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Fandom Ancient Horrors and Where to Find Them [Character Sheets]

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Caffeine Freak

Caffeine Freak
You awaken, though do not remember ever falling asleep. Around you is an environment that is entirely unfamilliar, filled with equally unfamiliar people. You may attempt to call upon a power or strength that you once had, only to feel mere whispers in response. Something is feeding off you, although distant, you can feel it squeezing on your life force like a Capri Sun. It's not pleasant.

This isn't where you belong, you're not even sure if it's your own world. The only thing you can be sure of is that posts should be one paragraph minimum and god modding is forbidden — strange things for you to suddenly be considering in these cirumstances but important nontheless.

Maybe recalling some details about your life will help you get your bearings.



WARNING: Submitting a character will make their life a living hell.

Name:

Appearance:

Gender:

Age:

Canon:

Abilities:

Personality:

Backstory:



You may begin posting after I have accepted your character sheet!
 
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Name: sid wilson

Appearance:
tumblr_q4h83wBMlf1yos5q2o1_640.png
Gender:

Age: 26

Canon: dj septum 45-86 (not a real thing)

Abilities: shockwave,throwable blade discs

Personality: kinda cocky

Backstory: was a regular dj in -dj septum 45-86- being happy and having a good life his music was going good and his fame was growing
and gaining a lot of money but in one certain live concert while playing with his band he suddenly blacks out then wakes up in a weird place that does not look like his world
 
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Gender:
Male

Age: 26

Canon: Gokushufudou (The Way of the Househusband)

Abilities: Tatsu is a master chef, DIY repairman, event organzier, and cleaner. There isnt a household chore or errand that can faze Tatsu, and his dexterity with a wide array of utensils is ummatched. Miscellaneous skills include discreet body disposal, contraband smuggling, extortion, and brawling.

Personality: While his demeanor and constant allusions to criminal activities may seem unnerving at first, Tatsu is actually a (mostly) kind and caring individual who values loyalty and respect above all else. Much of his intimidating aura is at odds with the "feminine" topics and hobbies that he often talks about passionately, though Tatsu is adamant that there is nothing emasculating about being a househusband.

Backstory: A prominent member of the Yakuza from a young age, Tatsu became known as "The Immortal Dragon" among law enforcement and street gangs in Japan for his legendary exploits throughout his life of crime. His career as a criminal came to an abrupt end, however, after a job-gone-wrong left him bleeding out in an alleyway on the brink of death. Found and carried to safety by a young woman who happened by, Tatsu thereafter vowed that he would leave his past behind and live on as a changed man.

After falling in love with and marrying the young woman who saved his life, Tatsu became a full-time househusband to support his career-driven wife Miku, without much of a thought or expectation of one day facing Eldritch abominations.​
 
iLz3kJH.png

Name
Miles "Tails" Prower

Appearance
An orange-yellow fox with some white fur standing at about 80cm (2'7"). He has blue eyes and three strands depicting bangs on his head. He wears white gloves and red and white shoes, both of which have silver bands around them. The most notable feature about him, true to his nickname, are his two fluffy tails. (Image source: official art from Sonic Riders)

Gender
Male (he/him)

Age
Eight

Canon
Sonic the Hedgehog

Abilities
• Tails can invent and repair tools and technology that might be needed, given that the materials are available. His main specialties are planes and computer tech, but he's skilled in the general field of invention; some of his creations include a radar to detect "Chaos energy", a tablet called the Miles Electric which features audio/video communication devices and a translator for alien speech, and multiple plane-mechs.
• Operation of technology, including planes and other vehicles; he can get a grip on new interfaces quickly and has lots of previous experience piloting.
• Super-speed (not as fast as Sonic, but he’s able to keep up with him) by gaining a boost with his tails spinning behind him; spin-dashing, a skill used by curling into a ball and building up speed in place to dash forward in curled-up form, which can destroy robots along the way. Also useful for combat are his tails (which are a lot tougher than they look; they can seriously pack a punch if he sweeps them hard enough) and whatever wrench he may have in hand.
• By twisting his two tails together above him, he can fly as a helicopter would, but only for a bit before he gets tired and has to descend. He can carry up to about 75kg while flying but gets tired much faster the more he carries.

Personality
Being reserved and more introverted than not, it takes a bit for Tails to warm up to strangers— unless, of course, you talk to him about technology. He can go on and on about that, even about enemies' technology, and will often catch himself toward the end embarrassed. No matter how long it takes to warm up though, once Tails is your friend, he's loyal to the end. If you need a hand, he'll always offer his help without a second thought, expecting nothing in return. Friends also get to see the more genuine version of himself, a sarcastic young soul mixed in with a love for action. However, his admiration for this doesn't mean he fights every chance he gets; in fact, Tails is kind-hearted by nature, opting to give second chances, talk things out, and solve things in an easier way rather than get straight to combat. ...Unless your name is Eggman.

He's a lot tougher than he looks, able to take on massive robots not just with physical skill, but with his sharp mind, too. Tails has an always-thinking intelligent brain, creating plans and tools to aid his allies, and using it for his main role aside from combat: piloting planes, something he has an incredible love for, despite being able to fly on his own. He has an extremely curious nature, and as stated earlier, can go on and on about what he's passionate about; he sometimes has a tendency to state the obvious or wonder and ask questions aloud for the sake of learning something new. Unfortunately, a lack of confidence holds him back from his truest potential; though he's saved many cities and even worlds from Eggman— even having the courage to go on when everyone thought Sonic was defeated for good— he's always looking for ways to prove himself, especially when faced with strangers in a new situation. He can easily get upset when people insult him, especially if it's directed toward his abilities as a hero or his two tails.

Backstory
Miles Prower used to live on West Side Island in Emerald Hill Zone, the whereabouts of his parents unknown. Because of his two tails and his mechanic hobby, he was often made fun of by the other residents of the zone. He always admired Sonic the Hedgehog after he was featured in the news as a hero and tried training to be just like him, including running and improving his flight abilities with his tails. One day, he found the hedgehog's plane and the owner sleeping on one of its wings, and the two became friends. When a badnik attack called for action, Tails followed after Sonic and has been his sidekick and little brother ever since. They've gone on numerous world-saving adventures since against Eggman, and Tails has gotten the opportunity to mature and improve his mechanical skills. In the present he's taken more of a background role, letting his friends shine as he supports them with his technology and smart thinking.
 
17569_qkukktvS.png

Name:
Eleanor C. Madison

Appearance:
Standing at 5’6, she is a slender young woman with long jet black hair and fringed bangs. Skin as pale as white sand that almost glows due to how scarless her skin appears. Always fashioned in modest and plain clothing of villagers, mostly colored in midnight black. A stoic face masking most emotions she expresses.

Gender:
Female

Age:
17

Canon:
Toram Online (OC)

Abilities:

1. Archer class adventurer- Starting with her most defining skill is her ability to use ranged weaponry with good efficiency, specifically, Bow and arrows, crossbows, and slow-firing guns. (In the game there are certain skill abilities that I translated and removed some over and generalized for the RP to fit) given the right weapon, she can snipe accurately from a long distance and sometimes even exploit weak spots.

Explaining Archer magic- Archers in Toram online are capable of using magic using their long-ranged equipment which can lead to interesting effects and tactics than the options of the everyday normal archer. For Eleanor's case, an extra requirement has to be made and that is that she must wield an enchanted/magical bow, crossbow, or single fire gun in order for her skills to work. (Eleanor might learn how to enchant her own weapons later on)

Mana gauge- Eleanor will be using a mana gauge system (Although not an item but something to keep track of when casting skills With each skill used the bar lowers and takes time restore back up. Her current limit is 3/3.

[Abilities are locked until later story progression and/or if the currently held weapon is not enchanted with magic]

Amoeba shot- Using magic, an arrow's tip gets covered in a round blue slime-like substance that hinders a target's movement greatly upon impact, to which it explodes widely on the target. Its stickiness sticks to most surfaces and the high viscosity weighs down anything that is stuck to it. Lasts roughly 30-45 seconds, costs 2 MP.

Paralysis shot- Using magic, an arrow's tip, glows into a bright yellow with lightning sparks zapping all around. Unlike Amoeba shot this skill paralyzes a target upon impact. Last roughly around 6 seconds, costs 3 MP


Power shot- Fire a strong magic arrow with great power that cannot be achieved with ranged weapons. In the RP context. This skill charges an arrow that can knock back or even tumble certain enemies off their feet or down from the sky. The major flaw is the charging progress each time the skill is used, taking up to 7 seconds before firing, leaving the marksman vulnerable to attacks or unable to do other tasks until the skill is fired. Costs 1 MP.

Bullseye- Using 3 magical arrows replicating the currently equipped arrows. Three consecutive magical glowing arrows are shot consistently at the same accuracy, unlike other skills these are one of the fastest activations and is used as a burst attack. Costs 2 MP.

Arrow rain- A standard magic skill among the multiverse of archers is the classic arrow rain. Using magic arrows to send down a rain of arrows limited to a single area. Lasts only 6-10 seconds as an area denial skill or an AOE. Costs 3 MP

2. A sharp memory- Eleanor has little to no struggle remembering a certain moment, whether hearing, reading, or memorizing.

3. Culinary artist- Mainly, she is an assistant baker back at home. Although, outside baking her cooking skills levels competitions as she participated and won multiple awards from different contests. Even with little ingredients and tools, she is still resourceful enough to operate.

4. Magic operator- In the land of Toram, humans are capable of casting and manifesting magic to work to their advantage, although there are certain levels and are different to some individuals. For Eleanor, she requires a magical item (Magic staffs or other magical devices) to channel magic, although limited to the magical item's intended design. For example; she cannot cast fire magic with an ice staff.

Equipment:

1. Iron bow: A standard-sized bow that is slightly polygonal in shape due to the whole thing being a light metallic bow. There are two notable things about the rather normal-looking bow is its durability and a slight bass strum with every arrow shot out of the bow. Unfortunately, it is not an enchanted magical item, preventing magical arrows form being operated.

2. 44 iron arrows- Universal standard iron arrows.

Personality:
Despite her blank expressions. Eleanor happens to be more subtle with her emotions, combined with her very introverted self. One could easily be mistaken that she is very uncaring when it's actually quite the opposite, quite observed to be merciful yet fair. The well-mannered young lady is no slouch either, she is hard-working and quite obedient when work is given to her. If she becomes close to someone, they may unlock her quick-witted humor & strict advisory side.

Backstory:
The land of Toram is well known for its diverse biomes scattered with all kinds of creatures adapted to its environment and megastructures built by hands. A sky-scraping city is one of the popular locations for its larger-than-life architecture of houses, shops, and castles. This is Edenbaum, Eleanor spent most of her life in the city above the clouds. With her aunt and uncle, they run a local bakery with decent success. Eleanor, despite her natural talents with ranged weapons, dislikes the roaming life of adventurers all over Toram. Choosing to work in the family business instead.

Inside the city was surrounded by a 100 feet wall to protect itself from the dangers lurking creatures outside Edenbaum’s walls. Until outsiders like adventurers or other non-residents bring forth trouble every now and then. Eleanor, despite her, despise for adventurers is also a part-time archer adventurer herself as she took training from an archer’s guild. Little did she know she had yet to face something else entirely.
 
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Name: Francis Castiglione/Frank Castle/The Punisher

Appearance:
The Punisher is a dark-haired, well-built, and scary-looking man standing at 6’3. He wears a black and white stain-resistant suit with his trademark skull on the front, plus several pouches and holsters for his weapons. He currently carries a 1911 pistol, a derringer, two knives, and two grenades.

Gender: Male
Age: Late 30’s/Early 40’s
Canon: Marvel Universe (Earth 616)
Abilities:
  • Peak physical condition - The Punisher is both fast and strong, with high pain tolerance. He has an intense workout regimen and doesn’t drink or use any drugs, prescription or otherwise.
  • Martial arts - He is a savage hand-to-hand combatant and can skillfully use improvised or purpose-built melee weapons.
  • Strategy - Having served in Vietnam, Castle became an excellent tactician and guerrilla fighter, using his wits when ammo was limited.
  • Marksmanship - He can use conventional firearms with ease, from derringers and Uzis to sniper rifles and grenade launchers.
Personality:
Frank Castle has PTSD from having witnessed the murder of his family. He is desensitized to violence, cold, calculating, and merciless towards criminals. His humor is subtle but morbid. He is more than willing to resort to sabotage, blackmail, and kidnapping to gain the upper hand. Evil as he may seem, he does show compassion for people who were roped into crime and can’t get out due to factors like drugs or blackmail. He is usually at odds with other heroes because of his brutal methods.

Backstory:
Francis Castiglione was never a “nice” person, per se. He served multiple tours in Vietnam, even changing his name to avoid notice as he served additional tours as a scout sniper. Amidst all this, he somehow managed to have a family, though his relationship with his wife was strained. Some time after the war, he and his family stumbled across a mob execution in Central Park and were attacked. Frank was the sole survivor. Corrupt cops and judges barred him from testifying in court. He then set out on a bloody campaign against crime, alarming heroes and villains alike. Having toppled an oppressive foreign government and cheated death, he’s confident he can wriggle his way out of this new predicament.
 
Last edited:
Name: sid wilson

Appearance: Gender:

Age: 26

Canon: dj septum 45-86 (not a real thing)

Abilities: shockwave,throwable blade discs

Personality: kinda cocky

Backstory: was a regular dj in -dj septum 45-86- being happy and having a good life his music was going good and his fame was growing
and gaining a lot of money but in one certain live concert while playing with his band he suddenly blacks out then wakes up in a weird place that does not look like his world
iLz3kJH.png

Name
Miles "Tails" Prower

Appearance
An orange-yellow fox with some white fur standing at about 80cm (2'7"). He has blue eyes and three strands depicting bangs on his head. He wears white gloves and red and white shoes, both of which have silver bands around them. The most notable feature about him, true to his nickname, are his two fluffy tails. (Image source: official art from Sonic Riders)

Gender
Male (he/him)

Age
Eight

Canon
Sonic the Hedgehog

Abilities
• Tails can invent and repair tools and technology that might be needed, given that the materials are available. His main specialties are planes and computer tech, but he's skilled in the general field of invention; some of his creations include a radar to detect "Chaos energy", a tablet called the Miles Electric which features audio/video communication devices and a translator for alien speech, and multiple plane-mechs.
• Operation of technology, including planes and other vehicles; he can get a grip on new interfaces quickly and has lots of previous experience piloting.
• Super-speed (not as fast as Sonic, but he’s able to keep up with him) by gaining a boost with his tails spinning behind him; spin-dashing, a skill used by curling into a ball and building up speed in place to dash forward in curled-up form, which can destroy robots along the way. Also useful for combat are his tails (which are a lot tougher than they look; they can seriously pack a punch if he sweeps them hard enough) and whatever wrench he may have in hand.
• By twisting his two tails together above him, he can fly as a helicopter would, but only for a bit before he gets tired and has to descend. He can carry up to about 75kg while flying but gets tired much faster the more he carries.

Personality
Being reserved and more introverted than not, it takes a bit for Tails to warm up to strangers— unless, of course, you talk to him about technology. He can go on and on about that, even about enemies' technology, and will often catch himself toward the end embarrassed. No matter how long it takes to warm up though, once Tails is your friend, he's loyal to the end. If you need a hand, he'll always offer his help without a second thought, expecting nothing in return. Friends also get to see the more genuine version of himself, a sarcastic young soul mixed in with a love for action. However, his admiration for this doesn't mean he fights every chance he gets; in fact, Tails is kind-hearted by nature, opting to give second chances, talk things out, and solve things in an easier way rather than get straight to combat. ...Unless your name is Eggman.

He's a lot tougher than he looks, able to take on massive robots not just with physical skill, but with his sharp mind, too. Tails has an always-thinking intelligent brain, creating plans and tools to aid his allies, and using it for his main role aside from combat: piloting planes, something he has an incredible love for, despite being able to fly on his own. He has an extremely curious nature, and as stated earlier, can go on and on about what he's passionate about; he sometimes has a tendency to state the obvious or wonder and ask questions aloud for the sake of learning something new. Unfortunately, a lack of confidence holds him back from his truest potential; though he's saved many cities and even worlds from Eggman— even having the courage to go on when everyone thought Sonic was defeated for good— he's always looking for ways to prove himself, especially when faced with strangers in a new situation. He can easily get upset when people insult him, especially if it's directed toward his abilities as a hero or his two tails.

