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Fantasy Humanity Stands Redux: Character Sheets

Main
Here
OOC
Here

BoomersAndMash

Hibernate and vibe
(Please note: You are more than welcome to create your own original character or use a character from a book, video game, or any media that you wish. Also I will message you when your character is accepted into the RP. Please wait until then before posting in the main thread.)

Name:
Age:
Gender:
Sexuality:
Personality:
Human/Supernatural:
If supernatural power:
Weakness:
Athena/Hunter/Coven:
Weapons:
Appearance: (Image or description is fine)
Bio:
Extras:​
 
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Name: Harper Steelbite
Age: 43
Gender: Female
Sexuality: Lesbian
Personality: To the point and doesn't like to be jerked around. Has a sense of humor but only comes out when she gets to know you.
Human/Supernatural: Supernatural
If supernatural power: Werewolf
Weakness: Silver, will also throw self in the line of danger to protect those she loves or trust.
Athena/Hunter/Coven: Former Athena now Hunter
Weapons: Pump action shotgun, throwing knives and a pistol
Claws, teeth inhuman strength when in werewolf form
Appearance: 5'10 with short brown hair cut towards her chin. Tends to wear aviator sunglasses a lot with flannel shirt, white undershirt and jeans. Has rugged boots and wears a steel necklace that is the design of a wolf tooth. Has a bite scar on her left forearm from one of her hunts.
Werewolf form is grey and brings her height up to close to 7 feet tall. She can change from quadrupedal to bipedal.
Bio: Harper is part of a long standing werewolf pack known as the Steelbite. She was one of the few picked to join the Athena program in aiding the humans with stopping The Coven from causing chaos and war. During her time in Athena Harper was used for many things, aiding in take downs, disrupting any rings of the underground and making sure that peace was kept. She enjoyed her work until one mission. On October 12th, 20XX Harper and her team were sent out to break up The Coven that were gathering in a small town. Intel was sketchy but from what they gathered The Coven had taken over the town and was using it as a decoy. When arriving something was already off as the team quietly searched around looking for clues or anything, to show the whereabouts of The Coven. The lights were on, the town was buzzing and indeed it smelled like supernatural but where were the signs of The Coven?
break up The Coven that were gathering in a small town. Intel was sketchy but from what they gathered The Coven had taken over the town and was using it as a gaze. When arriving something was already off as the team quietly searched around looking for clues or anything, to show the whereabouts of The Coven. They could see that the lights were on and people were home but they smelled like humans, not supernatural.

The following is a transcript from October 12th, 20XX

"HQ, this is Steelbite do you copy?"

"Go ahead Steelbite."

"We're at the target location but we're picking up human scent, not Coven. Are you sure this is the right mark?"

"Intel has confirmed that this town is crawling with Coven. Your orders are to sweep and clear. No questions asked."

"HQ......They're not Coven. They're humans. You got this all wrong-"

"Your orders are to sweep and clear."

"HQ I repeat they're not Coven! They're humans! We need to abort mission! Intel got this wrong!"

"Negative. This is the target location. You have your orders. Follow them through."
zzzt- The sounds of the transmitter could be heard being stepped on.

It is unknown what the mission was about but after that night Harper left Athena. From then on she changed her ways and became a Hunter to make money and use what skills her picked up in Athena to take on big contracts. But she always keeps her head on a swivel and eyes open, watching for any Athena agents that might try to pick her up.

Extras: Off time Harper likes to prefect her cooking skills.​
 
Name:
Nescura V'Dola

Age:
~30

Gender:
Female

Sexuality:
Bisexual(?)

Personality:
Nescura has a very...unique personality yet is naturally kind towards others. She hates it when someone treats another being bad and will treat those coldly whomever treats her with a cold feeling. Nescura has experienced love few times before, and can tell the difference between true love and attraction to the natural body.

