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"I never quite realized...how beautiful this world is."—A2, in Ending C

Name:YoRHa Type A No.2

Other Names: Traitor A2

Gender: Female model

Race: Android

Affiliation: YoRHa(formerly)

Appearance: The A-model is a YoRHa prototype that specializes in close-quarter combat. Though not presently in use, it was originally created to speed along the implementation of other official models such as 2B and 9S. This particular unit- whose official title is Class A, Number 2- was wanted by Command for desertion and ordered to be destroyed on sight.

Personality:
A2 is initially depicted as mysterious and taciturn. However, it is eventually shown through her interactions with Pod 042 that she possesses an aggressive and fiery personality. She has a propensity towards reckless behaviour as she will dive head-long into dangerous situations without consideration for strategic evaluations or her own personal safety. When speaking to others, she tends to be blunt, impatient and foul-mouthed.

History: Three years prior to the events of NieR: Automata, she was a member of the first YoRHa squadron deployed to Earth as part of the Pearl Harbor Mission during the early years of the 14th Machine War. Her alias at the time was No2 but is referenced in Automata as "Number Two".

Powers/Abilities: type40-Energy charge(increases attack significantly) Virtuous contract-holy blessing(increases attack when she hasn't taken any damage yet),Taunt which raises her attack by 50% and berserker mode(increases her damage when she is about to die but increases the damage taken as well)

Weapons/Equipment: Type 40 Blade, Virtuous contract,Pod 042 and
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flight unit when flying
Theme Song:

Universe From: Nier Automata

Other: she is hated by 9s
 
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'My heart is set. You should know that I'm no longer your subservient puppet!'

Name: Haru Okumura

Other Names: Beauty Thief, Noir, Haru

Gender: Female

Race: Human

Affiliation: Phantom Thieves of Heart, Currently Independent

Appearance:
Haru has chin-length curly light auburn hair and brown eyes. She is taller than Futaba, but shorter than Ann and Makoto.

She wears her winter school's uniform modified to her taste; a pink turtleneck cardigan with short puffed sleeves and a long-sleeved white shirt underneath. The cardigan is zipped open up to her navel, and has two large pockets on the front. She wears the standard black and red tartan skirt, white tights with a black flower pattern and black Mary Jane shoes.

Her Thief outfit consists of a dark purple cavalier hat with a feather plume tucked into a royal purple hatband, a long-sleeved pale pink blouse with a white neck jabot (held there by a red gem pin), a black corset vest with gold buttons, bloomers that match her hatband, black pantyhose, a holster belt carrying ammo and lace-up pumps. Her mask and gloves are black and violet, respectively.
Personality:
Haru is polite and has good communication and observational skills. She grew up surrounded by 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, eventually learning how to properly convey her feelings and connect with others. Getting mixed up with the Phantom Thieves helps 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, and also says that cutting down enemies as they approach is a thrill, hinting she is somewhat sadistic. Also, after a battle, Haru may say something along the lines of, "Phew, I need more of that!"

History: Copy-paste from the wiki if you're a lazy piece of shit like me.
megamitensei.wikia.com/wiki/Haru_Okumura

Powers/Abilities: Superpowers, all that.
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Persona - Manifestation of one's inner self. Haru can summon hers by removing her literal mask. Her Persona is named M'lady, a Princess from the Three Musketeers. M'lady focuses on Psychic power and firepower, but is weak to Nuclear affinity or, basically, radioactivity. If her Persona is exposed or is hit with a Radioactive object, Haru staggers or is knocked down. The main drawback of the Persona ability is the toll it gives to the mind.
Weapons/Equipment: Can be any weapon or piece of equipment your character has acquired over the course of their adventure.
Axe - Haru's primary weapon of choice. A large ax to chop.people's heads off.
Grenade Launcher - Her secondary weapon and her long ranged one.
Theme Song: If the character doesn't have a dedicated song, simply use the theme song from the work. Optional.

Universe From: Persona
 
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    'What a pain. (Yare Yare Daze.)'

