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Fandom Irregular Opening (Multifandom) Characters

Name
Pit

miscellaneous info: is an angel, appears to be about 13 years old, stands at 160 cm high, eats food off the ground
Nickname(s)
Pit-kun, Pitty Pat, Pitstain, the Flightless Chicken

Alignment
Lawful Good

Appearance
d27edc8ba4b011603c1c000424fcd2d2--cool-ideas-kid-icarus-uprising.jpg

Fandom
Kid Icarus

First appearance was Kid Icarus (1986), latest was Super Smash Bros. for Wii U (2014)
Personality
Peppy and chipper, Pit always charges head-strong into his battles with little to no worries about what awaits him. He is also a brave spirit, and won't simply give up mid-way through a fight. However, he can tend to be quite naive, and too cheerful for his own good, one of the reasons why he annoys accomplices such as Viridi, the Goddess of Nature and his clone, Dark Pit.

Backstory
Ages ago, Pit was a rather weak angel, also flightless, but he later had proven himself worthy of the the Goddess of Light, Palutena's Royal Army. Once he became the very last of his kind, he was named the captain of her guard. However, Palutena is soon held captive by Medusa, ruler of the Underworld, since they had a feud dating ages back. On his original adventure, Pit was required to travel throughout the hellish place to collect the Three Sacred Treasures to defeat the horrible creature that was Medusa. Soon enough, his goddess was freed, and they were living happily ever after.


But the story does not end there for the brave, impulsive angel. Roughly 25 years after the incident, Medusa is resurrected, and attacks the Earth with her Underworld troops. Pit, who is much more adept with a variety of weapons, powers, and a limited spell of flight, manages to take down formidable foes such as Twinbellows, Hewdraw, Thanatos (the God of Death), Pandora (the Goddess of Calamity), Dark Pit (a fundamentally destructive clone of himself created by Pandora's Mirror of Truth), and others, before putting an end to Medusa. However, the angel still has to fight against his true enemy - Hades, the God of the Underworld, along with stopping a mysterious alien force called the Aurum, and Viridi, the Goddess of Nature, from destroying human life with her Reset Bombs.

Powers/Abilities
Pit possesses superhuman endurance, durability, agility, and strength, being able to survive things that most others wouldn't be able to, such as severe burns, cuts, and being turned into an eggplant. However, Pit can only carry so many weapons and powers on him at once, and isn't wearing any type of armor on his body. Despite being an angel, he is unable to naturally fly, but with Lady Palutena's granting of the Power of Flight, he is able to soar around in the sky for up to 5 minutes.

Equipment/Gear
-Palutena Bow, Pit's signature weapon. It can fire slow arrows of divine energy that can lock onto targets from up to 30 meters away and automatically guide towards them. Charged shots are slower, but more powerful. It can also be split into twin swords for reliable close-range combat.

-First Blade, another signature weapon of Pit's. This is more reliable at a distance, or as an emergency weapon if something happens to his bow. It fires rapid light projectiles at a rate of 10 RPS, and can also be used to quickly hack at closer enemies. Charged shots are quicker than the bow's, but less accurate.
-Upperdash Arm, a formidable close-range weapon. It is not adept at firing projectiles, but can do so in a pinch if Pit is stuck with it. Backward dash charged shots launch a large whirlwind that take targets up and spin them around momentarily. Its main perk, as the name implies, is its powerful melee dash attack, which deals heavy damage and sends those hit airborne.

Only one of these powers can be used per real-time day.
-Explosive Flame. This power sets off a large, fiery blast in Pit's line of sight, immensely harming anyone caught within it.
-Reflect Barrier. This produces a large energy screen in front of Pit that blocks him from all projectiles, sending them back in the opposite direction. It can also take a decent amount of physical damage before shattering.
-Autoreticle. This temporarily renders Pit's hand-eye coordination and weapon aim to be 100 times what it regularly is, greatly improving his accuracy, even on a low roll.
-Health Recovery. Slowly over time, Pit's wounds will heal, bringing his vitality and stamina up. If he is hit during this time, the healing effect immediately ceases, but he does not take any damage from the hit.

-Getup Invulnerability. When Pit is getting up from being knocked down, he will not be fazed by attacks, and will take no damage from them. This is a passive ability.
Weaknesses
Pit is unable to fly naturally. Even though he has access to the Power of Flight, it has a long recharge time, and can last a maximum of five minutes. After that, his wings have the potential to burn up completely, leaving him unable to use the power again until he regains them. He is also rather naive, and can be led to do things for a greater evil without realizing it until later.
 
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Name
Pit

miscellaneous info: is an angel, appears to be about 13 years old, stands at 160 cm high, eats food off the ground
Nickname(s)
Pit-kun, Pitty Pat, Pitstain, the Flightless Chicken

Alignment
Lawful Good

Appearance
d27edc8ba4b011603c1c000424fcd2d2--cool-ideas-kid-icarus-uprising.jpg

Fandom
Kid Icarus

First appearance was Kid Icarus (1986), latest was Super Smash Bros. for Wii U (2014)
Personality
Peppy and chipper, Pit always charges head-strong into his battles with little to no worries about what awaits him. He is also a brave spirit, and won't simply give up mid-way through a fight. However, he can tend to be quite naive, and too cheerful for his own good, one of the reasons why he annoys accomplices such as Viridi, the Goddess of Nature and his clone, Dark Pit.

Backstory
Ages ago, Pit was a rather weak angel, also flightless, but he later had proven himself worthy of the the Goddess of Light, Palutena's Royal Army. Once he became the very last of his kind, he was named the captain of her guard. However, Palutena is soon held captive by Medusa, ruler of the Underworld, since they had a feud dating ages back. On his original adventure, Pit was required to travel throughout the hellish place to collect the Three Sacred Treasures to defeat the horrible creature that was Medusa. Soon enough, his goddess was freed, and they were living happily ever after.


But the story does not end there for the brave, impulsive angel. Roughly 25 years after the incident, Medusa is resurrected, and attacks the Earth with her Underworld troops. Pit, who is much more adept with a variety of weapons, powers, and a limited spell of flight, manages to take down formidable foes such as Twinbellows, Hewdraw, Thanatos (the God of Death), Pandora (the Goddess of Calamity), Dark Pit (a fundamentally destructive clone of himself created by Pandora's Mirror of Truth), and others, before putting an end to Medusa. However, the angel still has to fight against his true enemy - Hades, the God of the Underworld, along with stopping a mysterious alien force called the Aurum, and Viridi, the Goddess of Nature, from destroying human life with her Reset Bombs.

Powers/Abilities
Pit possesses superhuman endurance, durability, agility, and strength, being able to survive things that most others wouldn't be able to, such as severe burns, cuts, and being turned into an eggplant. However, Pit can only carry so many weapons and powers on him at once, and isn't wearing any type of armor on his body. Despite being an angel, he is unable to naturally fly, but with Lady Palutena's granting of the Power of Flight, he is able to soar around in the sky for up to 5 minutes.

Equipment/Gear
-Palutena Bow, Pit's signature weapon. It can fire slow arrows of divine energy that can lock onto targets from up to 30 meters away and automatically guide towards them. Charged shots are slower, but more powerful.

-First Blade, another signature weapon of Pit's. This is more reliable at a distance, or as an emergency weapon if something happens to his bow. It fires rapid light projectiles at a rate of 10 RPS, and can also be used to quickly hack at closer enemies. Charged shots are quicker than the bow's, but less accurate.
-Upperdash Arm, a formidable close-range weapon. It is not adept at firing projectiles, but can do so in a pinch if Pit is stuck with it. Backward dash charged shots launch a large whirlwind that take targets up and spin them around momentarily. Its main perk, as the name implies, is its powerful melee dash attack, which deals heavy damage and sends those hit airborne.

Only one of these powers can be used per real-time day.
-Explosive Flame. This power sets off a large, fiery blast in Pit's line of sight, immensely harming anyone caught within it.
-Reflect Barrier. This produces a large energy screen in front of Pit that blocks him from all projectiles, sending them back in the opposite direction. It can also take a decent amount of physical damage before shattering.
-Autoreticle. This temporarily renders Pit's hand-eye coordination and weapon aim to be 100 times what it regularly is, greatly improving his accuracy, even on a low roll.
-Health Recovery. Slowly over time, Pit's wounds will heal, bringing his vitality and stamina up. If he is hit during this time, the healing effect immediately ceases, but he does not take any damage from the hit.