Backstory
Miles Prower used to live on West Side Island in Emerald Hill Zone, the whereabouts of his parents unknown. Because of his two tails and his mechanic hobby, he was often made fun of by the other residents of the zone. He always admired Sonic the Hedgehog after he was featured in the news as a hero and tried training to be just like him, including running and improving his flight abilities with his tails. One day, he found the hedgehog's plane and the owner sleeping on one of its wings, and the two became friends. When a badnik attack called for action, Tails followed after Sonic and has been his sidekick and little brother ever since. They've gone on numerous world-saving adventures since against Eggman, and Tails has gotten the opportunity to mature and improve his mechanical skills. In the present he's taken more of a background role, letting his friends shine as he supports them with his technology and smart thinking.
View attachment 911196

Name:
Eleanor Madison

Appearance:
Standing at 5’6, she is a slender young woman with long jet black hair and fringed bangs. Skin as pale as white sand that almost glows due to how scarless her skin appears. Always fashioned in modest and plain clothing of villagers. A stoic face masking most emotions she expresses.

Gender:
Female

Age:
17

Canon:
Toram Online (OC)

Abilities:

1. Archer class adventurer- Starting with her most defining skill is her ability to use ranged weaponry with good efficiency, specifically, Bow and arrows, crossbows, and slow firing guns. (In the game there are certain skill abilities that i translated and removed some over and generalized for the RP to fit) given the right weapon she can snipe accurately from a long distance and sometime even exploit weak spots.

2. A sharp memory- Eleanor has little to no struggle remembering a certain moment, whether hearing, reading, or memorizing.

3. Culinary artist- Mainly, she is a assistant baker. Although, outside baking her cooking is on par or decent scale. Even with little ingredients and tools she is still resourceful enough to operate.

Personality:
Despite the stone cold face, she is different when spoken to. Prefers to keep her words short and concise as she is not interested to keep babbling longer than needed. A personality that has been carried over outside of her own work.

She does still treat those with deserving respect where its due. Sometimes too much, her stoic yet polite tone is very distinct enough to be heard faintly if mixed with other voices. One may find her tone actions speaking louder volumes than her own words.

Backstory:
In the land of Toram where dragons, grand mountains and beautiful nature. A sky scraping city is one of the popular location for it’s larger-than-life architecture of houses, shops and castles. This is Edenbaum, Eleanor spent most of her life in the city above the clouds. With her aunt and uncle, they run a local bakery with decent success. Eleanor, despite her natural talents with ranged weapons dislikes the roaming life of adventurers all over Toram. Choosing to work in the family business instead.

Inside the city was surrounded by a 100 feet wall to protect itself from the dangerous lurking creatures outside Edenbaum’s walls. Until outsiders like adventurers or other non residents bring forth trouble every now and then. Eleanor, despite her despise for adventurers is also a part time archer adventurer herself as she took training from an archer’s guild. Little did she know she yet to face something else entirely.
View attachment 911105
Name: Francis Castiglione/Frank Castle/The Punisher

Appearance:
The Punisher is a dark-haired, well-built, and scary-looking man standing at 6’3. He wears a black and white stain-resistant suit with his trademark skull on the front, plus several pouches and holsters for his weapons. He currently carries a 1911 pistol, a derringer, two knives, and two grenades.

Gender: Male
Age: Late 30’s/Early 40’s
Canon: Marvel Universe (Earth 616)
Abilities:
  • Peak physical condition - The Punisher is both fast and strong, with high pain tolerance. He has an intense workout regimen and doesn’t drink or use any drugs, prescription or otherwise.
  • Martial arts - He is a savage hand-to-hand combatant and can skillfully use improvised or purpose-built melee weapons.
  • Strategy - Having served in Vietnam, Castle became an excellent tactician and guerrilla fighter, using his wits when ammo was limited.
  • Marksmanship - He can use conventional firearms with ease, from derringers and Uzis to sniper rifles and grenade launchers.
Personality:
Frank Castle has PTSD from having witnessed the murder of his family. He is desensitized to violence, cold, calculating, and merciless towards criminals. His humor is subtle but morbid. He is more than willing to resort to sabotage, blackmail, and kidnapping to gain the upper hand. Evil as he may seem, he does show compassion for people who were roped into crime and can’t get out due to factors like drugs or blackmail. He is usually at odds with other heroes because of his brutal methods.

Backstory:
Francis Castiglione was never a “nice” person, per se. He served multiple tours in Vietnam, even changing his name to avoid notice as he served additional tours as a scout sniper. Amidst all this, he somehow managed to have a family, though his relationship with his wife was strained. Some time after the war, he and his family stumbled across a mob execution in Central Park and were attacked. Frank was the sole survivor. Corrupt cops and judges barred him from testifying in court. He then set out on a bloody campaign against crime, alarming heroes and villains alike. Having toppled an oppressive foreign government and cheated death, he’s confident he can wriggle his way out of this new predicament.

Your characters are all accepted! I'll post the link the main thread to the interest check and also add it to the extra pages and you can begin posting!
 
GODZILLA
f4dda25944a97a5129888ef23d286806.pngGender:

Male

Age:

Unknown

Canon:

Monsterverse
Post Godzilla vs Kong

Abilities:

Nuclear Breath
Radiation Immunity
Water Breathing
Slow Regeneration
Immunity to conventional military weapons
Sixth Sense - Godzilla possesses an ability that enables him to sense the life force of other kaiju, as well as pinpoint to where their locations are.

Burning Gozilla (Locked)
Nuclear Pulse (Locked)
Both locked abilities require Godzilla to be overcharged by a Nuclear explosion, while also absorbing Mothra's life force while in a state of near death.

Personality:

Godzilla is one who asserts his dominance whenever the need to show his kingly authority arises. He also is very determined to finish a conflict by ending it himself. He often solves problems by attacking first and asking questions later, but other times, he'll put his own life on the line to save his own kind (Other Kaiju/Titans).
Possesses a deep hatered for Kong.


Backstory:

The king of the monsters, Alpha predator of ages past, and a worshipped deity of an ancient race, Godzilla is one of the strongest beings from his (Dimension?). He faced many challenges, and defeated many a foe, but what happens when a King faces something he never encountered before? This is that story.

Notes:
Godzilla in this rp shall be able to speak in english. His VA is Dan Green.​
 
GODZILLA
View attachment 911679Gender:

Male

Age:
Unknown

Canon:
Monsterverse
Post Godzilla vs Kong

Abilities:
Nuclear Breath
Radiation Immunity
Water Breathing
Slow Regeneration
Immunity to conventional military weapons
Sixth Sense - Godzilla possesses an ability that enables him to sense the life force of other kaiju, as well as pinpoint to where their locations are.

Burning Gozilla (Locked)
Nuclear Pulse (Locked)
Both locked abilities require Godzilla to be overcharged by a Nuclear explosion, while also absorbing Mothra's life force while in a state of near death.

Personality:
Godzilla is one who asserts his dominance whenever the need to show his kingly authority arises. He also is very determined to finish a conflict by ending it himself. He often solves problems by attacking first and asking questions later, but other times, he'll put his own life on the line to save his own kind (Other Kaiju/Titans).
Possesses a deep hatered for Kong.


Backstory:
The king of the monsters, Alpha predator of ages past, and a worshipped deity of an ancient race, Godzilla is one of the strongest beings from his (Dimension?). He faced many challenges, and defeated many a foe, but what happens when a King faces something he never encountered before? This is that story.

Notes:
Godzilla in this rp shall be able to speak in english. His VA is Dan Green.​
Accepted lol. Although as I clarified in the OOC, Godzilla's size and breath will be nerfed until he is able to gain his full power back over the course of the RP.
 
Accepted lol. Although as I clarified in the OOC, Godzilla's size and breath will be nerfed until he is able to gain his full power back over the course of the RP.
Of course. That is what came to mind when I made his CS. I know full well he's gonna get nerfed for the RP until otherwise stated
 
DFF_NT_noctis copy.pngNoctis Lucis Caelum


Gender: Male

Age: 20.

Canon: Final Fantasy XV / 15.

Appearance:
Noctis is a young man with spiky black hair, and medium length bangs covering his crystal blue eyes. He wears a black, unzipped jacket with skull shaped buttons and sequin styled pockets. Under his jacket, he is wearing a skull printed fray undershirt. His trousers are charcoal black and he wears red-soled buckled boots, complemented with a motorcyclist glove on his left hand.

Personality:
Noctis can appear curt and egotistical, though not because of his royalty, being 114th in line for the Lucian throne, the Chosen King destined to banish all evil, but rather because of his rather turbulent upbringing, which often left him isolated for a majority of his childhood, but does not see common folk as lesser, some of his closest friends being not of royal blood; he is kind to most everyone he meets and is always willing to offer a helping hand. Around those he feels comfortable, he is predominantly playful, sarcastic and ever snarky, often enthusing over his hobbies and other enjoyments in passing.


Powers/Abilities:
The power granted to the First King of Lucis by the god-like Astrals is known only as The Power of Kings, or the Armiger. It grants the power to access an inter-dimensional space in which objects may be stored in crystalline form, and, while intended to wield weapons of great power to be used against the forces of darkness, it can pocket most any item. It’s primordial purpose is to assist the Chosen King, utilizing the full power of the kings of yore by using the Armiger to wield the Royal Arms, though it can be used for an diverse array of unique applications.

Warp:
Noctis channels the Armiger to become intangible, allowing him to move through solid objects and seemingly teleport certain distances, the most common application of this technique is the Warp Strike, a technique that involves Noctis throwing his weapon at the enemy before warping to the destination, using his momentum to drive forth his weapon with often devastating results, however, using this technique multiple times in quick succession drains his magic quickly. He may also Airstep (Currently unable to use), which, as it sounds, involves Noctis pushing off the air as if it were a solid surface, granting him increased maneuverability. These require Magical Power, or MP, to utilize.

(Locked until found in this world) Royal Arms:
An arsenal of thirteen separate weapons wielded long ago by kings of yore, clandestine to be used simultaneously by the Chosen King. Each unique from one another, crafted by masters of the craft, weapons fit for a king. They are each individually blessed by the Astrals, granting them magical properties and a potency against all the evils darkness can conjure. They are exceptionally powerful, but drain the life force of their user, encouraging a conservative use of their powers.

Items brought into this world:
Hi-Potion x6, Phoenix Down x1, Ragnarok (Sword that deals more damage from warp striking), Sarah's short sword (A sword that he obtained from another cross-dimensional travel event with Terra World), Engine Blade (Default sword that does elemental damage based on what he's absorbed), Blood sword (Heals part of what damage he deals... very minimal) Fishing rod (Default), 1500 Gil (Currency),

Backstory:
Noctis is the only heir of King Regis Lucis Caelum CXIII of Lucis. This royal family protects the Crystal, a divine, magical object that is connected to the world's divinities. At five, Noctis was chosen by the Crystal to be the “True King”, a figure of prophecy that would purge Eos of the Starscourge, a plague capable of triggering eternal darkness onto the world and transforming living beings into demons. At eight, Noctis was assaulted by a demon and had to travel to Tenebrae to recover, where he meets the princess of the nation, Lunafreya Nox Fleuret. Noctis and Regis must flee when the nation is invaded by the Niflheim Empire. As an heir to the throne of Lucis, Noctis is able to use the “power of kings”, which allows him to materialize weapons that he owns out of thin air and wield the royal arms of his ancestors. After the Niflheim steals the Crystal from the Royal Family in Capital City, Noctis sets out to recover it. Noctis also gains the help of Astrals, divine beings that originally trusted the Crystal to his Royal Family. In-game, the Astrals come to aid Noctis as powerful summons that will easily defeat enemies.

On his quest, he is indirectly aided by the Oracle Lunafreya (who also happens to be Noctis’ fiancé), her attendant Gentiana, and Niflheim's Chancellor Ardyn Izunia. Ardyn turns out to be the immortal older brother of Somus, an ancient ancestor of Noctis who swore to exact revenge on the Crystal and his bloodline because they demonized him for taking the Starscourge into his body to heal the infected. Eventually, Noctis is pulled into the Crystal and learns from the Astral Bahamut that he can destroy the Starscourge forever, but must sacrifice himself to do so. Noctis eventually reunites with his companions and they defeat Ardyn. He then sacrifices himself and purges the world of the Starscourge.

Weaknesses:
• If his powers are abused and his MP reaches 0, he could be debilitated, or even mortally wounded depending on the level of overuse.
• His coping mechanism is to run away, bottling up his emotions until he just gets worse and worse, claiming he’s ‘handling his hurt alone’, but he’ll need help.
• He has a terrible fear of not meeting the expectations of others, and is in a perpetual state of worrying about leaving a good impression.
• Huge lightweight, regularly dozes off.​
 
Last edited:
Name: Jak/Mar and Daxter

Appearance: https://upload.wikimedia.org/wikipedia/en/7/72/Jak_and_Daxter_PSASBR.png

Gender: Male

Age:18

Canon: Jak 3

Abilities: Jak has a whole list of abilities:


Jak is also a master eco channeler and can use all the ecos as energy.

Dark Jak:


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-Claws/Strength
-Paraylising eco lightning
-Dark Bomb
-Dark Giant
-Dark Blast


Light Jak:
1631298488384.png

Light Jak's attack

Light Regeneration
Light Shield
Light Flight
Light time slow

Mar's armor- Armor given to Jak by his father

Morph gun that changes into 16 different weapons at once

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Personality: Jak was a brave and adventurous teen just wanting to have fun and mess around with his friend, Daxter only for Daxter to fall into a pit of Dark eco and turn into an ottsel. Jak’s life had been relatively calm when he ended up in Haven City and got tortured in a prison for two years before Daxter risked life and tail to get into the prison and get him out. Jak has a tough exterior, often getting angry at folks at first glance and once he trusts them, starts revealing his calmer interior. Jak becomes angry and his dark form controls his temper. Events change his life throughout Jak II and Jak is no longer angry, emotional and brooding and the Precursors gift him Light Jak in Jak III where he is able to balance his emotions with Light Jak, allowing him to calmly think things out and begin to mature more. He still hides an angry streak inside him.

Backstory:

Pre-birth, and early life:

Jak was born to the Grand House of Mar in Haven City as the son of King Damas. His mother was never mentioned in any of the games, making him one of a few characters to have a father with no apparent mother.

Some time after his birth, Jak's father was betrayed by Baron Praxis and Veger. The politics of the impeachment remain unknown, however it is known that it was amid the Metal Head Wars. Through betrayal and tyranny, Baron Praxis rose to power as the "temporary" ruler of Haven City and banished Damas to the Wasteland. Jak was pronounced an orphan and left on the city streets, losing the birth name Mar (for an unknown reason) and given the pen name "the kid."[11]
Veger, the council leader of Haven City, was in a desperate search for the Precursor catacombs in hopes of turning the Planetary defense grid on to defend the planet from the foreseeable future. Veger hoped to harness Jak's purity to awaken ancient Precursor technology, and managed to kidnap him intermittently before losing him to a new rebel movement coined the Underground whose sole purpose was to put young Jak back on the throne where he belonged and re-establish the House of Mar as the ruling dynasty of Haven City. Although Veger stated that he lost young Jak to the Underground, the Shadow (the Underground leader) noted that he found him just "wandering the streets," suggesting young Jak may have escaped by his own power.
At some point during these events, an older version of Jak arrived from a different time zone. Soon after being consoled by the Underground, Kor, an elderly member of the Underground, was assigned as the attendant of young Jak and his pet cracadog.
The Shadow originally planned for the young child heir to open the Tomb of Mar and pass the Trials of Manhood to gain the Precursor Stone in order to defeat the Metal Head leader, but the tomb refused to admit the kid on the grounds that he was too young to face the tests. Instead, older Jak forced his way through the door of the tomb in an attempt to retrieve the stone, which at the time was viewed as a desecration due to his impurity. After older Jak passed the trials, young Jak vanished: Kor kidnapped him so that he could open the Precursor Stone for himself.

Before The Precursor Legacy
Kor would later be revealed to be the Metal Head leader, disguising himself as an Underground member to sabotage Baron Praxis, who made a deal with him that somewhat neutralized the ongoing war activity. Older Jak sent young Jak into the past with the Shadow, in order to protect him from the danger of Kor.
Young Jak would then be raised into his adolescence under the watchful eye of the Shadow (real name being Samos). Jak grew up in Sandover Village alongside fellow villager Daxter, who became a close acquaintance. He also grew up with Samos' daughter Keira Hagai, who became his main love interest. The events of The Precursor Legacy would take place around ten years after this, when Jak was 15 years old.

The opening cutscene of The Precursor Legacy features Jak—along with his friend, Daxter (who was still in his human form)—straying about Misty Island; a place that was restricted by their watchover Samos. The two entered a large area where two dark figures were levitating in front of a large group of Lurkers, where they secretly observed them telling their apparent army to kill anyone straying from "the village."

