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Fandom (Character Sheet Submission) Crossroads - A Multifandom Roleplay

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CHARACTER SHEET

Name: Jack A-122

Age: 32

Source: Halo Reach (OC)

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.

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

8942-LQ99: Skeletons become virtually unbreakable, allowing survival in harder impacts. < While coining the term, 'virtually unbreakable', a fall approaching at or near terminal velocity (<120mph), will outright breach the MJOLNIR's protective gel layer, and either incapacitate or outright kill the wearer.

88005-MX77: Increased density of individual muscles, allowing heavier lifting. < Spartan III's can lift, flip or even throw objects, provided they are able to be grappled, weighing no more than 3 metric tons.

8897-OP24: Color sharpness is significantly improved upon, and night vision is adapted. < This allows the Spartan to see greater distances than their motion sensor can pick up; extending their maximum vision out to seven miles from the point to the horizon if they chose to focus.

87556-UD61: Greatly improves the individual's reaction time, decreasing the time taken to react by 300%. "Spartan time." < Perhaps the most unique ability given to all Spartans, this augmentation substantially increases their reflexes to 20ms. As such, they can perceive combat, especially under the influence of adrenaline, in both 'slow' and 'fast'- or 'normal' motion. They can easily dodge projectile file, close in a gap and beat their unsuspecting enemies to a paste.

-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).

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.


Strengths:

Humble: It doesn't seem like it, but beneath all the armor is a man looking to do what's best for his team, and the greater good of the objective. He may close himself off to others, but that can al be remedied the more he is exposed to outsiders.

Effective tactician: Jack is a remarkable battlefield strategist, known for his ability to plan and adapt on the fly during combat operations.

Being a Spartan: Driving, flying, shooting- all of them can do it, as there is no one role for a Spartan III Commando.


Weaknesses:

Loyally Faulted: Jack doesn't trust outsiders, only the UNSC. His attempts to assert himself to others that HE is in control could come as arrogant, or even hostile. He looks out for his team and will even place them above the success of a mission.

Not invincible: Jack, much like the other Spartans of his team, are capable of being killed by molecular-manipulating weapons, magic, high-caliber armor piercing bullets, autocannons, extreme temperatures and explosives.

Appearance:
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CHARACTER SHEET

Name: Felix-A231

Age: 30

Source: Halo Reach (OC)

Personality: Felix is gritty, Irish, 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.

Powers/Abilities:
-Spartan-III augmentations.
-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 stylised 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 wounding radius of the grenades is 4.8 meters (16 ft) , and 14.75 meters (49 ft); respectfully.

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.

Weaknesses:

Open: Felix is ususally the one to take the time and build rapport with others he encounters, even non-UNSC personnel. For this reason, he is not too appreciated by Jack.

Heavy Weapons Guy: Due to the amount of ordinance he contains, Felix moves slightly slower in battle.

Appearance:

AEg77xCcY7d6RlZL1It10dWEaCJMLvy-VZ9gT-vBuKPOsDJD1V6SsBa7i5jROZWDPJREyf-2Jd7wc1MwrB7mOZIhHV3ACFrEvvaHNE27xUr3h5S-L6S0z_LkymsmPo5vMkO5YZT_

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CHARACTER SHEET

Name: Hailey-B160

Age: 21

Source: Halo Reach (OC)

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.

Powers/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.

-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.

Weaknesses:

Lesser armored: Compared to the other team-members, Hailey's MJOLNIR set is specifically designed to minimize signature detection and silhouette profile, but offering slightly lowered armor protection to her torso.

Bleeding heart: Providing ample access to medical equipment, Hailey will attempt to heal anyone following combat.

Hit and Run: Hailey only has a pistol for a sidearm. While powerful, utilizing the sniper rifle in close quarters is ultimately useless. Due to her engagement style being suited for long to midrange combat, there is not much she can do if an enemy either flanks, or closes in on her. Fire, move, repeat.

Appearance:


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CHARACTER SHEET

Name: Ellie-G296

Age: 18 (mentally) 21 (physically)

Source: Halo Reach (OC)

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 a disciplined military professionalism when performing most other tasks- but others of her caliber would be quick to note that she is rather prone to getting distracted from her duties when operating outside the jurisdiction of the UNSC.

Powers/Abilities:
(In the case of the only Gamma-Company Spartan on the team, Ellie, there are three additional augmentations unique to Gamma Company personnel only, alongside the standard Augmentation set. 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. < Known as 'tapping in', when under control, this mutagen allows the Spartan to, while in combat, exhibit a hightened state of battlefield awareness, resistance to pain or otherwise debilitating injuries, and increased aggression translating into strength, endurance and agility.

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 peroids 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 deteriorate 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. Ellie starts with one of these inserts activated.
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.

Strengths:

Hyperlethal: Ellie is efficiently brutal and ruthless in combat.

Innovative: Ellie is creative in combat when the situation permits it; able to


Weaknesses:

Wrathful: Ellie is quick to emotionally irritate and anger when her buttons are pushed. Hope you brought a spare medkit..

Grudging: It is not uncommon for Ellie to be wary, or distrust others who were previously hostile to her, or the team.

Scrambled: What comes with being a Gamma? Efficient brutality. If she happens to be in combat off of her Smoothers, there is a chance she may not recognize her allies from her enemies.