-Getup Invulnerability. When Pit is getting up from being knocked down, he will not be fazed by attacks, and will take reduced damage from them. This is a passive ability.
PM to join the RP's Discord group
 
full_life_consequences_wallpaper_by_megaman196-d5od02x.png


'Its time for me to live up to my family name and face full life consequences.'​

Name: John Freeman

Nickname(s): Saver of Humens

Alignment: Chaotic Good

Fandom: Half-Life: Full Life Consequences

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

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

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

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

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

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

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

Powers/Abilities:
  • Bear Hands: John Freeman transforms his hands into literal bears
  • Walked Like Speed of Light: John Freeman can walk the speed of light and has similar combat capabilities.
  • Superhumen Strength: John Freeman is strong enough to lift up an entire freight train and toss it over a bridge
  • Flight: John Freeman can fly
  • Bullets Too Slow: John Freeman kills people with his bear hands because bullets are too slow, and is fast enough to dodge them
  • Ragdoll Body: John Freeman's 'fighting' mainly consist of him flailing his arms in random directions, and his body can bend in impossible angles.
  • Wepon Summon: Apparently able to summon weapons from thin air by finding them on the ground
  • Absurd Durability: Survived crashing into a train while in a combine dropship (which caused the entire thing to explode), then flew into the air and crashed into the ground. He was perfectly fine. He was hit by an opening door which caused him to fly a ridiculously long distance, somehow ending up in the Aperture Science Enrichment Center, crashing into a pile of Weighted Storage Cubes. Once again, he survived without a scratch. Took a direct hit from a combine rocket and continued fighting, got 'stabed' by a combine 'nife', then pulled it out and stabbed the combine in the 'brane'. He got hit by multiple bullets but continued fighting. However, he was still killed after the combie tower blew up.
  • Bark Neck: John Freeman is able to kill people by 'barking necks', as in literally barking at them
  • Unclyclopedia: Able to go on the internet and look up ways to defeat bosses
  • Temporal Paradox: John Freeman can summon black holes by creating a paradox such as 'turning on off' his computer.
  • Reality Warp: John Freeman unintentionally causes the world around him to distort by his mere presence alone. Anyone around him will find themselves completely unable to refer to John Freeman by his first name, and can only refer to using his full name.
  • Unpredictably: John Freeman, being famed for being a mountain of bad writing, is almost impossible to predict, confusing opponents. Mind readers will find his mind completely incomprehensible.
Equipment/Gear:
  • Wepon: An MP7 SMG with a high fire rate. It apparently has infinite ammo as John Freeman is never seen reloading. John Freeman also seems to have multiple wepons. He is normally seen using two at once.
  • Laser Gun: A gun that shoots lasers that are powerful enough to destroy trees.
  • Rocket Gun: RPG guided rocket launcher.
  • Nife: Knife for stabbing combines in the brane.
  • Grenaid: A thrown explosive weapon.
  • Motorcycl: John Freeman's motorcycle that can drive the speed of sound and can do backflips. It can also somehow carry a small army.
  • Other More Faster Motorcycle That Had Gas In It This Time: John Freeman's secondary mode of transport, similar to the first but mounted with weapons.
Weaknesses:
  • Extremely Gullible: Was almost put into turning back from Ravenhoml because there was a sign with someone's handwriting on it saying he shouldn't come here.
  • Stupidity: John Freeman is pretty stupid, as far as things go. He tends to misunderstand a lot of things.
  • Poor Communication Skills: John Freeman has exceedingly poor communication skills, normally speaking in broken, misspelt English.
  • Venge Gordon Freeman: John Freeman appears to have a complete obsession with avenging his brother Gordon Freeman.
  • Hatred of Combines: John Freeman habours in intense hatred of the Combine, and will go into a blood rage when seeing anything related to them, even if the object or person bears the slightest resemblance to a combine.
  • Giant Explosions: Despite John Freeman's ridiculous durability, he was still killed when the 'combine tower that was big like the sky' exploded at the end of Free Man.
  • Generally Annoying: John Freeman can get pretty annoying at times due to his constant rambling.


Corrosion Corrosion

As others have said, no. If you signed up as someone else, though (even another meme character, for example one of my characters is Jared Letto who believes he's actually The Joker and is so edgy he gives people paper cuts) I'm sure they'd stand a much higher chance of being accepted than whatever...This is.
 
Name: Bardin Goreksson
Nickname(s): None
Alignment: Good
Appearance:
Dwarf_Ranger_Render_Full.png

Fandom: WF
Personality: Gregarious, prideful and not afraid to offend
Backstory:
Bardin is a Ranger of the Grey Mountains, keeping the holds of Karak Ziflin and Karak Norn safe from overground attacks. Rangers rove far and wide, always on the lookout for enemy activity. It was on one such expedition that Bardin came across an abandoned mine entrance. The mine was clearly Dwarf in origin but, having spent countless decades ranging across the Grey Mountains, it was not one Bardin was familiar with. The mine entrance must have been hidden until recently, perhaps revealed by a rock slide.

Without a moment’s thought Goreksson entered, only pausing to bring out his trusty axe. The mine itself was much as he expected – long since exhausted of any precious ore. Further in, the Ranger came across something of interest, four Dwarf bodies clothed in now-rotten rags, but rags that may once have suggested a lengthy journey was imminent. Next to the Dwarf bodies was a mound of long-dead rats and the unmistakable corpse of a Ratman. In its clawed, skeletal hands was a small tattered piece of parchment, the Dwarven letters of the Klinkarhun inscribed on it.

Within the backpack of one of the Dwarf dead was another torn piece of the same parchment. Bardin put the parts together and discovered, to his quickening heart, that he had an ancient map. What excited him so was the map’s destination, that of Karak Zorn – the infamous lost hold of the Dwarfs that lay hidden somewhere along the Worlds Edge Mountains in the Southlands. The map was of limited use though, as half the map keys and riddlespeak was in an unfamiliar variant of Klinkarhun.

Upon return, Bardin made several attempts to find funding and clan-backing for an exploration party but found he was refused, laughed, and scorned at from every Hold in the Grey Mountains, a humiliating fact which only steadied his resolve in the matter.

He now journeys to Ubersreik, as word has reached him from the large Dwarf community there. It is said a shop of antiquities on the edge of the Marktplaz holds a large Dwarfish tome. According to the rumour-smith he paid honest Dwarf gold too, the book’s page are covered in faded runes written in an long-disused version of the Klinkarhun, and could very well be the key to understanding the map to the lost hold. The Ranger is on his way to purchase this tome, after having negotiated a fair price. Of course, what Bardin considers a fair price maybe totality different to the shopkeeper, but the Dwarf's skills of negotiating – shouting very loudly until he gets his way – are formidable.
Powers/Abilities: Skilled Fighter
Equipment/Gear:
Grudge-Raker
Dwarven Great Axe
Weaknesses:Shortness
 
"Madness! Madness! Can it be possible that you don't remember me? Can it be possible that you have masterminded my failure-fall by mistake? Did you not destroy my works in the Nuln warren, oh those many years gone by? Kill-killing my plague priest, burn-smash my gutter runners and my engineers, killing even my first gift of Moulder?....Did you not follow me north, foiling my every attempt to capture the earth diggers flying machine? Did you not twist-taint my servant-slave and turn him against me when you flew to the Waste? Did you not rip-take the machine from me when my magic had it in its grips? Impossible! Impossible that you don't know me! Impossible that all is by chance! My whole life! My whole Life!"
—Grey Seer Thanquol, confronting his arch-nemesis Gotrek and Felix after 20 long years to only find out they don't recognize him


Name: Thanquol and Boneripper
Nickname(s):Grey Seer Thanquol
Alignment: Chaotic Evil
Appearance:
80474d918d6da544e9adf01d8e2611d5.jpg

Fandom: WF
Personality:
Like many of his kind, Thanquol shares the same tendency for greed, jealousy, and treachery each and every Skaven harbours ever since they were mere pups. He is also prone to be hypocritical about every subject, saying things and doing stuff that contradicts even himself. Unlike his kin however, Thanquol is far more intelligent that even the more gifted of individuals with the Under-Empire, and far more cunning then even his own brothers of the Order. After joining the Priesthood, Thanquol was required to follow a field of expertise on any race that lives within the Old World. Thanquol thusly picked the Man-things as his avenue of research, studying their society and culture to better understand and perhaps even ensure the destruction of their race for future Skavens to learn from. As a Grey Seer, Thanquol is a fairly powerful Sorceror by traits, with few within his own Order to match his magical power -- except, of course his master Seerlord Kristislik.