Jak and Daxter then continued searching the island, where they were confronted by a large bone armor lurker shortly after the secret observation. The lurker charged the two when Jak quickly threw an activated dark eco canister, disposing of the lurker, but inadvertently knocking Daxter into a pool of dark eco. When Daxter came back out, he was in the form of an ottsel.
Jak then returned to Sandover Village to ask Samos for help. The two then discovered that their only hope of changing Daxter back is finding Gol Acheron, the dark eco sage, who lived far to the north of the continent. Jak then began basic combat and athletic training at Geyser Rock, where he got his heroic start collecting power cells and traveling north.
Jak and Daxter, along with Samos and Keira, later found out while at the Red Sage's hut that Gol Acheron and his sister Maia Acheron had been corrupted by the dark eco they were studying and were trying to activate a Precursor robot to assist them in opening a dark eco silo to flood the world with dark eco. Jak then entered their citadel, freed the captive sages and fought the two in their Precursor robot. Near the end of their battle, Jak discovered light eco, when four towers surrounding the silo opened up and the four colored ecos inside combined, which could change Daxter back (theoretically) or defeat Gol and Maia and save the world. He chose to save the world, and after the battle, Jak opened the ancient Precursor door at the top of the citadel, and discovered the rift gate and rift rider behind it, which would start the events of Jak II.
During The Precursor Legacy, Jak was mute for an unknown reason. Note that young Jak, the kid, from Jak II did not speak either.

Before Jak II

Between the end of The Precursor Legacy and the start of Jak II, Jak, Daxter, Keira, and Samos moved the rift rider and rift gate back to Sandover Village from the location of the large Precursor door. The four are seen studying the artifact in the opening cutscene, where Keira discovered that the Rider somehow interacts with the Ring. Jak was left to find out how to activate it, where he pressed the ruby button encased in the Heart of Mar , which activated the time map. This opened the Gate, which inadvertently released the metal heads from an unknown location and caused a swarm of metal heads to attack Sandover Village, starting the second of the two Metal Head Wars.
Jak then managed to activate the Rider and entered the Gate, where they were sent into the future in Haven City. Upon entering the city, Jak was arrested by a patrol of Krimzon Guards headed by their commander, Erol. Daxter escaped (starting the events of the spin-off game Daxter), while Keira somehow became a mechanic in the city, and Samos was arrested and imprisoned (as his equivalent for that timezone was currently the leader of the Underground but called the "Shadow," and was therefore taken into custody in confusion).
Jak would be imprisoned for two years before being rescued by Daxter at the end of Daxter (game)

Though Jak's appearances are brief, the plot leading up to Jak II concerning Jak's acquisition of dark powers is somewhat significant. During these two years, he was imprisoned and experimented on under the Dark Warrior Program. He went through multiple experiments and injections, changing his previous personality seen in The Precursor Legacy from a quiet, headstrong boy with an apparent mutism disorder, to a bitter, revenge-stricken adolescent. By the events of Jak II, Jak broke away from his mutism.

Jak II


After being rescued by Daxter and escaping from prison, Jak experienced the first display of his dark alter ego(evinced from past experiments) while defeating a squad of guards in the Slums. He was asked to do so by Kor—who was disguised as a human working for the Underground—in order to protect a "very important" child. After defeating the guards, Kor directed Jak to the Underground, a rebel movement waging war against Baron Praxis; Kor noting that its leader, the Shadow, could use fighters like him (Dark Jak). Kor told Jak to find the hideout in a dead-end valley near the city wall, instructing him to ask for Torn.

Upon meeting Torn, Jak was at first rejected. After Jak told the leader that he wished to see the "Shadow," Torn gave him the mission "Retrieve banner from Dead Town", in which Jak succeeded; starting initiation missions for membership to the Underground.

From then on, Jak worked with a variety of new characters including Krew, a local smuggler and gang-lord, who had apparent connections with the Underground, as well as Onin, a blind soothsayer who knew of Jak's arrival from the past, and was also able to foresee his future. Others included Brutter, Kor, Vin, and Sig. Jak later discovered that the strange new world which they were making their way through was actually in the future, and that Haven City was built around Sandover Village, which was now known as Dead Town.
Later in the game, Jak met the Shadow, and discovered it was actually younger Samos. He found Keira and older Samos as well, and upon defeating Kor (who revealed himself to be the Metal Head leader), sent his younger self (the "very important" child) back into the past with the Shadow to grow up safely in Sandover Village, thus repeating the time loop.

Jak 3

Shortly after the events of Jak II, war broke out on the streets of Haven City, as new Krimzon Death Bots took over a vital section of the industrial area of Haven, and a large group of stronger Metal Heads that survived the death of their leader concentrated in the gardens sector of the city (at that point renamed Metal Head city). Veger saw this as an opportunity to rid Haven City of Jak, and therefore found him guilty in association with Krew, who compromised Haven City's security which they thought let the metal heads into the city. Veger, on behalf of the Grand Council of Haven City, banished Jak to the Wasteland for life.Distraught, only accompanied by Pecker and Daxter, Jak began looking for salvation in the midst of the desert. He eventually fainted in exhaustion, and having the beacon given to him by Ashelin just before their departure, was found by the king of Spargus, named Damas.

Jak, along with Daxter and Pecker, were taken into Damas' sanctum where they were bathed and Jak's clothing was reduced and his hair cut. Jak nearly died, as Damas noted he was preparing to have his monks pray for him. Jak fought in arena matches to prove himself worthy of keeping, where he eventually earned citizenship to Spargus, and became an official "wastelander." During this process he met Sig again, an ally from Jak II, in the Arena of Death, where they were ordered to kill each other under arena rules, though they both withheld the task and were forced to prove their worth to Spargus another way.

Later, Jak was invited back to Haven City by Ashelin. Though he initially refused, he returned to fight in the War for Haven City. Before entering Haven City however, Jak had an encounter with Count Veger, who activated a Precursor robot, although Jak managed to defeat it. Later, after reuniting with Torn, Cyber Errol was revealed to be the leader of the KG Death Bots as well as the surviving Metal Heads, however the greater threat was from the incoming Dark Maker ship, which Errol sought to control in order to destroy the planet.
In order to destroy the ship, Jak needed to activate the Planetary Defense System by accessing the catacombs near the ruins of the Mar Memorial Stadium. Damas answered Jak's call for help, but was crushed under their vehicle when a blast overturned it, inadvertently revealing that Damas was Jak's father in the final moments of his life. Jak continued through the catacombs, activating the Planetary Defense System and traveled to the Dark Maker's ship to stop Cyber Errol, who escaped in a terraformer before the ship was destroyed. Returning to the Wasteland, Jak defeated Errol and his terraformer. The Precursors, revealed to be ottsels, asked him to come with them to protect the universe. He declined the offer due to the inseparable nature between Jak and Daxter similarly witnessed in the opening cutscene in the beginning of the game (when Daxter stayed behind with Jak in the Wasteland). It is also revealed that Jak's birth name was in fact Mar leaving many fans to speculate on whether Jak is the actual "Mar" who built Haven City, or if he is just of the same lineage and named after the famous figure.
 
View attachment 912158Noctis Lucis Caelum


Gender: Male

Age: 20.

Canon: Final Fantasy XV / 15.

Appearance:
Noctis is a young man with spiky black hair, and medium length bangs covering his crystal blue eyes. He wears a black, unzipped jacket with skull shaped buttons and sequin styled pockets. Under his jacket, he is wearing a skull printed fray undershirt. His trousers are charcoal black and he wears red-soled buckled boots, complemented with a motorcyclist glove on his left hand.

Personality:
Noctis can appear curt and egotistical, though not because of his royalty, being 114th in line for the Lucian throne, the Chosen King destined to banish all evil, but rather because of his rather turbulent upbringing, which often left him isolated for a majority of his childhood, but does not see common folk as lesser, some of his closest friends being not of royal blood; he is kind to most everyone he meets and is always willing to offer a helping hand. Around those he feels comfortable, he is predominantly playful, sarcastic and ever snarky, often enthusing over his hobbies and other enjoyments in passing.


Powers/Abilities:
The power granted to the First King of Lucis by the god-like Astrals is known only as The Power of Kings, or the Armiger. It grants the power to access an inter-dimensional space in which objects may be stored in crystalline form, and, while intended to wield weapons of great power to be used against the forces of darkness, it can pocket most any item. It’s primordial purpose is to assist the Chosen King, utilizing the full power of the kings of yore by using the Armiger to wield the Royal Arms, though it can be used for an diverse array of unique applications.

Warp:
Noctis channels the Armiger to become intangible, allowing him to move through solid objects and seemingly teleport certain distances, the most common application of this technique is the Warp Strike, a technique that involves Noctis throwing his weapon at the enemy before warping to the destination, using his momentum to drive forth his weapon with often devastating results, however, using this technique multiple times in quick succession drains his magic quickly. He may also Airstep (Currently unable to use), which, as it sounds, involves Noctis pushing off the air as if it were a solid surface, granting him increased maneuverability. These require Magical Power, or MP, to utilize.

(Locked until found in this world) Royal Arms:
An arsenal of thirteen separate weapons wielded long ago by kings of yore, clandestine to be used simultaneously by the Chosen King. Each unique from one another, crafted by masters of the craft, weapons fit for a king. They are each individually blessed by the Astrals, granting them magical properties and a potency against all the evils darkness can conjure. They are exceptionally powerful, but drain the life force of their user, encouraging a conservative use of their powers.

Items brought into this world:
Hi-Potion x6, Phoenix Down x1, Ragnarok (Sword that deals more damage from warp striking), Sarah's short sword (A sword that he obtained from another cross-dimensional travel event with Terra World), Engine Blade (Default sword that does elemental damage based on what he's absorbed), Blood sword (Heals part of what damage he deals... very minimal) Fishing rod (Default), 1500 Gil (Currency),

Backstory:
Noctis is the only heir of King Regis Lucis Caelum CXIII of Lucis. This royal family protects the Crystal, a divine, magical object that is connected to the world's divinities. At five, Noctis was chosen by the Crystal to be the “True King”, a figure of prophecy that would purge Eos of the Starscourge, a plague capable of triggering eternal darkness onto the world and transforming living beings into demons. At eight, Noctis was assaulted by a demon and had to travel to Tenebrae to recover, where he meets the princess of the nation, Lunafreya Nox Fleuret. Noctis and Regis must flee when the nation is invaded by the Niflheim Empire. As an heir to the throne of Lucis, Noctis is able to use the “power of kings”, which allows him to materialize weapons that he owns out of thin air and wield the royal arms of his ancestors. After the Niflheim steals the Crystal from the Royal Family in Capital City, Noctis sets out to recover it. Noctis also gains the help of Astrals, divine beings that originally trusted the Crystal to his Royal Family. In-game, the Astrals come to aid Noctis as powerful summons that will easily defeat enemies.

On his quest, he is indirectly aided by the Oracle Lunafreya (who also happens to be Noctis’ fiancé), her attendant Gentiana, and Niflheim's Chancellor Ardyn Izunia. Ardyn turns out to be the immortal older brother of Somus, an ancient ancestor of Noctis who swore to exact revenge on the Crystal and his bloodline because they demonized him for taking the Starscourge into his body to heal the infected. Eventually, Noctis is pulled into the Crystal and learns from the Astral Bahamut that he can destroy the Starscourge forever, but must sacrifice himself to do so. Noctis eventually reunites with his companions and they defeat Ardyn. He then sacrifices himself and purges the world of the Starscourge.

Weaknesses:
• If his powers are abused and his MP reaches 0, he could be debilitated, or even mortally wounded depending on the level of overuse.
• His coping mechanism is to run away, bottling up his emotions until he just gets worse and worse, claiming he’s ‘handling his hurt alone’, but he’ll need help.
• He has a terrible fear of not meeting the expectations of others, and is in a perpetual state of worrying about leaving a good impression.
• Huge lightweight, regularly dozes off.​
Accepted! I also appreciate that you've clarified which powers are locked at the beginning!

Name: Jak/Mar and Daxter

Appearance: https://upload.wikimedia.org/wikipedia/en/7/72/Jak_and_Daxter_PSASBR.png

Gender: Male

Age:18

Canon: Jak 3

Abilities: Jak has a whole list of abilities:


Jak is also a master eco channeler and can use all the ecos as energy.

Dark Jak:


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-Claws/Strength
-Paraylising eco lightning
-Dark Bomb
-Dark Giant
-Dark Blast


Light Jak:
View attachment 912281

Light Jak's attack

Light Regeneration
Light Shield
Light Flight
Light time slow

Mar's armor- Armor given to Jak by his father

Morph gun that changes into 16 different weapons at once

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Personality: Jak was a brave and adventurous teen just wanting to have fun and mess around with his friend, Daxter only for Daxter to fall into a pit of Dark eco and turn into an ottsel. Jak’s life had been relatively calm when he ended up in Haven City and got tortured in a prison for two years before Daxter risked life and tail to get into the prison and get him out. Jak has a tough exterior, often getting angry at folks at first glance and once he trusts them, starts revealing his calmer interior. Jak becomes angry and his dark form controls his temper. Events change his life throughout Jak II and Jak is no longer angry, emotional and brooding and the Precursors gift him Light Jak in Jak III where he is able to balance his emotions with Light Jak, allowing him to calmly think things out and begin to mature more. He still hides an angry streak inside him.

Backstory:

Pre-birth, and early life:

Jak was born to the Grand House of Mar in Haven City as the son of King Damas. His mother was never mentioned in any of the games, making him one of a few characters to have a father with no apparent mother.

Some time after his birth, Jak's father was betrayed by Baron Praxis and Veger. The politics of the impeachment remain unknown, however it is known that it was amid the Metal Head Wars. Through betrayal and tyranny, Baron Praxis rose to power as the "temporary" ruler of Haven City and banished Damas to the Wasteland. Jak was pronounced an orphan and left on the city streets, losing the birth name Mar (for an unknown reason) and given the pen name "the kid."[11]
Veger, the council leader of Haven City, was in a desperate search for the Precursor catacombs in hopes of turning the Planetary defense grid on to defend the planet from the foreseeable future. Veger hoped to harness Jak's purity to awaken ancient Precursor technology, and managed to kidnap him intermittently before losing him to a new rebel movement coined the Underground whose sole purpose was to put young Jak back on the throne where he belonged and re-establish the House of Mar as the ruling dynasty of Haven City. Although Veger stated that he lost young Jak to the Underground, the Shadow (the Underground leader) noted that he found him just "wandering the streets," suggesting young Jak may have escaped by his own power.
At some point during these events, an older version of Jak arrived from a different time zone. Soon after being consoled by the Underground, Kor, an elderly member of the Underground, was assigned as the attendant of young Jak and his pet cracadog.
The Shadow originally planned for the young child heir to open the Tomb of Mar and pass the Trials of Manhood to gain the Precursor Stone in order to defeat the Metal Head leader, but the tomb refused to admit the kid on the grounds that he was too young to face the tests. Instead, older Jak forced his way through the door of the tomb in an attempt to retrieve the stone, which at the time was viewed as a desecration due to his impurity. After older Jak passed the trials, young Jak vanished: Kor kidnapped him so that he could open the Precursor Stone for himself.

Before The Precursor Legacy
Kor would later be revealed to be the Metal Head leader, disguising himself as an Underground member to sabotage Baron Praxis, who made a deal with him that somewhat neutralized the ongoing war activity. Older Jak sent young Jak into the past with the Shadow, in order to protect him from the danger of Kor.
Young Jak would then be raised into his adolescence under the watchful eye of the Shadow (real name being Samos). Jak grew up in Sandover Village alongside fellow villager Daxter, who became a close acquaintance. He also grew up with Samos' daughter Keira Hagai, who became his main love interest. The events of The Precursor Legacy would take place around ten years after this, when Jak was 15 years old.

The opening cutscene of The Precursor Legacy features Jak—along with his friend, Daxter (who was still in his human form)—straying about Misty Island; a place that was restricted by their watchover Samos. The two entered a large area where two dark figures were levitating in front of a large group of Lurkers, where they secretly observed them telling their apparent army to kill anyone straying from "the village."

Jak and Daxter then continued searching the island, where they were confronted by a large bone armor lurker shortly after the secret observation. The lurker charged the two when Jak quickly threw an activated dark eco canister, disposing of the lurker, but inadvertently knocking Daxter into a pool of dark eco. When Daxter came back out, he was in the form of an ottsel.
Jak then returned to Sandover Village to ask Samos for help. The two then discovered that their only hope of changing Daxter back is finding Gol Acheron, the dark eco sage, who lived far to the north of the continent. Jak then began basic combat and athletic training at Geyser Rock, where he got his heroic start collecting power cells and traveling north.
Jak and Daxter, along with Samos and Keira, later found out while at the Red Sage's hut that Gol Acheron and his sister Maia Acheron had been corrupted by the dark eco they were studying and were trying to activate a Precursor robot to assist them in opening a dark eco silo to flood the world with dark eco. Jak then entered their citadel, freed the captive sages and fought the two in their Precursor robot. Near the end of their battle, Jak discovered light eco, when four towers surrounding the silo opened up and the four colored ecos inside combined, which could change Daxter back (theoretically) or defeat Gol and Maia and save the world. He chose to save the world, and after the battle, Jak opened the ancient Precursor door at the top of the citadel, and discovered the rift gate and rift rider behind it, which would start the events of Jak II.
During The Precursor Legacy, Jak was mute for an unknown reason. Note that young Jak, the kid, from Jak II did not speak either.