Appearance:



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Welcome back! Your sheets look much better, though I’ll have to ask you limit yourself to one character per franchise; it keeps the vibe of a large cast of characters from a variety of different worlds fresh, wouldn’t you agree? I would appreciate you picking your favorite of the three Spartans to use as your representative for Halo, if you don’t mind.
 
Name:
Tiki

Age:
Physically around 10, true age is around 1000

Source:
Fire Emblem: Shadow Dragon and the Blade of Light

Personality:
Tiki may be 990 years older than her body suggests, but at heart she's still just a child. As such, she still has quite the innocent outlook on life, though she is striving to learn more about the world. She gets attached to people rather easily, sometimes giving them nicknames only a child would think of. She hates sleep as it left her alone for nearly 1000 years, and she also refuses to eat vegetables that aren't pickled.

Powers/Abilities:
Tiki is part of the massive species of dragons in Archanea, specifically the Divine Dragons. After her dragon form was sealed into a vessel known as a Dragonstone, she is able to use it to transform into her true dragon form at will. Divine Dragons in particular attack with something similar to an icy wind that is especially effective at combating other dragons, and Tiki in particular is more powerful than other dragons around her age.

Weaknesses:
Her Dragonstone is the crux of her powers as a dragon, and it is also unique to each and every dragon, therefore if it were to be destroyed or lost, she would not have any powers whatsoever. Additionally, her imbalanced power subjects her mind to a slow degradation only stopped by sleep or any comatose state.

As she is still a child, it is difficult for her to discern people's true intentions unless it is blatantly obvious. The fact that she actively seeks companionship feeds into this, as she does not wish to be alone for any longer than she needs to be after her nearly 1000 year lonely sleep. Her innocent outlook on life also leaves her in the dark about many of the world's deeper and darker aspects.
Appearance:
1622559348898.png
 


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CHARACTER SHEET

Name: Jack A-122

Age: 32

Source: Halo Reach (OC)

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.

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

8942-LQ99: Skeletons become virtually unbreakable, allowing survival in harder impacts. < While coining the term, 'virtually unbreakable', a fall approaching at or near terminal velocity (<120mph), will outright breach the MJOLNIR's protective gel layer, and either incapacitate or outright kill the wearer.

88005-MX77: Increased density of individual muscles, allowing heavier lifting. < Spartan III's can lift, flip or even throw objects, provided they are able to be grappled, weighing no more than 3 metric tons.

8897-OP24: Color sharpness is significantly improved upon, and night vision is adapted. < This allows the Spartan to see greater distances than their motion sensor can pick up; extending their maximum vision out to seven miles from the point to the horizon if they chose to focus.

87556-UD61: Greatly improves the individual's reaction time, decreasing the time taken to react by 300%. "Spartan time." < Perhaps the most unique ability given to all Spartans, this augmentation substantially increases their reflexes to 20ms. As such, they can perceive combat, especially under the influence of adrenaline, in both 'slow' and 'fast'- or 'normal' motion. They can easily dodge projectile file, close in a gap and beat their unsuspecting enemies to a paste.

-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).

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.


Strengths:

Humble: It doesn't seem like it, but beneath all the armor is a man looking to do what's best for his team, and the greater good of the objective. He may close himself off to others, but that can al be remedied the more he is exposed to outsiders.

Effective tactician: Jack is a remarkable battlefield strategist, known for his ability to plan and adapt on the fly during combat operations.

Being a Spartan: Driving, flying, shooting- all of them can do it, as there is no one role for a Spartan III Commando.


Weaknesses:

Loyally Faulted: Jack doesn't trust outsiders, only the UNSC. His attempts to assert himself to others that HE is in control could come as arrogant, or even hostile. He looks out for his team and will even place them above the success of a mission.

Not invincible: Jack, much like the other Spartans of his team, are capable of being killed by molecular-manipulating weapons, magic, high-caliber armor piercing bullets, autocannons, extreme temperatures and explosives.

Appearance:
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CHARACTER SHEET

Name: Felix-A231

Age: 30

Source: Halo Reach (OC)

Personality: Felix is gritty, Irish, 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.

Powers/Abilities:
-Spartan-III augmentations.
-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 stylised 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 wounding radius of the grenades is 4.8 meters (16 ft) , and 14.75 meters (49 ft); respectfully.

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.

Weaknesses:

Open: Felix is ususally the one to take the time and build rapport with others he encounters, even non-UNSC personnel. For this reason, he is not too appreciated by Jack.

Heavy Weapons Guy: Due to the amount of ordinance he contains, Felix moves slightly slower in battle.

Appearance:

AEg77xCcY7d6RlZL1It10dWEaCJMLvy-VZ9gT-vBuKPOsDJD1V6SsBa7i5jROZWDPJREyf-2Jd7wc1MwrB7mOZIhHV3ACFrEvvaHNE27xUr3h5S-L6S0z_LkymsmPo5vMkO5YZT_

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CHARACTER SHEET

Name: Hailey-B160

Age: 21

Source: Halo Reach (OC)

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.

Powers/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.

-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.

Weaknesses:

Lesser armored: Compared to the other team-members, Hailey's MJOLNIR set is specifically designed to minimize signature detection and silhouette profile, but offering slightly lowered armor protection to her torso.

Bleeding heart: Providing ample access to medical equipment, Hailey will attempt to heal anyone following combat.

Hit and Run: Hailey only has a pistol for a sidearm. While powerful, utilizing the sniper rifle in close quarters is ultimately useless. Due to her engagement style being suited for long to midrange combat, there is not much she can do if an enemy either flanks, or closes in on her. Fire, move, repeat.