    Name: Jotaro Kujo (Part 4)

    Other Names: JoJo

    Gender: Male

    Race: Human

    Affiliation: N/A

    Appearance:
    Height: 195 cm (6 ft 5 in)
    Weight: 82 kg (181 lb)

    Personality: Jotaro is positioned during this story (part 4) as a role model, leader or teacher. Koichi and Josuke comment that his company is calming to them, with respect to the consistent threat exerted by emerging Stand users. Having matured, Jotaro isn't as foul-mouthed as he was, although he is still blunt and retains his annoyance towards girls making a fuss.

    Although his aloofness is still present, it has diminished somewhat over the years; meeting Tomoko Higashikata whilst looking for Josuke shortly after her father is killed by Anjuro, he tolerates her sudden clinginess when she mistakes him for Joseph, and offers some consolation for her father's death. He also admits to Koichi that he was glad to meet him, albeit privately.

    History: I suggest you refer here:
    Jotaro Kujo

    Powers/Abilities: Star Platinum is a close-range Stand, with a basic reach of only 2 meters from Jotaro's body, but with incredible strength, speed and precision. It is one of the most powerful Stands featured in the series. Its overwhelming physical prowess in every basic characteristic, save for range, coupled with Jotaro's own cleverness in combat, allows Jotaro to repeatedly prevail against many Stand users even without the usage of any special ability. In addition, Jotaro's discovery of its time-stopping ability only made it all the more formidable in combat.

    Super Strength: Star Platinum possesses immense strength, being able to throw a Jeep carrying four men and a girl out of the path of an 18-wheeler with one hand, later pulling the same Jeep out of a canyon with only a car as a counter-weight, and destroy large artificial diamonds within seconds.

    Super Speed: Star Platinum boasts phenomenal speed, it was able to intercept a bullet fired from point-blank range, briefly contended with Silver Chariot (whilst it was using Anubis), and is stated to exceed the speed of light.

    Self-Preservation: Star Platinum possesses the awareness and reaction speed to protect Jotaro in many instances that he himself seems unaware; halting a bullet he experimentally shoots at his own head; protecting him while frozen by DIO's Time Stop; reviving him from near-death by directly pumping his heart.

    Precision: Star Platinum is incredibly precise; it can surgically remove an object embedded in a person's skull without ill effect, catch both a bullet and a minuscule Stand like Lovers between his thumb and forefinger in midair, and create a near photo-realistic drawing of a small Egyptian fly from a dark, blurry photo.

    Enhanced Eyesight: Star Platinum utilizes eagle-like eyesight throughout Stardust Crusaders. Jotaro has used Star Platinum's eyes to see four kilometers across a desert, as well as identify meaningful details, such as a specific type of fly in high-resolution images. It can also follow a card shuffle performed by a professional gambler, subsequently recounting the entire new order of the deck.

    Star Finger: Star Platinum can forcibly extend its middle and index fingers to a length of one or two meters, allowing it to perform sneak attacks and stab opponents from afar. Its frequency of use of this technique decreases as battles intensify.

    Time Stop: During the final battle with DIO in Stardust Crusaders, Star Platinum awakens the ability to stop time. The technique is referred to by Jotaro as Star Platinum: The World, a reference to the late antagonist. When activated, Star Platinum is able to halt the flow of time for a brief moment (1-2 seconds), causing everything around him to appear frozen in place. During this time lapse, Jotaro is able to interact with any object or person within his range. Measures of time during Time Stop correspond to normal measures. He is unable to use the ability consecutively, requiring a few seconds in between each usage.

    PERSONAL
    Intelligence
    : Jotaro is remarkably calm under pressure, and aware of his environment and capabilities; combining to make him a very reliable fighter.

    Knowledge: It is implied that Jotaro has accumulated a considerable amount of varied knowledge. At the beginning of Part 3, in his cell, in order to understand his Stand, he had collected a number of books on the theme of the paranormal. In Part 4, it is revealed that he specialized in marine biology; and he briefs Josuke skilfully for the task of hunting two Stand-wielding rats.

    Toughness: Jotaro is naturally confident and intolerant to suggestions that he should defer in any way; backed up by his own strength, as well as that of his Stand.

    Trick: Jotaro is apparently able to hold up to five lit cigarettes in his mouth, lit side inwards, and drink juice without putting them out. Oingo failed to replicate this technique.