Human/Supernatural:
Supernatural

Supernatural Abilities/Power:
Nescura is classified as a somewhat powerful shapeshifter with a physical form made up of metal infused with spiritual energy. She is able to absorb any melee attacks and is able to absorb ANY type of metal to gain more mass. Her abilities are based upon what she sees and what she hears, Basically being able to mimic technology/vehicles. She can transform herself into anything from a orkish steam vehicle to a M1A1 Abrams, However, If she is damaged in this form she will suffer the consequences if she was actually a tank, LAV, or anything else. Say if she was in the form of a Humvee and a explosive was fired at it, With passenger's inside. She would take the impact (and the others will survive) and transform into her normal form, but will be weak until she receives even the tiniest bit of metal. She can also absorb projectiles such as steel-tipped arrows and bullets, Able to shoot them back or add them to her mass. However, There is a lesser known skill of hers, She can repair wounds (because there is iron in the blood) and repair things such as metal-framed guns, or chest pieces. Nescura can take the form of living beings, but cannot mimic their powers, Unless it is physique. The max weight that Nescura is known to lift is a rough but whopping 5,000 US pounds.

Athena/Hunter/Coven/Hive:
Athena

Weapons:
Necura can turn her limbs into weapons and shields of all sorts, Even able to turn herself into a giant shield for a short amount of time. She can also form cannons and other ranged weapons with her body, and even turn into weapons themselves. Anyone need a shotgun?

Appearance:
Nescura has no bodily features and lacks a face, eyes, nose, and mouth, But i still able to talk through advanced vibrations in the metal, This results in her sounding like a normal human woman speaking. She is 5'10, and her main form is a silver-colored "silhouette" of a woman.

Bio:
Nescura was simply created into existence after the gate opened. Although it is believed a metal dragon formed her from the clay of his soul, This is mostly believed of her story. However, Nescura was taken in by a single man, and she was used due to her powers. In a span of just three years, She began to understand why she was created and killed her captor after finally learning to control her powers, and turned to Athena when it was formed. She believed that some Supernatural had to be put down in order to restore balance in the world.
In just a few days, She was already being sent out to support Infantrymen and Intelligence agents on their missions due to her "shifter" abilities. She could save troops in minutes by transforming into armored trucks and vehicles, and was known as "The Alienn of Many Faces". She does not actually like her fame, and has learned that either you like it or not, There will always be more problems to be dealt with.

Extras:
Nescura likes to inspect vehicles from time to time, Making sure they always work properly and get their troops home safely.

Weaknesses:
Nescura has weaknesses to things in her main form, Zero Gravity (Unable to transform), Corrosive Acids (High amounts of pain), Electro-Magnets/Magnets (Headaches, Will tear her apart), and extreme heat (Over 1800 Fareignheight, Will cause her to melt into a puddle of metal), Magic.
 
James_Ramirez_.jpg

Name:
Pvt. James Ramirez

Athena Codename:
Thirteen

Age:
Early 20s-Late 20s

Gender:
Male

Sexuality:
Straight

Personality:
Ramirez is a strict and well-forged man with only one mission: To protect his country. He is usually silent, however, when he speaks he only speaks when the need arises.

Human/Supernatural:
Human. 50% Latino, 50% Caucasian

Power/Support Skill:
As Ramirez has no way of having so-called "superpowers" the only way he can support himself and others is calling in a Precision-Strike missile. The missile never misses, however, Its only downside is that it only carries 150 pounds of TNT.

Weakness:
Bullets, Knifes, Grenades. Anything normal humans die from, However, He can last a good while longer in combat while wounded.

Athena:
Athena Ranger Unit One


Weapons:
M4A1 with an Acog scope, Red laser sight, and plastic-silicon grip.
Berreta M9A1
Standard Combat Knife
2 M67 Frag Grenades
2 Flash Bangs
2 Grey-Colored Smoke Grenades

Appearance: Ramirez stands around 6'0 and always has his equipment on, resulting in his face not being exposed. Ramirez does also carry some of these things:
An SP-GPS tells his exact location, heading, and current speed.