Appearance:


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CHARACTER SHEET

Name: Ellie-G296

Age: 18 (mentally) 21 (physically)

Source: Halo Reach (OC)

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 a disciplined military professionalism when performing most other tasks- but others of her caliber would be quick to note that she is rather prone to getting distracted from her duties when operating outside the jurisdiction of the UNSC.

Powers/Abilities:
(In the case of the only Gamma-Company Spartan on the team, Ellie, there are three additional augmentations unique to Gamma Company personnel only, alongside the standard Augmentation set. 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. < Known as 'tapping in', when under control, this mutagen allows the Spartan to, while in combat, exhibit a hightened state of battlefield awareness, resistance to pain or otherwise debilitating injuries, and increased aggression translating into strength, endurance and agility.

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 peroids 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 deteriorate 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. Ellie starts with one of these inserts activated.
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.

Strengths:

Hyperlethal: Ellie is efficiently brutal and ruthless in combat.

Innovative: Ellie is creative in combat when the situation permits it; able to


Weaknesses:

Wrathful: Ellie is quick to emotionally irritate and anger when her buttons are pushed. Hope you brought a spare medkit..

Grudging: It is not uncommon for Ellie to be wary, or distrust others who were previously hostile to her, or the team.

Scrambled: What comes with being a Gamma? Efficient brutality. If she happens to be in combat off of her Smoothers, there is a chance she may not recognize her allies from her enemies.


Appearance:



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Jesus making halo characters are hard, or you just put a lot of detail
 
CHARACTER SHEET

Name: Wolf O'Donell

Age: 27

Source (If they’re an OC, just say “OC”): Starfox

Personality: Rough and Loud

Powers/Abilities: Good Piloting

Weaknesses: Cuddles and Cake

Appearance: 1622562291522.png
 
CHARACTER SHEET

Name: Wolf O'Donell

Age: 27

Source (If they’re an OC, just say “OC”): Starfox

Personality: Rough and Loud, he often does not enjoy being touched and will fight anyone.

Powers/Abilities: Good Piloting, G U N, Martial arts and Judo.

Weaknesses: Cuddles, Cake, a fixation with guns and beating the crap out of homphobes.

Appearance: 1622743565710.png
 
Hey ya'll, I'm Aralascia and I would love to join! The IC chat is looking very promising and I hope our colorful cast can get along!

CHARACTER SHEET

Name:

Terezi Pyrope

Age:

22 (Human Years)

Source:

Homestuck

Personality:

By constantly grinning, cackling, and leaning suspiciously into people's personal spaces, Terezi loves to make others question whether she has ulterior motives(or is just an idiot). She enjoys making coarse jokes at the expense of decent conversation and playing childish games with coins and stuffed animals. If she didn't have pointed teeth, a sword, and an uncomfortable amount of morbidity behind her flippancy, she'd easily be written off as a silly distraction. She also finds that funny for some reason.

Powers/Abilities:

1. Clairvoyance


Terezi is a Seer of Mind. She is able to witness future timelines and parse through possible outcomes branching from the present. Her conclusions aren't always correct - the visions are murky and deeply laborious to achieve.

2. Swordfighting

Terezi has practice with blades from her LARPing days and is no stranger to violence. Her society's odd, brutal ways have raised her well.

3. Heightened smell and taste

Terezi is blind, but compensates with other extremely specialized senses. Strangely enough, by smelling and tasting her surroundings(of which she enjoys exaggerating while others are in the room), she is able to decipher and navigate the world around her as well as anybody. Should these senses be blocked, however, she would be rendered truly blind.

Weaknesses:

Terezi might be fun in short bursts, but her mercurial tendencies and complete disregard of sincerity are... abrasive. Although she has combat experience, she is by no means a veteran and could easily be felled if her guard is down. Overall, she has made far more uneasy acquaintances than friends, and her self-centeredness has led to some questionable emotional intelligence.

Appearance:

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CHARACTER SHEET

Name: Lt. Aria Monroe

Age: 29

Source: Halo (OC)

Personality:

Psychological/Combat Behavior analysis (From the office of Psychiatrist Alastair Takugawa)

"Aria is a unique case. The label of becoming one of the legendary Spartans did not swell her head with ego, nor did it change her to behave with reckless abandon. Instead, it bled into everything she'd been through during her time in the ODST's, combined with the various positions of Naval Intelligence. One of the Class One instructors, Spartan-137, commented following her graduation that he felt she was 'the only person, along with a few others, deserving the title of Spartan despite being a Five.' Rivalry aside, I personally concur with his statement. She is remarkably strong-willed, resilient, and a formidable fighter."

Powers/Abilities:
-Spartan-V augmentations:

All Spartan-V commandos possess several augmentations belonging to the previous iteration, notably of which are the following:

Torpet datacluster installation: The subject is given a specialized neural implant—taking the form of a torpet datacluster—capable of interfacing with an artificial intelligence. The neural interface controller extends from the dataport at the base of the skull to the midbrain.