All Grey Seers have a particular field of expertise and Thanquol has chosen to study humans. From Tilea to the northern boundaries of the Empire, Thanquol has an extensive knowledge of the man-things' languages and history and has spent much time seeking the best ways to manipulate such creatures. Thanquol has had much success corrupting and bribing many individuas, building a nefarious network of informers and agents in many of the major human cities.[10a]

Though he swore loyalty to the Council alone, deep inside he is only interested in the well-being of himself, missing no opportunity to use his scheming guile to improve his own social standing. He is also a master of manipulating or "misunderstanding" orders to his own personal advantage, which often leads Thanquol to shrewd and constantly re-evaluates his plans, always probing for different sides or angles for new benefits to be gained. Over time, Thanquol has sustained his frantic pace and massive reserves of magic through the copious use of Warpstone, a deadly and intoxicating substance that fuels most of the magic used by the Grey Seers. The result of using so much of it has given vivid, if twisted, visions that race through Thanquol's warp-addled mind and gifted the Grey Seer with more than usual insights. This sixth sense has cause Thanqoul to alter plans at the last minute, or urged him to jump twitchily for no tagible reason. Although erratic, this sudden instinct has saved Thanquol's life on more than one occasion.

But probably the greatest trait that singles Thanquol out from all his brothers is that the Grey Seer has extrodinarily, unbelievable, unimaginablely, and impossibly good luck. The places he has been to, and the situations he has survived through proved evidence of this unholy aid by a greater power. Some even speculate that the Horned Rat truely favours this young Grey Seer, for so many times death was but a mere hairs length away from him, but ever so slightly, Thanquol manages to survive and live another day.
Backstory:
ery few knows the true origins of Grey Seer Thanquol, what his previous Clan was, nor even early records of his first few exploits. Like all of his kind, Thanquol was born from one of the many breeder mothers that provide the Under-Empire with an inexhaustible supply of warriors and slaves for the clans. Unlike his brethrens however, he was fortunate and perhaps even blessed by the Horned Rat himself to be born with the extremely rare case of having grey-colored fur and stubs of growing horns. Whether it truly was the will of the Horned Rat to make this ratling his messenger and prophet is uncertain, and only the God of the Ratmen know the true answer. Like his fellow grey-furred brethrens, by the time Thanquols former Clan figured out that one of their own kin was one of the legendary Grey Seers, they are ordered by the Council and the Priesthood of the Horned Rat to forfeit the youngling to the Order, and indoctrinated him into the Priesthoods beliefs and society.

When becoming an initiate into the Order of the Grey Seers, Thanquol became the apprentice to Master Grey Seer Sleekit, along with several other initiates that Thanquol had a strong rivalry with. Although he is suppose to be a loyal apprentice to his Master, Thanquol like many of his kind despises his betters, and had always dreamed of the day he would see his Master dead, and take all his worldly possessions. When Master Sleekit's time of doom was upon him, Thanquol did what any sensible Skaven would have done. He stole his Master's magical Talisman and scurried off into the distance, chittering triumphantly at his pitiful dismay. Thanquol just had enough time to savoir the look of disbelief on his Masters face before hundreds of tons of rock and debris fell upon his former Master. With his Master gone, Thanquol had the rights to acquired his Masters staff and talisman and took up the mantle as the new Grey Seer of the Order, and began his long and glorious career as the Council of Thirteens most favored messenger.

Powers/Abilities: Skaven Sorcery
Equipment/Gear:
  • Warp-Amulet - An anceint amulet of power, this artifact was made from the purest Warpstone, and formerly wielded by his former mentor. Before his Masters death, Thanquol stole the amulet from him and scurried away into the darkness leaving Sleekit to his fate. Thanquol just had enough time to savour the look of disbelief on his Masters face before hundreds of tons of rock and debris fell upon his former Master. The Amulet is an ancient artifact from long long ago, during the time before the creation of the Council of Thirteen, and the reign of the first 13 Grey Lord who ruled the fledgling Under-Empire during the time of the Great Migration.
  • Staff of the Horned Rat - A magical staff normally issued to all Grey Seers, the staff was also the former possession of his mentor before his death. The Staff is tipped with a bronze icon of the Horned Rat, where most of his sorcererous powers manifest before being thrown towards his enemies as spells of devastating power.
  • Boneripper - A half Rat, half machine monstrosity with reinforced armor plating and a warp-fire thrower in his other hand.
Weaknesses: Arrogance and Incompetence
 
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Name
Kung Jin

miscellaneous info: is human, appears to be about 25-30 years old, stands at 188 cm high, is gay
Nickname(s)
Jinny, Jinseng

Alignment
Lawful Good

Appearance
latest

Fandom
Mortal Kombat

First and only appearance to this date is Mortal Kombat X (2015)
Personality
Kung Jin is a fearless and strong-willed man, who is not afraid to fight to protect his friends/world, or for honor, even if it means risking his life. He does, however, has a tendency to be highly arrogant, egotistical, and mouthy at times, as he will even mock his own teammates at times (i.e. calling Jacqui 'the zombie's daughter'; her dad turned into a Revenant). That being said, he will stand up if an outrageous injustice occurs, or if someone acts out against him.
Backstory
A cousin of the sharp-hatted White Lotus fighter, Kung Lao, and a descendant of the Great Kung Lao who dueled with Goro in the very first Mortal Kombat tournament ages ago, Kung Jin always looked up to his older cousin as a respectable hero. However, all he could do was sit and watch as he was pitted defenselessly against Shao Kahn, who killed him. This put Jin's family into poverty, forcing them to move away from China and to the USA, where the young man became a common thief to worm his way through life.


Five years before the main events of Mortal Kombat X, Kung Jin sneaks into Raiden's Sky Temple, armed with a bow and arrow, in the black of night to retrieve a statue that belonged to his family. The Thunder God himself appears, and seems disgusted with his attempted thievery, but Jin defends himself by stating that it was a family heirloom, and blaming his cousin's death on the God. This initiates a heated battle that was intended to ease Jin's anger, but just causes him to feel contempt for his own reckless actions. Raiden suggests that the rogue archer join the Wu Shi Academy to follow in his cousin's steps, only to have Jin argue that they would reject him for being attracted to the same sex. The God states that this is unimportant, and hands him the statue as they go their separate ways.

In the present, Jin is working with the 'Junior Forces', mentored by Johnny Cage and Sonya Blade, long-time veterans of Mortal Kombat. His teammates are U.S. Armed Forces in-training Cassie Cage (who is the daughter of the two mentors, and the savior of Earth in the end) and Jacqui Briggs (daughter of Sgt. Jackson Briggs), along with Shirai Ryu apprentice Takeda Takahashi (son of Kenshi, who is training under Hanzo Hasashi). Johnny has already defeated fallen Elder God Shinnok, and trapped him inside his very own amulet, but the group's next task is to ensure the Lin Kuei's allegiance to Earthrealm. However, all four of the group are defeated when they wander to the Lin Kuei Temple to find Grandmaster Kuai Liang (Sub-Zero) and his men meditating. However, this is revealed to be a training exercise set up by Johnny. Jin did not handle the situation very well, and was criticized for his lack of teamwork.

After news regarding that Mileena is possibly wielding Shinnok's Amulet, Sonya Blade orders the four, including Jin, to travel to Outworld. After some small talk with the group, Jin has to state that Earthrealm and Outworld are not enemies, but the Reiko Accords simply prevent any interchanging conflict between the two. Gunslinger Erron Black manages to overhear this, and demands that the group state their business. Cassie simply states that they want to speak to Kotal Kahn (the Emperor of Outworld), but Black is unwilling to allow this. However, Jin suggests that they be taken as hostages to Kahn, as the gunman is interested in a possible payraise this may bring along.

Erron begins escorting the four to the Outworld courtyard, where Jin witnesses that a man is about to be executed by a Saudi-style beheading for stealing bread, but he was simply hungry. Kung Jin runs up to free the man, successfully, but Erron Black confronts him, stating that he knew that he shouldn't have trusted the group. Jin defeats the gunslinger, and then has to take down Ferra and Torr after they are unleashed into the court. After the four re-group, D'Vorah states that interfering with Outworld's justice affairs is punishable by execution, but flies off in an attempt to bring out the Emperor. Cassie is quick to question why Jin would do something so 'stupid', and he defends by stating that not all thieves are irredeemable, having a flashback to his own story with Raiden.

