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Fandom Irregular Opening (Multifandom) Characters

Crenando

Pencil Neck Geek
Have a CS! Remember to be reasonable-like and follow RPN rules.
Like means accepted.
There's a limit on certain fandoms (like Star Wars and Undertale.) Those fandoms get 6 characters in the RP, 1 per character.
Remember to check the interest check for reserved characters.

Name:
Nickname(s):
Alignment:
Appearance:
Fandom:
Personality:
Backstory:
Powers/Abilities:
Equipment/Gear:
Weaknesses:

In-Character
OOC


Accepted Characters:

Sara Sidereal Sara Sidereal
Force Magnitude (MLP OC)
Dosey Doe (MLP OC)

Phantom Thief of Hearts Phantom Thief of Hearts
Star Butterfly (Star Vs. The Forces of Evil)
Haru Okumaru (Persona 5)
Neptune (Hyperdimension Neptunia
Rocket (Guardians of the Galaxy)
Peacock (Skullgirls)
Dipper Pines (Gravity Falls)


The Mad Queen The Mad Queen
Harleen Quinzel (Injustice)
D.va (Overwatch)
Nikola Tesla: The Day Train (OC)
Jolie Baptiste (Vampire: The Requieum/Chronicles of Darkness)
Grand Admiral Thrawn (Star Wars)
The Jared (Jared Letto's head/DCEU)

Judeauofaltrades Judeauofaltrades
Judeau (Berzerk)
Mami Tomoe (Madoka Magicka)
Glace (Etrian Odyessy)

Count Gensokyo Count Gensokyo
Rumia (Touhou, obvs)

animegirl20 animegirl20
Kagome Hirugashi (Inuyasha)

ManyFaces ManyFaces
Blitzving (Transformers Animated)

Thepotatogod Thepotatogod
Akira Kurusu (Persona 5)
Minako Arisato (Persona 3)
The Question (DC)
Penny Polendina (RWBY)
Donovan (Shovel Knight)
Koromaru (Persona 4 Ultimax)
Ken Amada (Perona 4 Ultimax)
Goro Akechi (Persona 5)

billthesomething billthesomething
Codsworth (Fallout 4)
Rick Taylor & Terror Mask (Splatter House)
Seigmeyer of Catarina (Dark Souls)

MaxwellCharlie MaxwellCharlie
Jebediah Kerman (Kerbal Space Program)

@Baku
Celica (Fire Emblem Echoes)
Delthea (Fire Emblem Echoes)


Thawne Thawne
Barry Allen, The Flash (CW/Arrowverse)
Oliver Queen, Arrow (CW/Arrowverse)
Leonard Snart, Captain Cold (CW/Arrowverse)
Mick Rory, Heatwave (CW/Arrowverse)
Tetsuya Daisuke (Yu-gi-OC)

Vsland Vsland
Peter Parker, Spider-Man (Marvel)
Benjamin Tennyson (Ben 10)

Lordvader59 Lordvader59
Old Man Henderson (Call of Cthulhu)
Vadcus McJedi (Star Wars)

Barbas Barbas
The Goddamn Batman (Goddamn All-Star Continuity)
Henry Phage (The Teknophage)

Donder172 Donder172
Meetra Surik (Star Wars)

Savitar (DCU)
Aigis (Persona 3)
 
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Name
Force Magnitude

Nick
Mary Sue Supreme

Alignment
Disney Villain Evil

Looks
A smol mustard green unicorn. About four feet tall when on all fours. Salmon mane and tail, yellow eyes. Cutie mark is an orange star orbited by four blue abstract shapes.

Fandom
MLP (original character donut steel)

Personality
S M U G
kind of a huge bitch

Backstory
She discovered her talent for manipulation, deception, and related magic at the same time - as they were, in reality, all different facets of the same talent. She knew what would happen. She waited at the mailbox for the letter with the fancy seal and destroyed it. Shortly after, she fled her home to the Everfree, where she knew nopony would dare go looking for her. There, she practiced her spells, free from interruptions, only making the occasional trip to Ponyville to acquire food and supplies, trading rare ingredients from the Everfree and her home-brewed potions for whatever she needed. She eventually built a small shack there - one that anypony would be sure to associate with witches, if they saw it.

Her sister, completely oblivious to her true nature, sometimes asks her to look after her son, Cobalt, when she is away. This unicorn colt is the only living creature apart from herself for whom Force truly cares, though she would never admit it. When her sister is away, Force stays at their home to watch him - and to introduce him to the secrets of (in her words) truly powerful magics. She has him keep this arrangement "their little secret", and he is eager to please his favorite aunt. Well, only aunt. You get the idea.

Her ultimate goal is to discover the hiding place of the Alicorn Amulet. She knows it was secreted away after the battle with Trixie, but her divinations have been unsuccessful so far. She is already powerful in her own right, and believes that she will be truly unstoppable with its power. If she acquires it, she will attempt to defeat the elements of harmony, and, eventually, the royal sisters themselves. She is constantly searching for rumors of any other magical artifacts that might aid her, as well.

Powers
FOUL WITCHCRAFT

Gear
None

Weaknesses
Her own arrogance and thirst for UNLIMITED POWER make her easily manipulated; bad at making friends and allies; physically weak; no opposable thumbs; unable to refuse ice cream, chocolate; fears spiders


When she casts a spell, all spells of that type are harder for her to cast until she rests. The harder the spell, the faster she'll reach the point where she can't cast any more spells of that type.

When she casts a spell, it resolves on her following post. If anything interrupts her, the spell is wasted and still tires her.

A unicorn's horn always glows when she casts a spell, and they cannot suppress this effect. However, unicorns don't need to perform any other gestures or say any incantations when casting - although some do come up with magic words to say when casting spells, for fun.

The color of the horn's glow is usually similar to the unicorn's horn or eye color. (Magnitude's aura is gold.)

Telekinesis (Innate)
This is an ability common to all unicorns, and not really a spell. Allows her to pick up and move small objects within 10 meters of her. She can only affect one object at a time. The object glows with a visible aura that is the same color as her horn.

Code:
Failure Rate
Abj   0
Con   0
Div   3
Ill   0
Enc   15
Nec   0
Tra   0

Trivial Spells
Every casting increases her spell failure chance in that school by 3%.

Elemental Bolt (Conjuration)
Magic bolt flies from her horn to the target up to 30 meters away and deals minor damage. She chooses an element when she casts it, from one of the following: fire, cold, electricity, acid, or force. The bolt deals that type of damage.

Floating Disk (Conjuration)
Creates a concave plane of force about one meter in diameter which follows the caster and can carry objects. It has a maximum capacity of 100 kg and allows floats half a meter above the ground. If the capacity is exceeded, the spell ends. The disk persists for up to 24 hours or until dismissed.

Light (Conjuration)
Creates a massless orb the size of a marble (25 mm) emits bright light, functioning as a torch. The light can be any color the caster desires. It persists until dismissed. The caster may direct the light to move independently of her in any direction, but the spell ends if it moves more than 30 meters from her. Otherwise, it follows the caster.

Unseen Servant (Conjuration)
Creates an invisible, mindless force effect which functions like a unicorn's innate telekinesis, except that it can perform simple tasks independently of the caster, without her needing to concentrate. It can pick up objects, open or close doors and other objects, clean, and perform similar tasks. It can exert up to 20 kg of force. It cannot attack in any way and can never deal damage. It can't be targeted by spells or attacks, if it takes any damage, or if it moves more than 30 meters from the caster, the spell ends.

Detect Magic (Divination)
Reveals the presence of magic within 30 meters. Only indicates the type of magic and it general strength, not the specific spell or any other details. The spell persists as long as she concentrates, but casting any other spell will end this one.

Read Magic (Divination)
Enables the caster to read magical inscriptions. Does not reveal invisible writing, allow her to read foreign languages, or decipher messages written in code. Once the caster has read something using this spell, she can then read that writing normally at any later time without having to cast it. This spell allows her to read scrolls without setting them off, and to identify certain magical glyphs and symbols without activating them.