Before Jak II

Between the end of The Precursor Legacy and the start of Jak II, Jak, Daxter, Keira, and Samos moved the rift rider and rift gate back to Sandover Village from the location of the large Precursor door. The four are seen studying the artifact in the opening cutscene, where Keira discovered that the Rider somehow interacts with the Ring. Jak was left to find out how to activate it, where he pressed the ruby button encased in the Heart of Mar , which activated the time map. This opened the Gate, which inadvertently released the metal heads from an unknown location and caused a swarm of metal heads to attack Sandover Village, starting the second of the two Metal Head Wars.
Jak then managed to activate the Rider and entered the Gate, where they were sent into the future in Haven City. Upon entering the city, Jak was arrested by a patrol of Krimzon Guards headed by their commander, Erol. Daxter escaped (starting the events of the spin-off game Daxter), while Keira somehow became a mechanic in the city, and Samos was arrested and imprisoned (as his equivalent for that timezone was currently the leader of the Underground but called the "Shadow," and was therefore taken into custody in confusion).
Jak would be imprisoned for two years before being rescued by Daxter at the end of Daxter (game)

Though Jak's appearances are brief, the plot leading up to Jak II concerning Jak's acquisition of dark powers is somewhat significant. During these two years, he was imprisoned and experimented on under the Dark Warrior Program. He went through multiple experiments and injections, changing his previous personality seen in The Precursor Legacy from a quiet, headstrong boy with an apparent mutism disorder, to a bitter, revenge-stricken adolescent. By the events of Jak II, Jak broke away from his mutism.

Jak II


After being rescued by Daxter and escaping from prison, Jak experienced the first display of his dark alter ego(evinced from past experiments) while defeating a squad of guards in the Slums. He was asked to do so by Kor—who was disguised as a human working for the Underground—in order to protect a "very important" child. After defeating the guards, Kor directed Jak to the Underground, a rebel movement waging war against Baron Praxis; Kor noting that its leader, the Shadow, could use fighters like him (Dark Jak). Kor told Jak to find the hideout in a dead-end valley near the city wall, instructing him to ask for Torn.

Upon meeting Torn, Jak was at first rejected. After Jak told the leader that he wished to see the "Shadow," Torn gave him the mission "Retrieve banner from Dead Town", in which Jak succeeded; starting initiation missions for membership to the Underground.

From then on, Jak worked with a variety of new characters including Krew, a local smuggler and gang-lord, who had apparent connections with the Underground, as well as Onin, a blind soothsayer who knew of Jak's arrival from the past, and was also able to foresee his future. Others included Brutter, Kor, Vin, and Sig. Jak later discovered that the strange new world which they were making their way through was actually in the future, and that Haven City was built around Sandover Village, which was now known as Dead Town.
Later in the game, Jak met the Shadow, and discovered it was actually younger Samos. He found Keira and older Samos as well, and upon defeating Kor (who revealed himself to be the Metal Head leader), sent his younger self (the "very important" child) back into the past with the Shadow to grow up safely in Sandover Village, thus repeating the time loop.

Jak 3

Shortly after the events of Jak II, war broke out on the streets of Haven City, as new Krimzon Death Bots took over a vital section of the industrial area of Haven, and a large group of stronger Metal Heads that survived the death of their leader concentrated in the gardens sector of the city (at that point renamed Metal Head city). Veger saw this as an opportunity to rid Haven City of Jak, and therefore found him guilty in association with Krew, who compromised Haven City's security which they thought let the metal heads into the city. Veger, on behalf of the Grand Council of Haven City, banished Jak to the Wasteland for life.Distraught, only accompanied by Pecker and Daxter, Jak began looking for salvation in the midst of the desert. He eventually fainted in exhaustion, and having the beacon given to him by Ashelin just before their departure, was found by the king of Spargus, named Damas.

Jak, along with Daxter and Pecker, were taken into Damas' sanctum where they were bathed and Jak's clothing was reduced and his hair cut. Jak nearly died, as Damas noted he was preparing to have his monks pray for him. Jak fought in arena matches to prove himself worthy of keeping, where he eventually earned citizenship to Spargus, and became an official "wastelander." During this process he met Sig again, an ally from Jak II, in the Arena of Death, where they were ordered to kill each other under arena rules, though they both withheld the task and were forced to prove their worth to Spargus another way.

Later, Jak was invited back to Haven City by Ashelin. Though he initially refused, he returned to fight in the War for Haven City. Before entering Haven City however, Jak had an encounter with Count Veger, who activated a Precursor robot, although Jak managed to defeat it. Later, after reuniting with Torn, Cyber Errol was revealed to be the leader of the KG Death Bots as well as the surviving Metal Heads, however the greater threat was from the incoming Dark Maker ship, which Errol sought to control in order to destroy the planet.
In order to destroy the ship, Jak needed to activate the Planetary Defense System by accessing the catacombs near the ruins of the Mar Memorial Stadium. Damas answered Jak's call for help, but was crushed under their vehicle when a blast overturned it, inadvertently revealing that Damas was Jak's father in the final moments of his life. Jak continued through the catacombs, activating the Planetary Defense System and traveled to the Dark Maker's ship to stop Cyber Errol, who escaped in a terraformer before the ship was destroyed. Returning to the Wasteland, Jak defeated Errol and his terraformer. The Precursors, revealed to be ottsels, asked him to come with them to protect the universe. He declined the offer due to the inseparable nature between Jak and Daxter similarly witnessed in the opening cutscene in the beginning of the game (when Daxter stayed behind with Jak in the Wasteland). It is also revealed that Jak's birth name was in fact Mar leaving many fans to speculate on whether Jak is the actual "Mar" who built Haven City, or if he is just of the same lineage and named after the famous figure.
AYYYY Darkred :D

Your character is accepted! Though for clarity, the strength of Jak's abilties will be reduced until there are opportunities in the RP to get his powers back.
 
Accepted! I also appreciate that you've clarified which powers are locked at the beginning!


AYYYY Darkred :D

Your character is accepted! Though for clarity, the strength of Jak's abilties will be reduced until there are opportunities in the RP to get his powers back.
lol, thanks and no problem XD I figured it'd be best if these weaknesses and limits were obvious at the beginning
 
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Name: Rune Dowin Kindle

Age: 27

Height: 5'9

Scars: One Left Of His Heart (Arrow), One Near His Lower Ankle (Burn), and A Sword Went Through His Left Hand Once.

Weight: 189, Without Equipment. 205, With Equipment.

Personality: Despite being a Knights-Templar, He is a good soul at heart. Before every Battle and Fight, He prays that his Enemies will be forgiven and sent unto the presence of God, He is stern, confident, calm in the most dangerous situations, and quite eager.

Gender: Male

Race: Human

Skills:
Over time as a Knight-Templar, He learned how to professionally use a sword and a crossbow in live combat. He could block attacks quite well, But is also slow against faster opponents.
Rune has wits and decent agility to take on strong but slow opponents, and can absorb a good bit of damage before falling to his likely death. He can focus on the Battlefield, and Ignore the violence around him, Giving him an advantage before attacking.

Weapons/Shield:
He carries an Accolades sword, With this engraved onto the blade, "Psalm 27 1: The LORD is my light and my salvation-- whom shall I fear? The Lord is the stronghold of my life-- of whom shall I be afraid? When evil men advance against me to devour my flesh, when my enemies and my foes attack me, they will stumble and fall."
He also carries a standard shield modified with an extra layer of steel, For extra protection against both arrows and melee attacks.

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Backstory:
Rune was born to a poor Christian Protestant family, In England. He grew up without a father, and a Mother who had to sell herself away as a Prostitute to even put food on the table. When he became of working age, He directly went to go see the King, and spoke of being a Templar-Knight.
His dream wish came true, A many years later he is a skilled warrior. In his earliest days of combat, He was struck with an arrow close to his heart, But it had not killed him. He knew God had protected him, Like a child protecting their small wooden doll. While he was away fighting Muslims with others, His mother was brutally murdered in her sleep. When he got back, He was so saddened, He even asked the King once more for a favor.
His mother had a rightful burial, and he became known as one of England's best Templar-Knights ever known due to his extensive services in combat.

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Name: Rune Dowin Kindle

Age: 27

Height: 5'9

Scars: One Left Of His Heart (Arrow), One Near His Lower Ankle (Burn), and A Sword Went Through His Left Hand Once.

Weight: 189, Without Equipment. 205, With Equipment.

Personality: Despite being a Knights-Templar, He is a good soul at heart. Before every Battle and Fight, He prays that his Enemies will be forgiven and sent unto the presence of God, He is stern, confident, calm in the most dangerous situations, and quite eager.

Gender: Male

Race: Human

Skills:
Over time as a Knight-Templar, He learned how to professionally use a sword and a crossbow in live combat. He could block attacks quite well, But is also slow against faster opponents.
Rune has wits and decent agility to take on strong but slow opponents, and can absorb a good bit of damage before falling to his likely death. He can focus on the Battlefield, and Ignore the violence around him, Giving him an advantage before attacking.

Weapons/Shield:
He carries an Accolades sword, With this engraved onto the blade, "Psalm 27 1: The LORD is my light and my salvation-- whom shall I fear? The Lord is the stronghold of my life-- of whom shall I be afraid? When evil men advance against me to devour my flesh, when my enemies and my foes attack me, they will stumble and fall."
He also carries a standard shield modified with an extra layer of steel, For extra protection against both arrows and melee attacks.
accolade-knight-templar-sword.jpg




Backstory:
Rune was born to a poor Christian Protestant family, In England. He grew up without a father, and a Mother who had to sell herself away as a Prostitute to even put food on the table. When he became of working age, He directly went to go see the King, and spoke of being a Templar-Knight.
His dream wish came true, A many years later he is a skilled warrior. In his earliest days of combat, He was struck with an arrow close to his heart, But it had not killed him. He knew God had protected him, Like a child protecting their small wooden doll. While he was away fighting Muslims with others, His mother was brutally murdered in her sleep. When he got back, He was so saddened, He even asked the King once more for a favor.
His mother had a rightful burial, and he became known as one of England's best Templar-Knights ever known due to his extensive services in combat.

Crusader_Main.jpg
Accepted! Although the image at the top won't load for me for some reason :(
 
Name: Shadow The Hedgehog

Appearance:
Shadow.jpg

Gender: Male

Age:15 (65)

Canon: Sonic The Hedgehog

Abilities:
Chaos Control: This allows Shadow both the ability to teleport and freeze time for 90 seconds.
Chaos Spear: This allows Shadow to create one huge yellow energy spear.
Chaos Blast: Only able to be used when Shadow removes his rings. This allows Shadow to fire a red dome shaped blast with huge destructive power.
Super: This is a transformation Shadow can use when using the power of all seven Chaos Emeralds.
Chaos Blast (form): This is the form in which Shadow can use where rather than letting out the energy for Chaos Blast he allows it to build up in his body.

Personality: Shadow is a bit of an edge lord. Though he does have small moments where he can show a bit of kindness. On top of that he has good observation skills mainly when in combat.

Backstory: Shadow is an artifaclly created lifeform. He was created 50 years ago by a scientist named Gerald Robotnik to be the cure for a diese his grandaughter Maria had. Though when it failed Gerald got in touch with the black arms as thier comment passed the arc. In return for Black Doom donating his blood to help give Shadow life, Shadow was suppossed to use the Chaos Emeralds to ensure the black arms were unbeatable. Though when his best friend Maria was shot, Shadow was put into suspended animation for 50 years only to be awoken by Dr. Eggman. After going through an amnessia phase and killing the black arm leader Black Doom and teleporting the commet off of earth. Shadow got his life back together and is even a goverment agent for G.U.N.
 


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General Gear:

Generation-One [GEN1] Mark V Powered Assault Armor: This armor was a substantial upgrade over the Mark IV; which provided hundreds of technological updates to the suit. The Titanium Alloy Outer Shell bears extreme resilience to most conventional small arms, the plating capable of withstanding about a magazine of concentrated 5.56x45mm fire per plate, 12 7.62x51mm shots per plate or 3 12.7x99mm AP rounds per plate. The refractive coating heat allows the chassis to withstand background heat and twenty direct strikes from Covenant plasma. Mark V shielding is capable of withstanding up to 1.45 gigawatts of energy before breaking; equivalent to a single direct hit (torso or below) from a 14.5 APFSDS round or shell. They'll protect against directed energy, projectiles and melee strikes. Upon draining, a 5.45-second delay kicks into effect before the shields begin a 0.85-second recharge to one hundred percent. Friction-less surfaces make for very difficult grapples if one were to attempt to grab them. Lastly, by default, the powered assault armor doubles the user's strength (which is already three times their body weight by default) and multiplies their reaction time by a further factor of five.

General Augmentations:

All Spartan-III commandos possess several augmentations, notably of which are the following:

8942-LQ99: Skeletons become virtually unbreakable, allowing survival in harder impacts.

88005-MX77: Increased density of individual muscles, allowing heavier lifting.

8897-OP24: Color sharpness is significantly improved upon, and night vision is adapted.

87556-UD61: Greatly improves the individual's reaction time, decreasing the time taken to react by 300%. "Spartan time."

(In the case of the only Gamma-Company Spartan on the team, Ellie, there are three additional augmentations unique to Gamma Company personnel only. These are:

009762-OO: Neural-altering non-carcinogenic mutagen - Alters key regions in the individual's frontal lobe to enhance aggressive response, making the animal part of the brain more accessible in times of stress. This allows the subject access to enormous reserves of strength and endurance and enables them to remain fighting even under the influence of a wide systemic shock that would be instantly fatal to a normal human. Depresses higher reason centers of the brain over time; requires regular doses of 009127-PX and 009927-DG to be taken to avoid uncontrollable aggression.

009127-PX: cyclodexione-4, bipolar integration drug - Counters the effects of 009762-OO.

009927-DG: miso-olanzapine - Counters the psychological effects of 009762-OO.

Known colloquially among the Spartan-III's of Gamma as 'Smoothers', these additional augmentations must be taken regularly to avoid the Spartan's sanity dwindling and ultimately spiraling into insanity if operating for long periods of time in the field. There are several different types of "Smoother". The most common type used during combat operations is administered via a hypodermic injection and lasts approximately twelve hours, after which its effectiveness begins to steadily decrease. Several factors such as stress and fatigue can precipitate the mental unraveling process. The first symptoms, appearing within several hours after the Smoothers' effect wears off, include nervousness and irritability, eventually followed by paranoia, fits of temper and physical outbursts. Another, significantly more expensive type of Smoother is a subcutaneous insert with a longer-lasting effect. While they can only be changed out in a medical facility, they also cannot be lost or destroyed during a mission like the more commonly used kind.

Hailey, being the team's medic, carries six single-use auto-injector packages of Smoothers. For timescale reference, Ellie's mental condition will begin to deteroriate upon the admin-determined timescale. If they happen to find a subcutaneous insert, Hailey can change out the devices when needed. These devices have a maximum length of five IC days before needing to be changed out.


-Team Commander-

Name: Jack A-122

Call-sign: Maverick One/Actual

Species: Human

Gender: Male

Age: 32

Appearance:

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Skills: Fireteam leadership, Weapons operation/usage, Vehicle operation/useage, Aircraft operation/usage Special Operations, Demolitions, Recon, Conventional Warfare, EVA Warfare (Space), Guerrilla Warfare

Abilities: Spartan-III Augmentations,

Armor-Lock: The Armor Lock is an external energy shield amplifier, developed by the UNSC as a supplement to the shielding systems of SPARTAN-III personnel issued with a variant of MJOLNIR powered assault armor/Mark V. This device can temporarily amplify a SPARTAN's energy shielding into near-invincibility levels, although when the shield is active, the user is completely immobilized. After a five-second period, the device deactivates and an electromagnetic pulse (EMP) is released from the armor.

Equipment (Armor and Weapons):

-Mk. V MJOLNIR/HYBRID Variant: This variant allows greater ballistic protection, maneuverability and mobility in the field; designed with the prototype technologies of the Mk. VI helmet in conjuction with supplemental torso armor and full Mk. V shoulder pauldrons.

-M392 DMR: The M392 Designated Marksman Rifle is an air-cooled, magazine-fed, gas-operated select-fire bullpup rifle that fires 7.62×51mm ammunition from a fifteen round detachable box magazine.