Kotal Kahn soon confronts the group, unaware of their presence in Outworld until now, but is enraged with their interference in justice affairs, even more so when he learns that Mileena is in possession of the amulet. However, as the four are sentenced to death, Jin claims defense by Kombat, knowing well that if Kotal refused, he would be dishonored. The archer defeats the Emperor, and acknowledges that Earthrealm means no harm to Outworld. Instead of slaying Kahn, Jin demands from him his service in order to search for the amulet. He accepts these terms, and Sonya is notified by Cassie.

After Mileena is killed and her force is dissolved, Kotal Kahn retrieves the amulet, but turns on the four and imprisons them, stating that the Reiko Accords no longer concern him, as Earthrealm was unable to defend the amulet. They are placed on a ship, but Takeda manages to overload one of the guards' minds, and manages to free them with the guard's key. The four walk onto the Kove, where they notice Erron Black, Ermac, and Reptile inspecting an Osh-Tekk guard, who had wounds that were likely caused by D'Vorah. Reptile takes notice of them spying, while Cassie commands Jin to provide air support for the group as they fight. Takeda manages to defeat the Zaterran, but the archer is found on the ground after fighting Erron Black again, held at gunpoint. Takeda uses his lashes to trip the outlaw and save Kung Jin, suggesting that he go and fight Ermac with the others as he fights Black. Jin also has trouble with Ermac, as Cassie and Jacqui do as well, but the thousand-soul man is defeated by Takahashi.

They determine that they need to search for D'Vorah, but fail to find the Kytinn, and thus, Sonya demands that they return to the HQ. They return to find Hanzo, Kenshi, and Sonya immobilized, and a headless corpse of Quan Chi. They are informed that Shinnok had been freed, and is now taking Johnny hostage at Raiden's Sky Temple. Unfortunately, before they arrive, Shinnok has already corrupted the Earth's life force, the Jinsei, and they are ambushed in a forest by Kotal Kahn's forces, but they are soon saved by Sub-Zero and the Lin Kuei. Kuai Liang says that he will hold off Outworld's forces as they go on to find Shinnok.

They finally arrive to the Sky Temple, and find that corrupted versions of Sindel and Kitana are preventing them from reaching the Jinsei Chamber, and only Cassie is able to defeat them. Jin comes along with her to the Chamber afterward, but while the archer fights D'Vorah, he is poisoned to unconsciousness by the Kytinn's stingers. When he awakens, he notes that Cassie had defeated the corrupted Shinnok, and congratulates her on doing so. However, Raiden passes out after purifying the Jinsei, and Jin is last seen trying to awaken the Thunder God.
Powers/Abilities
Kung Jin, being a Shaolin warrior, is remarkably powerful, perhaps to a superhuman level. This allows him to endure long periods of ruthless battle, and to survive wounds that most others would die from. He has also practiced with a bow and arrow forged by ancestors for years, and thus his marksmanship skill is phenomenal. Jin is also skilled in hand-to-hand combat, as well as with melee weapons and chakrams. He has also demonstrated great acrobatic skill within combat.

Equipment/Gear
-Jin's bow was apparently crafted by ancestors. It possesses an intimidating dragon head that can emit bursts of short-ranged fire, and it can also launch his arrows long distances, and effectively thanks to his remarkable accuracy. The bow, thanks to the materials it was crafted from, its shape, and weight, can also be used as a long melee weapon, similar to a staff, attributed to Jin's skill in bojutsu.

-Ancestral Quiver allows him to switch between five types of arrows that differ from his regular variant. The first is a Fire Arrow that causes those hit to burst into flames for a short period of time. The Stun Arrows disorient the senses of those who are hit by it, similar to the effects of a military concussive grenade. The Vampiric Arrows deal less damage, but drain the target's energy over time and restores Kung Jin's vitality in the process. The Smoke Arrows are not effective in shooting enemies, but can produce an obscuring cloud of blue smoke, hindering the vision, and respiration, of those trapped in it. Finally, the Explosive Arrows cause an instant, short-ranged blast upon impact with any surface. Only one type of these arrows can be used per real-time day.
-Jin's chakram is a throwing weapon slung to his hip, functioning in a similar fashion to his cousin's razor-rimmed hat. It can be curved in several unpredictable ways, thanks to the connection between the weapon and the user's mind. Upon using it, Jin cannot toss it again until it is retrieved.
-Special Skill 1. When danger is headed towards Jin, the archer can simply backflip out of the situation, whilst also being able to fire several arrows down from above. This can only be used once per real-time day.
-Special Skill 2. His 'X-Ray Attack'. Kung Jin initiates by swinging the dragon end of his bow down. If he hits a foe with this, he will smash the front of his bow onto the back of the defender's head, and as they bounce off the ground, Jin will shoot two arrows into their eye sockets. Momentarily dropping his bow, he grabs the arrows, and lifts the foe with them, smashing their back against the ground, causing tremendous damage. This can only be used once per real-time week, and only when Jin is weakened tremendously.
Weaknesses
Jin has been observed to be rather reckless and impulsive, as noted by Master Bo' Rai Cho. This can cause him to focus only on one opponent when he is really heated, and he can lose focus on the others around him. Jin is also rather inexperienced with magic, and takes much more damage from it and its effects. In addition, he is easily upset when personally insulted.
 
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Name: Ben Birdland (Formerly)
Nickname(s): Big Band, The Saxploiter, Brassafrass (According to Peacock)
Alignment: Neutral Good
Appearance:
latest

Fandom: Skullgirls
Personality: Big Band is your typical hard boiled private eye. His experience has given him a tough outer shell (in more ways than one), but despite this, deep down he is just an average guy out searching for the truth in a world of lies. Big Band is a good cop, who just wants to see justice done by the book.
Backstory:
Ben Birdland has seen a lot in his time, including the worst of the Grand War. But nothing was worse than what he saw as a beat cop in New Meridian. When he ran afoul of his crooked unit he was given a violent early retirement, and his broken body was left to spend the rest of its days in an iron lung.

That would have been the end of Ben’s story if it hadn’t drawn the ears of the Anti-Skullgirl Labs. With little left to lose, he agreed to be rebuilt with their experimental procedures. Melded with the machinery that allows him to breathe and a powerful an array of pneumatic weaponry, he was reborn as “Big Band.”

Now a senior member of Lab 8, he’s become a father figure of sort to the younger ASG soldiers. A firm believer in their cause, he has stayed with the project through its controversies and still sees his place on the front lines against the Skullgirl. His technology may be dated, but he more than makes up for it with experience and fortissimo.

Powers/Abilities:
  • Sight Reading: Big Band can read sheet music perfectly.
  • Perfect Pitch: You play any note at any pitch, and Big Band will be able to tell you what note it is.
  • Giant's Step: Big Band spawns a large bass drum mallet from his leg, slamming down on his opponent and releasing an earthquake like shockwave.
  • Beat Extend: Big Band catches his opponent in mid air with claw like tambourines, and then shakes them about to do extra damage.
  • Cymbal Clash: Big Band squishes his opponent in between two large brass cymbals.
  • Bagpipe Blues: Big Band spawns a set of bagpipes and plays a short little song to charge up stronger attacks.
  • Brass Knuckles: Big Band rockets himself forward, punching his opponent with his large brass fist.
  • Take the "A" Train: Big Band opens up a compartment on his brass fist, trapping his opponent inside temporarily to punch them three times before throwing them.
  • Super Sonic Jazz: Big Band spawns a body sized sousaphone which propels him forward, charging straight into his opponent.
  • TUBA TUBA!!!: Usually a followup after Super Sonic Jazz, Big Band brings out both of his brass arms, unleashing a fast and strong barrage of punches.
  • Tympany Drive: Similar to TUBA TUBA, Big Band spawns an entire percussion section's worth of tympany drums to bash his opponent with, usually in mid air.
  • Death Toll: A follow up after Tympany Drive, Big Band traps his opponent inside of a large brass bell, ringing it to damage and disorient his foe.
  • Satchmo Solo: Big Band plays a certain special four notes, which results in time freezing for about two seconds.
  • Satchmo Death Blow: Basically a TUBA TUBA barrage, except it is used as a follow up to Satchmo Solo
  • Strike Up the Big Band!: Big Band summons an entire Big Band Jazz ensemble from the ground underneath his opponent, the instruments and sound waves damaging them.
Equipment/Gear: Big Band was built with prototype steampunk cybernetics. His entire body is a weaponize jazz ensembl
Weaknesses:
  • Slow: Due to the large amount of equipment he carries, Big Band can be sometimes described as a walking tank. His movements tend to be slower due to just how heavy his body is.
  • Sensitive Breathing Apparatus: Big Band's weapons and equipment also serve as his life support system. A few well placed hits would be enough to take him out of commission and force him to retreat for repairs.
"The world is full of obvious things..."
 