Muscular/skeletal engineering series: The Spartan candidate undergoes treatment to induce growth in skeletal and muscular tissues. Edward Buck commented that his bones were "lengthened" and his muscles "stretched". The bones are then reinforced with skeletal fullerene lattices, regarded as "tougher than steel", which makes them virtually unbreakable and allows survival in harder impacts. The joints are also reinforced or replaced. The reinforcement is necessary as without it, simple actions such as jumping would result in the bones disintegrating due to the strain from the strengthened muscles. The subject's ligaments are reconstructed during the procedures.
Muscles are subjected to induced growth and injected with a material that allows them to work harder without breaking the Spartan's skeleton. Subjects also undergo muscle grafting. The augmentations also give them an enhanced muscle memory, which makes observing and learning combat techniques much easier. In addition, each Spartan is capable of individually lifting up to five metric tons.

Neurological series: The nervous system is "super-myelinated" to increase the production of myelin sheaths and, therefore, the subject's reaction time. The nervous system is subject to various element treatments, including an increase in cyclic adenosine monophosphate (cAMP) responses and the rebuilding of neuroendocrine cells.

Organ implantation: Aside from the brain, virtually all other organs in the body are either modified in some manner or replaced. Several organs are biofabricated, including the lungs. The lungs implanted into the Spartans are biofabricated and lined with a STONEWELL pulmonary surfactant; a polymer that enhances oxygen intake and allows the subject to process airborne toxins or foreign gas mixtures. The pancreas is replaced by an apparently unnamed, vat-grown organ. The Spartans also undergo treatments to prevent organ rejection. Corneal implants are provided, improving the subject's eyesight and night vision.

Circulatory and metabolic improvement: Subjects undergo numerous circulatory improvements. The heart is implanted with a synthetic, polythread weave which significantly increases its capacity to pump blood. The blood composition is modified to allow for faster clotting and immunity to most toxins. Spartans are also subjected to K5.2 hemoescutcheon, and implanted with circulatory shunts and intelli-fibrin acclimation, likely aiding in the healing of wounds.
Intestinal bacteria are altered to enable the digestive system to absorb more nutrients from food. An intestinal bioreactor is also implanted, and the subject is given a gut microbiota refresh.

--Gene therapy: Spartans undergo an extensive gene therapy, which involves the lengthening of the telomeres and increasing the effectiveness of chondrocytes.

-GEN3 MJOLNIR Powered Assault Armor 'SPLINTER' Variant: This experimental combat suit features a slimmer, narrower design; offering a balance between mobility and protection. Considered to be the successor to the Mk. VII Variant, this suit is outfitted with the most comprehensive suite of cutting edge warfighting technology. These include:

-Enhanced Combat Threat Provider: The ECOMP is the successor to the long-used Visual Intelligence System, Reconnaissance (VISR) device used by ODST units. At present, it is capable of identifying object composition, chemical analysis, providing tactical battlefield suggestion, highlighting persons, weapons, and vehicles, scanning and uploading summaries, and has a passive enhanced sensor mode and range of up to 50m.

-Graphine-Titianium weave shell: The supplemental upper neck guard, chest, torso, arm and leg armor are all composed of an experimental alloy; able to deflect, ricochet and disintegrate projectiles lower in caliber than 5.56x45 FMJ.

-Upgraded Shields: These shields, unlike previous MJOLNIR iterations, emit a brilliant pearl-blue hue when absorbing kinetic attacks and elemental energy. They are incredibly strong; capable of resisting 1.21 Gigawatts, or the equivalent attacks of a single rocket, Spartan Laser or two .50 BMG shots, before breaking. Once broken, it will take ten seconds out of combat to make a six second recharge back to 100%.



-Mk. 3A BIOS: The lifeblood of the MJOLNIR's powered electronic system, this version is the third iteration of the MJOLNIR BIOS, the A standing for Automated. Handling everything from monitoring vitals, maintaining internal climate and necessary system functions, the Spartan within only needs to worry about the objective. Utilizing a custom 'Dumb' AI programmed for military operations, the MJOLNIR suit and its operator work hand-in-hand.

-Hermetic Bodyglove: A 'smart' breathable underweave that can seal itself off when oxygen is not present in an atmosphere; rendering the Spartan immune to depressurization caused by vacuum. This enables the soldier to perform in EVA situations.

-Twinlinked Cold Fusion Reactor: A massive upgrade over the single fusion reactor, this compact powerplant is secured mounted into the rear of the armor; reinforced with armored plating to protect it from breaches.

-S13T Intigrated Micro-Thruster package: This 'pack' appears as a backpack-like disc mounted to the upper backside of the MJOLNIR suit, with three small rectangle-like thrusters occupying the middle, lower right and left sides of the device. When activated, the pack emits a propulsive jettison that can propel the user in any direction for 15 seconds.

-EVA Thrusters: Situated behind and just above the joints of the knees and elbows, as well as the soles of the feet and underneath either wrist, these tiny devices open up to emit a propellant that makes it remarkably easier to navigate Zero-G environments.

Systems unique to this Variant are:

-Rapid Acceleration/Acrobatic Module: Nicknamed 'RAAM', this specific module, when activated, augments user speed to that of the average Cheetah, including momentum gained from going airborne. Combining this with the Micro Thruster essentially allows the user to perform combat acrobatics; maneuvering around the battlefield with relative ease. However, a significant drawback is that once this module is activated, it will remain active for ten seconds. After this, the module will deactivate and will be unusable for five minutes. Should the Spartan not take proper care to address threats, they can quite literally be caught in the wrong place as a horrible unfortunate time.