Hypnotism (Enchantment)
A single creature becomes highly susceptible to any suggestions the caster makes for a few minutes. May not be cast on player characters.

Ventriloquism (Illusion)
Displaces the caster's voice so that it sounds like it's coming from somewhere (or someone) else, up to 30 meters from her. Lasts up to ten minutes. While the spell persists, she can choose whether to speak normally or use the spell's effect.

Easy Spells
Every casting increases her spell failure chance in that school by 7%.


Resist Energy (Abjuration)
Makes the caster more resistant to a type of energy of her choosing: fire, cold, acid, force, or electricity. Only one type can be choosen. Casting the spell again only allows her to change the energy type and reset the duration. Lasts for one hour.

Dispel Magic (Abjuration)
Ends magical effects on a creature or object. If used on a permanent magic item (as opposed to just an item that has had a spell cast on it), the item's functioning is only suppressed for ten minutes.

Rainbowdust (Conjuration)
Covers everything and everyone within 3 meters of the point the caster designates with glittering multi-colored sparkles. Sighted creatures are blinded for a few seconds, and invisible creatures are outlined. The dust magically adheres and can't be removed until the spell ends, which happens after one minute.

Arcane Sight (Divination)
Functions like Detect Magic, revealing magical auras in line of sight. However, this spell doesn't require concentration, but only lasts for up to twenty minutes. Unlike Detect Magic, this spell can also reveal if a specific creature the caster concentrates on has any spell-casting abilities.

Tongues (Divination)
The caster can speak and understand the language of a creature she touches. Alternatively, touching written words grants the ability to read and write that language. This spell can only grant one of these benefits at a time. Lasts for one hour.

Feather Fall (Transmutation)
Up to four creatures or objects in free-fall, one of which may be the caster, fall slowly until they reach the ground. Anyone under the effects of this spell takes no falling damage. This spell limits the target's free-fall speed to a maximum of 3 meters per second. This spell has no effect on a creature moving under its own power (she can't slow down a dragon by casting this on it, for example - unless that dragon is asleep in mid-air and falling, rather than flying).


Intermediate Spells
Every casting increases her spell failure chance in that school by 11%.

Solid Fog (Conjuration)
Creates a denser-than-air fog cloud which spreads outwards from the caster, covering a circular area 10 meters wide and 3 meters high. The fog is sufficiently thick to reduce the movement speed of creatures within it - it's like trying to walk through syrup. Because the fog is both highly dense and makes it impossible to see anything, ranged attacks are nearly useless within it.

Crushing Despair (Enchantment)
This spell creates absolute hopelessness in a creature's mind, destroying motivation and annihilating happiness. The spell's exact effects are open to interpretation.

Cloak (Illusion)
The target of this spell is surrounded by a magical field which extends outwards from their body for 10 cm in all directions and renders invisible anything within it. Thus, they and all their clothing and possessions become invisible. Anything they drop becomes visible, since it leaves the field. Anything they pick up becomes invisible. This spell's major drawback is that any part of an item which protrudes from the field is visible, which means most weapons will be visible when wielded. The spell has "floor detection", and will not make the portion of the ground which it includes (around the target's feet) invisible.


Fear (Necromancy)
Inflicts sheer terror upon the target, causing them to flee, cower, or panic for one minute if they fail to resist its effects.


Water Breathing (Transmutation)
The caster and any creatures she touches within one minute of casting this spell gain the ability to breathe water for 6 hours.

Difficult Spells
Every casting increases her spell failure chance in that school by 15%.

Break Enchantment (Abjuration)
A more powerful form of Dispel Magic, this spell can reverse instantaneous effects (such as being turned to stone), and even some curses, in addition to cancelling temporary effects. However, it can only be cast on a single creature or object. This spell can allow someone to free themselves of a cursed item, though it cannot un-curse items themselves.

Summon Raptor (Conjuration)
Conjures a magical Deionychus from the Elemental Plane of Dinosaurs to serve the caster for ten minutes. A deionychus attacks with its claws and bite.

Binding (Enchantment)
The target is made totally immobile for one minute. It retains its awareness, but cannot move or speak.
 
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View attachment 317335

Name
Force Magnitude

Nick
Mary Sue Supreme

Alignment
Disney Villain Evil

Looks
A smol mustard green unicorn. About four feet tall when on all fours. Salmon mane and tail, yellow eyes. Cutie mark is an orange star orbited by four blue abstract shapes.

Fandom
MLP (original character donut steel)

Personality
S M U G

Backstory
(see sig)

Powers
FOUL WITCHCRAFT (no but seriously, I can provide a spell list if the GM deems necessary)

Gear
None

Weaknesses
Her own arrogance and thirst for UNLIMITED POWER make her easily manipulated; bad at making friends and allies; physically weak; no opposable thumbs; unable to refuse ice cream, chocolate; fears spiders

======================================

View attachment 317336
Name
Dosey Doe

Nick
Dosey
Deedee

Alignment
Friendly Good

Looks
A smol light pink earth pony. About four feet tall when on all fours. Yellow and pink mane and tail, brown eyes. Cutie mark is a dancing instruction diagram.

Fandom
MLP (original character donut steel)

Personality
cheerful, kind, optimistic, outgoing

Backstory
(see sig)

Powers
Dancing

Gear
None

Weaknesses
Anything sweet, naive, trusting, ditzy, forgetful, cares about everyone no matter what
More detail would be appreciated, friendo.
 
Name: Star Butterfly
Nickname(s): N/A
Alignment: Chaotic Good
Appearance:
ad187cc09fd3.gif
Fandom:
Star_vs_the_Forces_of_Evil_logo.png

Personality:

Star is very energetic and friendly. She loves having fun and usually has an optimistic outlook on life. She loves to help others and whenever she sees that someone is upset, she does her best to cheer them up. Strangers, in her eyes, are just friends she has not met yet, and she feels bad if she hurts someone's feelings, whether intentionally or not. Star has a happy-go-lucky attitude and always tries to put a smile on everyone's faces. She also works very hard towards her goals, so much so that she will sometimes end up greatly sleep-deprived, as shown in "Monster Arm".

Owing to her rather sheltered upbringing, Star's optimism and enthusiasm can border on recklessness, to the point of endangering the people around her with her madcap antics. She has rather simplistic views on concepts such as leadership and responsibility, believing that prioritizing fun above all else matters the most. All this, coupled with her lack of understanding of Earth customs, often puts her and Marco in strange, dangerous situations. While rarely ever angry, she does express annoyance towards people who do not take her seriously or give her the attention she wants. Although she treats her friends kindly and rarely holds grudges against them, she is usually brutal towards her enemies.

She also holds a prejudice against monsters, believing they are "born bad", though this opinion softens a little as of "Mewnipendance Day".

She sometimes chews on the top of the wand, in something of a tic.

Backstory:

Star Butterfly is an intergalactic princess from the Kingdom of Mewni, who has been sent to Earth by her parents to live a normal life, after many years of fighting evil in space. While on Earth, she lives with the Diaz family, and takes Marco Diaz on adventures in other dimensions, and in battles with monsters.


Powers/Abilities:
  • Hand-to-hand/armed combat: Star also knows how to fight without the wand, either fighting unarmed or using a weapon. As a toddler, she was taught how to break a neck with her bare hands and how to fight with a sword by the Mewni royal guard.
  • Innate magic: In "My New Wand!", Star learns to access the innate magic within her own body.
  • Temporary flight: In "Mewberty", Star grows a pair of small wings and can use them to fly temporarily. She is shown using these wings to cross over a sinkhole in "Star on Wheels".
  • Creativity: Star has also demonstrated a talent for paper cutting, painting, and drawing. She also makes up her own spells using her imagination.