Bio:
After Joseph Allen was executed by Makarov in Russia during the airport massacre, Ramirez took over Allen's place within Hunter Two-One. Ramirez and his squad respond to an unexpected Russian invasion and move to Virginia. They then help friendly troops extract "Raptor", a High-Value Individual, and then go on to Arcadia to rescue trapped civilians with the help of the Stryker armored vehicle codenamed "Honey Badger".
After destroying AA batteries threatening the civilian's evacuation transport, the Rangers move to a devastated Washington D.C. where U.S. troops are fighting a desperate battle against Russian troops to defend the capital. Hunter Two-One assaults and attempts to clear the Department of Commerce building, eliminating a 'crows nest' of Javelin Missiles and an M82 which they turn against the invaders, buying the evac site valuable time. They board a UH-60 Blackhawk and assault Russian ground forces, only to get shot down by SAM missiles over the Department of Justice building. After their helicopter crashes, Ramirez finds himself trapped in the Blackhawk with injuries (mainly on his hands, which left scars) and the squad is swarmed by Russian forces. As they run out of ammo, Pvt. Wade is killed while handing Ramirez an M4A1, Dunn is wounded, and several squads of enemy soldiers assault their position while a nearby Havoc blinds the surviving Rangers with its searchlight.
All hope seems lost until an ICBM launched by Captain Price Explodes over the east coast of the US. The resulting EMP knocks the enemy Havoc and other aircraft, Russian and American out of the sky. The Rangers help Ramirez out of the helicopter and retreat with his squad into a nearby building while aircraft disabled from the EMP fall from the sky. After encountering a friendly runner, Pvt. Vaughan, who tells them to get to Whiskey Hotel, fight their way through some office buildings. Despite heavy resistance from the Russians, they eventually regroup on the White House Lawn, where U.S. stragglers under the command of Colonel Marshall are attempting to retake Whiskey Hotel (The White House). Marshall orders the squad to proceed up the left and they fight through extremely heavy Russian resistance. After fighting through the desperate Russian troops, Ramirez and another Ranger take point and make their way to the roof. They wave green signal flares to call off the friendly airstrikes that are part of the "Hammerdown Protocol." He then sees other green flares on other buildings across the ruined Washington D.C.
He was going to go home, Except, This time the "Gate" incident occurred.


(Copied from Wiki, Give James Ramirez credit!)


 
Name:
Cletus Cortland Kasady
"Carnage"

Age:
Late 30s -> Early 40s

Gender:
Male

Sexuality:
Straight

Personality:
Cletus is an Insane and Psychological murderer, However, He has an Anti-Social disorder. He is also obsessed with Chaos and Destruction, as well as killing others in a brutal manner.

Human/Supernatural:
Host bonded with Biotic Parasite

Power:
The powers of the Symbiote and the Psychological mindset of Kasady make him into the utmost perfect weapon. He can gain and lose biomass on the thought, Force himself to stretch and morph himself into thin lines to slip into areas unnoticed, Form protrusions and extrusions on his body, as well as enhanced strength (Over 80-tons, but not the limit), Enhanced speed, and stamina.

Weakness:
Weak to Sounds/Vibrations, Such as a bell tolling or hitting an empty metal pipe. It is also weak to fire, However, It would take a lot of fire to take down Carnage.

Athena/Hunter/Coven:
Coven.

Weapons:
None, however, Carnage may be smaller than his original "Father" he can actually store some types of weapons and munitions inside himself and use them without the trouble of completely morphing his appearance, allowing him to keep a sleek-looking image.

Human Form/Carnage Form/Appearance:
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Bio:
Cletus died as soon as he was born and had a vision of the eldritch God of Darkness, Knull. Cletus was raised by his supposed grandmother, who was very abusive towards him. Killing her, he would then go to a foster family, kill the mother's dog and witness his foster father killing his foster mother. Sent to an orphanage, as a result, Cletus burned the orphanage to the ground for the bullying he suffered.
Marked by these events, Cletus would eventually meet Eddie Brock (better known as the super-villain Venom) in a prison cell (He was sent into a Max-Security Mental Asylum). Cletus plotted to murder his cell-mate, but before he could strike he was able to bite Eddie Brock's wrist and taste his blood (Resulting in an Accidental Offspring of Venom). As Eddie walked away, Cletus kept shouting,
"Your blood isn't normal! You're not human!"
Hours later, Cletus evolved into something much worse, before killing most of the guards and escaping the prison to plot his revenge against humanity as a whole. Whenever the "GATE" event occurred and years later when 'The Coven' was formed, They deemed Carnage a 'necessity' for the Coven.