Name: Leonard J Church, Epsilon
Nickname(s): Church
Alignment: Not sure....would have to check it out.
Appearance:
red_vs_blue__tucker_render_by_admiralsix_b312-d52kwzm.png

Fandom: Red vs Blue
Personality:
Backstory:
Powers/Abilities: He is an AI, and can run the power armour of one those super soldiers.
Equipment/Gear: A sniper rifle and floating orb body.
Weaknesses: He is a terrible shot, and is almost obsessed with Agent Tex.
 
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Name
real name currently unknown

miscellaneous info: is human, appears to be about 40 years old, stands at 183 cm high, is quite likely mentally ill
Nickname(s)
The Medic, Herr Doktor, Fritz, Dr. Oktoberfest, Übermensch, Nurse

Alignment
Chaotic Neutral

Appearance
class_medicred.png

Fandom
Valve's Team Fortress

First appearance was Quake World Team Fortress (1996), latest was Team Fortress 2 (2007)
Personality
The Medic, whose real name is unknown to this date, is a very strange man in several ways; some may even call him perverted or demented. Ever since he's joined his faction, and even beforehand, he's been fundamentally wicked and insane, finding humor out of things that would make most people widen their eyes with fear, and obtaining joy by staining his doctor's coat with the blood with his enemies. However, he can also be a very serious man, especially when it comes to handling important business affairs off the battle ground.
Backstory
Once upon a time, long ago, in a galaxy far, far awa-- Oh wait, wrong franchise. But in 1850, Zepheniah Mann was a wealthy English businessman, who entrusted his 'mentally incompetent' sons, Redmond and Blutarch Mann, with large areas of land he had purchased all over the United States of America, having turned them into locations such as gravel pits and wells, in his final will, after having traveled about and catching almost every disease known to man at that time. This led to the two brothers to argue about this for the rest of their lives. At one point, both of the immature men hire Radigan Conagher (grandfather of Dell Conagher, or the Engineer) to build a life-extending machine so they can outlive the other. However, this only results in a further stalemate as neither of them die.

And thus, their respective companies, Reliable Excavation and Demolition (RED, Redmond's) and Builders League United (BLU, Blutarch's) were filled to the brim with nine different types of unique, personality-glowing, and cunning mercenaries and assassins, in a form of a not-so-civil battle called the Gravel War, taking place circa 1968. Three years afterward, the two brothers were still at a stalemate, before their lost brother Gray Mann re-appeared after being raised by eagles (yes, eagles) and murdered them both, now holding lease of both companies. Even after this, the mercenaries of both companies still continue to bicker with one another, using their weapons provided by Mann Co. to shoot, dismember, burn, agonize, and end their adversaries.

One of these mercenaries was a particular individual who was raised in Stuttgart, Germany. He was only a child/adolescent during the Nazi Reign, and heavily despised Hitler's party, but mostly just kept to himself during the Second World War, managing to innovate, discover, and manufacture many odd things while he was in the basement of his house. Soon enough, after the end of WWII, the man was able to enter university for medical studies, learning more interesting techniques for his works while there, and soon enough began working in the doctor's field. However, only a year into his new occupation, he lost his medical license, as he operated unlawfully on a patient in a way that removed their skeleton.

Now having complete disregard for the Hippocratic oath of 'do no harm' (having been more familiar with a simpler Hippocratic suggestion), the Medic further experimented at his own home, and grew much more fascinated with anatomy of all types of animals, the function of organs, and healing. This interest was not fueled by helping others live, but it was simply to sate his own wicked desires - which turned out to be insatiable. He even has stated that he enjoys helping wounds recover much less than plunging syringes into the barren, exposed flesh of anyone, friend or foe. Thanks to his possible utility as a healer, and his insanity, he was hired as a mercenary by RED corporation, under the name of 'the Medic'.
Powers/Abilities
The Medic does not have many unique powers or abilities besides his equipment, but it is likely that he has superhuman endurance, as he has been able to survive a launched rocket to the feet with both legs being intact, a direct impact with a grenade launcher's explosive, and falls from upwards of twenty feet. The Medic is also able to haul heavy gear and still move slightly faster than the average human being, at about 23 km/h compared to the approximated average of 20. He is also very knowledgeable and is quick to find his enemies' weak spots due to his experience in anatomy, and is fluent in English, German, French, Russian, and, to a much lesser extent, Japanese. Perhaps some of these feats could have been caused by self-experiments?

Equipment/Gear
-The Medi Gun is, perhaps, the Medic's most iconic piece of equipment, as it is often what he is seen with most on the battlefield, following a teammate as they attack enemy forces. Appearing similar to a fire hose, it can project a healing beam roughly 10 meters in length, composed likely of early versions of stem cells. This causes most wounds on the recipient's body to heal rather quickly, and at an even faster rate if the wounds are older than 1 minute. It will not heal older, or more severe wounds such as a severed limb, removed eye, or a circumcision, and it also takes a relatively longer time to restore internal injury of the skeleton or bones than it takes to heal flesh or organs.

-The Syringe Gun is the Medic's go-to personal defense weapon. As its name implies, it is a firearm capable of launching syringes from its barrel, though the Medic has never filled them with any substances. It is an air-powered, rapid-fire weapon, similar to the likes of a sub-machine gun, holding 40 syringes in a replaceable, cylindrical salvo, and fires its needles at a rate of 10 RPS, at a muzzle velocity of 40 mph. They travel in an arc, making it possible for them to travel over barricades and walls as a form of artillery, and even if they pack a hard punch at close range, where they will sink much deeper into flesh and possibly cause bleeding, they lose some effectiveness at a distance.
-The Crusader's Crossbow is a multi-utility weapon that is more effective at a distance. Crafted of mostly wood instead of finer materials like the Syringe Gun, this firearm clearly takes inspiration from trigger-operated bows of medieval days. It fires much larger needles in a straight trajectory, dealing much more damage at longer ranges, with a muzzle velocity of 80 mph. However, the reload process is much longer and more frequent as it only holds one round, and has limited ammunition. If the target is an ally, the damage they take from the syringe soon turns into healing, thanks to an unknown factor inexplicably installed by the Medic himself.
-The Bonesaw is a sharp-toothed saw, appearing similar to those used in amputations of limbs in the 1960's. With the handle slightly blood-stained from its unfortunate past victims, if an unknowing individual gets too close, they may find themselves on the other end of the Medic's formidable melee weapon. It is sharp enough to cut and puncture human flesh, and on a critical strike it can yield more severe injuries. On a low roll, however, it is not very useful, as it might cause a minor slice of the skin, at most, in such a case.

-Natural Healing. Even if the Medic gains harsh wounds from battle, thanks to the backpack strapped to him due to the requirement to operate his Medi Gun, he can recover from them. If he is not wounded again for a full minute, the device will inject his body with healing particles, slowly allowing his wounds to recover at a rapid rate. Most bullet wounds heal fully within 30 seconds.

-Finally, the Medic's most notable ability - ÜberCharge. Once the Medic finds 'patients' to heal, a gauge will begin filling on his Medi Gun. As he more actively heals more patients as they require it, the gauge will fill more rapidly. With the same patient on the end of the Medi Gun constantly, it can take at least 10 minutes to fully fill up, but in a more alternating method, it can fill in as early as 2 minutes. Once the gauge is full, the Medic can activate ÜberCharge: either solely for him if he has no current patient, or for both him and the one he is healing. With this activation, he can grant upon him and his teammate one of three types of boosts, depending on his choice - full invulnerability from all types of damage (but not including knockback from explosives), a 100% chance of landing critical hits, or an absurd speed boost. However, the effects of an ÜberCharge last only 10 seconds, so it is important to use it wisely.

Weaknesses
The Medic is often distracted by his own desires, and can often make minor or crucial mistakes without initially realizing it, and if he is notified, it is likely that he'll simply shrug it off. His stamina is that of just a regular human being, so even if he can survive direct impact with an instant explosive, he can't survive more than two most of the time. Also, he tends to be rather exhausted after long spells of battle.
 