    Secret Technique: The Joestar family's "Secret Technique", running away, is usually utilized as a last resort.

    Weapons/Equipment: N/A

    Theme Song:


    Universe From: JoJo's Bizarre Adventure (Part 4)

    Other: N/A

 
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( I'm uncertain if this character will be accepted, as he originated from a Youtube Video . Oh well... Time to see it. If not, I already have a character way in the wood works that will directly accompany Zach [ AHEM : It's going to be the Future Warrior / The Main Protagonist of Xenoverse 2 ] ) :






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" I like Batman !!! " ( Sorry... He doesn't have that many notable quotes... He's a quiet kid and doesn't speak that much ... However for balancing purposes I'll use both the father and Son in this RP )

Name: Zach Cartwright / Zach Williams

Age: Likely 10 currently .

Other Names: Mutant Child

Origin: My Son Zach / World's Beyond

Gender: Male

Race: Mutant

Affiliation: His Father honestly.

Appearance: Zach is described as an unassuming , frail Caucasian child with brown hair and brown eyes. He usually wears a white long sleeved shirt with blue jeans .

Personality: The Child was described prior as an timid child when in the presence of strangers , as seen from teleporting from the camera whenever his father introduced him to the crowd and notably hiding his face . It was also heavily implied that he was kind of to pretty much very much scared of his abilities, because of their vastness and potency, wishing to be normal with the totality of his heart. He was shown to be fairly sensitive as well, as shown when he felt bad when he basically hurt his father. He is usually portrayed as a kind and sweet little boy, trying his hardest to help whenever needed, although he sometimes hurts more than helps . He is rather curious and wants to learn the ways of the world.

History: Unfortunately, the Youtube Video only gives three weeks prior to him being escorted out of the Government. So, here is a short and sweet summary based on the Youtube Video: The Child was born on an unknown year to her mother. For unknown reasons, the mother left, leaving the father in charge of the kid .This occurred presumably well before the video took place. He had fun with his father, being well taken care of, and him being the only one that could actually manage to calm down the child whenever his powers activated. However, one time his powers activated, and the Government took Zach away from the father, and his fate was largely left Unknown. For the sole purpose of this RP, it will take place prior

Powers/Abilities: He has a whole lot of hype to him, which while stated by Word of God , it may or may not be legitimate.


Hype Wise [ Which while likely true, won't be used for this RP unless strictly told to ] :


- Stated to be the strongest fictional character by a long shot by Word of God . This is actually ludicrous, considering the below
- Word of God also described his powers as 'Limitless'
- Described as capable of any fictional feat
- TVtropes also offically describes him [ In their ranking ] as beyond the range of any other character documented on their site . Considering every character that has ever been documented , that is actually ridiculous as well. I've never seen so much hype for one character... Ever.


What he actually has shown [ They trigger based on emotions and what he desires , his only limits are : his lack of control of his emotions , random mood swings , the fact he's a mortal in every other way, and isn't experienced enough to compete with a good majority of the people here ] :


- Teleportation : He can teleport many places around his house, as well as a few yards away .
- Flight : He has flied several distances away and for as long as he desired. He has shown the endurance to fly several miles without ceasing
- Telekenisis : Can psychically lift small objects without much effort. Has shown the ability to lift humans Hasn't shown the ability to lift humans as of yet.
- Size Manipulation : Has shown the ability to grow to the size of a average house.
- Powerful Scream : Similar to Black Canary, he can let out a powerful scream that shattered glass & has his father bleeding .
- Energy manipulation : Can create Fire , and a unknown energy .

Weapons/Equipment: Zach's Stuffed Animal. It's the only thing shown to calm him down during his 'rage' moments & the father will be shown caring it alongside him . Other than that, none notable.

Theme Song:
While he doesn't have an official theme song... I feel like this song describes the struggles him & his father went through:
J-Moss:Alright OK

Other: Well for starters.... He is obviously going to need to be heavily restricted, which I will obviously. Secondly, forgive me for lack of info, as there wasn't much I feel.


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Hoping this is acceptable

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To be added as the RP goes on.