Equipment/Gear:

  • Magic wand: Star wields the Butterfly family's royal magic wand which grants her multiple magical powers, though she does not fully understand them yet. She can create many different creations or change anything she wants with the wand just by saying spells and pointing it. Star can also transform her wand into other things, like a mace or umbrella.

Weaknesses:

  • Star's Nativity and Inexperience
  • Relies on her wand for most of her day to day life
 
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"My heart has been set. You should know... Farewell, dear Father... I am no longer your subservient puppet!"
—Haru Okumura, Persona 5
Name: Haru Okumura
Nickname(s): Noir
Alignment: Chaotic Good
Appearance:

Fandom:
latest

Personality:
Haru has good communication and observational skills. She grew up with all the elegance and splendor. She finds it difficult to differentiate between who truly values her as a friend and who merely wants to use her for her family's status. This includes not only friends, but adults and teachers as well - it seemed like everyone smiled at her for their own personal gain.

After meeting and joining the Phantom Thieves, Haru becomes passionate and rebellious and eventually learns how to properly convey her mind and connect with others. Getting mixed up with the Phantom Thieves will help her learn how to break out and fly free from her subservient chains.

In her spare time, she enjoys tending to her garden. Despite her gentle personality, however, she admits she feels excited when Shadows beg for their life, hinting she is somewhat sadistic.

Backstory:
Haru is a third year student in Shujin Academy and the daughter of the president of Okumura Foods. She has been forced into an arranged marriage with a fiance named Sugimura, whom she despises for his controlling and angry nature.

She first met Morgana by coincidence, seeing him wandering on the street after having a falling out with the other Thieves and approached him, resulting in her being dragged into the Palace where she awakened to her Persona. Not wanting to get married, she decided to work with Morgana to change her father's heart.

Powers/Abilities:
The Ability to Summon her Persona, Milady
Haru is also skilled with Axes and Grenade Launchers

Equipment/Gear:
Fleurs du Mal (An axe that produces a bedazzling, floral aroma)
Flame Ocean II (Model Gun based on an upgraded Grenade launcher)

Weaknesses:
Not the Greatest in accuracy
Can some how miss her opponent when firing with her Grenade launcher
Grenade launcher is a normal gun in the Real World
Weak against "Nuke Spells"
 
Name:
Harleen Quinzel
Nickname(s):
Harley Quinn
Alignment:
Chaotic Good
Appearance:
7xkIAuK.jpg

POYCI3C.jpg

Fandom:
Injustice
Personality:
Eccentric, fun-loving and unstable. Harleen is an unlikley ally to the Insurgency and Batman. She is smarter than she lets on, having a PHD among other things to show for her intelect.​

Backstory (warning: Spoilers for Injustice 2):
Harleen Quinzel was a criminal psychiatrist, who was seduced by her patient: the Joker. She abandoned her career and became Harley Quinn, the Joker's ditsy sidekick. Quinn was willing to do anything to please her "Puddin," even murder. Before the events of Injustice she had a child named Lucy and ran away from the Joker for a year to give her daughter a better life.

The world changed when Superman executed the Joker for blowing up Metropolis and tricking Superman into killing his wife and unborn child. The next five years that followed were full of bloodshed as Superman and some of his allies conqured the world, ruling it with an iron fist. She managed to stay low, hiding out in The Arrow Cave (also known as "The Quiver") until joining the Insurgency against Superman's regime after tricking Lobo into going after Darksied and abandoning the bounty Superman had put on her head.
She lost most of her friends in the fight against Superman and gave up her mantle, wanting to see if she could return to a normal life. Walking into Arkham Asylum, she discovered a clan of people who saw the Joker as a symbol of resistance and seeing an opportunity (against Batman's best wishes), she took them under her wing. They became a thorn in the Regime's side.

Eventually, when people from another dimension showed up (and caused the downfall of Superman) Harleen was "reunited" with The Joker. After he tried to kill her again, she realised him for the monster that he was and beat him so badly that he crawled back to Batman begging to be taken away from her. It was "closure"

After the events of the first game, Batman took Harleen under his wing and trained her. Most of his former friends were either dead or in prison for supporting Superman. He needed all the help he could get. Although Black Canary returned with Green Arrow (from another universe) he was still short of allies and so needed Harleen to fill the numbers.
Harleen followed Black Canary and Green Arrow on a mission to take down Gorilla Grodd. During which, she battled with her partner Poision Ivy, dealt with fear toxin from Scarecrow that caused her to see and battle the Joker and she was eventually was taken captive by Catwoman (who was secretly Batman's mole) after her allies were taken by Braniac.

Assisting in the fight against Braniac, she was almost killed by Ivy while helping Cyborg and Catwoman infiltrate Arkham Asylum and was then again almost killed by Wonder Woman after stopping her from killing Cheeta, as Batman had said that none of the former Regime members were allowed to kill any of Grodd's forces while defending Earth. For her troubles, she took a sword to the stomach but was rescued by Supergirl. Harleen's near-mortal wounds (and Superman's defence of Wonder Woman's actions) were the final nail in Supergirl's turn against her Cousin.

Recovering from her wounds, Harleen now assists Batman in trying to rebuild the world once again.

Powers/Abilities:
Though as normal as any human can be, Harley Quinn is a highly dangerous and unpredictable fighter thanks to her years of serving as the Joker's right hand woman and her training under Batman. She is a skilled gymnast and thanks to Ivy is immune to most toxins. She is also a skilled criminal psychiatrist and was able to use these skills to convince Lobo to leave her alone, despite the fact that she stole his motorcycle and almost trashed it. She also worked out Green Arrow's identity using (presumably) the same skills.
ao9ezqX_700b.jpg


Equipment/Gear:
As well as her dual pistols, Harleen carries a number of explosives like TNT, a communications device and of course her trusty mallet as well as a baseball bat. She also carries a "green pill" which enhances strength and durability to super-human levels and a lockpick that is a fake mustache in disguise.

harley-quinn-takes-the-super-pill-3.jpg

harley-quinn-takes-the-super-pill-4.jpg

003f304d3aa4e6b360728b7f5d849640.jpg

Weaknesses:
Without the green pill she is just as fragile as a normal human, also the green pill is only a temporary effect. Not only this but her past with the Joker can be exploited, as seen with the Joker from the other dimension and Scarecrow's modified toxin.

Theme Song:
 
Name:
Hana Song
Nickname(s):
D.VA
Alignment:
Lawful Neutral

Appearance:
latest

latest

latest


Fandom:
Overwatch

Personality:
D.Va is a very competent combatant despite her young age (19), not taking failure as an option and showing no mercy to her adversaries. She possesses an egotistical side, often smack talking opponents during battle. Regardless of her fierce characteristics, D.Va takes pleasure in making her fanbase happy, as shown by cheerfully taking autograph requests from Reinhardt and Lúcio and being quick to thank her audience whenever she defeats an enemy.

Being a pro gamer, D.Va loves video games and enjoys making references to them. While on the battlefield, she will use many gaming terms, such as "nerf," "pocket healer," "GG," "AFK," and more. Despite the fact that she is mostly into games produced by Blizzard (for obvious reasons), she is familiar with old arcade ones as well. An example is her calling Winston "a giant gorilla from those old video games."

Backstory:
Twenty years ago, South Korea was attacked by a colossal omnic monstrosity that rose from the depths of the East China Sea. The massive, lumbering construct caused catastrophic damage to coastal cities before it was driven back beneath the waves. In response, the South Korean government developed a mechanized armored drone unit, called MEKA, to protect urban environments in future engagements with the omnic threat.

The government's fears proved to be well-founded, as a disturbing pattern of attacks emerged. Every few years, the monstrosity would rise from the sea to assault South Korea and its neighbors. The omnic learned from these encounters, often reconfiguring itself in a different form and appearing with new weapons and capabilities. Each incident ended in a stalemate, with the monstrosity defeated but not destroyed.