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Name:
Javic Piotr Thane
Nickname(s):
Captain Jack Harkness
Flyboy
James Harper
Alignment:
Chaotic Good
Appearance:
2606230-captain_jack_harkness.jpg

Fandom:
Dr Who
Personality:
Jack Harkness' personality was willfully enigmatic. He enjoyed his persona of "mysterious time traveller", much of which remained constant in his experiences with Torchwood and the Doctor. Before being cursed with immortality, he was a flippant former con man who loved adventuring with the Doctor and seducing beings throughout the universe. Jack automatically flirted with most people he met, not caring about their gender or if they were human, alien or even robots. The Doctor often told him to stop and Jack would often reply, "I'm just saying hello". But as the Doctor pointed out, "For you, that's flirting".

Besides being a flirt, Jack was a drinker. He once remarked that on one occasion when he was sentenced to death, he got drunk and ended up in bed with both his executioners. He told Rose that he preferred to discuss business while he was drinking. Jack claimed to the Ninth Doctor that before he met him he had been a coward and said that he might have been better off that way.

Despite the fact that he was incapable of dying even if he wanted to, Jack retained a sense of humour, frequently telling jokes and being lively and cheerful. However, underneath his cheerful demeanour, Jack was unsure if he wanted to die or not. Living forever brought him to an existential viewpoint. While he joked about grey hairs and remained silent about mortality, Jack saw death as the ultimate end of being; there was no afterlife and no one waiting for him from his past lives. Jack expressed annoyance at people in the 21st century being unable to figure out that aliens exist, believing the Sycorax invasion on the Christmas of 2005 and the Battle of Canary Wharf were more than enough proof that they did.

Although friendly and flirtatious, Jack could also be ruthless at times and did not hesitate to kill anyone or anything that he felt was a threat. He was also equally unwilling to do anything that could endanger the Torchwood facility. This sometimes got him into trouble with his allies who disapproved of his lack of compassion. An example of this was when he tried to force Ianto Jones to execute his girlfriend Lisa Hallett, who had been turned into a Cyberman, instead of letting someone else do it. He reasoned that the entire thing was Ianto's responsibility and even threatened to kill them both if he didn't do it, causing Ianto to say "You like to think you're a hero, but you're the biggest monster of all". Another example of his ruthlessness was when he refused to open the Rift despite it being their best chance to change everything back to normal, even insulting the rest of the team when they attempted it. This caused Owen Harper to shoot him because he felt that Jack didn't care about what they had lost. Because of these incidents, the entire team was surprised by Jack's desire to save the Cash Cow, with Gwen Cooper going so far as to imply she thought he didn't have a heart. Indeed, although he could be aggressive, Jack still cared deeply about his allies and was devastated when any of them were killed.

Always a vocal, unreliable narrator of his own adventures, Jack was as much of a mystery to the people he met as the countless lives he claimed to have led. Jack continued to protect himself with an air of mystery. No one he encountered knew his real name or many details about his career or life. He often told anecdotes about his sex life, but no one knew how many were real, however since he was a successful flirt, it is likely a lot of his tales were true. He rarely told his teammates anything about him or his past unless the situation demanded it; Gwen even once lamented the fact that they knew almost nothing about him and that he just came and went whenever he felt like it. This was because Jack believed that his past didn't matter and that who he was now was important. He was shown to greatly dislike being reminded of his past, such as his desperation to remove John Hart from his life as he was a reminder of his past. In contrast to this mysterious nature, Jack could also be brutally honest at times, such as when he bluntly told Beth Halloran that she was a ruthless killing machine and that there was nothing they could do to change that.

Though he professed "responsibility" as his motto after the Year That Never Was, the utter devastation Jack experienced in the space of five days over the course of the 456 incident and the deaths of his grandson and Ianto Jones left him wrecked with guilt and grief, unable to remain on Earth. When he returned to Earth, Jack seemed to be a shadow of his old self because he had lost so many people he cared about, although he had recovered enough to stay on Earth in order to defend it.

Jack was haunted by the loss of his younger brother Gray and spent many decades searching for him. He blamed himself for Gray's disappearance because he'd let go of his hand when they were fleeing from aliens during their childhood, describing it as the worst day of his life. Jack loved his brother deeply and, even after Gray turned against him, Jack told him that he forgave him. However, Gray refused to give him absolution and Jack had no choice but to chloroform him and seal him in the cryo-chambers. John Hart insisted that killing him was the only option, believing that Gray would never recover form the trauma, but Jack refused, believing that there had been enough death.
Backstory:
Captain Jack Harkness" was the alias adopted by Time Agent and con man Javic Piotr Thane from the 51st century who became an associate and occasional companion of the Doctor.

After he was killed by a Dalek, he was revived by Rose Tyler, who at the time was transformed into a nearly omnipotent being. Unable to control her powers, she accidentally turned him into an immortal being. Because of this, the Ninth Doctor saw his companion as a fixed point — a temporal paradox that threatened the TARDIS' proper operation. Consequently, the Doctor abandoned him in the year 200,100 aboard a space station orbiting a Dalek-devastated Earth.

Stranded, the former Time Agent had to use his own devices to catch up to the Doctor. He thought it likely that he'd find the Ninth Doctor in the early 21st century, since that was Rose's home era. But his vortex manipulator failed to deliver him there due to the damage caused when he was exterminated by the Daleks, missing by more than a century — and going on the fritz immediately thereafter. This left the immortal no choice but to simply wait from the mid-19th to the early 21st century to reconnect with the Doctor.

During his long wait for the "right Doctor", he experienced what was to him Earth's history first hand. He also had many different relationships, some of which produced offspring. For the majority of those years, he also worked for Torchwood Three. For several decades an informal free-lancer, he eventually became its head in the year 2000. Later that decade, he finally met up with the Doctor, although the Time Lord had by this time regenerated, and was now travelling with Martha Jones.

At the dawn of the 2010s, the 456 returned to Earth. Although Torchwood were able to repel the threat, their success came at the loss of their physical headquarters and painful personal loss for Jack. He therefore disbanded the group and left Earth. However, he returned during the events of the so-called "Miracle Day", and a new Torchwood team arose.

An important facet of Jack's existence on Earth was its temporal complexity. There were whole decades, when multiple versions of Jack existed on Earth. Indeed, during the whole of the 20th century there were always at least two Jacks on Earth, since a younger version was a part of Torchwood Three and an older one was in a grave dug by his brother in ancient Britain. During the World War II era, Earth had at least one more Jack — the younger "con artist" who first met the Doctor and Rose
Powers/Abilities:
Like other men in the 51st century, Jack possessed evolved human pheromones which made him naturally nice-smelling and attractive to others.

Since his resurrection by the Bad Wolf entity, Jack became a singularity, an immortal fixed point in time, who could never age, and never truly die, he could "die" and automatically come back to life almost instantly in perfect condition, although on occasion his resurrection was delayed if he experienced enough trauma. This would cause his body to deteriorate from the slow healing, such as suffering the pallor of a corpse, however not matter what he will always resurrect in perfect health. Each time Jack came back to life, he would awaken with a very deep gasp of breath as his respiratory system resumed its functions. His brother Gray attempted to abuse this first breath of life by having Jack buried alive to die by suffocation, resurrect, wake up choking on a mouthful of dirt, asphyxiate in the airless space, die, and repeat the cycle endlessly if he was never unearthed. Jack could also tell if someone had been kissing him between dying and coming back to life, such as when Martha Jones unsuccessfully attempted to resuscitate him using the kiss of life.

Jack's body could infinitely regenerate, allowing him to automatically restore himself to perfect condition. He could even re-grow his whole body. After a bomb that was planted in his stomach exploded, he was able to fully regenerate from just an arm, a shoulder, and part of his head in a bit over twelve hours. His bones grew back first, followed by his internal organs, and lastly his skin, and it would appear that he retained all his memories and knowledge as well. The process of resurrection could often be very painful, especially in this instance. He regained consciousness before his healing was complete, with his eyes and his flesh yet to regrow, but the ability to feel pain intact, causing Jack to scream for hours on end and hold extreme resentment to those who planted the bomb inside him. Jack apparently underwent a similar experience in 2007 after his body was destroyed after being thrown out of an airplane at 30,000 feet over Chernobyl and he subsequently reconstituted after most of his body parts were recovered; however, due to exposure to a form of retcon gas, he lost all memory of this. He could survive heat and radiation which would have burned or vaporised regular humans. Jack viewed this power as a curse as much as a blessing, as each time he died he did not experience anything at all, good or bad, although the process of resurrection was described as being "hauled over broken glass."