 
Name: Aguruth
Age: 100
Gender: Male
Sexuality: Straight
Personality: Agurth is cold to anyone and everyone. He sees himself above everyone else around him and does not make connection or friendships with others. Instead he uses fear, threats and power to get what he wants. His only goal is to see that the Coven has complete control of the human world and that Athena is eradicate from all existents, along with those that have hunted the Coven.
Human/Supernatural: Gargoyle
If supernatural power: Stone skin, flight, inhuman strength, human form
Weakness: Proximity limitation, once passed a certain point that have not been erected by runes Aguruth will not be able to move forward. When in stone form for resting Aguruth could be destroyed like any other statues.
Athena/Hunter/Coven/Hive: Coven
Weapons: Claws and tail. Aguruth doesn't see any reason to have a gun
Appearance: Gargoyle
18d3f73b4ea0dc86a9679050b0386f33.jpg


Human
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Bio: When the Gate opened 30 years ago Aguruth, and many others who went through saw the new world and quickly realized how weak those who inhabited were. He was the one who proposed that they take the lands and rule over them like gods and goddess. He was the one who scoffed at the idea of peace with the humans and saw that it would only end in their deaths and the humans betraying them. He was the one who rallied those that had the same image as him and left the group and formed Coven. Though not the leader of the organization, Aguruth holds great power and hold in the Coven. The gargoyle is never afraid to use his power, terror or threats to get what he wants and has been known to be ruthless to anyone that doesn't get the job done or fails in his eyes.
Extras: Enjoys a good cigar with a glass of whisky and some blues when he is alone. Also is a fan of classical music.​
 
Name: Gerald Lost
Age: 32 Y/O
Gender: Male
Sexuality: Homosexual
Personality: Can be cold at first, but upon meeting him and getting to know him, he becomes cuddly.
Human/Supernatural: Beastman
If supernatural power: Water Breathing
Weakness: Lightning, Beheading
Athena/Hunter/Coven: Hunter
Weapons: Greatsword
Appearance:
1631910566504.png

Bio: Once a bartender, after the murder of his daughter, Gerald became a hunter and vowed to kill any child abusers.
Extras:
 
Name: Ari (no last name)

Age: 22

Gender: male

Sexuality: he never thought about it

Personality: Ari is curios and generally kind. He doesn't speak much, but that's not because he's shy, it's because it hurts his throat if he does, so he usually uses a sort of 'sign language' to get his point across when possible. Ari doesn't like being touched and doesn't know what to do when people are nice to him, and will often times be afraid of people despite the fact he could probably kill them. Though, this doesn't mean he's submissive, usually when he's scared of someone he starts to act aggressive.

Human/Supernatural: supernatural. Ari seems to look like a solid shadow, although he isn't, that's just because his black fur is so black it barely reflects light. He also has paw like hands, although this gives him the disadvantage of not having thumbs. Ari has the skull of an unknown animal on his face, which is often mistaken for a mask. It can be removed but it's part of his face, therefore he dislikes it. It looks like a wolves skull but with horns. His eyes are two luminous circles on his face, but other then that there are no visible facial features. He wears a trench coat and khaki pants (There's a picture at the bottom in case you want to look)

If supernatural power: Ari is faster in reaction time and speed then most humans, and he also has sensitive hearing and can sense vibrations. His paw-hands also have the ability to produce deadly sharp claws. Other then this he has the ability to naturally intimidate people, simply by staring at them for long periods of time. If he does so the person will start feeling nervous or scared, although sometimes they don't know why. This ability varies in affect from person to person. Ari doesn't know the ability exists and therefore accidentally scares people sometimes. He is also good at dodging and hiding.

Weakness: having sensitive hearing makes it so loud noises disorient him or can possibly even hurt him depending on how loud they are. He also relies on running a lot, since he isn't the strongest.

Athena/Hunter/Coven: Hunter

Weapons: Ari mostly uses his claws or his two sharp fangs, but on occasion he will use a knife or a syringe. He also uses a bow on occasion in which he learned to use without thumbs.

Bio: Ari lived in a poor part of town after the supernatural and humans were at peace. He didn't know what to do in this odd world he lived in now, the last one being dangerous and wild. Currency was new to him, and buying food was also new since he was used to hunting. It took him a while to get used to the new way of living, but he did and is comfortable with it. Being a bit creepy in appearance, it was hard for him to land a job. Whenever he did he ended up scaring someone and getting fired again. But then, while on a walk, Ari saw a bounty posted on a wall. He couldn't get fired from a bounty. So, he went after them. Then another person, and another person, eventually making bounty hunting his full time job.

Extras: Ari has a permanent limp in his right leg, but this doesn't slow him down while running.
 