-x2 M7 Caseless SMG: The M7/Caseless Submachine Gun is a fully automatic UNSC submachine gun that fires from a 60-round magazine; firing 5x23mm M443 Caseless Full Metal Jacket/.197 caliber rounds at a horrific rate of 15 rnds/sec (900 rnds/min).

Faction/Role in Faction: Commander of Team Bandit, United Nations Space Command

Personality: Jackson is steadfast, direct, and to-the-point as a Spartan. Strictly mission-oriented, Jackson's stoic facade lightens up when around his teammates; opting to engage in typical banter, side conversations and discussing the upcoming or next plans. He rarely ever relaxes in a social setting around others he is unfamiliar with, but it is possible if he sees the person(s) in question to be respected enough in his opinion.

Bio: Born on Harvest in 2520, Jackson narrowly escaped the invasion of Harvest in 2525; losing his parents as he was ultimately seperated during the container transport to up the space elevator. Jackson was evaluated for five years following this incident; noted displaying a remarkable ability to compartmentalize his radical emotions and put himself above others- interviewed and ultimately inducted into the Spartan program in 2530; beginning training alongside the other candidates and graduating in 2536. One of the first Alpha-Company Spartans to be hand-picked and pulled for reassignment by Codename: Ambrose, Jackson was reassigned to several "non-combat" positions in the UNSC before ultimately being assigned as a Team Leader of his own independent unit. Upon hearing about the massacre of Alpha and Beta Company, this drove Jackson to deliberately seek out others that had been pulled just prior to their respective operations, and ensure their transfer into his team.





-Explosives Specialist-

Name: Felix A-231

Call-sign: Maverick-Two

Species: Human

Gender: Male

Age: 30

Appearance:

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Skills: Explosives operation/usage, Anti Aircraft/Armor training, Explosive Ordnance Disposal training, Vehicle operation/usage, Aircraft operation/usage Special Operations, Demolitions, Recon, Conventional Warfare, EVA Warfare (Space), Guerrilla Warfare

Abilities: Spartan-III Augmentations,

Sprint: This device briefly overrides the MJOLNIR suit's safety regulators so that the user can move faster than usual for a limited time. Since overuse could result in the suit overheating, the Sprint plug deactivates after 5 seconds, then has 2.5 seconds of cooldown before it can be used again.

Equipment (Armor and Weapons):

-Mk. V EOD Variant: The helmet was designed to channel the pressure wave of a nearby detonation around the user's head, significantly reducing the likelihood of decapitation in the event of an explosion. The MJOLNIR/EOD variant's pauldrons and chest plate were designed specifically to reduce the number of grabbing edges on the armor, decreasing the likelihood of dismemberment and protecting Spartans during operations that involve the handling of explosive ordnance (e.g., clearing/planting land mines, demolishing enemy structures/material and, or planting/defusing bombs).

-M319 Individual Grenade Launcher: The M319 Individual Grenade Launcher, more formally known as the Individual Grenade Launcher, Caliber 40mm, M319, is a single-shot, break-action explosives launcher. The M319 IGL fires high-explosive dual-purpose grenades. The grenade launcher has two firing modes. The first launches a single grenade: after hitting a surface, the grenade detonates on impact with an opponent or after about two seconds, in which case the grenade will explode after bouncing off the ground once. The second firing mode shoots a grenade that explodes when the user wishes. This is performed by holding down the trigger, which fires the grenade but merely primes it, leaving the detonation contents inert; the grenade will only explode after the trigger is released. This enables the user to lay a trap if the grenade is bounced properly into position, and essentially creates an explosive with a dead-man's trigger, (a trigger that will go off once it is released, e.g. when the user dies). This function is also helpful if the user wishes to fire at targets that are farther away than the detonation timer would normally allow.

-M41 SSR MAV/AA/AW: The M41 Surface-to-Surface Rocket Medium Anti-Vehicle / Assault Weapon (M41 SSR MAV/AW), formally known as the Medium Anti-Vehicle / Assault Weapon, Bore 102mm, M41 Surface-to-Surface Rocket Launcher, and commonly known as the Jackhammer or the SPNKR (also stylized as SPNKr), is a heavy ordnance weapon used by the UNSC . It holds a maximum of two rockets at a time and fires M19 102mm high-explosive shaped charge missiles. Many M41s and their M19 rockets are equipped with target tracking systems; these systems allow the operator to "home" on a target, which often guarantees that the target will be struck, even if it attempts evasive maneuvers. This variant is capable of tracking ground and aerial targets.

x2 M9 HE-DP Fragmentation Grenades: HE-DP stands for High-Explosive Dual-Purpose. This designation means that it is designed to be effective against infantry and lightly armored vehicles. The grenade has a hard metal casing, with a frangible design meant to break apart into small, regular shards. This surface creates consistent, reliable fragmentation patterns for the grenade, rather than randomly rupturing along metallurgical faults. The grid-shaped casing houses a charge of high-explosive fitted with a mechanical primer. When the charge detonates, it shatters the grenade's casing, sending shrapnel flying away at high velocity. The kill and casualty radius of the grenades is 4.8 meters (16 ft) , and 14.75 meters (49 ft); respectfully.

Personality: Felix is a grizzled Irish-Scot, and perhaps the most 'human' of the team. Cracking jokes and generally being the morale booster or comedic relief of the team seems to be a side-hobby. He doesn't mind engaging in conversation with Civilians, or otherwise unknown individuals if he is addressed. He's a chatterbox, and a bit of a 'space cadet', but his heart is bigger than his military ordinance.

Bio: Born in the city of Flidais on Falkirk in 2522, Felix had grown up alongside his parents until the age of nine years old; being evaluated and conscripted into the Spartan-III program in 2531. In a similar manner prior to OPERATION; PROMETHEUS, Kurt pulled Felix to be reassigned- eventually cycling the Spartan through a single fireteam; becoming a lone survivor before being integrated with Team Maverick.




-Combat Medic/Scout/Sniper-

Name: Hailey B-160

Call-sign: Maverick-Three

Species: Human

Gender: Female

Age: 21

Appearance:

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Skills: Combat Medic training, Triage training, Vehicle operation/usage, Aircraft operation/usage Special Operations, Conventional Warfare, EVA Warfare (Space), Guerrilla Warfare

Abilities: Spartan-III augmentations,

Drop Shield: This is a sophisticated UNSC-manufactured personal defense device. When activated, the Drop Shield generates a blue-tinted spherical protective energy shield, and also provides a regenerative effect to those within it at the cost of disabling MJOLNIR's shield regeneration capabilities for as long as the user remains in the dome of the shield. The Drop Shield will expire if it takes too much damage. The shield is enabled by a small device attached to the user's back. Once activated, the shield stays in place and seems to operate without a visible emitter of any kind. Lastly, the Drop Shield resembles a geodesic dome, made of tessellating hexagons.

Equipment (Armor and Weapons):

-Mk. V RECON Variant: This variation is designed primarily to passively mask signatures, avoid detection by sensor equipment and increase stealth capabilities.

-SRS99C S2-AM: The Sniper Rifle System 99C-Series 2 Anti-Matériel/Suppressed (SRS99C-S2 AM/S), commonly referred to as the Suppressed Sniper Rifle, is a United Nations Space Command special operations firearm and a variant of the SRS99C-S2 AM Sniper Rifle. The SRS99C-S2 AM/S is virtually identical to the standard SRS99C-S2 AM, but features a sound/muzzle flash suppressor directly integrated into the weapon and a green night-vision variant of its blue telescopic scope. These modifications make the Suppressed Sniper Rifle specifically tailored for use in stealth and night-time operations. The Suppressed Sniper Rifle produces a reduced amount of noise and muzzle flash when fired, allowing for the near-silent elimination of enemy targets at long range without giving away the user's position.


-M6C/S PDWS: The M6C/SOCOM variant is a special issued handgun to the UNSC's special operations units. The M6C/SOCOM variant has an integrated sound suppressor, and muzzle brake. It has a maximum magazine size of 12 rounds and fires 12.7×40mm ammunition.

Personality: Speaking only when spoken to, and only socially engaging with her team aside from quips to Civilians, Hailey is notably what other UNSC personnel would refer to as a 'Wannabe Two'. Despite the stoic, edgy nature of her personality, Hailey deeply cares for the well-being of her team, and won't hesitate to ensure proper care is administered to wounded non-UNSC persons.

Bio: Born on Jericho VII, Hailey was evaluated and conscripted for the SPARTAN-III program in 2531. Activated in 2536 and serving with distinction until 2549. Hailey participated in OPERATION: STONEWALL; a defensive mission on Criterion that resulted in the entire attacking UNSC force being declared eliminated; with Hailey nearly left behind during the strategic retreat and evacuation. Not wanting to see another Spartan killed in action, Jackson pulled her into Team Maverick.




-Multirole Operator-


Name: Ellie-G296

Call-sign: Maverick-Four

Fandom: Halo (OC)

Numeral designation: G296

Age: 18 (Chronologically, mentally) 21 (Physically)

Gender: Female

Species: Human

Appearance:


3HInNin.jpg

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Personality: Ellie, much like the other Spartan-III personnel, carries a curious, almost childlike innocence about her when not being socially awkward. In combat or other confrontation, she is remarkably fierce and unrelenting- not backing down and being unusually assertive when standing up for herself or others. She carries herself with pride and disciplined military professionalism when performing most other tasks- but others of her caliber would be quick to note that she is rather prone to get distracted from her duties when operating outside the jurisdiction of the UNSC.

Backstory: Ellie Matherson was born on Imber, an Inner Colony world on December 3rd, 2535. Developing typically like any kid her age, her blossoming life was thrown into disarray in 2538, when Covenant forces had overrun the planet with an invasion fleet. Quick to respond, the UEG and UNSC garrison stationed groundside held an emergency evacuation during the planetary siege. Having been separated from her parents upon boarding a civilian transport craft, she could only watch in horror as one of the shuttles was destroyed following takeoff from the spaceport. It wasn't until later that she learned of her parent's demise on the shuttle when being offered a chance to join the Spartan-III program. Without hesitation, Ellie accepted and, undergoing training for nearly a decade, was finally assigned to Gamma-Company to begin training in 2544. It was during her performance on OPERATION: HAMMERDOWN in 2550 that she was pulled from her unit along with Team Phoenix, assigned MJOLNIR Mk. V Powered Assault Armor, and reassigned on missions befitting of her status. She was later assigned to Team Maverick just prior to the Fall of Reach when an operation's intelligence greatly underestimated the enemy presence at a mining site; resulting in her team being systemically eliminated over the following four days as she Ellie managed to fight her way out of the enemy compound. Being the only survivor of Pheonix, Jack specifically sought her out for her remarkable battlefield aggression and survival skills.


Skills: Ellie was trained as the team's Multirole Support Operator, known for her exceptionally brutal efficiency in dispatching targets in close-quarters combat as well as clearing rooms full of hostiles via flanking maneuvers. However, she is as just as capable of operating any weapon, vehicle or equipment provided she is given enough time to figure out how it works.

Gear: Generation-One [GEN1] Mark V Powered Assault Armor /SPI/ Variant: Ellie's armor permutation, although an unrecognized variant, was custom-designed purly for nostalgic appeal. Allowing for increased mobility and protection compared to traditional SPI, this variant was also issued with an integrated Active Camouflage generator; however not as technologically superior in comparison to the SPI's photo-reactive plating.

x1 MA5K Carbine: The MA5K is a cut-down variant of the standard MA5B assault rifle. The weapon is lighter and easier to carry than larger assault weapons, making it easier to carry. The MA5K is used almost exclusively for commando operations. It is highly favored because of its light frame, which allows for quick maneuvering and a less visible profile. However, its downsides are inaccuracy and control issues; yet are compensated for a higher rate of fire and slightly better stopping power; firing M118 7.62x51mm FMJ-AP at 900rds/min. The bullpup weapon has a standard box magazine of 30 rounds per mag.

x2 M6G Pistol: These akimbo weapons are semi-automatic, recoil-operated, magazine-fed, large caliber handguns. Carrying a total magazine size of eight rounds per mag and firing 12.7mm × 40mm M225 Semi-Armor-Piercing High-Explosive/.50 Magnum Caliber Rounds, they are usually used as a last resort against extremely powerful targets, or as a final backup weapon once the primary has run out of ammo.

Active Camo: The Active Camo module is an emitter that is attached directly into the back of the powered armor. When used, it immediately bends all light around the user- rendering them completely invisible to detection by the naked eye- save for a shimmering effect if the user happens to get too close. As a secondary effect, when used, it acts as a Radar Jammer, scrambling the radar of the user and all enemies within 25 meters, making the user harder for enemies to detect on their motion trackers. The Active Camo also greatly reduces the volume of all sounds for its user, making it more difficult to notice a grenade being thrown or a nearby enemy firing a weapon.

The strength or effectiveness of the Camo also varies depending on whether/how fast the user is moving. When standing still, the user is rendered almost completely invisible. Moving slowly or crouch-walking will slightly decrease the quality of cloaking, although the user is still hard to spot. When moving faster than crouch-walking speed, the Active Camo becomes much less effective, cloaking the user only partially. Therefore, Active Camo should really only be utilized to get into a better position, evade detection, or prepare to ambush a target.
 
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Name: Shadow The Hedgehog

Appearance:
View attachment 912451

Gender: Male

Age:15 (65)

Canon: Sonic The Hedgehog

Abilities:
Chaos Control: This allows Shadow both the ability to teleport and freeze time for 90 seconds.
Chaos Spear: This allows Shadow to create one huge yellow energy spear.
Chaos Blast: Only able to be used when Shadow removes his rings. This allows Shadow to fire a red dome shaped blast with huge destructive power.
Super: This is a transformation Shadow can use when using the power of all seven Chaos Emeralds.
Chaos Blast (form): This is the form in which Shadow can use where rather than letting out the energy for Chaos Blast he allows it to build up in his body.

Personality: Shadow is a bit of an edge lord. Though he does have small moments where he can show a bit of kindness. On top of that he has good observation skills mainly when in combat.

Backstory: Shadow is an artifaclly created lifeform. He was created 50 years ago by a scientist named Gerald Robotnik to be the cure for a diese his grandaughter Maria had. Though when it failed Gerald got in touch with the black arms as thier comment passed the arc. In return for Black Doom donating his blood to help give Shadow life, Shadow was suppossed to use the Chaos Emeralds to ensure the black arms were unbeatable. Though when his best friend Maria was shot, Shadow was put into suspended animation for 50 years only to be awoken by Dr. Eggman. After going through an amnessia phase and killing the black arm leader Black Doom and teleporting the commet off of earth. Shadow got his life back together and is even a goverment agent for G.U.N.
Accepted! Although in addition to the weakening effects of the curse, Shadow won't be able to teleport or freeze time until later on in the RP.



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General Gear:

Generation-One [GEN1] Mark V Powered Assault Armor: This armor was a substantial upgrade over the Mark IV; which provided hundreds of technological updates to the suit. The Titanium Alloy Outer Shell bears extreme resilience to most conventional small arms, the plating capable of withstanding about a magazine of concentrated 5.56x45mm fire per plate, 12 7.62x51mm shots per plate or 3 12.7x99mm AP rounds per plate. The refractive coating heat allows the chassis to withstand background heat and twenty direct strikes from Covenant plasma. Mark V shielding is capable of withstanding up to 2.45 gigawatts of energy before breaking; equivalent to two direct hits (torso or below) from a 14.5 APFSDS round or shell. They'll protect against directed energy, projectiles and melee strikes. Upon draining, a 5.45-second delay kicks into effect before the shields begin a 0.85-second recharge to one hundred percent. Friction-less surfaces make for very difficult grapples if one were to attempt to grab them. Lastly, by default, the powered assault armor doubles the user's strength (which is already three times their body weight by default) and multiplies their reaction time by a further factor of five.

General Augmentations:

All Spartan-III commandos possess several augmentations, notably of which are the following:

8942-LQ99: Skeletons become virtually unbreakable, allowing survival in harder impacts.

88005-MX77: Increased density of individual muscles, allowing heavier lifting.

8897-OP24: Color sharpness is significantly improved upon, and night vision is adapted.

87556-UD61: Greatly improves the individual's reaction time, decreasing the time taken to react by 300%. "Spartan time."

(In the case of the only Gamma-Company Spartan on the team, Ellie, there are three additional augmentations unique to Gamma Company personnel only. These are:

009762-OO: Neural-altering non-carcinogenic mutagen - Alters key regions in the individual's frontal lobe to enhance aggressive response, making the animal part of the brain more accessible in times of stress. This allows the subject access to enormous reserves of strength and endurance and enables them to remain fighting even under the influence of a wide systemic shock that would be instantly fatal to a normal human. Depresses higher reason centers of the brain over time; requires regular doses of 009127-PX and 009927-DG to be taken to avoid uncontrollable aggression.