As the omnic continued to adapt, it eventually disrupted MEKA's drone-control networks, forcing the military to place pilots in the mechs. Scrambling to find suitable candidates, the government turned to the country's professional gamers, who possessed the necessary reflexes and instincts to operate the mechs' advanced weapons systems. Top stars were drafted, including reigning world champion Hana Song, also known as "D.Va." Famous for her elite skills, D.Va was a fierce competitor who played to win at all costs, and she had a well-earned reputation for showing no mercy to her opponents.

Hana Song (Song Hana, 송하나), under the username "D.Va", represented South Korea in multiple international StarCraft tournament. At the age of 16, she became the top StarCraft player in the world and went undefeated for the next three years of her life. At the age of 19, Hana was drafted into MEKA's army of mech pilots with the task of defending the coast around the East China Sea from a colossal adapting omnic. Seeing her new mission as a game, D.Va fearlessly charged into battle alongside the rest of her MEKA unit, ready to spring to her nation's defense at a moment's notice. Recently, she has begun to stream combat operations to her adoring fans, and her growing following has turned her into a global icon.

Her fame led to her starring in the Goldshire Pictures movie Hero Of My Storm, as well as an advertise for Nano Cola.

Powers/Abilities:
As well as a skilled gamer and Mech pilot, D.Va has firearms and hand-to-hand training as well. Her mech is equipped with twin short-range rotating cannons. They lay down continuous, high-damage fire without needing to reload, but slow D.Va’s movement while they’re active. It is also equipped with a Defence Matrix, a forward-facing targeting array that shoots incoming projectiles out of the air.

Her mech is equipped with rocket bosters that launch it into the air, the momentum carrying her forward. She can turn and change directions or barrel through her enemies, knocking them back. The Mech's most impressive feature however is it's self-destruct and recall abilities. Causing a large explosion and being able to recall her mech afterwords or even after it has been destroyed by enemy fire.​

Equipment/Gear:
Her Mech (see above)
Light gun, a medium-range automatic blaster that holds 20 rounds.

Weaknesses:
Squishy and vunerable outside of her mech
Most of her abilities require a cooldown to recharge.
D.Va's Defense Matrix cannot absorb some weapons. These include Reinhardt's Rocket Hammer and Earthshatter, Zarya's Particle Cannon, Symmetra's Photon Projector, and Mei's Endothermic Blaster. However, Zarya's, Symmetra's, and Mei's Alternate Fire projectiles can all be absorbed.

Theme:
 
Name:
Nikola Tesla
Nickname(s):
Defender of Tomorrow
Alignment:
Neutral Good

Appearance:
Xolqrb2.jpg

1YHxmYx.jpg

Akf9JqE.jpg


Fandom:

OC

Personality:
Much like the Tesla of our own time, he is an eccentric, intelligent loner dedicated to his work. However, this Tesla is dedicated to more than just inventing machines to better mankind but also protecting the world from danger. Despite this, he is a pacafist who only uses violence as a last resort and as a strict "no-kill" rule. Every weapon he creates for the Order is designed to injure or stun rather than kill. He put multiple measures in place should his designs fall into the wrong hands and be used to kill others.

When he isn't saving the world, Tesla is cooked up in his lab working on another mad invention or having drinks with his buddy Mark Twain on the few occasions that the writer manages to convince him to leave the lab.​

Backstory:
Tesla's path followed almost the same as it did in our timeline, it was the world itself that changed. A messenger from the far future traveled back in time with a warning, bringing the world's greatest minds together. In the distant future of 2005, the world would be invaded by a race of insect-like beings from space known as the Komulai. Earth would win the war at a heavy cost, but seeing their defeat the Komulai army traveled throughout time to weaken the planet Earth so it would be ripe for invasion.
The traveler, a man named Captain Isak and his friends known as The Order of Servator followed the Komulai throughout history, recruting the greatest minds and/or fighters of that time to help them stop the Komulai from screwing with history.

With the help of Captain Isak, Einstein and a few others Tesla and co were able to defeat the Komulai in their time period. However, with the Komulai able to send back more soldiers they prepared themselves even further, becoming defenders of the timeline. They could not leave their current timeline as that would risk changing the future, but they could stop the Komulai in their tracks.​

Powers/Abilities:
Brilliant mind, a polyglot able to speak multiple languages fluently, able to go longer than the average human without sleep (longest time awake in his lab was 72 hours), a genius inventor, skilled chessplayer and gambler. At age five, he informed his father he was going to harness the power of water; his resulting invention was a water-powered egg beater; at age nine, he made an egg beater powered by the motion of captured bugs; at age 10, he was solving math problems with such speed that his teachers suspected him of cheating. At his current age, Tesla designs machines in order for him and his friends to protect the timeline from Komulai invaders.​

Equipment/Gear:
Time Defender Suit (see appearance)​
Capable of flight, channeling electricity into a non-leathal blast to incapaciate opponents. This can be done through the suit's gauntlets or armour plating as Tesla is able to cause the suit to "overcharge", covering the armour in this electricity if he is in a tight spot. The suit also fires repulsor blasts that can stun opponents.

Tesla is also equipped with numerous devices including a stun gun (a gun version of the repulsor blast in his suit), and a device similar to a giger counter that detects anomilies in the timeline rather than radiation. A smaller version of his giger counter is built into his suit.​

Weaknesses:
Lacks hand-to-hand combat training, his peacefulness can be exploited and outside of his suit, he is also just a human being with a high intelligence. He is not immune to anything that will kill a normal human while outside of the suit.

Theme
 
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IMG_1402.JPG IMG_0362.JPG Name: Judeau
Nickname(s):
Alignment: Neutral good
Appearance:
cid:C406145C-42B1-48F3-83B0-B7DE26B27BCE@mobilenotes.apple.com
Fandom: Berserk
Personality: one of the more easygoing Hawks, Judeau was a trustworthy member of the Band and dedicated to Griffith until the end, even after the leader's invalidation. He was a rather welcoming companion, being one of the first Hawks to initially interact with Guts and help the swordsman fit in within the Band. Possessed of keen perception, he could read the emotions of those around him, even when they were suppressed. Coupled with his perception was his self-awareness; Judeau realized and accepted that he would never be the best at anything, but rather adept at many things, which is what initially spurs him to follow Griffith—resolving to fight at the side of one who seemed to be the best if he couldn't be the best himself.

He was always soft-spoken and self-effacing, preferring to be a bystander in verbal quarrels rather than partake in them himself. Complaisant to a fault, his caring nature was undeniable, to the point of putting others' interests before his own. Rather than act on his unrequited love for Casca, Judeau respected the burgeoning relationship between Guts and his admired one, encouraging the further development of the affair in hopes of Casca finding happiness. Always the smooth talker, even in his final moments, he fails to truly confess his feelings for Casca, his last words only further betraying his love for the commander.

Backstory: Before joining the growing Band of the Hawk, Judeau works as a member of a traveling troupe, and obtains the dust of an elf during his tenure with the group. He eventually leaves the performers and happens upon Griffith and the Band, attracted by the White Hawk's charisma and potential, no different than most other Hawks. Alongside Corkus, Pippin and Casca, he becomes one of Griffith's first and most important comrades in the Band of the Hawk's infancy.
Powers/Abilities: A self-proclaimed jack of all trades (and master of none), Judeau possessed a varied array of useful talents. From his knife throwing prowess and swordsmanship, to his astute analytic skills and deductive reasoning, he was undoubtedly one of, if not the most versatile of the Hawks. He also possessed vast knowledge of the world and its history, being the only Hawk aware of the Skull King fairy tale; as such, he was typically the one to disclose unknown contemporary information to the Band.
Despite his small stature, Judeau was one of the most competent fighters in the original Band of the Hawk, fearless, agile and capable of holding his own in all confrontations. His pinpoint throwing precision allowed him to swiftly eliminate both long-distance human and apostle targets with ease. He also carried two short swords on his back, which he used in close-range encounters where knife throwing became impractical.