-MA2B Carbine Rifle: The MA2B Assault rifle is a cut-down carbine version of the standard MA5B Individual Combat Weapon System. Like its relatives in the MA5 family, the MA2B is tough and reliable. It features electric targeting, an ammo supply indicator, a recoil-reduction system, and a cross-compatible magwell for the MA5B. The MA2B can deliver an impressive fifteen rounds per second and is chambered for .390 caliber ammunition in a 60 round box magazine. In addition to the standard armor-piercing rounds found in most human firearms, it can use "shredder" rounds, an anti-personnel ammunition type designed to splinter on impact.

-Two M7 Caseless Submachine Guns: 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).


Weaknesses:

Vulnerable: While possessing greater shields, strength, agility and overall combat prowess, Aria can't withstand extreme temperatures, magical attacks, falls exceeding terminal velocity, EMP's, or heavy ordinance exceeding a 30mm autocannon. These all have the potential to wound or outright kill her. Not to mention, strikes from powerful heavy weapons, while able to be blocked somewhat by her shields, will send her flying and have the potential to fracture bones, rupture organs and cause internal bleeding and heavy bruising.


Appearance:


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Bio: <:!ATT:> ERROR. Personal history unavailable. Compiling general summary. . .


Birthplace: Earth

D.O.B: November 2nd, 2530

Age: 29

Enlisted Date: 2548 (18)

Enlisted Branch: United Nations Space Command Marine Corps

Notable battles participated: Battle of Ariel, Battle of Reach, Battle of Installation 04, Battle of Earth, Battle of Installation 05, Battle of Installation 00.

Awards received: Basic Training Honor Graduate Medal (issued 2548), Bronze Star (issued 2549), Non-Commissioned Officer Development Ribbon (issued 2550) Silver Star, Red Legion of Honor (issued 2551), Medal of Honor (issued 2552)
Transfer Record/Service Duration: ODST 105th Shock Troops Division (8 yrs.) Recruited into Spartan-V program, service record noted. Promoted to Fireteam Leader.

MISSING IN ACTION ON: 4/3/2561

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Name: Noctis Lucis Caelum.

Age: 20.

Source: Final Fantasy XV / 15.

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, 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.
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.
Sword of The Wise (I): A sword once wielded by a comparatively ancient monarch, who established the first Wall against the darkness. Prefers to be used to lead the Armiger.
Axe of The Conquerer (II): A halberd once wielded by a queen who united the Lucian continent, bringing about an era of peace. Prefers to be used to methodically wreak havoc.
Bow of The Clever (III): A crossbow once wielded by a king who was well versed in the arts, be they intellectual or martial. Prefers to be used to strike at range.
Swords of The Wanderer (IV): A pair of swords that can combine into a besieging weapon, once wielded by a king who found no barriers, going where none had gone before. Prefers to be used to storm the battlefield.
Blade of The Mystic (V): A great sword once wielded by the first king to swear an oath to protect the Oracle, a priestess granted the power to see spirits by the Astrals; this became tradition. Prefers to be used to bolster oneself.
Star of The Rogue (VI): A large shuriken once wielded by the first queen of Lucis, who disliked the public eye, ruling from the shadows. Prefers to be used to strike unexpectedly.
Sword of The Tall (VII): A great sword that bears greater resemblance to a chainsaw, once wielded by a king known for his stature and strength. Prefers to be used to tear through opposition.
45CE1600-8F68-4204-8801-F9DCF9B49F8F.jpeg
<Left to Right>
Top - XI, V, VII, IV, VIII, IX, II.
Bottom - III, I, X, XII, XIII, VI.

Shield of The Just (VIII): A tall shield once wielded by a queen who devoted her life to upholding peace, beloved by her people for her serenity. Prefers to be used to protect oneself, and others.
Mace of The Fierce (IX): A great mace once wielded by a king who was kind to his people, and merciless against his enemies. Prefers to be used to debilitate.
Scepter of The Pious (X): A scepter used for channeling holy magics, once wielded by a king who ruled by divine principle, and worked closely alongside his Oracle. Prefers to be used to smite evil with magic.
Trident of The Oracle (XI): A trident once wielded by a king who married his Oracle, taking up the mantle himself after her death. Prefers to be used to strike decisively.
Katana of The Warrior (XII): A katana once wielded by a king who waged war across the world for an era, fueled by a vendetta of bereavement, renowned for his incredible courage and his terrible destruction. Prefers to be used to strike quickly and relentlessly.
Sword of The Father (XIII): A saber once wielded by a man who was known for his love for his family, and fathering the Chosen King. Prefers to be used for decisive duels.
Noctis’ primary weapon.
Armiger Unleashed:
Noctis draws out the spirits of the kings of yore kept within the Royal Arms, joining their energy with his. This grants him a seemingly bottomless supply of Magical Power, greatly enhancing all of his abilities to the point of apparent mastery over the Armiger and the thirteen, such as the ability to Airstep indefinitely, granting him flight. In this state, Noctis wields each Royal Arm simultaneously, without draining his life force and with exceptional control over each weapon, attacking with increased speed, accuracy and potential of destruction simply by thinking about it; the Arms swarm their enemies with astonishingly devastating, ferocious coordinated attacks. The bane of all evil. But he cannot remain in this state forever, and his spirit will eventually falter, often leaving him in a comatose state for a time.
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.


Appearance:
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Request Received. Initiating Protocols...
No Virus detected. File 99.99% safe. Reading...
No disturbances found in file. Initiating request "post ROBO.cs"...