Attachments

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Name: Sir Sticksworth

Age: 1,639 years old

Gender: Male

Sexuality: Heterosexual

Personality: Sticksworth is a learned and well-versed, unfortunately, with his knowledge, he mostly just makes plant puns. Sticksworth is friendly to almost everyone, due to him being sociable.

Human/Supernatural: Supernatural, Sir Sticksworth is a twig that was broken off of a Treant that was posing as a Giant Sequoia tree, and when broken off, this twig still had life pulsing through him

If supernatural power: Sir Sticksworth poses as a sort of wand to those who wield him, and he grants them his knowledge along with a few spells he learned while being a Treant, when picked up by a wielder, Sticksworth bonds with the host, creating a telepathic communication with them, and their mas melding with his, Sticksworth, however does not misuse this power to try to take over the host, but instead they form a symbiotic relationship, this bond lasts until the host dies, at which point Sticksworth unattached to the host and waits for another to pick him up. While in this bond, the wielder can still use their hands, but Sticksworth cannot leave their body, or in other words, they can push Sticksworth up their sleeves until needed again.

Weakness: Unfortunately, with all of Sticksworth's intelligence, his physical form is much more brittle then his previous form, making him easy to snap, therefore killing him, and without someone to wield him, Sticksworth returns to an inanimate twig.

Athena/Hunter/Coven: He will pick the side of his wielder, whomever it may be.

Weapons: Spells that he will be able to cast if wielded are:
A minor illusion that can be seen through if focused on, only taking up about a 1 foot cube
A summoning spell that can summon up to 5 plant's that can cause minor harm i.e. thorns, poison ivy
A spell that launches large thorns (about 5 inches in diameter) from Sticksworth to an enemy at high speeds (35 mph)
A spell that speeds up the growth of plant matter, this does not work on animal matter, excluding mushrooms (10 days = 1sec. under this effect)

Appearance: Sir Sticksworth is a stick, about 15 inches long and having a 1 inch diameter, a leaf, green in color no matter what time of the year it may be, hangs off of the twig near the top

Bio: Sir Sticksworth once was a Treant, who studied magic and other subjects such as math, science, history, architecture, etc. extensively, when the force crossed dimensions, the Treant jumped on the opportunity to learn about an entire new dimension, sadly, not all the residents of said dimension were as happy as he was, so he took up the appearance of a Giant Sequoia tree, there he was mostly happy, observing humans from afar, and as an effect learning quite a bit, but as time went on, unassuming humans cut him down during a construction program, leaving Sticksworth without his former glory as a Treant, Sticksworth stopped observing humans, and instead wanted to share knowledge with the human race, unfortunately he couldn't do so until a host picked him up

Extras: Some may consider Sticksworth to be a cursed item due to constant plat puns being told to the host
 









"Red"



'A dog can merely smell fear, HaH! I- can taste it.'​












  • Basics




    Age: Seems to exhibit a 25yo mindset
    - An anomaly to the human intelligence
    Gender: Male
    Sexuality: Unkown

    Race: Kaiyathn
    - A species only safe to say is native to another world

    Faction: Hunter
    Loyalty to Athena: 19 Years





    Appearance




    - 3.2m (10, 2ft)
    - 643lbs

    - Large gash lays underneath forever matted and torn fur at his neck
    - Usually dresses in robes and fine traditional garments




    Signature Weapons:
    - Claws, Tail, & Fangs
    - Spiked Tail
    - Fire Breath

    95eee171ea506edbdb924b93446a3205.jpg
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filler! ignore!



filler! ignore!



filler! ignore!



filler! ignore!



filler! ignore!






♡design by latte, coded by uxie♡
 
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Atheia, The Twilight Knight

atheia2.jpg


Age: 627

Gender: Female

Sexuality: After the third century, she lost interest in romance.

Personality: Aloof is a good word for the huntress. Cold, self-serving, and dickish are other words that are agreed to be good descriptors when applied to Atheia, and they would be for the most part correct, because she is. Atheia prefers to remain quiet most times to focus on what she deems important at the time, or to avoid conversation, because she's given up on trying to be personable or good at conversation. Rather, she prefers to speak through actions and not words.

Which isn't much of an excuse to be a silent, judging jerk, but "I'm older than you, shut up" isn't usually seen as valid by most people. She's rather awkward when she does open up her mouth, and she knows it.