009127-PX: cyclodexione-4, bipolar integration drug - Counters the effects of 009762-OO.

009927-DG: miso-olanzapine - Counters the psychological effects of 009762-OO.

Known colloquially among the Spartan-III's of Gamma as 'Smoothers', these additional augmentations must be taken regularly to avoid the Spartan's sanity dwindling and ultimately spiraling into insanity if operating for long periods of time in the field. There are several different types of "Smoother". The most common type used during combat operations is administered via a hypodermic injection and lasts approximately twelve hours, after which its effectiveness begins to steadily decrease. Several factors such as stress and fatigue can precipitate the mental unraveling process. The first symptoms, appearing within several hours after the Smoothers' effect wears off, include nervousness and irritability, eventually followed by paranoia, fits of temper and physical outbursts. Another, significantly more expensive type of Smoother is a subcutaneous insert with a longer-lasting effect. While they can only be changed out in a medical facility, they also cannot be lost or destroyed during a mission like the more commonly used kind.

Hailey, being the team's medic, carries six single-use auto-injector packages of Smoothers. For timescale reference, Ellie's mental condition will begin to deteroriate upon the admin-determined timescale. If they happen to find a subcutaneous insert, Hailey can change out the devices when needed. These devices have a maximum length of five IC days before needing to be changed out.


-Team Commander-

Name: Jack A-122

Call-sign: Maverick One/Actual

Species: Human

Gender: Male

Age: 32

Appearance:

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Skills: Fireteam leadership, Weapons operation/usage, Vehicle operation/useage, Aircraft operation/usage Special Operations, Demolitions, Recon, Conventional Warfare, EVA Warfare (Space), Guerrilla Warfare

Abilities: Spartan-III Augmentations,

Armor-Lock: The Armor Lock is an external energy shield amplifier, developed by the UNSC as a supplement to the shielding systems of SPARTAN-III personnel issued with a variant of MJOLNIR powered assault armor/Mark V. This device can temporarily amplify a SPARTAN's energy shielding into near-invincibility levels, although when the shield is active, the user is completely immobilized. After a five-second period, the device deactivates and an electromagnetic pulse (EMP) is released from the armor.

Equipment (Armor and Weapons):

-Mk. V MJOLNIR/HYBRID Variant: This variant allows greater ballistic protection, maneuverability and mobility in the field; designed with the prototype technologies of the Mk. VI helmet in conjuction with supplemental torso armor and full Mk. V shoulder pauldrons.

-M392 DMR: The M392 Designated Marksman Rifle is an air-cooled, magazine-fed, gas-operated select-fire bullpup rifle that fires 7.62×51mm ammunition from a fifteen round detachable box magazine.

-x2 M7 Caseless SMG: The M7/Caseless Submachine Gun is a fully automatic UNSC submachine gun that fires from a 60-round magazine; firing 5x23mm M443 Caseless Full Metal Jacket/.197 caliber rounds at a horrific rate of 15 rnds/sec (900 rnds/min).

Faction/Role in Faction: Commander of Team Bandit, United Nations Space Command

Personality: Jackson is steadfast, direct, and to-the-point as a Spartan. Strictly mission-oriented, Jackson's stoic facade lightens up when around his teammates; opting to engage in typical banter, side conversations and discussing the upcoming or next plans. He rarely ever relaxes in a social setting around others he is unfamiliar with, but it is possible if he sees the person(s) in question to be respected enough in his opinion.

Bio: Born on Harvest in 2520, Jackson narrowly escaped the invasion of Harvest in 2525; losing his parents as he was ultimately seperated during the container transport to up the space elevator. Jackson was evaluated for five years following this incident; noted displaying a remarkable ability to compartmentalize his radical emotions and put himself above others- interviewed and ultimately inducted into the Spartan program in 2530; beginning training alongside the other candidates and graduating in 2536. One of the first Alpha-Company Spartans to be hand-picked and pulled for reassignment by Codename: Ambrose, Jackson was reassigned to several "non-combat" positions in the UNSC before ultimately being assigned as a Team Leader of his own independent unit. Upon hearing about the massacre of Alpha and Beta Company, this drove Jackson to deliberately seek out others that had been pulled just prior to their respective operations, and ensure their transfer into his team.





-Explosives Specialist-

Name: Felix A-231

Call-sign: Maverick-Two

Species: Human

Gender: Male

Age: 30

Appearance:

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Skills: Explosives operation/usage, Anti Aircraft/Armor training, Explosive Ordnance Disposal training, Vehicle operation/usage, Aircraft operation/usage Special Operations, Demolitions, Recon, Conventional Warfare, EVA Warfare (Space), Guerrilla Warfare

Abilities: Spartan-III Augmentations,

Sprint: This device briefly overrides the MJOLNIR suit's safety regulators so that the user can move faster than usual for a limited time. Since overuse could result in the suit overheating, the Sprint plug deactivates after 5 seconds, then has 2.5 seconds of cooldown before it can be used again.

Equipment (Armor and Weapons):

-Mk. V EOD Variant: The helmet was designed to channel the pressure wave of a nearby detonation around the user's head, significantly reducing the likelihood of decapitation in the event of an explosion. The MJOLNIR/EOD variant's pauldrons and chest plate were designed specifically to reduce the number of grabbing edges on the armor, decreasing the likelihood of dismemberment and protecting Spartans during operations that involve the handling of explosive ordnance (e.g., clearing/planting land mines, demolishing enemy structures/material and, or planting/defusing bombs).

-M319 Individual Grenade Launcher: The M319 Individual Grenade Launcher, more formally known as the Individual Grenade Launcher, Caliber 40mm, M319, is a single-shot, break-action explosives launcher. The M319 IGL fires high-explosive dual-purpose grenades. The grenade launcher has two firing modes. The first launches a single grenade: after hitting a surface, the grenade detonates on impact with an opponent or after about two seconds, in which case the grenade will explode after bouncing off the ground once. The second firing mode shoots a grenade that explodes when the user wishes. This is performed by holding down the trigger, which fires the grenade but merely primes it, leaving the detonation contents inert; the grenade will only explode after the trigger is released. This enables the user to lay a trap if the grenade is bounced properly into position, and essentially creates an explosive with a dead-man's trigger, (a trigger that will go off once it is released, e.g. when the user dies). This function is also helpful if the user wishes to fire at targets that are farther away than the detonation timer would normally allow.

-M41 SSR MAV/AA/AW: The M41 Surface-to-Surface Rocket Medium Anti-Vehicle / Assault Weapon (M41 SSR MAV/AW), formally known as the Medium Anti-Vehicle / Assault Weapon, Bore 102mm, M41 Surface-to-Surface Rocket Launcher, and commonly known as the Jackhammer or the SPNKR (also stylized as SPNKr), is a heavy ordnance weapon used by the UNSC . It holds a maximum of two rockets at a time and fires M19 102mm high-explosive shaped charge missiles. Many M41s and their M19 rockets are equipped with target tracking systems; these systems allow the operator to "home" on a target, which often guarantees that the target will be struck, even if it attempts evasive maneuvers. This variant is capable of tracking ground and aerial targets.

x2 M9 HE-DP Fragmentation Grenades: HE-DP stands for High-Explosive Dual-Purpose. This designation means that it is designed to be effective against infantry and lightly armored vehicles. The grenade has a hard metal casing, with a frangible design meant to break apart into small, regular shards. This surface creates consistent, reliable fragmentation patterns for the grenade, rather than randomly rupturing along metallurgical faults. The grid-shaped casing houses a charge of high-explosive fitted with a mechanical primer. When the charge detonates, it shatters the grenade's casing, sending shrapnel flying away at high velocity. The kill and casualty radius of the grenades is 4.8 meters (16 ft) , and 14.75 meters (49 ft); respectfully.

Personality: Felix is a grizzled Irish-Scot, and perhaps the most 'human' of the team. Cracking jokes and generally being the morale booster or comedic relief of the team seems to be a side-hobby. He doesn't mind engaging in conversation with Civilians, or otherwise unknown individuals if he is addressed. He's a chatterbox, and a bit of a 'space cadet', but his heart is bigger than his military ordinance.

Bio: Born in the city of Flidais on Falkirk in 2522, Felix had grown up alongside his parents until the age of nine years old; being evaluated and conscripted into the Spartan-III program in 2531. In a similar manner prior to OPERATION; PROMETHEUS, Kurt pulled Felix to be reassigned- eventually cycling the Spartan through a single fireteam; becoming a lone survivor before being integrated with Team Maverick.




-Combat Medic/Scout/Sniper-

Name: Hailey B-160

Call-sign: Maverick-Three

Species: Human

Gender: Female

Age: 21

Appearance:

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Skills: Combat Medic training, Triage training, Vehicle operation/usage, Aircraft operation/usage Special Operations, Conventional Warfare, EVA Warfare (Space), Guerrilla Warfare

Abilities: Spartan-III augmentations,

Drop Shield: This is a sophisticated UNSC-manufactured personal defense device. When activated, the Drop Shield generates a blue-tinted spherical protective energy shield, and also provides a regenerative effect to those within it at the cost of disabling MJOLNIR's shield regeneration capabilities for as long as the user remains in the dome of the shield. The Drop Shield will expire if it takes too much damage. The shield is enabled by a small device attached to the user's back. Once activated, the shield stays in place and seems to operate without a visible emitter of any kind. Lastly, the Drop Shield resembles a geodesic dome, made of tessellating hexagons.

Equipment (Armor and Weapons):

-Mk. V RECON Variant: This variation is designed primarily to passively mask signatures, avoid detection by sensor equipment and increase stealth capabilities.

-SRS99C S2-AM: The Sniper Rifle System 99C-Series 2 Anti-Matériel/Suppressed (SRS99C-S2 AM/S), commonly referred to as the Suppressed Sniper Rifle, is a United Nations Space Command special operations firearm and a variant of the SRS99C-S2 AM Sniper Rifle. The SRS99C-S2 AM/S is virtually identical to the standard SRS99C-S2 AM, but features a sound/muzzle flash suppressor directly integrated into the weapon and a green night-vision variant of its blue telescopic scope. These modifications make the Suppressed Sniper Rifle specifically tailored for use in stealth and night-time operations. The Suppressed Sniper Rifle produces a reduced amount of noise and muzzle flash when fired, allowing for the near-silent elimination of enemy targets at long range without giving away the user's position.


-M6C/S PDWS: The M6C/SOCOM variant is a special issued handgun to the UNSC's special operations units. The M6C/SOCOM variant has an integrated sound suppressor, and muzzle brake. It has a maximum magazine size of 12 rounds and fires 12.7×40mm ammunition.

Personality: Speaking only when spoken to, and only socially engaging with her team aside from quips to Civilians, Hailey is notably what other UNSC personnel would refer to as a 'Wannabe Two'. Despite the stoic, edgy nature of her personality, Hailey deeply cares for the well-being of her team, and won't hesitate to ensure proper care is administered to wounded non-UNSC persons.

Bio: Born on Jericho VII, Hailey was evaluated and conscripted for the SPARTAN-III program in 2531. Activated in 2536 and serving with distinction until 2549. Hailey participated in OPERATION: STONEWALL; a defensive mission on Criterion that resulted in the entire attacking UNSC force being declared eliminated; with Hailey nearly left behind during the strategic retreat and evacuation. Not wanting to see another Spartan killed in action, Jackson pulled her into Team Maverick.




-Multirole Operator-


Name: Ellie-G296

Call-sign: Maverick-Four

Fandom: Halo (OC)

Numeral designation: G296

Age: 18 (Chronologically, mentally) 21 (Physically)

Gender: Female

Species: Human

Appearance:


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Personality: Ellie, much like the other Spartan-III personnel, carries a curious, almost childlike innocence about her when not being socially awkward. In combat or other confrontation, she is remarkably fierce and unrelenting- not backing down and being unusually assertive when standing up for herself or others. She carries herself with pride and disciplined military professionalism when performing most other tasks- but others of her caliber would be quick to note that she is rather prone to get distracted from her duties when operating outside the jurisdiction of the UNSC.

Backstory: Ellie Matherson was born on Imber, an Inner Colony world on December 3rd, 2535. Developing typically like any kid her age, her blossoming life was thrown into disarray in 2538, when Covenant forces had overrun the planet with an invasion fleet. Quick to respond, the UEG and UNSC garrison stationed groundside held an emergency evacuation during the planetary siege. Having been separated from her parents upon boarding a civilian transport craft, she could only watch in horror as one of the shuttles was destroyed following takeoff from the spaceport. It wasn't until later that she learned of her parent's demise on the shuttle when being offered a chance to join the Spartan-III program. Without hesitation, Ellie accepted and, undergoing training for nearly a decade, was finally assigned to Gamma-Company to begin training in 2544. It was during her performance on OPERATION: HAMMERDOWN in 2550 that she was pulled from her unit along with Team Phoenix, assigned MJOLNIR Mk. V Powered Assault Armor, and reassigned on missions befitting of her status. She was later assigned to Team Maverick just prior to the Fall of Reach when an operation's intelligence greatly underestimated the enemy presence at a mining site; resulting in her team being systemically eliminated over the following four days as she Ellie managed to fight her way out of the enemy compound. Being the only survivor of Pheonix, Jack specifically sought her out for her remarkable battlefield aggression and survival skills.


Skills: Ellie was trained as the team's Multirole Support Operator, known for her exceptionally brutal efficiency in dispatching targets in close-quarters combat as well as clearing rooms full of hostiles via flanking maneuvers. However, she is as just as capable of operating any weapon, vehicle or equipment provided she is given enough time to figure out how it works.

Gear: Generation-One [GEN1] Mark V Powered Assault Armor /SPI/ Variant: Ellie's armor permutation, although an unrecognized variant, was custom-designed purly for nostalgic appeal. Allowing for increased mobility and protection compared to traditional SPI, this variant was also issued with an integrated Active Camouflage generator; however not as technologically superior in comparison to the SPI's photo-reactive plating.

x1 MA5K Carbine: The MA5K is a cut-down variant of the standard MA5B assault rifle. The weapon is lighter and easier to carry than larger assault weapons, making it easier to carry. The MA5K is used almost exclusively for commando operations. It is highly favored because of its light frame, which allows for quick maneuvering and a less visible profile. However, its downsides are inaccuracy and control issues; yet are compensated for a higher rate of fire and slightly better stopping power; firing M118 7.62x51mm FMJ-AP at 900rds/min. The bullpup weapon has a standard box magazine of 30 rounds per mag.

x2 M6G Pistol: These akimbo weapons are semi-automatic, recoil-operated, magazine-fed, large caliber handguns. Carrying a total magazine size of eight rounds per mag and firing 12.7mm × 40mm M225 Semi-Armor-Piercing High-Explosive/.50 Magnum Caliber Rounds, they are usually used as a last resort against extremely powerful targets, or as a final backup weapon once the primary has run out of ammo.

Active Camo: The Active Camo module is an emitter that is attached directly into the back of the powered armor. When used, it immediately bends all light around the user- rendering them completely invisible to detection by the naked eye- save for a shimmering effect if the user happens to get too close. As a secondary effect, when used, it acts as a Radar Jammer, scrambling the radar of the user and all enemies within 25 meters, making the user harder for enemies to detect on their motion trackers. The Active Camo also greatly reduces the volume of all sounds for its user, making it more difficult to notice a grenade being thrown or a nearby enemy firing a weapon.

The strength or effectiveness of the Camo also varies depending on whether/how fast the user is moving. When standing still, the user is rendered almost completely invisible. Moving slowly or crouch-walking will slightly decrease the quality of cloaking, although the user is still hard to spot. When moving faster than crouch-walking speed, the Active Camo becomes much less effective, cloaking the user only partially. Therefore, Active Camo should really only be utilized to get into a better position, evade detection, or prepare to ambush a target.
All four are accepted! Note that their armor abilities will be disabled until later in the RP
 
Name: Cthulhu-Chan

Appearance: 55510DEF-8F4C-49EA-9EEC-CC70B5539049.jpeg
(Art by Merryweathery Comics)

Gender: female

Age: older than most Cthulhu variants, is one of the Cthulhu Primes

Canon: Cthulhu Mythos & Merryweathery Comics

Abilities: possesses the same powers as every Cthulhu, but also more (however for the beginning she will only be able to call her tentacles out from the void)

Personality: a curious soul for an eldritch god, always wonders how humans tick and how they evolve, can be friendly

Backstory: due to the Multiverse and it’s infinite wisdom, there can’t be 2 Cthulhu in the same universe, however that doesn’t stop a Cthulhu Prime.
 