ROBO_Head Unit 02

AKA. ROBO_Head/ROBO

Age:
"This unit shall not be processed by a proper age, but manufacturing date is 5."
Although technically created 5 years ago by the 12 year old kid genius Nora, ROBO_Head's age is considered to be non-existent.

Source:
Cytus II

Personality:
"This unit does not receive proper personality. This unit will try to learn correctly."
Despite being an AI, ROBO can be deeply emotional if the time is right. He has the ability to be excited, happy, scared, angry, or sad. Although he is right in saying he never got a coded personality directly, he learned through online dictionary definitions. He is also able to learn the proper emotions to use on people when he interacts with them. But overall still a bit bland other than his core mechanics. He is deeply passionate for his creator, Nora. If ROBO believes someone is about to hurt her, or if she is in clear pain emotionally or physically, ROBO will be the only one to "break her defenses". And he's one of the greatest DJ's of all time. Just a bit important.

Powers/abilities:
"This unit is very good at the executions it was built for."
He is extremely good at playing music, as he can search up many different songs and play them at will.
He has no issue connecting to the sort of "internet" of his world, the Cytus System! He is also one of the few units to have the ability to enter the OS Space.
With proper set up, ROBO has the ability to send other people into the OS Space for a short period of time.
BUILT IN DJ SET UP WHAAAA-
Although not the fighting type, he does have a defense mechanism used when innocent people nearby are in danger of damage.

Weaknesses:
"This unit is not very good at the executions it was not built for."
He's a robot. So, like, things computers would break to. (Water, short circuits, viruses, overheating, etc.)
He does have a battery life, but it drains slowly.
When entering other people into the OS Space, he has a tendency to heat up much faster.
Threatening Nora makes ROBO more rash. He needs to speed up his processing in order to ensure her safety. Even if that means skipping a few tests or scans.
Appearence:

"Say Cheese, ROBO!"
"Replaying message:

Cheese, ROBO!"
View attachment 882298
They have a DJ rig as well:
View attachment 882406
Don't ask how he can fit that much equipment in his body, that's just how he works.


Here's something if you wanna read a bit more into ROBO: ROBO Head
He looks like hex from fnf lol
 
"Memento mori. Apparently, it means: Remember that you must die. Do not forget that you will surely die someday, and as such, that is the more reason to live now--is the message contained in that phrase."

Decim


Age: Ages are irrelevant to any Arbiter for the most part, but fine he's about 1,200.

Source: Death Parade (Anime)

Personality: Nothing.
No seriously, he has no personality for the most part. He's always still, blank, and emotionless. He can be caught off-guard, but he always talks to someone with a monotone voice, and nothing else. Before he got into... wherever he is, Decim was a devout Arbiter, which is simply a person who decides whether a given person's soul goes into the void (or Hell) or gets reincarnated to live life again (or Heaven). However, he quickly moved on, assuming he now lives life as a human. So he keeps his life moving as a bartender. Despite not knowing to show much emotion himself, he does show his customers respect and tries what he can, whether through cracking a badly timed joke or through congratulating them on their tribulations. He also seems to dislike violence overall.

Strengths/Abilities:
Decim is quite the bartender, making alcoholic beverages fit for a king!
He also has threads which are usually used for rude customers, but due to his current area, will not be using them much if at all. They are known to be quite strong, enough to pin some customers down.

Weaknesses:
The threads can be cut if Decim's not focusing on protecting said threads, and if he's ambushed, it may take him a bit to fire.

Appearance:
1623297185116.png
6"2' (188 cm) 70kg, and quite lean. He wears his Bartender uniform always, with the red bowtie, white button down shirt, black vest, black pants, and black leather shoes. There is a pin on the left side of his vest.​
 
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Jennie.jpg

Name: Jennie Gladwin Melton

Age: 24 Years Old

Source: OC

Personality: She tends to go with the flow under certain circumstances, but will become really stubborn when she believes she needs to be. She’s a pacifist at heart, and so she will never fight unless it’s in self defense. Despite her overwhelming kindness and empathy, her pirate career demands some amount of cruelty and greed from time to time; making it hard to tell her true intentions for those who hardly know her.

Powers/Abilities:
-Ballad of Swords-
-As she sings out a classic sea shanty with help from her Harp, thin swords made of water float around herself and 3 of her party members; alongside musical notes and wavy lines that keep beat to the song. All party members with this effect have their strength increased by 10-20% (AKA being able to lift 110-120 lbs instead of 100), with party members with swords able to swing their sword 5% faster. In addition, 6 thin swords of water surround her and attack enemies that get within 5 feet of her, knocking them back alongside dishing out moderate slashes; attacking once every 5 seconds. Only one sword can target one particular enemy within this range, allowing her to fend off up to 6 enemies. After being casted it will last for 3-5 minutes, and can be casted up to 10 times a day
-Shanty of Healing-
-Using a Flute to fill the air with songs of hope, flower petals forming from water float around a max of 2 party members; imbuing their weapons with water magic and healing 1% of their health for every attack they land. This spell will also heal those it's casted on every 5 seconds, healing for 10% of their health. Those who are fully healed have their movement speed increased by 10% instead. After being casted it will last for 3-5 minutes, and can be casted up to 8 times a day.
-Tale of Revenge-
-Playing on the Tambourine with the voice and rhythm to inspire fear, a max of 3 party members have thorns of water wrapped around their armor and shields. Enemies that attack will have 0.8% of their health taken away, with the party members becoming 2% more resistant to continuous attacks and 20% more resistant to the first attack of any new enemies. In addition, enemies that attack will be wrapped by thorny vines of water for 20 seconds, taking 1.2% of their health away every attack alongside slowing their movement speed by 10%. Damage dealt to enemies by thorns on party members can stack up to 5 times, and all stacks will fade after 10 seconds of not being attacked. After being casted it will last for 3-5 minutes, and can be casted up to 12 times a day.
-Tide Caller-
-With the use of her Rapier, any physical attack that's parried will temporarily enchant the weapon with Water Magic, with a successful hit becoming three times stronger than what her foe dished out. Alongside attacking immediately after parrying, a successful hit will also summon a surge of water from the sword's blade, sucking water vapor out of the air into the blade. The water would come out from the tip of the blade like an extension of the sword itself, with a strong enough attack parried able to slice the target in half. Requires a successful hit on either armor, shield, or skin - and the magic will dissipate if 20 seconds go by without success. Can be casted twice in rapid succession, but only has two casts within a 24 hour period. The attack can hit up to two additional enemies within 5 feet behind the target, though they will sustain fewer injuries than the original target.