Human/Supernatural: Supernatural

Power(s):
Sleep: Atheia, as the Demigoddess of Sleep, can drain the energy from a target within approx. 35 feet. This means mental energy, physical energy, and in rare circumstances, magical energy, as their target gradually falls into stupor, slumber, then coma. This clouds the mind and makes motions sluggish at first, sends the target to sleep where they stand, and then drowns them in that sleep where none can wake them up, given enough time to sap energy. This energy is transferred to Atheia herself, who uses this to heighten her senses and sharpen her movements. Useful for tripping up enemies of all sizes, or making people go to bed when they ask.

Restless Watch: Atheia can control how long she can sleep and just how deep of sleep she can be in. This is incredibly useful for sleeping in foreign places or in shifts. Also useful for forcing herself to go to sleep, since she feels she doesn't need it.

Weakness: Asides from staying out of the range of her ability, there isn't much special precaution that needs to be taken about dealing with Atheia than you would when dealing with any other highly trained warrior. Yes, she's fierce and a force in combat, but no matter how much training or experience somebody has, you can still shoot them with bullets and expect them to die. The same is true with Atheia.

Athena/Hunter/Coven: Huntress

Weapons:
Nyx and Erebus, dual short swords from a time immemorial. Atheia herself has many stories about these blades, but not how she came across them, or how they came to be named.

Cupid, a recurve bow she recently acquired after her last one broke. She thought early descriptions of the deity to relate to archery, and despite Cupid having been explained to her a grand total of twice, she chose to keep the name for her bow.

A Beretta M9. She doesn't have a special name for it, nor has done any special modifications to it. It's just useful to have a reliable pistol at your side. She keeps three clips on her person when she brings it, if she can.

A wreath of daggers, because she always believed in having extra daggers just in case.

Bio:
Stepping from one world to the next is a terrible thing, as Atheia would attest. One second, you're hunting down a Jabberwock, and are nearly finished with lulling it into a non-consensual lullaby, and then next you're nearly getting run over by some screeching metal machine. It didn't take her long to get used to all of it of course, only about a decade or so to understand the local dialects and to grow accustomed to all the technology that was around her.

Before she made the cross, she was the Demigoddess of Sleep, a free agent who walked amongst mortals to do as she wished. While her brothers would lead armies, and her sisters propagated the word and teaching of the true Gods, she had no interest in leading men or spreading the word of her parents, who showed no care for the world they had claimed to have created. Instead, she put her stock into getting down into the dirt, and doing things herself.

First, it was care for the downtrodden. The weak, the poor, the sick, could come to her long house and find rest and food for as long as they needed. Many came, many went. Her sisters would suggest she use her long house to spread the good word, and she refused. Her brothers asked to use the long house to keep their soldiers in, and she refused. It wasn't long before it was burned down, with her inside of it. Sporting burns across her body and a vendetta against her kin, she decided that just because she was the demigoddess of something as benign as sleep didn't mean that she was going to fade so quietly at the first sign of resistance.

The night she ran out of her burning home in nothing but a nightgown, leaving behind everything and everyone she cared about, she stole a horse and rode hard into the woods. From there, it was history. She took up hunting, and soon after hunting monsters, using her powers of sleep to make her quarries easy prey. She protected the weak once more, but from monsters, rather than hunger.

After stepping into this world and acquainting herself with it, she came into contact with the Coven, or rather, they contacted her. After she had dispatched a few monsters strategically placed around the world by them, she was given a position in exchange for not killing their beasts. She accepted tenuously, under the pretense that the Coven were a group of supernatural beings working for the greater good. This could be just like what she had back home, but now she sat in the driver's seat. However, she didn't see the Coven worked for the Coven's greater good, not for the benefit of the world. She left them too, and works as an independent force, seeking to bag the next biggest monster out there.

Appearance: Atheia's reference image above is quite apt, asides from her chin, which sports a burn mark that goes from her throat up to her lower lips, as if she had once breathed fire before. Otherwise, the white hair and ragged cowl is exactly what she sports.

Extras:

This is an additional picture of Atheia. I felt this was too young for her but fit the overall theming.
atheia.jpeg

Nyx and Erebus, her famed swords. Rumors say these used to be as black as pitch, and you wouldn't be able to see them unless they were in plain daylight. Wonder why?

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Name: Dr. Ludwig, Also goes by Medic or Med.