The Tenth Doctor explained to Jack about his power after their reunion: Rose, as the Bad Wolf entity, resurrected him with the power of the Time Vortex after his first death, when he was shot by a Dalek. She couldn't totally control the power she wielded, and she brought him back forever by accident. The Doctor, then in his ninth incarnation, knew from the moment it had happened and so abandoned Jack in the future. The Tenth Doctor said that Jack was a fixed point in time, an impossible thing which the Doctor had trouble even looking at, and even the TARDIS tried to get rid of him. The Doctor said that he was unable to undo Jack's immortality, and Jack was eternal, he would never age past his prime and never truly die.

Notably, although Jack quickly recovered from fatal injuries, he did sustain more minor wounds such as a cut lip or a black eye and retain them for a while after the injury was inflicted, demonstrating that his immortality was just that and would not automatically facilitate his ability to cope with less serious injuries. However, these wounds healed much more quickly than the average human's, and were usually gone within a day or so. He also didn't need an immune system, so his body never needed to build up any resistance, although this meant he would easily fall ill without his immortality.

An interesting side effect, used only once on record, was the ability to heal another being, allowing that person to recover very quickly, although this may have only been possible as the subject was possessed by a gaseous entity that drew life energy from others to sustain itself. Tosh could not use Mary's telepathy pendant to read his thoughts, although he could project thoughts to Tosh if he so chose. Tosh likened it to trying to read a dead man, and Jack confirmed that he knew someone was trying to read his mind.

Jack had no other superhuman abilities as such, but was in excellent physical condition and an expert in various firearms. He was physically strong enough to rip the bolts of chains he had been bound with by the Master out of the wall, which ultimately resulted in the use of special clamps on his restraints. He also demonstrated extremely fast reflexes, such as when he noticed and fired on a Dalek seconds after teleporting from Cardiff to London. He was also a skilled fighter, capable of taking out several trained soldiers and CIA bodyguards with little assistance, and successfully tackled and pinned Angelo Colasanto. He even went toe to toe with fellow time agent John Hart. He was overpowered, however, by Angelo and Gwen Cooper, the latter of which disabled him with a single punch.

Being from the future, Jack is considered a genius by modern day standards. He has been shown to think up the same ideas as The Doctor (though this does take him plenty of more time).
Equipment/Gear:
Sonic Gun- The blaster used digital technology to create a sonic wave, projected into the form of pulsing squares of blue light, which could cut through thick walls. It also had a reverse function which could replace the removed chunk of material afterwards. This was deemed a "special feature" of the blaster, and was said to use up a lot of the batteries on which it ran.
In the hands of the Doctor and his friends, the blaster was never seen to be used as an offensive weapon, but rather as a tool for a means of escape or forced entry. However, Jack brandished the gun at those infected by the nanogenes and explained that the blaster could also function as a sonic disruptor and a sonic cannon.

When Rose used it to create a hole in a floor, it did not injure her, Jack's or the Doctor's feet in the process.
Vortex Manipulator (currently broken)- The main function of a vortex manipulator was to transport the user through time and space via the Time Vortex. The device was fuelled by Chronoplasm.

The exact range of a vortex manipulator was uncertain. One model did allow Jack Harkness to travel nearly 200,000 years (although in this instance, said manipulator burned out after doing so). Following the Doctor's repairs and adjustments using his sonic screwdriver, the manipulator was able to travel 100 trillion years. It could transport multiple people if necessary, so long as they had some sort of physical contact with it (or the person wearing it). Missy used vortex manipulators to transport herself and Clara through time. She stated that Clara's was slaved to her own and indeed Clara's didn't seem to have a control panel.

Manipulators could be seen as an extremely precise form of time travel when properly used. Both River Song and former Time Agent John Hart were able to reach their intended destinations quite regularly using vortex manipulators. When the universe was a fraction of its former size, a vortex manipulator was able to facilitate multiple precise jumps with no apparent difficulty and extreme precision - although, admittedly, the distances and time differences involved were a great deal smaller.

The vortex manipulator protected its user from the journey through the Vortex, and was able to transport two people without difficulty or discomfort for those travelling. However, transporting three people appeared to result in discomfort for the users, possibly slightly overloading the manipulator's capabilities.

In addition to transportation, vortex manipulators had several other functions. These included:

Communication between users, including storage of messages, and listening to radio broadcasts.
Projection of holograms.
Tracking of life signs. This feature was specific enough to recognise a two-hearted person.
Remote control of electronic devices.
Muting Torchwood Three's comm system.
As a "front door key" to the Torchwood Three Hub.
However, this seems to only apply to Jack's vortex manipulator.
Playing music.
Sending a signal to enrage Weevils and to bring them back to the Cardiff sewers.
Detection of low sodium levels.
Scanning and alteration of printed texts.
Unlocking combination-locked vaults.
Scanning a body for life, specificaly Angelo Calasanto.
Acting as a beacon.
Remote teleportation
Cancelling the Blinovitch Limitation Effect, allowing Jack to interact with his past self.

Vortex manipulators were constructed from an unidentified, but extremely durable metal. One was easily able to survive the detonation of a bomb which obliterated the human wearing it, albeit at the cost of the leather wrist-strap housing the vortex manipulator itself. The vortex manipulator was later recovered and installed in a new, identical wrist strap for. Another vortex manipulator also survived the explosion caused by Big Bang Two by being 're-booted' from its original form. However, its wearer was being erased temporarily from time, which would leave the device unharmed when he returned.

The Tenth Doctor considered the vortex manipulator as very primitive compared to a TARDIS, describing his TARDIS as a "sports car" to Jack Harkness' "space hopper". His eleventh incarnation described it as "cheap and nasty time travel, very bad for you", and stated that he was "trying to give it up". River Song described it as "less bulky" and considered it like a "motorbike through traffic." Missy similarly displayed a dislike for vortex manipulators though she relied on them for time travel.
Travel through time with a vortex manipulator was not as safe as in a capsule, for instance in a TARDIS, even taking into account the manipulator's protection systems.

Vortex manipulators were able to travel to places with time distortions where a TARDIS could not easily do so. For example, River Song travelled to 1938 New York City when the TARDIS couldn't until it had "landing lights". Unlike a TARDIS, going to such an area with a vortex manipulator would not risk the total destruction of the area.

Evidently, the interface for activating the device (or, at least, Jack Harkness' version of it) was very simple and easy to understand, as Clara Oswald was able to successfully enter coordinates into it without any training only moments after seeing it for the first time.

Missy was able to modify her vortex manipulator to be recharged by absorbing energy blasts fired at her. She modified this off a trick the Doctor once used and was able to use this trick to escape the Brigadier and the Daleks. When Clara was fired upon as well, her vortex manipulator, which was slaved to Missy's, similarly teleported her to safety.
Weaknesses:
Jack is one often guided by emotion, much like the Doctor. If he is angry, he will be blinded by his rage and do whatever first comes to mind; this includes killing, torture and other actions deemed immoral.​
 
Well, I mention a D&D podcast one time and suddenly I'm roped into one of these RPs. Just hope the writer isn't a dick...And doesn't actually look like his avatar. Tobey Maguire is like, my second favourite Spider-man and I'm not just saying that because the same company that owns my book is owned by the company who puts out those movies.
Ohh! Can I be played by the girl that plays Arya Stark in my movie!?


Name:
Gwen Poole...Wait,should I be telling you that?
Nickname(s):
Gwenpool, but other people in the comics have called me Ghostface No-Pants Killer, and Pink Ghost.

Alignment:
Does it matter...Well, put a gun to my head, which is kinda what's going on here I'd have to say True Neutral. I normally play Chaotic Neutral characters D&D though, if that's im...Oh, it's not? Moving on I guess.

Appearance:
aHR0cDovL3d3dy5uZXdzYXJhbWEuY29tL2ltYWdlcy9pLzAwMC8xNTQvNDE2L2kwMi9Hd2VucG9vbC5KUEc=

5c466eab7e8d6df110a038761d356b9e--marvel-dc-marvel-comics.jpg

Gwenpool_Unmasked.jpeg


Fandom:
Marvel Comics, it's the 616 universe but I'm actually from the real world and everyone there is just a comic book character. But then it turned out my "real world" was a comic book too.

The_4th_wall.jpg

Once you become a Comic book character, you can never go back. Even if you get cancelled, you'll still probably appear in the background of a crossover as cannon fodder...Oh crap! Buy my book or they'll kill me off! Sure, I'll come back in a few months or even years but being dead really sounds like it sucks.