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“Men bend to my words, steel bends to my will”

Name:
Kotlinsky, the Commandant

Gender:
Male

Age:

29

Canon:
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Abilities:
Inventory
:
The Commandant has 16 slots in order to store items in, and depending on what item it is, may only store one if it, or multiple of it. It does nothing to slow him down when walking or in fights. If there are any other members within his party, they will share his inventory with them, and wouldn’t change the size of it at all no matter how little or how much is in his party.

Crit:
Having a small chance... he is capable of dealing a critical strike dealing double the damage he would normally do, as well as healing some stress away from his stress bar as well.

Stress:
Him, like any other human being, can become stressed out that sometimes, ‘his resolve is tested’. this can lead to two things if his stress bar reaches 100/100, he will either be ‘Afflicted’, it being a bad personality effect that is generally harmful for both him and his team, or ‘Virtue’, it being a good personality effect that helps out in combat, with ‘Afflicted’ being the higher chance personality effect. But no matter which one is chosen, his personality will change to what personality effect he has gotten. If his stress reaches 200 while ‘Afflicted’, he will suffer a heart attack which instantly puts him on ‘Death’s Door’, while gaining 200 stress with a ‘virtue’ only removes it. He has a 25% chance of gaining a virtue and a 75% chance of gaining a affliction, and gaining stress or healing would depend on the events he witnesses with his own two eyes. The effects of the afflictions and virtues will be explained when gaining either one... and what’s to expect from them.

The Virtues he can gain are:
1.Stalwart:
“Many fall in the face of chaos.... but not this one... not today.”

2.Vigorous:
“Adversity can foster hope, and resilience.”

3.Focused:
“A moment of clarity in the eye of the storm.”

4.Powerful:
“Anger is power. Unleash it!”

5.Courageous:
“A moment of valor shines brightest against the backdrop of despair.”


The Afflictions being :
1. Fearful:
“Fear and frailty finally claim their due....”

2. Paranoid:
“The walls close in, the shadows whisper of conspiracy!”

3. Masochistic:
“Those who covert injury find it in no short supply.”

4. Abusive:
“Frustration and Fury, more destructive than a hundred cannons.”

5. Selfish:
“Self-preservation is paramount- at any cost!”

6. Hopeless:
“There can be no hope in this hell..... no hope at all.”

7. Irrational:
“Reeling, gasping, taken over the edge into madness!”


Death’s Door:
If he loses all of his Hp, instead of immediately dying like many others, he will enter ‘Death’s Door’, a red skull appearing above him as his body glows red, if attacked in this state, no matter how strong or weak the attack may be, it will lead to his death, but he has a 67% ‘Death’s Door blow resist’ which allows him to survive blows in this state with no signs of damage, but not for long. If he recovers out of this state by healing at least 1 hp, he will exit ‘Death’s Door’ but will suffer penalties to his accuracy, damage, and speed while also gaining more stress.

Combat Skills:
Iron Embrace:
An ability with two uses by encasing his target ally harmlessly with a kind of barbed wire like material, it not only increases their damage and resistance to damage, but if an foe attempts to attack that ally, some of that damage will be reflected and hit them instead, be it physical or magical in nature. It wears off after combat is over.

Stranglethorn:
Encasing his foe in barbed-wire that is far more deadly than iron embrace, while it does no damage at all, it breaks the guard of the opponent, leaving them open to attack, as well as debuffing both their accuracy and speed, making it far easier to handle an target.

Rally the Troops:
Firing his flintlock pistol into the sky, this ability not only clears stun and debuffs from allies, allowing them to recover quicker, but also buffs both damage and speed to not only himself, but the entire team as well. Has a 3 turn cooldown, with the buffs lasting this period.

Officer Pistol:
A normal pistol based shot made from his pistol, it deals a decent amount of damage as well as not only marks a target allowing there to be a higher chance of hitting them, but also stress heals himself by -8 if it kills.

Perilous Ground:
Encasing the very ground itself with barbed wire and stakes to limit enemy movement, it attacks multiple foes, dealing little damage, but it’s main use is in both debuffing both the bleed resist as well as speed stats, as well as inflicting an heavy bleed like effect upon his foes.

Whiplash:
Sending forth a low damaging tentacle like piece of barbed wire, depending on the distance of the target, if they are close, they shall be pushed back by the attack, but if they are afar, it will instead, pull them towards the front, as well as inflict an decent amount of bleed upon the target as well.

On my Target:
Once activated for the first time, it de-stealths all foes upon the battlefield as the Commandant fires a special flare round from his flintlock pistol. If used upon the next turn, targets that have been marked by either himself or allies shall be hit with a devastating artillery bombardment, dealing both heavy damage as well as having a chance of stunning an target for a turn if they managed to survive such a task. It has a 4 turn cooldown after use.

(The non-move related attacks)

Empowered by War itself!:
The Commandant is seemingly no longer a normal individual, becoming more like that of a machine built for killing than a regular human. Being able to seemingly manipulate the very aspect of war itself, the Commandant can perform an series of actions using such, such as building fortifications with said ability and covering an entire field in barbed wire, to creating pieces of artillery and military equipment one that is more on par of an heavily industrialized 1800’s, with cannons and flintlock rifles to medical supplies and tents, if you require an fortification or a base built in a couple of hours by one man, this is the individual you may trust to do so. He also seems to have a form of metal manipulation, allowing him to manipulate such metals to his advantage, whether it be using barbed wire to encase someone in it, or pull a weapon from someone’s grasp.

Hardy Nature:
It’s no surprise that being able to manipulate items such as barbed wire with ease and encase himself with such, that his body has become rather resistant to physical damage, even without the aid of his powers. Being capable of hit with items such as swords and hammers, and even bullets, yet, still continue on even with wounds to his person.

Resistances:
While aren’t on par or that impressive compared to most other individuals, the Commandant is capable of resisting certain things that affect his person, such as an mild resistance to bleeding and blight (poison/venom), along with resistance to debuffs, push or pull (basically, if an attack forces him to move an great amount of distance, such as an attack that would normally send an person flying, he would be capable of standing his ground to such), and the most impressive part, resistance to both things such as fear or horror (which causes stress), but to also madness manipulation, capable of perceiving Eldritch Abominations and creatures of similar level without being driven to madness by gazing upon their true form, as well as capable of resisting their attempts to drive an individual mad from such. Although resistant to such things listed above, it isn’t entirely guaranteed for him to be able to stop such from occurring, and stress accumulated over time from the mental attacks to his brain has a limit.

Physical capabilities:
With what could be considered on the level of that of an peak human being physically, when it comes to something such as dodging or reacting to attacks heading his way, he has a much easier time reacting to attacks and dodging than actually fighting with his own two bare fists or melee weapons.

Items:
-x4 Bandages; Used in order to wrap up open wounds and stops any kind of bleeding the individual may be suffering from.
-x2 Antivenom; Cures the target individual from any kind of poison or venom that is currently going through their body.
- x2 Shovel; Can be used to clear an block in the way or interact with certain objects
- x18 torches; Used to light up the way.
- x1 Holy Water; Increases ones resistances to both debuffs, stress, bleed, blight (poison), push/pull based attacks
- x3 Skeleton Key; An specialized type of key that can open any kind of physical lock with ease.

Personality:
Brave, Stalwart, determined…. traits that define the ideal Officer…. but does it truly make the best individual? Kotlinsky may seem like an individual willing to do what is right by the people and fight for a cause… but this Officer merely wants to return to the field of war, to where he truly feels like he belongs within the world. Sociopathic and mostly introverted in nature (unless speaking about things to distract himself with), this Officer of war cares little between the bonds he creates with another individual other than being an ally that would aid him once the call of battle brings him back once again to fight for another day. Ruthless and brutal, he spares no mercy when fighting against foes in an fight, only keeping one alive if their value is too much to waste, whether it be gathering information or an potential ally, he is one who does not believe that one can change even if the right precautions and actions are taken… and believes that this ‘redemption’ is merely a lie that people tell to others so that they could feel better and become something they aren’t… to have others inflict a change upon another individual merely because they don’t like what they have done and instead, want it to become what they want to see.

But down to his core, he is a loyal ally, unable to be wavered into stopping the fight, and would likely fight to the very end. But he does have his limits, for even a man like him isn’t a complete beast, and would stay out of something if it hurts too many innocents without a good cause, especially the weak and unarmed, and would most likely not comply with the order (wouldn’t betray them but wouldn’t perform the action either) and stay out of it. After all, he is here for a challenge, to have a fight amongst soldiers, to lead individuals to victory and have tales of glory be passed down from generation to generation, not against those unable to defend themselves and become more of a beast than human in the eyes of others. Strategy is also an important thing to him considering the importance of such things that could lead to victory even with lower quality/quantity gear as well as soldiers, and respects those who manage to be rather good at their leading and thinking ability once battle arrives eventually.

Backstory:
(Essentially, a small comic showing an example of one of many battles he had participated within as well as use of his abilities)
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“Not much is known about the Commandant before his newfound fame at the frontlines… commanding his battalion and fellow soldiers against the enemy forces as well as the many victories that came from his leadership. The Commandant is a veteran of a hundred battles. From the trenches to the brutal urban cities, he has seen the best and the worst that war has to offer, accumulating medals and scars to prove it.”

“Now, empowered by war itself and with the power to shape the very blood soaked soil of the battlefield, he has come to the Hamlet, seeking rumors even greater sources of power to harness and serve his country…. or that used to be his original purpose, until seemingly being taken from his task, and thrown into another world. This will however, not unwaver his own original purpose…. and he’ll see it fit that he returns back to his home and continue his intended goal once more.”
 
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Name: Cereza, a.k.a. BAYONETTA

Appearance:
Bayonetta is a hulking Amazon of a woman (6’10 without heels), not of natural human proportions. He has a curvy figure and long but powerful legs. Her hair is longer than she is tall, but her magic allows her to transmute it into various fabrics or even leathers. Her shoes have lugs to attach two additional weapons to complement the ones in her hands. Among her iconic accessories are her glasses, dangling gold earrings, and the jeweled heirloom pocket watch that she wears over her heart.

Gender: Female
Age: 500+
Canon: Bayonetta

Abilities:
  • Superhuman physical condition (DIMINISHED) - Bayonetta is incredibly fast and strong, capable of moving cars, running down fast enemies, and smashing through walls. Under regular conditions, she can control the recoil of a cannon, carry an axe twice her height, and jump from a helicopter to a speeding missile. She is also a capable dancer and doesn’t age.
  • Wicked Weave (LOCKED) - as part of her pact with the demon Madama Butterfly, Bayonetta can summon her patron’s hands and feet to hit harder, or her full form for a devastating attack.
  • Infernal arsenal (DIMINISHED) - Bayonetta collects weapons crafted from the souls of demons. She starts with the Scarborough Fair, a set of four handguns that fire magic bullets; the ones on her feet are fired via additional magic. She can also summon torture devices like vices and chains to crush her foes.
  • Shapeshifting (LOCKED) - She can shapeshift into a raven, a panther, or a swarm of bats for better mobility.
  • Witch Walk (LOCKED) - She is able to traverse impossible surfaces, like walking on an airplane in flight or riding a motorcycle up the side of a building.
  • Extraplanar travel (LOCKED) - In Bayonetta’s universe, there is a “trinity” of worlds—The human world, Paradiso, and Inferno—with Purgatorio filling the gap between worlds. Bayonetta can access portals to Paradiso and Inferno, and freely enter or exit Purgatorio to avoid notice and do battle with angels.
  • Witch’s cauldron - Most witches are capable of making their own herbal remedies. Bayonetta usually makes hers into lollipops.
Personality:
Bayonetta exudes confidence and charisma. She tends to quickly assert dominance and likes to be in control of the situation. She is calm but sassy in most situations, often throwing out small jabs to further infuriate her foes. If a mystery catches her interest, she will work hard to get to the bottom of it. While she claims to not like saving people, she has a fundamental goodness that drives her to save lives and, most importantly, maintain the balance between angels and demons in her world. Of course, she likes a nice, fat reward, too.

Backstory:
Since ancient times, two clans—Lumen Sages and Umbra Witches—upheld the balance among worlds. Members of the two clans had a strict law: a Sage and a Witch were not to produce offspring together. However, an ancient prophecy came true, regardless of the law; Balder the sage and Rosa the witch made Cereza. As the outcast girl grew up, she befriended Jeanne, heir to the clan. They developed their powers together, training and sparring until they became the most powerful witches.

Meanwhile, Balder set into motion a plot to harness his and Cereza’s power as the treasured Eyes of the World, to resurrect his god, Jubileus. He, the Right Eye, instigated a war between the clans, which destroyed both. To prevent Balder and his angels from capturing Cereza (the Left Eye), Jeanne performed a ritual to seal and hide her. The seal lasted 500 years, when an investigative journalist named Antonio studying the Umbra Witches found Cereza’s coffin at the bottom of a lake. Opening the coffin woke an amnesiac Cereza, drawing the angels’ attention. Antonio was killed in the ensuing chaos.

Over the next twenty years, “Bayonetta” slaughtered thousands of angels to fulfill quotas for her demon allies. This status quo broke when Jeanne, now mind-controlled, attacked Bayonetta and demolished several city blocks. Arming herself with fresh weapons from the fallen angel Rodin and leads from her informant Enzo and Antonio’s son Luka, Bayonetta set out to recover her lost memories. In Vigrid, a holy city, she found a little girl also named Cereza. With the child in tow, Bayonetta fought her way to Isla Del Sol to meet Balder, confronting and defeating Jeanne in the process. There, the two fought to the death for the girl’s life, with Bayonetta emerging victorious. That Cereza, revealed to have been Bayonetta’s child self, was returned to her timeline, but the events of the past few days altered the timeline; the ritual to seal away Cereza was now a failure, Rosa’s pocket watch having blocked Jeanne’s ritual dagger.

With Balder alive once more, he launched the creator’s new vessel, a massive statue, into Earth’s orbit with himself and Cereza trapped in the eyes. Jeanne (now free of mind control) rode her motorcycle up the side of the rocket and onto the transforming statue. She thwarted the plot again, pulling Cereza from the god’s left eye. The two then used their hair to summon Queen Sheba of Inferno to punch the incomplete god’s soul into the sun.
 
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Name: Cthulhu-Chan

Appearance: View attachment 912973
(Art by Merryweathery Comics)

Gender: female

Age: older than most Cthulhu variants, is one of the Cthulhu Primes

Canon: Cthulhu Mythos & Merryweathery Comics

Abilities: possesses the same powers as every Cthulhu, but also more (however for the beginning she will only be able to call her tentacles out from the void)

Personality: a curious soul for an eldritch god, always wonders how humans tick and how they evolve, can be friendly

Backstory: due to the Multiverse and it’s infinite wisdom, there can’t be 2 Cthulhu in the same universe, however that doesn’t stop a Cthulhu Prime.
Accepted lmao

View attachment 912996

“Men bend to my words, steel bends to my will”

Name:
Kotlinsky, the Commandant

Gender:
Male

Age:

29

Canon:
View attachment 912997

Abilities:
Inventory
:
The Commandant has 16 slots in order to store items in, and depending on what item it is, may only store one if it, or multiple of it. It does nothing to slow him down when walking or in fights. If there are any other members within his party, they will share his inventory with them, and wouldn’t change the size of it at all no matter how little or how much is in his party.

Crit:
Having a small chance... he is capable of dealing a critical strike dealing double the damage he would normally do, as well as healing some stress away from his stress bar as well.

Stress:
Him, like any other human being, can become stressed out that sometimes, ‘his resolve is tested’. this can lead to two things if his stress bar reaches 100/100, he will either be ‘Afflicted’, it being a bad personality effect that is generally harmful for both him and his team, or ‘Virtue’, it being a good personality effect that helps out in combat, with ‘Afflicted’ being the higher chance personality effect. But no matter which one is chosen, his personality will change to what personality effect he has gotten. If his stress reaches 200 while ‘Afflicted’, he will suffer a heart attack which instantly puts him on ‘Death’s Door’, while gaining 200 stress with a ‘virtue’ only removes it. He has a 70% chance of gaining a virtue and a 30% chance of gaining a affliction, and gaining stress or healing would depend on the events he witnesses with his own two eyes. The effects of the afflictions and virtues will be explained when gaining either one... and what’s to expect from them.

The Virtues he can gain are:
1.Stalwart:
“Many fall in the face of chaos.... but not this one... not today.”

2.Vigorous:
“Adversity can foster hope, and resilience.”

3.Focused:
“A moment of clarity in the eye of the storm.”

4.Powerful:
“Anger is power. Unleash it!”

5.Courageous:
“A moment of valor shines brightest against the backdrop of despair.”


The Afflictions being :
1. Fearful:
“Fear and frailty finally claim their due....”