World Origin: Team Fortress Two

Gender: Male

Sexuality: Straight

Height: 6'0

Age: 45-ish

Race: Human

Athena/Hunter/Coven: Athena

Appearance:
maxresdefault (1).jpg


Abilities/Skills:
Doctor's License (Cancelled!)- He lost his doctor's license, But is maybe one of the best Doctors around. He will keep everything clean and in working order...Even if that means killing keeping patients alive.

Medi-gun- A gun that can quite heal any type of Injury known to exist. Can be charged up for something called 'ÜberCharge' which can turn ANYONE Invincible for a duration of 8 Seconds If kept pointed at them and charged up, Possibly could be used to bring the dead back to life with no problems, As long as they recently died. A power pack of some sort is what powers the Medigun and seemingly never runs out of power, And is worn on the back.

Bonesaw- A weapon or medical tool proving to be very useful. He always disinfects it after use.

Syringe Gun- The Syringe Gun is the Medic's default primary, shooting syringes, or "needles" at its target. The syringes fired are projectiles, which means that the user will have to above their target in order to hit them consistently.

Personality: Although known to be quite strange, He is easy to get along with and can assist others on the field. Dr. Ludwig is very skilled in both Combat and Medical records, So It should be warned he can be dangerous. He has the habit of laughing very evil-ish...a lot. He is quite friendly to those of Russian descent and can be quick friends with one too.


History: Medic was born in Stuttgart, Germany in the year 1927. He lived through the Second World War and lost his license years later. He is somewhat mentally strange yet his intelligence is unlike...other doctors. He joined up with Red Team and has been fighting the blue team for a few years now. Medic, Used his knowledge of technology and friendships to help the Red team win over the Blue team, and so far has failed few times! The only thing to keep him company is his white dove named Archimedes.
 
NANOSUIT 2.0

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Athena/Coven/Hunter: Athena

Name: Alcatraz

Age: 24

Gender: Male

Weakness: Viruses, Low Battery Power, Very Powerful Electric Shock, Prolonged exposure to a neuroinhibitor can cause long-term damage to the metabolic systems, and EMPs can slow down the Prophet (But don't get hurt by them).

Appearance: Close to 7" Ft Tall. Weight is under 200 Pounds.

-----------Abilities (30 Bars Of Energy)------------
Power Slide: A powerful move to move under large objects such as Oil tankers or just to dodge moving Projectiles and Enemys. Uses 2-3 Bars of Energy.
Enhanced Jump: A move that can be used to reach high ledges and dodge bullets and other projectiles. Uses 2-4 Bars of Energy.
Armor: Crystal in the Nanosuit harden and are electrocuted to make the crystals even stronger. Uses 1 Bar every two Seconds.
Speed: The Nanosuit can sprint up to 35 MPH without the wearer using Energy or Having to take a break. The Nanosuit basically releases Adrenaline into the wearer's body which speeds up the wearer.
Strength: The Nanosuit releases a temporary strengthening component into the wearer's body and it strengthens up the wearer's muscles for a short temporary amount of time giving them an advantage of Superhuman strength in combat. (Power Kick, Choke-hold, Power Punch). Uses 1-3 Bars of Energy.
Cloak: The Cloak is a stealth option for those that want to do stuff 'Silent and deadly'. If the wearer is closer than 1 Meter to the enemy they can still be sensed. Thermal Vision can also expose the Cloaked wearer. Uses 1-2 Bars Every two seconds.

Suit Bonus(s): Thermal Vision, Nano-Visor, Radar, Built-in EMP Mechanism, and an Internal Defillibrater.

Resistances: Radiation, EMP, Scramblers.


During combat, the suit's energy can be temporarily channeled to boost a number of the Nanosuit's abilities. Each function slowly drains the suit's energy over time or causes secondary effects. The Nanosuit will automatically recharge energy when suit functions are inactive. Whenever armor mode is inactive and at close range, Alcatraz can be taken out with rifles or hand-cannons, through the frontal and back armor on the helmet.

Drain: Can drain battery power from sources such as Phones, Tablets, Laptops, Etc,

-----------------------------------------------------------

Personality: A Marine hardened by War and a harsh childhood, but is given the suit after breaking almost every bone in his body and or after most of his major organs began to fail. He is sadly, no longer human.

