down the prison, killing all Guardians/Jailors in his way, he begins to learn things about his past. In particular, the stranger learns that he's being held with such high security because he's done "some bad things" in the Free World, becoming very apparent when The Scale refers to him as his "creator".

Upon finally killing every Guardian who stood in his way, The Stranger and The Voice were free to leave. On reaching the Free World, The Stranger realized that his very presence corrupted the ground around him, withering plants and blackening dirt. As he roams this Free World, The Stranger meets with The Voice one last time. The Voice tells him that he had hoped The Stranger might've changed after all they had been through, and that he is certain he will make the right choice. Realizing that he is a being that never did belong in the Free World, The Stranger locates a metal suit in a tower, and flies it skyward, aboard a large Mothership. The Mothership asks him if the planet is fit for assimilation. In response, The Stranger refuses to give the manual authorization to destroy the planet, and turns his guns on the ship, eventually destroying it and saving the Free World from assimilation.

As it dies, the Mothership tells The Stranger that he can't prevent this forever. The Mothership then starts to explode and The Stranger escapes from the ship, only to be blown away by the explosion and back into the planet's atmosphere. It is unknown whether or not The Stranger survived this, or whether he will be seen again.

Point of Canon: Just as the Stranger walks through the prison's final portal, which let him escape to the real world.

Powers/Abilities:
Alien Biology: The Stranger's heart's average BPM is 8 and his DNA is incapable of being analyzed by any form of machinery or science, possibly because The Stranger has no DNA to analyze.

Resurrective Immortality: The Stranger is immortal in the sense that every time he is killed he will come back to life completely healed. It is for this reason that instead of simply killing him the Guardians decided to lock him away for eternity with no hope for escape.

Healing Factor: The Stranger is able to heal himself slowly over time, however after being resurrected his body heals and regenerates at a much faster rate.

Super Speed: The Stranger can run at speeds of up to 73 km/h.

Charge: The Stranger is able to power himself up causing his body and his sword to crackle with a blue, electric-like energy and boost the power of his attacks whether he's using his sword or a part of his body. The Stranger is able to charge up his power even further, changing the color of the energy from blue to orange and thus further increasing his power, albeit only for a single strike. If The Stranger is struck while in this "orange state," the energy will fade completely and will have to be charged again. The Stranger is able to instantly go into his blue state, except for when he is in grave condition, however it takes up to three seconds for The Stranger to transition into his orange state. Even when the blue state is unavailable The Stranger is able to go into his orange state and he does not require to be in his blue state prior to going into his orange state.

Teleportation: The Stranger is able to teleport short distances, anywhere between 5 to 20 feet in any direction.

Death Field Projection: The Stranger passively corrupts the ground and nature around him, causing plants and trees to wither and stone and dirt to blacken. This power does not seem to affect people or metal, and if at all, it does so to a very miniscule effect.

General Skills: The Stranger has no "normal skills" as he was made for the sole purpose of scouting and destroying planets he is sent to. Because of this, The Stranger makes for an excellent swordsman and hand-to-hand combatant.

Weapons/Equipment:
Graphene Composite Saber: A sword with a blade composed of graphene. This means it is 200 times stronger than the strongest steel, efficiently conducts heat and electricity and is nearly transparent. Depending on the charge level of The Stranger, the sword will glow and crackle with blue or orange energy or not at all.

Automatic Laser Handgun: This gun fires head sized balls of blue energy at a rate similar to an assault rifle or submachine gun. The energy is capable of being charged rather than continuously fired resulting in a focused beam of energy that can last for up to 5 seconds depending on the time that was taken to charge.


Theme Song:


Universe From: Furi
 

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