Equipment/Gear: a couple of throwing knives and two swords
Weaknesses: His selflessness
 
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Name: Judeau
Nickname(s):
Alignment: Neutral good
Appearance:
cid:C406145C-42B1-48F3-83B0-B7DE26B27BCE@mobilenotes.apple.com
Fandom: Berserk
Personality:One of the more easygoing Hawks, Judeau was a trustworthy member of the Band and dedicated to Griffith until the end, even after the leader's invalidation. He was a rather welcoming companion, being one of the first Hawks to initially interact with Guts and help the swordsman fit in within the Band. Possessed of keen perception, he could read the emotions of those around him, even when they were suppressed. Coupled with his perception was his self-awareness; Judeau realized and accepted that he would never be the best at anything, but rather adept at many things, which is what initially spurs him to follow Griffith—resolving to fight at the side of one who seemed to be the best if he couldn't be the best himself.

He was always soft-spoken and self-effacing, preferring to be a bystander in verbal quarrels rather than partake in them himself. Complaisant to a fault, his caring nature was undeniable, to the point of putting others' interests before his own. Rather than act on his unrequited love for Casca, Judeau respected the burgeoning relationship between Guts and his admired one, encouraging the further development of the affair in hopes of Casca finding happiness. Always the smooth talker, even in his final moments, he fails to truly confess his feelings for Casca, his last words only further betraying his love for the commander.

Backstory: Before joining the growing Band of the Hawk, Judeau works as a member of a traveling troupe, and obtains the dust of an elf during his tenure with the group. He eventually leaves the performers and happens upon Griffith and the Band, attracted by the White Hawk's charisma and potential, no different than most other Hawks. Alongside Corkus, Pippin and Casca, he becomes one of Griffith's first and most important comrades in the Band of the Hawk's infancy.
Powers/Abilities: A self-proclaimed jack of all trades (and master of none), Judeau possessed a varied array of useful talents. From his knife throwing prowess and swordsmanship, to his astute analytic skills and deductive reasoning, he was undoubtedly one of, if not the most versatile of the Hawks. He also possessed vast knowledge of the world and its history, being the only Hawk aware of the Skull King fairy tale; as such, he was typically the one to disclose unknown contemporary information to the Band.
Despite his small stature, Judeau was one of the most competent fighters in the original Band of the Hawk, fearless, agile and capable of holding his own in all confrontations. His pinpoint throwing precision allowed him to swiftly eliminate both long-distance human and apostle targets with ease. He also carried two short swords on his back, which he used in close-range encounters where knife throwing became impractical.

Equipment/Gear: a couple of throwing knives and two swords
Weaknesses: His selflessness
where's the pic?
 
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Name: Mami Tomoe
Nickname(s):
Alignment: Lawful good
Appearance:
Fandom: Madoka Magica
Personality: Mami first appears as an older, more experienced girl, and is one of the first magical girls introduced in the series. She is shown to have feminine tastes, such as drinking tea and dressing with flower clips in her hair and bows on her shoes. Mami enjoys hosting tea parties. She has been shown to be a rather good cook, especially when it comes to dessert. A kind senior to Madoka, she’s the helpful, sisterly type. She lives alone in an apartment after her parents died in a car accident.

She has a strong sense of personal justice, which keeps her on the path of helping innocents despite gaining little reward for it. This sense of justice also makes it difficult for her to team up with other magical girls for more than short periods, as many will only fight witches for the chance of finding a Grief Seed or in self-defense, and many others are against teaming up with their "competition" in hunting witches. These circumstances compound with her lonely nature as an orphan who has trouble making friends at school due to her having little time for much outside of witch hunting, which has turned Mami into a very isolated person looking for friends. While she appears to be mentally strong, Mami is emotionally much frailer than she seems to be. In episode 3 Mami admits it openly to Madoka, and in the manga rendition of said scene she said that she cries a lot when on her own, declaring that she is not a good role model for anyone before Madoka tells her she's not alone.

She has been shown to take the harsh truths of the magical girl system quite badly depending on the circumstances, and at times has proven to be unstable and dangerous when confronted with them.

Mami always uses honorifics and calls people by their surname with the honorific '-san'. This shows her age and emotional distance to the other girls, who are younger than her and closer in age to each another.

Backstory:At the end of Episode 1, Mami meets Madoka and Sayaka in the barrier of the witch Gertrud. She saves them from the familiars, chasing off the witch for the time being. Homura appears, and Mami advises her to chase after the witch to prevent an immediate conflict. Mami then introduces Madoka and Sayaka to Kyubey and explains the magical girl system, offering to bring them on her witch hunts to learn and experience the life of a magical girl. Acting as their mentor, she advises them to choose their wishes carefully. Mami searches for and defeats Gertrud upon their next encounter, saving the life of a woman committing suicide. She offers to share Gertrud's Grief Seed with Homura, but is rebuffed. Suspicious of Homura's motives in preventing Madoka from contracting, attempts to resolve differences with Homura fail.
When entering Charlotte's barrier, Mami and Madoka are confronted by Homura, who volunteers to take down Charlotte. Mami, still suspicious of Homura, ignores her warning that Charlotte is different from most witches and ties her up with Regale. After Madoka agrees to contract, she was overwhelmed by the realization that she would be no longer be fighting alone. Drunk on the "Power of Friendship", she is careless and reckless in her battle with Charlotte and is killed.

As revealed in episode 10, Mami has had multiple different demises in different timelines. Her death in the first timeline was when fighting Walpurgis Night. In the third timeline, upon learning about the fate of magical girls, Mami decides to kill her companions and herself before they can become witches, and Madoka kills her in order to save Homura and herself.

Powers/Abilities: Mami is a veteran and is the most experienced magical girl in Madoka Magica, with Kyubey claiming in Episode 4 that that was the reason why she could afford to battle familiars as well as witches. However, whether she is the most powerful magical girl (discounting Ultimate Madoka), is up to debate. Mami names her attacks in Italian and announces them when she uses them. Her friends and fellow magical girls like to make fun of this habit.
Fighting style

  • As when she assaulted Gertrud's barrier, Mami fights in a very focused and disciplined manner, choosing her shots carefully and reacting quickly when she gets into trouble. Presumably, this is her normal fighting style. When hyped up on the "Power of Friendship" in Charlotte's barrier, she jumps recklessly into battle and freezes up when Charlotte transforms, leading to her getting eaten. In the interviews, it was stated that Mami is "Extremely powerful when she is alone".
  • Her fighting style while fighting Charlotte's minions resembles the gun kata from the movie Equilibrium. Gen Urobuchi is a fan of the movie and has written a fanfic about it, called Jouka no Monshou.
  • Mami's fatal weakness is that she can be taken down if she is not paying attention.
Equipment/Gear:
  • Mami uses ribbons which she can use to bind and restrain enemies, called "Regale" ("Royal"). She extends them from her clothing or summons them out of the air.
  • Mami's primary weapons are percussion-lock rifled muskets, which she can summon in large numbers and are fired by hand, remotely or are used as a melee weapon. Expended bullets can summon strings to ensnare the foe.
    • The term "musket" usually refers only to smooth-bore firearms, however an exception to this is the rifled musket developed after the invention of the Minié ball. This makes it highly likely she's using a form of the Minié rifle.
    • Mami's guns can only shoot one bullet, but the type of the bullet can also vary so it can shoot shotgun shells too.
  • Mami's weapon which she uses for her finishing move, Tiro Finale ("Final Shot"), is an enormous percussion lock cannon. The cannon and the method of use seems to vary each time she summmons it, implying that she probably creates it to match what she has in mind at the time.
For more details on Mami's weapons and their use, see Weapons

Weaknesses: Her soul gem is right on her head and can be hit easily, which would kill her instantly
 
IMG_1135.JPG Name: Glace
Nickname(s):
Alignment: lawful good
Appearance:
Fandom: Etrian Odyssey (player mook)
Personality: incredibly cowardly, she hates being alone and tries to surround herself with allies, yet she always manages to end up alone. She's incredibly unlucky.
Backstory: she was an explorer in the race to find the Yggdrasil, despite all her disadvantages, she eventually managed to find it first (nobody else really tried)
Powers/Abilities: http://etrian.wikia.com/wiki/Runemaster
Equipment/Gear: a Staff
Weaknesses: she's a glass cannon in battle and a coward
 
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"Is that so~?"