Backstory:
Alcatraz was a Marine, He was in a Covert Submarine in New York when the Ceph attacked the Submarine. He was fatally injured and left for dead as everyone else in his squad was dead. But The Prophet decided to choose him to finish what he started, And he gave Alcatraz the Suit. Soon after Alcatraz had saved New York, A portal opened up and sucked him in. The portal unexpectedly shut down his suit's power and the suit directed life-support into his body as it healed. Athena was just then at the time being formed, and found out and Alcatraz's armor helped pave the way for new technologies almost 30 years ago. However, Alcatraz never awoke from his sleep, and he was stored away with the help of Cryo-tech.


CryNet 2, Nanosuit 2 is the second version of the nanosuit of CryNet Systems appears in Crysis 2, replaces the old version and was introduced four years after the creation of the first 'publicly' announced nanosuit and due to advances in technology is much more advanced than the first one Alcatraz and Prophet are the only users of nanosuit 2. nanosuit 2 is known as the most advanced piece of hardware in man's possession. Crynet's first nanosuit, while considered almost perfect, still had its flaws and was already threatened by the imitation of North Korean nanosuit. The Nanosuit 2 addresses the shortcomings of the previous model, while also including a lot of new features and hardware. First, the energy efficiency of the original suit that required a significant improvement, and the new red gold-cobalt oxide that increases the capacity of the fuel cell of the nanosuit by 20%, which allows the user to remain in the camouflaged for prolonged periods of time, as well as withstand more damage, which also gives the additional range of 32% in strength and speed, allowing to increase physical performance at the expense of lower energy consumption than the first Nanosuit. In addition, thanks to the improvement of the artificial muscle fibers of nanosuit 2, it is capable of generating up to 450 Newton of force and up to 10,000 grams of contractile acceleration. The suit can absorb energy in a variety of ways, including radiation, carbon, kinetics and even the release of corpses in decomposition. The nanosuit 2 also to the half of the nanosuit 1, as well as the speed and the agility of the user more. The ionic liquid electro-active polymer (a rapid co-politic reaction reflex incorporating doped ceramics, colloids and a copper nanoart in a hollow ball of ethylene-glycol matrix) provides protection against the previous user against radiation and physical impact. It also dramatically increases the motor reflexes, and has an anti-electromagnetic impulse mesh dynamics. The suit also has a great improvement in data collection technology. Nanosuit 1 was only able to be obtained from the data traversed by a visual camera and the memory of the user. To solve this, Nanosuit 2 uses its own enhanced secondary Neuro-integration semiautonomous IA that is driven by a blood glucose infusion parasite and an electrolyte microstack. The non-sensitive chip works at 1.5 SIN and is instantly integrated by remote telemetry and gives a first person input of up to 6,000 different channels that present clear tactical summaries through an interface integrated directly into the visual cortex. It can also take charge of the purely autonomous and regulatory functions of the operators in case of somatic damages. One of the most innovative features of nanosuit 2, however, is its ability to not only control the physical and neurological condition of the soldier but also in reality. continuously regulates dopamine, lactic acid, and corticosteroid levels, anticipates and counteracts stress, and debilitating fatigue reactions. The suit also increases and maintains the user's adrenaline and tricyclic levels. It should be noted, however, that prolonged exposure to a neuroinhibitor can cause long-term damage to the metabolic systems.
Nanovision mode: By using low energy this works effectively both as a thermal and night vision camera. When activated, everything becomes grayscale, with the exception of heat sources. It also simulates night vision by changing the lighting of what is seen to make everything have uniform brightness. This was significantly improved to the night vision of Nanosuit 1 since it is no longer blind with bright lights.
Hacking Mode: In Crysis 3 the Nanosuit has evolved to the point of being able to hack minefields, weapons, CELL Sentinel Turrets, containers, gates, and also Ceph alien units.
Secondary functions
Defibrillator: This is a function that can be activated to reanimate the user in the nano suit when the user goes into cardiac arrest. If a user receives too much damage as in the case of Alcatraz, Nanosuit can cure it, however, it can also reactivate the heart, which is the function of defibrillators.
Respirator: This is a function automatically activated by the suit when submerged in water (or when oxygen is otherwise available). The respirator provides the user with breathable oxygen. It is able to recycle again the exhaled carbon dioxide in oxygen, and can also use the hydrolysis process to separate water molecules into hydrogen and oxygen, using hydrogen to help the energy consumption and giving the user oxygen to be inhaled. This process allows the user to remain underwater indefinitely.
 

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