Weaknesses: Due to her powers being almost exclusively supportive in nature, she suffers from being vulnerable at range. Although she can counter this issue with the use of her pirate ship, operating such a massive vehicle requires a massive crew to boot - which she didn't have the option of bringing with her to this new and strange world. Alongside this, the only power she has that can double as defense can be overwhelmed easily enough with a large enough force, leaving her counter-attack to be the only viable option against foes who haven't fought against her.

Gear/Vehicles:

The Great Galewin.jpg
-The Great Galewind: A former Royal Navy ship. It's said her sails were swindled by Jennie's pirate crew in the dead of night and her crew slain under the cloak of moonlight, though the validity of such rumors are doubted. None the less, it was now in use by Jennie and her crew, with the Royal Navy the ship was once a part of searching desperately for the ship and it's new crew. The ship is the size of several houses and is stocked with over 75-90 cannons, capable of housing a crew of 40-50 people at minimum while 120 people is the most the ship can support safely.
-Rapier
-Harp
-Flute
-Tambourine​
 
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CHARACTER SHEET

Name:frisk

Age:18

Source (If they’re an OC, just say “OC”): undertale au oc

Personality: kind, selfless, loving, merciful and kind, understanding,

Powers/Abilities: magic blue, and orange knives (blue means stay still and orange means move to it),
  • Save and Load: Can save and load the game. Thus, they can rewind time if they die and try over and over again.
  • Determination: Alongside their save & load ability, Frisk can be simply immortal and comes back from being deleted from existence (or just being killed) by sheer determination. They can also increase their strength, probably speed, and via determination too by killing monsters and getting more LV (AKA “LOVE”, which is a acronym of “Level of Violence.”) and EXP (EXP is also a acronym, which means “Execution Points.”)

Weaknesses: selfless, to merciful for her own good

Appearance:1623342205734.jpeg
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Name: frisk





Nickname(s):frisky





Gender: female





Age:20





Species/What Are They:human





Sexuality:straight





~BATTLE INFO~





Atk:20





Def:20





Exp on kill: instant LV 5





LV:1





Powers/Attacks: magic knives, determination, save, reload, OVERWRITE.





Weapons: MaGIC





~RELATIONSHIP INFO~





Friends With:all human





Neutral With: surface humans





Enemies With: evil people





Family:toriel dreemurr, asgore dreemur (former father underground) sans (close friend so counted as family) papyrus (same as sans)



Crush(es): n/a



Relationship:n/a



~PERSONALITY~





Personality Towards Humans: revengeful pacifist
Selfless




Personality Towards Strangers: neutral
Selfless




Personality Towards Friends: happy, kind, loving, selfless





Strengths: being determined, friends





Weaknesses:
Memory of genocide loop controlled by player




Flaws: selfless





Likes: everything





Dislikes: genocide runs





Fears: player returning and doing more genocide runs





~APPEARANCE~





Eye Color:brown





Clothes: blue T-shirt with pink horizontal stripes, blue Jean shorts, and blue tennis shoes





Hair:brown





Skin:white





Other: small yellow flower in her hair



((A picture that discribes it all will work))




~OTHER INFO~





Alignment:





Goals/Purpose:





Job:





Items:







~BACKSTORY~



Backstory:While the monsters in the Underground were kind, Frisk wanted out because Frisk feared that the monsters would act like in legends and myth, being that of horrific creatures of feral abandon and voracious hunger. As he went on, he realized too that monsters weren't so bad after all

reply | flag *
pardon but this isn't our template! could you use it, please?
 
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CHARACTER SHEET

Name: Franklin Richards

Age: Physically 14, Unknown amount of actual chronological years [some say he subconsiously manipulated tim

Source (If they’re an OC, just say “OC”): Marvel Universe

Personality:
Frankie is described as a gentle soul who accepts all into his arms without equal. While naive and childlike in every regard, his innoncence is one of his biggest strengths. It is rare for him to be this way to people, since usually he doesn’t get a chance to do much with others, since for the most parts he was isolated in the Baxter Building. He is described as a gullible ball of innocence who blindly accepts everyone he meets, usually to the chagrin of those protecting hIm. Extremely Shy and self-conscious of himself , both emotionally and physically . Believes himself to be a burden to others whenever he is around . Especially due to the fact that he usually isn't allowed to do anything, resulting in a severe lack of self-confidence.