  • Name: Rumia.
    Nickname(s): N/A.
    Alignment: Neutral Evil.
    Origin:
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    Species: Uncategorized youkai.
    Gender: Female.
    Age: Many decades old.


Art Gallery:
 

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View attachment 317383 Name: Glace
Nickname(s):
Alignment: lawful good
Appearance:
Fandom: Etrian Odyssey (player mook)
Personality: incredibly cowardly, she hates being alone and tries to surround herself with allies, yet she always manages to end up alone. She's incredibly unlucky.
Backstory: she was an explorer in the race to find the Yggdrasil, despite all her disadvantages, she eventually managed to find it first (nobody else really tried)
Powers/Abilities: http://etrian.wikia.com/wiki/Runemaster
Equipment/Gear: a Staff
Weaknesses: she's a glass cannon in battle and a coward
A bit scarce, but it's a mook, so I guess it's fine.
 
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"I am Kagome! I'm not anyone else!"
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Name
: Kagome Higurashi

Title: None

Alignment: Lawful Good, Neutral Good
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Age: 15

Gender
: Female

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

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

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

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

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

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

Theme Song:

Universe From:
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Name:
Blitzwing
Nickname(s): Blitzbrain and Three-face have been used as insults
Alignment: Decepticon so, Lawful Evil
Appearance: Blitzwing is a triple-changing Deception. He has three faces he switches between. His Icy personality has a long blue face with a monocle. His Hot-headed personality has a red face and bright red visor, along with a gap in his teeth. His Random personality is a black face with a red, jack o' lantern grin and red eyes.
Fandom: Transformers the Animated series
Personality: Blitzwing's "dominant", Icy personality is intellegent and able to come up with good plans. He is cold, calm, and collected. He speaks with quiet disdain. His easily angered Hothead personality is more of a brute and the only one he'd admit being afraid of is Megatron himself. He's a good fighter who's only answer to a problem would be to fight, and tends to react angrily with violent threats towards almost anyone. Finally, his Random personality's face comes and goes as he pleases, probably most likely to be dubbed insane, and may toss out bad puns and jokes, children's nursery rhymes, or random non sequiturs, mostly followed by hysterical laughter.
Backstory: Long after the Great War ended and the Decepticons went into hiding, Blackarachnia experimented upon Blitzwing, rebuilding him into a Triple Changer and giving him the fractured mind he is known for today.
Among the Nemesis crew, Blitzwing abandoned ship to evade an explosion that took out most of the Nemesis. Soon after, he posted a bounty on the Autobots, whom he believed killed Megatron, to the bounty hunter Lockdown, who contacted him after he captured Optimus Prime, negotiating his payment, revealed outside the series to be Lugnut's fist technology, before the Autobots saved their leader. Blitzwing would later come to Earth in person with Lugnut, unaware of his comrade's com link to Megatron and thinking of it as merely delusions. While finding a suitable guise to escape the authorities, Blitzwing became caught in a momentary argument with himself over two vehicles until he decides to take both. After being defeated by the Autobots in an attempt to get Sari's Allspark Key, Blitzwing and Lugnut ended up in pieces in Lake Erie until Starscream found them, and offered to repair them on one condition: that they pledge their undying loyalty to him.
Deciding to serve Starscream, under threat rather than by choice, Blitzwing aids Lugnut in taking the Allspark Key from Ratchet, and give it to the being who has been sending Lugnut messages. Upon arriving at Sumdac Tower, he realized that Lugnut was not crazy after seeing Megatron's disembodied head before he helps his master complete his restoration. He aided in the subsequent attack on the Autobots, though Bumblebee managed to use Blitzwing's personality/mode flaw against him, tricking Bltizwing into changing to tank mode in mid-air and crashing into Lake Erie. Later on, Blitzwing appeared with Lugnut and Megatron in one of Isaac Sumdac's mining tunnels. Megatron kept Isaac Sumdac captive, and was using him to try to rewire a Space Bridge design to take control of Cybertron. Megatron sends him and Lugnut to steal the tachyon transmitter from the Elite Guard ship in order for them to contact the Decepticons in other parts of the universe, unintentionally showing Starscream where they were based as a result. Blitzwing later goes on a mission assigned to him by Megatron to an Allspark fragment, he eventually does but Bumblebee and Sari got it first which led to a high speed pursuit until Sari learned that she could use the All Spark powered remote control to momentarily control him. When Blitzwing finally received the chance to destroy Bumblebee, he was tackled by Blurr, allowing Sari to use the remote to send the Decepticon off into the sky. Later, Blitzwing and Lugnut began stealing construction supplies for the Space Bridge they are making, avoiding the Autobots one time and meeting Mixmaster and Scrapper in another. After a misunderstanding, Blitzwing decides to have the Constructicons haul the supplies for him and Lugnut before disposing of them. However, Megatron intervenes out of seeing Mixmaster and Scrapper as of use to help build his personal space bridge. When the two Constructions later wander aimlessly after losing their memories, Blitzwing retrieves them with oil to recommission their assistance in the space bridge construction. As the bridge is completed, Blitzwing once again pairs with Lugnut to stop the Autobots only to be cuffed by Blurr until later freed and attempted to attack Omega Supreme head-on, only to headbutted into the horizon. Blitzwing survived and is "captured" by Sentinel Prime in "Five Servos of Doom". (In reality he is captured by Lockdown and traded to Sentinel.) However, Blitzwing is later freed by Swindle as he participates in taking over the Cybertron Elite Ship. However, the mutiny is stopped by Optimus Prime, who manages to freeze Blitwing, the Liar and Sycophant Starscream clone. Blitzwing and his fellow prisoners are then brought to Cybertron, where they are imprisoned.
Powers/Abilities:
Transformation- Blitzwing is capable of transforming into a dual-barreled assault tank/swing-wing fighter jet

Superhuman strength- Blitzwing is capable of lifting and throwing two oil tanker trucks with little effort.

Superhuman durability- Being made of metal comes in handy. Blitzwing has been Blown up, dropped in a frozen lake, trapped under tons of rubble, and crashed into buildings, yet he always manages to survive.
Equipment/Gear:
Blitzwing's jet mode fires explosive ice missiles and ice lasers from his cannons, which are also the weapons employed by his Icy personality.

His tank mode has a twin laser turret and fires laser bolt barrages, which is also his Hothead personality's weapon of choice.

His Random personality specializes in exploding laser pellets, but can use both attacks of his other personalities due to being able to use his tank and jet form.
Weaknesses:
Hard to miss a giant robot
His Random personality comes out at random
Can be controlled with a very powerful RC, doesn't stop his talking though
His vehicle mode coincides with what personality is in control
 
Name:
Jolie Baptiste
Nickname(s):
Miss Baptiste, the Red Rose
Alignment:
Lawful Good
Appearance:
Long blonde hair that is often tied back in a ponytail, bright blue eyes, pale white skin. She stands at around 5ft7 tall. Her common clothing consists of either a black suit with a red tie and a flat cap (her social wear) or a long WWII styled flight jacket with the French flag sown into her left shoulder with a set of light dark leather armour and combat boots
Fandom:
Vampire the Requiem/Chronicles of Darkness

Personality:
Jolie is a woman of habit and routine in social situatious and outside of combat in general, despite being a Vampire she avoids social situatious unless they are nessecary (espionage, learning information ect) or she is familiar with some of the people involved. In which case, she will almost cling to those people. That is at least among other supernaturals. Among humans, she is a very social creature when looking to feed but she shows restraint, asking for consent and passing off the biting as part of a "fetish". For those aware of Vampires, she will be upfront about feeding and will even give permission to stake her should she lose control.