2. Paranoid:
“The walls close in, the shadows whisper of conspiracy!”

3. Masochistic:
“Those who covert injury find it in no short supply.”

4. Abusive:
“Frustration and Fury, more destructive than a hundred cannons.”

5. Selfish:
“Self-preservation is paramount- at any cost!”

6. Hopeless:
“There can be no hope in this hell..... no hope at all.”

7. Irrational:
“Reeling, gasping, taken over the edge into madness!”


Death’s Door:
If he loses all of his Hp, instead of immediately dying like many others, he will enter ‘Death’s Door’, a red skull appearing above him as his body glows red, if attacked in this state, no matter how strong or weak the attack may be, it will lead to his death, but he has a 67% ‘Death’s Door blow resist’ which allows him to survive blows in this state with no signs of damage, but not for long. If he recovers out of this state by healing at least 1 hp, he will exit ‘Death’s Door’ but will suffer penalties to his accuracy, damage, and speed while also gaining more stress.

Combat Skills:
Iron Embrace:
An ability with two uses by encasing his target ally harmlessly with a kind of barbed wire like material, it not only increases their damage and resistance to damage, but if an foe attempts to attack that ally, some of that damage will be reflected and hit them instead, be it physical or magical in nature. It wears off after combat is over.

Stranglethorn:
Encasing his foe in barbed-wire that is far more deadly than iron embrace, while it does no damage at all, it breaks the guard of the opponent, leaving them open to attack, as well as debuffing both their accuracy and speed, making it far easier to handle an target.

Rally the Troops:
Firing his flintlock pistol into the sky, this ability not only clears stun and debuffs from allies, allowing them to recover quicker, but also buffs both damage and speed to not only himself, but the entire team as well. Has a 3 turn cooldown, with the buffs lasting this period.

Officer Pistol:
A normal pistol based shot made from his pistol, it deals a decent amount of damage as well as not only marks a target allowing there to be a higher chance of hitting them, but also stress heals himself by -8 if it kills.

Perilous Ground:
Encasing the very ground itself with barbed wire and stakes to limit enemy movement, it attacks multiple foes, dealing little damage, but it’s main use is in both debuffing both the bleed resist as well as speed stats, as well as inflicting an heavy bleed like effect upon his foes.

Whiplash:
Sending forth a low damaging tentacle like piece of barbed wire, depending on the distance of the target, if they are close, they shall be pushed back by the attack, but if they are afar, it will instead, pull them towards the front, as well as inflict an decent amount of bleed upon the target as well.

On my Target:
Once activated for the first time, it de-stealths all foes upon the battlefield as the Commandant fires a special flare round from his flintlock pistol. If used upon the next turn, targets that have been marked by either himself or allies shall be hit with a devastating artillery bombardment, dealing both heavy damage as well as having a chance of stunning an target for a turn if they managed to survive such a task. It has a 4 turn cooldown after use.

(The non-move related attacks)

Empowered by War itself!:
The Commandant is seemingly no longer a normal individual, becoming more like that of a machine built for killing than a regular human. Being able to seemingly manipulate the very aspect of war itself, the Commandant can perform an series of actions using such, such as building fortifications with said ability and covering an entire field in barbed wire, to creating pieces of artillery and military equipment one that is more on par of an heavily industrialized 1800’s, with cannons and flintlock rifles to medical supplies and tents, if you require an fortification or a base built in a couple of hours by one man, this is the individual you may trust to do so. He also seems to have a form of metal manipulation, allowing him to manipulate such metals to his advantage, whether it be using barbed wire to encase someone in it, or pull a weapon from someone’s grasp.

Hardy Nature:
It’s no surprise that being able to manipulate items such as barbed wire with ease and encase himself with such, that his body has become rather resistant to physical damage, even without the aid of his powers. Being capable of hit with items such as swords and hammers, and even bullets, yet, still continue on even with wounds to his person.

Resistances:
While aren’t on par or that impressive compared to most other individuals, the Commandant is capable of resisting certain things that affect his person, such as an mild resistance to bleeding and blight (poison/venom), along with resistance to debuffs, push or pull (basically, if an attack forces him to move an great amount of distance, such as an attack that would normally send an person flying, he would be capable of standing his ground to such), and the most impressive part, resistance to both things such as fear or horror (which causes stress), but to also madness manipulation, capable of perceiving Eldritch Abominations and creatures of similar level without being driven to madness by gazing upon their true form, as well as capable of resisting their attempts to drive an individual mad from such. Although resistant to such things listed above, it isn’t entirely guaranteed for him to be able to stop such from occurring, and stress accumulated over time from the mental attacks to his brain has a limit.

Physical capabilities:
With what could be considered on the level of that of an peak human being physically, when it comes to something such as dodging or reacting to attacks heading his way, he has a much easier time reacting to attacks and dodging than actually fighting with his own two bare fists or melee weapons.

Items:
-x4 Bandages; Used in order to wrap up open wounds and stops any kind of bleeding the individual may be suffering from.
-x2 Antivenom; Cures the target individual from any kind of poison or venom that is currently going through their body.
- x2 Shovel; Can be used to clear an block in the way or interact with certain objects
- x18 torches; Used to light up the way.
- x1 Holy Water; Increases ones resistances to both debuffs, stress, bleed, blight (poison), push/pull based attacks
- x3 Skeleton Key; An specialized type of key that can open any kind of physical lock with ease.

Personality:
Brave, Stalwart, determined…. traits that define the ideal Officer…. but does it truly make the best individual? Kotlinsky may seem like an individual willing to do what is right by the people and fight for a cause… but this Officer merely wants to return to the field of war, to where he truly feels like he belongs within the world. Sociopathic and mostly introverted in nature (unless speaking about things to distract himself with), this Officer of war cares little between the bonds he creates with another individual other than being an ally that would aid him once the call of battle brings him back once again to fight for another day. Ruthless and brutal, he spares no mercy when fighting against foes in an fight, only keeping one alive if their value is too much to waste, whether it be gathering information or an potential ally, he is one who does not believe that one can change even if the right precautions and actions are taken… and believes that this ‘redemption’ is merely a lie that people tell to others so that they could feel better and become something they aren’t… to have others inflict a change upon another individual merely because they don’t like what they have done and instead, want it to become what they want to see.

But down to his core, he is a loyal ally, unable to be wavered into stopping the fight, and would likely fight to the very end. But he does have his limits, for even a man like him isn’t a complete beast, and would stay out of something if it hurts too many innocents without a good cause, especially the weak and unarmed, and would most likely not comply with the order (wouldn’t betray them but wouldn’t perform the action either) and stay out of it. After all, he is here for a challenge, to have a fight amongst soldiers, to lead individuals to victory and have tales of glory be passed down from generation to generation, not against those unable to defend themselves and become more of a beast than human in the eyes of others. Strategy is also an important thing to him considering the importance of such things that could lead to victory even with lower quality/quantity gear as well as soldiers, and respects those who manage to be rather good at their leading and thinking ability once battle arrives eventually.

Backstory:
(Essentially, a small comic showing an example of one of many battles he had participated within as well as use of his abilities)
View attachment 912998


“Not much is known about the Commandant before his newfound fame at the frontlines… commanding his battalion and fellow soldiers against the enemy forces as well as the many victories that came from his leadership. The Commandant is a veteran of a hundred battles. From the trenches to the brutal urban cities, he has seen the best and the worst that war has to offer, accumulating medals and scars to prove it.”

“Now, empowered by war itself and with the power to shape the very blood soaked soil of the battlefield, he has come to the Hamlet, seeking rumors even greater sources of power to harness and serve his country…. or that used to be his original purpose, until seemingly being taken from his task, and thrown into another world. This will however, not unwaver his own original purpose…. and he’ll see it fit that he returns back to his home and continue his intended goal once more.”
Accepted! Note that the Commandant's combat skills will be diminished until later in the RP.

View attachment 913014Name: Cereza, a.k.a. BAYONETTA

Appearance:
Bayonetta is a hulking Amazon of a woman (6’10 without heels), not of natural human proportions. He has a curvy figure and long but powerful legs. Her hair is longer than she is tall, but her magic allows her to transmute it into various fabrics or even leathers. Her shoes have lugs to attach two additional weapons to complement the ones in her hands. Among her iconic accessories are her glasses, dangling gold earrings, and the jeweled heirloom pocket watch that she wears over her heart.

Gender: Female
Age: 500+
Canon: Bayonetta

Abilities:
  • Superhuman physical condition (DIMINISHED) - Bayonetta is incredibly fast and strong, capable of moving cars, running down fast enemies, and smashing through walls. Under regular conditions, she can control the recoil of a cannon, carry an axe twice her height, and jump from a helicopter to a speeding missile. She is also a capable dancer and doesn’t age.
  • Wicked Weave (LOCKED) - as part of her pact with the demon Madama Butterfly, Bayonetta can summon her patron’s hands and feet to hit harder, or her full form for a devastating attack.
  • Infernal arsenal (DIMINISHED) - Bayonetta collects weapons crafted from the souls of demons. She starts with the Scarborough Fair, a set of four handguns that fire magic bullets; the ones on her feet are fired via additional magic. She can also summon torture devices like vices and chains to crush her foes.
  • Shapeshifting (LOCKED) - She can shapeshift into a raven, a panther, or a swarm of bats for better mobility.
  • Witch Walk (LOCKED) - She is able to traverse impossible surfaces, like walking on an airplane in flight or riding a motorcycle up the side of a building.
  • Extraplanar travel (LOCKED) - In Bayonetta’s universe, there is a “trinity” of worlds—The human world, Paradiso, and Inferno—with Purgatorio filling the gap between worlds. Bayonetta can access portals to Paradiso and Inferno, and freely enter or exit Purgatorio to avoid notice and do battle with angels.
Personality:
Bayonetta exudes confidence and charisma. She tends to quickly assert dominance and likes to be in control of the situation. She is calm but sassy in most situations, often throwing out small jabs to further infuriate her foes. If a mystery catches her interest, she will work hard to get to the bottom of it. While she claims to not like saving people, she has a fundamental goodness that drives her to save lives and, most importantly, maintain the balance between angels and demons in her world. Of course, she likes a nice, fat reward, too.

Backstory:
Since ancient times, two clans—Lumen Sages and Umbra Witches—upheld the balance among worlds. Members of the two clans had a strict law: a Sage and a Witch were not to produce offspring together. However, an ancient prophecy came true, regardless of the law; Balder the sage and Rosa the witch made Cereza. As the outcast girl grew up, she befriended Jeanne, heir to the clan. They developed their powers together, training and sparring until they became the most powerful witches.

Meanwhile, Balder set into motion a plot to harness his and Cereza’s power as the treasured Eyes of the World, to resurrect his god, Jubileus. He, the Right Eye, instigated a war between the clans, which destroyed both. To prevent Balder and his angels from capturing Cereza (the Left Eye), Jeanne performed a ritual to seal and hide her. The seal lasted 500 years, when an investigative journalist named Antonio studying the Umbra Witches found Cereza’s coffin at the bottom of a lake. Opening the coffin woke an amnesiac Cereza, drawing the angels’ attention. Antonio was killed in the ensuing chaos.

Over the next twenty years, “Bayonetta” slaughtered thousands of angels to fulfill quotas for her demon allies. This status quo broke when Jeanne, now mind-controlled, attacked Bayonetta and demolished several city blocks. Arming herself with fresh weapons from the fallen angel Rodin and leads from her informant Enzo and Antonio’s son Luka, Bayonetta set out to recover her lost memories. In Vigrid, a holy city, she found a little girl also named Cereza. With the child in tow, Bayonetta fought her way to Isla Del Sol to meet Balder, confronting and defeating Jeanne in the process. There, the two fought to the death for the girl’s life, with Bayonetta emerging victorious. That Cereza, revealed to have been Bayonetta’s child self, was returned to her timeline, but the events of the past few days caused a time paradox; the ritual to seal away Cereza was now a failure, Rosa’s pocket watch having blocked Jeanne’s ritual dagger.

With Balder alive once more, he launched the creator’s new vessel, a massive statue, into Earth’s orbit with himself and Cereza trapped in the eyes. Jeanne (now free of mind control) rode her motorcycle up the side of the rocket and onto the transforming statue. She thwarted the plot again, pulling Cereza from the god’s left eye. Although Jeanne was knocked unconscious, Bayonetta used both their hair to summon Queen Sheba of Inferno to punch the incomplete god’s soul into the sun.
Accepted! Also thanks for clarifying which abilities are diminished/locked!
 
Name: Colonel Radec

Appearance:
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Gender: Male

Age: ???

Canon: Killzone 2

Abilities:

His suit enables him to cloak himself, giving the impression of invisibility, and also teleport from one spot to the next. It's interesting to note that Radec, despite not being the highest ranked soldier in the Helghan military, seems to possess the most advanced combat technology. This is most likely because he is personally entrusted with guarding Scolar Visari.

He always carries with him a handgun and combat knife. When fighting Sev and Rico, he uses a StA-3 LMG along with his knife and grenades. He is also depicted holding an Arc Rifle, though he is never seen using this.

Personality: Colonel Mael Radec is a brilliant tactician who leads his troops from the frontlines of the battlefield. His unwavering focus on victory at any cost has made overturning the conquest of the Helghast a formidable task for the ISA.

Radec was one of the most feared and finest (if not the finest) soldier in the Helghast army. His elite squad is always at his side and tend to enter rooms before he strolls in if he is breaching. Even higher ISA officers like Captain Jason Narville respect him, his abilities, and his squad, knowing that there is a high chance of defeat if he is in the area.

A brilliant soldier noted for leading from the front, he shares his ruler's political delusion, but not his passion for conquest and genocide. Visari still trusts him with his life despite these 'shortcomings'.

True to his nickname, Radec is the human personification of the hound. He is highly evolved for his specific function and utterly focused on his duties. It is almost as if he has willingly burned out any personality, education, or characteristics that do not contribute to the swift and resolute execution of his duties. It is this quality that makes him a vicious opponent in any confrontation.

Radec is a gifted tactician, but merely a competent strategist. His genius is not in the planning, but in the fighting of battles. He combines situational awareness with a near-perfect assessment of the capabilities of both his own men and the opposing force.

He is supremely skilled in the meshing of the various arms of combat, being capable of meshing Armour, Infantry, Air, and Artillery forces into a single tactical operation with precision and flair. In personal combat he is ruthless, vicious, and overwhelming. He is the epitome of the Helghast.

He is very intelligent, somewhat villainous, and menacingly calm. He speaks in a sly, sharp tone. He is quick to anger, however, and will make sure that he gets what he wants.

He does have some sense of battlefield honor, preferring to fight in combat, and wishing that he could have defeated Templar like a soldier. When talking to Templar, he spoke in a lax, polite and refined manner before Templar lied about the codes. He is also extremely ruthless with his men. He was known to have executed two men for uniform violations.

In addition to his tactical genius, Colonel Radec is also an exceptionally skilled personal combatant, being highly agile as well as greatly skilled with both small arms and his combat knife. He also possesses immense physical strength, as shown in his brief hand-to-hand fight with Colonel Templar, one of the ISA's best soldiers.

Backstory:
Radec lead Helghast Forces in the defense of Pyrrhus during the ISA's invasion of the planet Helghan during Operation Archangel. When ISA forces captured "Visari Square" and the Helghan Military Academy, Radec activated a network of electrical Arc Towers hidden beneath Pyrrhus which decimated the ISA's oncoming Military Convoy preventing their advance.


Radec later captured ISA researchers Evelyn Batton, Dante Garza, and Shawn Natko in the wastelands. He interrogated Batton for the launch codes for the Red Dust nuclear weapons that were stolen by the Helghast from the ISA during the Helghast's failed invasion of Vekta. However, Radec was forced to retreat when ISA soldiers Tomas Sevchenko and Rico Velasquez intervened.

Radec mounted a surprise attack on the New Sun and its fleet in which he successfully boarded the ISA flagship and reaching the bridge where he confronted Jan Templar and Batton. Radec admitted some respect for Templar, commenting on how they could have met on the battlefield as soldiers, before demanding for the Red Dust launch codes. Templar lied to Radec and stating that his his access clearance had been revoked. Radec saw through his deception and killed Evelyn, who was deleting the code data, and mortally wounding Templar. Radec had his men downloaded the code data before departing the ship.

With the codes now in his hands, Radec regrouped with Admiral Orlock, Jorhan Stahl and Autarch Visari. Radec and Stahl oversaw the delivery of the Red Dust warhead. He executed a Helghast soldier who loaded the nuke so that there would be no witnesses of the fact that an ISA nuke was being launched by the Helghast, blaming the ISA for the incident. The resulting detonation of Red Dust destroyed Pyrrhus, along with the ISA and Helghast forces there.

After the thermonuclear destruction of Pyrrhus, Radec sent an army led by his own personal guard to crush the remaining ISA forces.
 

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