Personality:
Gwenpool is...
Hey, this is my character sheet and I'm going to finish it. Shut up.
I'm aware that the universe is fictional, being written up by, well in this case probably some bisexual Irish guy with an unhealthy crush on a famous gaming Youtuber who also cried like a baby at that giraffe scene in The Last of Us.
...
Well, that shut him up so I'll keep going.
Cause I'm aware everyone's fictional their lives don't really matter that much. Unless a background character and I make a connection in my book, they're not going to appear again. At first, this meant I didn't really care about the lives of others around me but I made friends, and I try to be a superhero even though I'm technically a merc who doesn't have any powers outside of...Well, we'll get to that part later.
Anyway, while I'm a True Neutral I do go the Chaotic Neutral route sometimes...A lot of the time. Property damage isn't a concern as people rarely talk about insurance in comic books, and if they do they're probably mobsters demanding protection money...


TL, DR: I'm kinda stuck as a Comic Book character so I might as well make the most of it and try and be a hero. Pretty destructive though, but I am kinda, well-meaning I guess.


Backstory:
I'm from the "real world", which maybe, kinda is a comic book in of itself. Or maybe that's just due to being a comic book character and not being able to escape, not that I want to at this point. The "real world" was boring.
During some crossover event, I was on some variant cover and fans kinda went crazy, so I became a comic book character by popular demand, appearing in Howard The Duck first to "test the water" before getting my solo series.

In it, I'm a regular teenage girl from the real world who due to the aftermath of a big crossover event ended up in the Marvel Universe. Since then I've fought HYDRA, became the leader of a gang of mercs after shooting MODOK into space, saved Earth from an alien invasion I accidentally started, taken part in the world's most dangerous LARP where I fought Deadpool...Helped my ghost friend find a body, become buddies with Miles Morales, Doctor Strange, Ghost Rider...Just to name a few.

Then I went home, got stuck there, realised I was still in a comic book and broke the fourth wall to travel back to the Marvel Universe.


Powers/Abilities:
  • I know things. I knew who Lady Thor was and that the other Spider-man was from another universe, so he's like me but his universe was a lot more edgier. Comics, videogames, movies, if I read them, watched them or played them I know things about them. And I can use that to my advantage to not get brutally murdered.
  • Medium Awareness, or that's what it's called on the wiki. I know I'm in an RP the same way I knew I was in a comic book or a mobile game. The "second stage" Is interaction I guess where in a comic book I could reach through the panels and give myself a good back-scratch. If I told you I didn't accidentally punch myself in the face while doing this, well I'd be lying. In an RP, I guess that means I could mess around with codes or something?
    Oh, good it seems to work here too.

    Oh, I can also go into a fight and not get completely destroyed due to training by Batroc. In return, I explained to him that he was a comic book character and he kinda believed me.
Equipment/Gear:
Lots of guns, dual katanas, a motorcycle and some generic equipment like a mobile phone and a bank account that Doctor Strange gave me. Also a pig that I dressed up as me to get away from some aliens.

Weaknesses:
If don't read the stuff the person I'm fighting was in (like Deadpool) there's not much I can do apart from run. Like I didn't know Marvel made Captain America a Nazi or if I went up against Gilgamesh I couldn't go anything as I never watched or read Fate... Wait, he's dead due to a Birdemic joke?
Fair enough. He needed nerfed anyway.

Theme Song:
I get one too? Sweet. I think this one makes sense:


No, not cool enough, how about this one:

Banananana na na banananan na na na!
 
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Name: Jotaro Kujo
Nickname(s): JoJo
Alignment: Neutral Good
Appearance:
09738aa27831fc02e03d58e2d7dc614a--jojo-bizzare-adventure-jojo-bizarre.jpg

Fandom: JoJo's Bizarre Adventure
Personality: Jotaro is not a nice guy. He beats the crap out of people. More than he has to. He's had idiot teachers who liked to talk big, so he's taught them a lesson. As a result, they never came back to class. If he goes to a restaurant and the food is bad, he makes it a policy to stiff them with the bill. However, even a complete bastard like him can recognize true evil when he sees it. Jotaro may have a rough exterior, and may be generally cold and bitter towards his friends and family, but deep down, despite it being covered up by layers and layers of meanness, there lies a genuine desire to do good, and help those in need. Especially if it means giving blowhard villains who crush the weak under their boots a good punch in the face. Jotaro is known for remaining cool under pressure. If he is angry, upset, or sad in any way, whoever is currently with him would never know, due to him having such a calm and collected outer exterior, even in the mos dire of situations.
Backstory: Our story begins in Japan, 1989. Jotaro Kujo had gotten himself locked in prison. However, after his mother Holly had come to pick him up, he refused to leave the cell, claiming he had been possessed by an evil spirit. To those around him, mainly the other police officers, this seemed to be the case, as stolen objects such as food and small toys kept turning up in Jotaro's cell, even though there was no way he could have been able to get any of those things and get back to his cell without being stopped. Eventually, Jotaro's grandfather Joseph Joestar, a famous real estate mogul from America made the trip over to Japan when Holly told him the news. Joseph arrived at the prison cell with a fortune teller named Mohammad Avdol, who seemed to also possess an "Evil Spirit" like Jotaro. Avdol had told Jotaro that these "Evil Spirits" were really called "Stands." Stands are the physical representation of a person's metaphysical energy, and each stand can manifest in a variety of different forms, but they are most commonly humanoid in appearance. Even Joseph had a stand, although it was not humanoid like Avdol's or Jotaro's. Jotaro's stand was named "Star Platinum" by Avdol. However, all was not well. Soon, Holly took ill, due to developing a stand of her own, although not being able to see it, and her body not being able to handle it. Her stand awakening was due to an old family curse, enacted by the villain DIO, who had stolen the body of Jotaro's great grandfather Jonathan and used it as his own. While at school one day, Jotaro had encountered a new student who also possessed a stand, by the name of Noriaki Kakyoin, who had claimed to be a henchman of DIO's. After defeating him in battle, Jotaro learned he was actually being mind controlled and that he was not acting under his own will. After being freed from his trance, Kakyoin offered to help Jotaro in any way if it meant getting back at DIO. After some investigation, the mission was clear. Go to Cairo Egypt, find DIO, and destroy him before Holly succumbs to her illness in one month's time. On the way to Egypt, they encountered two new allies. A frenchman named Jean Pierre Polnareff, another person they had freed from DIO's mind control, who had joined them to search for one of DIO's henchman that had murdered his younger sister, a man wiht two right hands, and Iggy. A stand user dog who was sent in by the Speedwagon Foundation to aid in their mission. Eventually, after encountering many Stand Users under DIO's employ, they finally reached Cairo, and discovered the location of their enemy. DIO's stand, "The World" however, proved to be much more powerful than they anticipated. Kakyoin, Avdol, and Iggy were all killed in the ensuing fight. Eventually, only Jotaro was left to face DIO, who's stand had the ability to stop time. After a long, trying fight, Jotaro was victorious. after discovering that Star Platinum was the same type of stand as The World, and also had the ability to stop time.

Powers/Abilities:
  • Star Platinum: (Technically not a weapon, more of a spiritually tied familiar.) Jotaro's Stand, the physical manifestation of Jotaro's inner self.
  • Super Speed/Strength/Precision: Star Platinum's main ability is superhuman speed, strength and precision. The Stand is fast and precise enough to stop Jotaro from shooting himself in the head at point blank range, catching the bullet as soon as it leaves the barrel of the gun. Star Platinum's signature "Ora Ora" rush is an example of it's strength and speed, bombarding his opponent with hundreds of punches in a matter of seconds, sending them flying through concrete walls.
  • Time Stop: Jotaro has not perfected his ability, as he discovered it during his fight with DIO. Due to being the same type of Stand as The World, Star Platinum also has the ability to stop time. However, due to the lack of training, and the stress of learning it in the middle of a battle to the death, Jotaro can only stop time for about two to three seconds.
  • Short Term Flight: Star Platinum can push itself and its user off of he ground, and in mid air, granting flight abilities that last for a short amount of time, as evidenced in Jotaro's fight with DIO.
  • Weakness: Star Platinum has a very limited range of about one to two meters. Jotaro has to get up close and personal with his opponent if he wants to do any lasting damage.

Equipment/Gear: None
Weaknesses: Jotaro is only human. While he has achieved impressive feats with his Stand, Jotaro can still be hurt, he can still get tired out, and he can still be killed. Prolonged stress during a fight can also cause him to get sloppy and slip up during the fight, even if he's letting on that this isn't the case.

THEME SONGS!
STAND PROUD


Normal Theme


Attack Rush Theme
 
Alright, Imma thinking doing either Victor or Markus, or should I do both. Then Ill bring in another Warhammer Fantasy character not from Vermintide.
 

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