She has killed before due to frenzying and other times out of revenge or self-defence, giving her a stronge sense of value on life. She detests frenzying and hates losing control of herself above all else. As such, she has dedicated her immortal life to remaining in control. She does not desire any political power, only to be able to control her own actions. She sees "riding the wave" as a last resort.

She detests Facist idelogy, making her an enemy of The Pure packs of Europe (for those unfamiliar with Chronicles of Darkness/World of Darkness they are Werewolf Purists with one part of their order called the Ivory Claws being literal Werewolf Nazis) and is very protective of people she considers friends.

She sees herself as outside of humanity but feels that it is her duty to guard it.

Backstory:
Pre-Vampire Life and the 1940s
Born in a small village in France in 1920, Jolie grew up on her family farm during a time of uneasy peace between nations. She lived a simple life as a farmer's daughter, eventually taking over the farm when her parents fell ill. She married a man named Marius, a baker from the nearby town and had a son with him called Julian. Julian was just five years old when German troops marched into France.
Jolie, having heard whispers of what was going on offered to hide a local Jewish family on her farm. She and her husband invited an SS Officer in for dinner, but he detected the hidden family and ordered his men to massacre both families. The farm was burned to the ground and Jolie was left lying in a pool of her own blood while her son was taken around the back of the farm and presumabley executed for striking the SS Officer in the face.

As she was dying, she was approached by a Vampire named Charles Dubois who offered to turn her into one of his Ghouls order to help Jolie get her revenge. After saving her, he explained that the war had thrown the Vampire courts into disarray and that the SS Officer responsible for the death of her family, one Heinrich Von Strotz was also a Vampire and leading a court of his own. He had broken off from the Invictus and was using his position in the Third Riech for the advancement of his personal Covenant

As Charles could only operate during the night, he relied on his own squad of Ghouls (think humans with some Vampire powers but not as powerful and also connected to their Vampire masters) for some parts of the war, teaching them how to fight, plant bombs and in general be a thorn in both Strotz's and the Third Riech's side. They fought alongside the French Resistance that included Hunters and other supernaturals. Strotz had employed supernaturals of his own. He formed an alliance with the Ivory Claws and one rogue Mage. This secret supernatural war continued on many fronts as the human war between the Allies and the Axis raged on.

During this time, Charles' hold over Jolie grew and the two fell in love.

Jolie had killed soldiers in self-defence but killed out of cold blood while escourting two wounded soldiers through a forest. She discovered a young SS soldier asleep by a river and, having recognised his face as someone who had killed one of Charles' Ghouls she drowned him in the river. He couldn't have been younger than 18.

When the Third Riech fell, Heinrich and the remainder of his Covenant fled across the world. Charles turned Jolie into a full Vampire and the two vowed to travel the globe to hunt down the remnants of both the Riech and Strotz's Covenant. All of Charles' Ghouls aside from Jolie had been killed, leaving just the two of them and any allies they picked up along the way to deal with Strotz.
Post War
Chasing down Strotz's men, Jolie and Charles managed to kill most of them. He informed her during this hunt of his history with Strotz, that Strotz had killed his family too when Charles had been a soldier in one of Napoleon's armies. Back then, Strotz was using the war as an excuse to launch his new Covenant under another name. While in Chilie in the 1970s, as members of the Covenant and the Riech were hiding in Pinochet's Facist dictatorship Charles went missing after recieving a tip. Two weeks later, Jolie recieved his skeleton in a box with a message from Strotz.

The trail went cold two years later when Jolie was in Europe. There she met a Vampire named Inigo among other friends and settled down, taking jobs for various supernaturals as a bodyguard or a fixer. After several decades of this life, things changed in 2005 when she was paid to smuggle a Mage out of Spain. By being responsible for the death of a high-up Seer of the Throne (Mages who worship Lovecraftian-like beings called the Exarchs) who had kept him as a slave, he had a target on his head and was banished from Spain.

Taking him across Europe to the UK, they were met with many obstacles but grew closer. Both opened up about their past experiences and what they had lost. The Mage, a Moros (Necromancer) named Venkman had, too lost everything in a supernatural war her never asked to be part of. They became friends and while running from Vampires, Pure Werewolves and Seers they uncovered a conspiracy while in France.

Strotz had formed an alliance with the Seers Venkman had indirectly killed the leader of and was planning on using their power to start a new world order, a "Fourth Riech" where Vampires, Pure and Seers rule over humanity and other supernaturals. Gathering a group of hunters, Mages and Werewolves Jolie and Venkman took part in a battle in the French Catacombs after Venkman tracked one of Strotz's men back there.

Many of their remaining friends were killed, but Strotz's forces had almost been defeated. It was at that point the Elder Vampire played his trump card. Julian.

Having seen Julian's fighting spirit, he decided to take him in and train him, eventually tuning him into one of his Ghouls. While Venkman and Inigo battled Strotz, Jolie was beaten by her now brainwashed son as she refused to fight back. Inigo was killed and Venkman beaten to a pulp by the Elder Vampire. Seeing this caused Jolie to finally break out of her trance and kill finally Strotz. With Julian being the only one of Strotz's Covenant left, the battle was over.
However, a hunter shot the wounded Julian and mortally wounded him. Jolie rushed to her son's side and tried to help him but he refused her blood, instead choosing to die in her arms rather than betray his "real father"

Enraged, Jolie tried to kill the hunter but was stopped by Venkman who pleaded with her to end the bloodshed. The war was over and no one else needed to die. He agreed to help her through her troubled past and offered for her to travel to the UK with him. She agreed. The two settled in Belfast, creating new lives for themselves. Jolie joined the Ordo Dracul, a Covenant dedicated to studying and changing what it means to be a Vampire through various teachings. Through them she learned how to control herself better, gaining "her old self" back.

Arcadia Blues
Things would change again as the two met a new race of supernaturals, Changlings. Human beings who had been enslaved by beings called the True Fae and changed by them. Hearing their plight, the two agreed to help them. This led them into another war with a Pure pack called Brutal Mercy. The Alpha had a change of heart however and betrayed his own kind, ending the war but leading to his death at the hands of a Vampire. This Vampire would later be killed in revenge by Changlings who had considred this Alpha a friend.

While helping some Changlings, the group encountered a True Fea, her power was limited due to being in their world but she still proved a threat. Luckily, Venkman opened a portal to another dimension called the Twilight (full of ghosts) and trapped her there. She later escaped, swearing vengance. This led to Venkman sacraficing himself in order to save Jolie and the Changlings by trapping both of them in the Twilight and fighting to the death. Due to an agreement with the Fae (if he could beat it, it would return to Arcadia and never return) he managed to win but at the cost of his own life.

In reality, Venkman had only appeared to sacrafice himself but in truth faked his death to keep the Fae happy so it would honour the deal and inspire Jolie to lead a better life. Which she did.

Four years on from Venkman's "death" Jolie fights for humanity, the Changlings, the Forsaken (Werewolves the Pure hate), for Mages like Venkman and for Vampires who've earned it.