Powers/Abilities: As an Beyond Omega Level Mutant, the highest level Mutant in the Marvel Universe, where humans with genetical defects gain powers, there is no telling what he is capable of doing. He wields psionic powers such as telepathy and telekenesis. There are currently seals on his power that heavily restricted what he can, and cannot do. Despite this, he was called an rival to The Celestials and created an entire reality where they are safe, and ironically they are still within it. It is heavily implied he can tap into this power when extremely stressed , however he lacks the control and raw power to do anything remotely useful with his abilities as of this moment, as he is very untrained in how they work. Due to this, his reality warping, while active, is disabled for the time being (or for the entire RP)

He will summon other selves, such as Psi-Lord, Avatar, and Ego-Spawn. Ego-Spawn is an muscle bound purple tight wearing entity with monstrous strength, but an dumb brute who can easily get distracted. Psi-Lord is the pinnacle of psionic powers and can even threaten the entire Omniverse, but has a self-restriction that refuses to use any more than a set amount of his power in fear of himself. Avatar is heavily implied to be what Franklin could be, and is an Psionic and Reality Warper, and even Reed Richards doesn't know what his limits are, but doesn't use it in anyway that should be notable enough to be of worry. He is more so insatiable due to his curiousity combined with insatiable intellect.

Weaknesses: Childlike and not mature enough to wield the full blunt of his powers, he will most likely use his 'other aspects', if an fight were to come, or rely on the assistance of others. His physical durability, due to not having any knowledge on his powers, will always will be stuck as an Avaerage kid level so killing him, or even knocking him out, would be as simple as doing it to a normal kid. Psi-Lord can't use his powers for an bit of time before he gets tired due to the psionic limiters on his body. Ego-Spawn has an limit on how much damage he can absorb. Avatar's sole weakness is his aptitude

Appearance:
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CHARACTER SHEET

Name: Ben Grimm

Age: Mid Thirties

Source (If they’re an OC, just say “OC”): Marvel Universe

Personality:
Ben Grimm can be described as an rather rough but understanding man. Having no judgmental bone in his body, he takes great pride in giving others support, but can be extremely forward in how he thinks. He protects everyone equally, regardless of his trust in them not exactly being the best, unless you are literally so evil you cannot be saved.



Powers/Abilities: Due to Cosmic Radiation, He has incredibly hardened skin that makes it look like he is incredibly sturdy and strong, which he truly is. This hardened skin has allowed him to tangle with some of the most powerful people on the planet, including the Hulk, and managing to fend their blows off albeit with incredible difficulty. Every Physical Attribute is welll beyond superhuman at this point, able to leap mighty bounds.

Weaknesses: Due to his raw power, he will lose stamina overtime as he uses his powers. Losing too much stamina will cause him not to be able to move very much.

Appearance:
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Fantastic-Four-Vol-6-1-The-Thing-Variant-Textless.jpg


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Name: K1-B0, or Kiibo

Age: Unknown (High-School-ish?)

Source: Danganronpa V3: Killing Harmony

Personality: K1-B0

Powers/Abilities: Laser Blaster, Robo-Jetpack. Enhanced Strength (Not much, however)

Appearance:
420
 
Initiating Background Check...

"Miku, please answer the following questions."

Name:
"Hatsune Miku." (or Miku Hatsune if you prefer the first name first)

Age:
"The earliest release of the 'Vocaloid' software was back in 2004. However, the 'Hatsune Miku' voicebank was not released until after the software's second revision in 2007, making it almost 15 years old as of present day."

Source:

"As stated earlier, 'Hatsune Miku' was originally a voicebank released 2 months after the release of 'Vocaloid 2', a revision to the original 'Vocaloid' software from 3 years prior."

"Thank you for your time, Miku. The rest of the information has already been filled out for you, you are free to leave."

Personality:
Hatsune Miku is a virtual idol known around the world for the numerous songs produced using her voicebank. When she was transported here, she had somehow not only became corporeal, but had retained memories of the many songs mentioned previously. In this universe, she is extroverted and enjoys the little pleasures in life. As is expected, she is also very talented at singing, able to articulate her voice in a variety of different styles.

Features (Abilities):
As stated earlier, Miku is a highly talented singer with a wide range of tones of voices she can reach. She also is able to play numerous different types of instruments, such as guitars, pianos and flutes. Miku is able to swap outfits, or modules, on the fly, but it requires the assistance of a second person. Along with this, she has basic knowledge of weaponry usage such as firearms, blades and daggers. This is because she had to learn to use them for certain song performances.

Design Flaws (Weaknesses):

Basic knowledge truly means basic, beyond the minimum required to use them she does not know much else, including how to more efficiently use them. Additionally, it seems that Miku has realized that she was a program in her past life, and as such is sometimes prone to having existential crises.

Appearance:

5B753C64-78FB-4BAE-AC6F-C657E0FEA18B.jpegD17E981E-9640-4491-8FA7-A92D5B154739.jpeg
 
Name: K1-B0, or Kiibo

Age: Unknown (High-School-ish?)

Source: Danganronpa V3: Killing Harmony

Personality: K1-B0

Powers/Abilities: Laser Blaster, Robo-Jetpack. Enhanced Strength (Not much, however)

Appearance:
420
I’m afraid writing certain aspects of your CS yourself is required. No links to or copy-pasting from the wiki.
 

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