Powers/Abilities:
Being a Vampire, Jolie is immortal and so does not age. She is also immune to most non-supernatural diseases this way too.​
  • Auspex: Allows her to have heightened senses, read Auras, she can tell an object's history by touching it too e.g if she used Spirit Touch on a murder weapon she'd see the murder happen. Her high Auspex also gives her telepathy and even the ability of Astral Projection.
  • Celerity: Increases her speed to superhuman levels.
  • Resiliance: Increases durability to near-superhuman levels.
  • Vigor: Increases physical strength to near-superhuman levels.
  • Animalism: Gives her the ability to talk to animals. She can command lesser animals such as rats and cows with this too.
  • Obfuscate: Allows her to conceal items, appear completley human, turn invisible for short periods of time and even appear as other people.
  • Coil of Flesh: This Ordo Dracul Coil allows her to pass as human in other ways. Not only does her reflection appear in mirrors (when she wants it to) but her hair and fingernails grow at the normal speed for a human (when she wants it to), she is also able to eat human food without throwing up blood and will not hunger frenzy so long as their is food in her stomach.
  • Coil of Soul: Further allows her to pass as human as her body acts like she is alive (breathing, sweat, tears ect), it also lessens her chance of going insane (note, it does not make her immune to it). She is also able to walk in dim light sunlight. Full sunlight will injure her but dim sunlight such as it being blocked out by a heavy forest, ash (ect) will only cause her discomfort.
  • Coil of Beast: Makes it less likley for her to anger frenzy. If she spends an hour a night locked up and in a state of frenzy her chances are greatly reduced (Jolie performs this ritual as a routine), it also gives her the ability to "ride the wave" where she can frenzy at but still remain in control to an extent. As said in her personality she only uses this as a last resort.

    Jolie is trained in hand-to-hand combat, swordplay, speaks three languages (French, English and High Speak which is the language of Mages), she is also skilled in steath, tactics and with multiple types of firearms. She also posesses great knowledge on multiple types of supernaturals: Vampires, Werewolves, Mages and Changlings
Equipment/Gear:
Smartphone, 1967 Chevy Impala, a silenced sniper rifle, a revolver, lockpicks, a bastard sword and a rapid-fire crossbow. She also carries with her the "right tools" for enemy supernaturals, including stakes, silver arrows/bullets and cold iron (which is the weakness of Changlings)

Weaknesses:
Fire, even among Vampires Mekhet's (her clan/type) are particulary vunerable to it. Due to her history and her liking of routine, psychological warfare would work really well against her. Also, Vitae (blood supply). Most of her abilities (all except the coils and Auspex) cost Vitae, something she can only replenish by feeding on living beings such as large animals or humanoids. If she runs out of Vitae she can hunger frenzy and is unable to use most of her Vampire powers, leaving her very vunerable.

Also, like all Chronicles of Darkness Vampires a stake to the heart will not outright kill her but it will put her into torpeour, which is like a coma she can only wake up from it she's given a fresh supply of blood. While bullets do not affect her that much, stabbing weapons, energy blasts (ect) do the same amount of damage to her as they would to a normal human. The energy blasts even more so if fire is involved.

Putting innocents in danger is also a good way to deal with her but putting people she cares about is even better. Furthermore, she is only just over a century old. In Vampire terms, she's basically still a child. Compared to much older Vampires she is pretty weak and not just physically. In a political sense, a much older Vampire could demand her respect.

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

 
Name: Akira Kurusu
Nickname(s)Alias: 'Joker'
Alignment: Chaotic Neutral
Appearance:

Fandom:
Persona 5
Personality:
Akira's profile states that he appears quiet and well-mannered, but this behavior is a profound ruse that hides the heart of a rebellious trickster. He is extremely resistant to rigid and dogmatic forms of control-based authority and order. He has received much criticism, insults, opposition and even death threats for his rebellious nature, whether it be his targets, school staff, disapproving comments left on the Phantom Aficionado Website, etc. Suguru Kamoshida calls him a "defiant piece of garbage." However, despite all this, the Phantom Thieves have also received a good deal of support.

he can easily be perceived as an unassuming student during his daily life. He appears somewhat introverted and absent-minded, perhaps as part of his "profound ruse" or in being mentally preoccupied with the Phantom Thieves' activities, as he was shown not paying attention in class. In truth, he is highly resourceful and plans ahead, such as using Cafe Leblanc as bait to obtain evidence behind Kazuya Makigami's crimes, as well as obtaining the false alarm system from Iwai. He also has a reckless side, as seen when Ryuji and Ann question his audacious decision to use Leblanc as bait despite numerous dangers, including the risk of Sojiro finding out. In response, the protagonist simply says he'll cross that bridge when he comes to it. Like the other Phantom Thieves, he fully believes in their mission to reform their targets, even taking pride in his work as he declares to Kazuya that he has stolen the arrogance in his heart.

Akira had a flair for the dramatic, evident when he jumped off a window when escaping a 'Casino'.

Backstory:
A second year high school student who meets Morgana and transfers to Shujin Academy in the spring in Tokyo near Aoyama-Itchome. He lives in a coffee shop called Cafe Leblanc, located in Yongen-Jaya and owned by Sojiro Sakura, an acquaintance of his parents. He becomes classmates with Ryuji Sakamoto and Ann Takamaki, who join him in his endeavors alongside the mysterious Morgana. Additionally, he is the leader of the Phantom Thieves of Hearts, a group whose purpose is to steal the hearts of corrupted adults in order to create a reformed society. Later, more members join the Phantom Thieves: Yusuke Kitagawa, Makoto Niijima, Futaba Sakura, Haru Okumura
Powers/Abilities:
1472931402797

Persona ~ The manifestation of one's inner self; It can be summoned on the Metaverse by dissolving the mask into blue flames. These creatures appear to be large, and usually towering over it's summoner. Chains often appear around the creature, connecting it with the summoner. Arsene is based on the Gentleman Thief, Arsene Lupin. It's main element is Darkness(Curse in game), and has a high resistance to it. He bears the Wild Card, which is able to use and Manifest multiple Personas. But for this RP, we will remove this trait.
Equipment/Gear:
Knife ~ Any kind of Knife he finds will suffice.
Berretta M9 ~ A Model Gun. Seems useless, but the Metaverse allows it to act as if it's a real one. However, due to some alterations, it may be able to fire real bullets.
Weaknesses:
Arsene have two Weaknesses; Ice and Dark Spells. Due to this, it also affects the user despite it not being summoned.
Akira may be able to perform breath taking feats in the Metaverse, but take into account that in the real world, he is still a normal man. A Bullet straight to the face would surely end him.

Name: Minako Arisato
Nickname(s): None
Alignment: Lawful/Neutral Good
Appearance:
persona_3_portable_minako_by_mushstone-d7zpx4r.jpg

Fandom:
Persona 3 Portable(Since it's Non-Canon, allow me to use some Persona 5 Stats)
Personality:
Minako is very bubbly, funny, upbeat, and cheerful. Her dialogue choices exhibit a broad spectrum of emotions, ranging from sarcasm, joking tones, utter seriousness, and otherwise depending on the player's choice. She is a sharp contrast to the male protagonist who is very reserved and concise where she, on the other hand, is not afraid to interject into conversations where her male counterpart would remain silent.

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

Backstory:
Minako's an orphan whose parents died on the Moonlight Bridge during a fatal incident a decade prior to the game. She also begins her story when she transfers to Gekkoukan. On The Coming(January 31st, 2010) she uses her innate power to defeat the Nyx herself and seal it, which ultimately strips her of her life force and dies on her graduation day(March 5th, 2010)
Powers/Abilities:
Persona ~ The Manifestation of one's inner self. Minako summons hers using an Evoker; A Gun like object which forces a Persona out if you have 'The Potential'.
Wild Card ~ As the Wild Card, she is able to wield Multiple Personas. She has wielded countless Personas, but the ones she uses the most are the following; Orpheus, Messiah, and Thanatos. She can switch through Personas with ease, with each Persona having different strengths and weaknesses.

  • latest

    Orpheus, the master of strings, uses her harp as a means of using spells and as a cleaving weapon. She mostly uses Fire spells and raises her defense.

Equipment/Gear:
Naginata ~ A Pole-arm Blade weapon which she can use with high proficiency.
Evoker ~ Her Gun!...Well, a fake one. She uses this summon her Personas.
Weaknesses:
She is a lass of many weaknesses; Most of them depending on which Persona she uses at the time.
Orpheus ~ Weak to Thunder and Darkness(Curse in P5) Spells
Messiah ~ Weak to Darkness(Curse in P5) Spells
Thanatos ~ Weak to Light(Bless in P5)[/Tabs]
 

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