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...



code by Little Cheshire Cat​
 
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"I kill for a lot of reasons. Sometimes for money, sometimes because I want something they have, and rarely for any righteous cause."​

  • Name: Ivela Zoldyck
    Nickname: The Virtuoso
    Age: 24
    Gender: Female
    Species: Nen Using Human
 
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"Love is just a chemical. We give it meaning by choice."

-Eleanor Lamb
Name: Subject Delta and Eleanor Lamb

Other Names: Delta, Tin Daddy, Big Daddy.
None for Eleanor.

Gender: Male (Delta) Female (Eleanor)

Race: Human (both)

Affiliation: np e

Appearance: Both are in suits akin to diving suits, while Delta wears an old Alpha Series Big Daddy suit, Eleanor wears a Big Sister suit. Delta's suit is built in a rather tanky style, fit with ADAM and EVE vials on his back. Eleanor's suit is built to be more lithe and fast while dealing damge, equipped with a needle roughly the size of her arm that is used for both extracting ADAM and as a stabbing or slashing weapon. While Delta sports a darker suit, Eleanor sports a lighter colored. On Delta's hands is the Latin symbol for delta, a triangle. Delta is also 7'1 ft tall, Eleanor 5'8.

Personality: Delta is a free thinking Protector, something uncommon among Protectors with the exception of Subject Sigma and Subject Omega. Although Subject Omega had no control over his muscle movements, he could talk but only while straining to fight Sofia Lamb's control. Delta expresses hostile reactions towards anyone who tries harming him or Eleanor, he is cautious when he sees the enemy have weapons but are not attacking. He prefers to keep Eleanor in visual range, growing hostile or irritated if he loses sight of her. Protecting is in his blood, if it is not Eleanor he is protecting he may protect someone else for the sake of satisfying his protective instincts. He cannot talk, so he communicates with grunts, groans, and roars. Or hand gestures.
Eleanor can talk and is usually the voice for Delta if need be. She is very loyal to her "father", put in fewer words, she's a daddy's girl. As he would protect her, she protects him and she does it fiercely. She is more of an open mind between them, sure she is cautious but more willing to make friends and allies when there is an opportunity to do so. Sass sometimes arises when she gets slightly irritated, but unlike every other teenage girl she spends as much time with her "father" as she can and tends to trust mostly everything he does and follows his actions as if they were gospel. And like every other teenage girl, what actions she doesn't follow she tends to make sarcastic comments or tries arguing for a better solution, one probably not so brash. The two are bonded closely, try getting between them and you most likely won't come out unscathed.

History:
When Eleanor was about seven years old her mother, Sofia Lamb, was arrested by Andrew Ryan and taken away to Persephone. Eleanor was entrusted into the care of one of her mother's patients and close follower Grace Holloway who had long wanted a child, and Eleanor lived with her for a time in her apartment at The Sinclair Deluxe in Pauper's Drop. This arrangement proved short-lived, because Eleanor quickly discovered that Stanley Poole was Ryan's spy who had gathered information on her mother's political activities, and he was now bankrupting Dionysus Park through overspending and mad parties. Eleanor eventually confronted Stanley and threatened to tell her mother what he was doing with her home, fortune, and followers. In fear of reprisal, Poole had Eleanor kidnapped and sold to the Little Sister's Orphanage.

Eleanor spent time in the orphanage in Siren Alley before she was transferred to the care of Dr. Gilbert Alexander. Dr. Alexander, who was ignorant of her true identity, turned her into a Little Sister and partnered her with Subject Delta. However, Eleanor's time as a Little Sister did not last very long, because Sofia Lamb escaped from prison and tracked her daughter down on New Year's Eve, 1958. With the help of a gang of Splicers, Sofia managed to abduct Eleanor, and used a mind control Plasmidon Subject Delta to command him to shoot himself. Sofia then retreated back to Persephone, taking Eleanor with her. Since then, Eleanor constantly thought of Delta and still dreamt about him.

Sofia worked with Dr. Alexander over several years to rehabilitate Eleanor. Eventually they were able to undo her Little Sister conditioning, but they could not remove the sea slug that had been implanted within her.[6] Sofia then began her plans to create a perfect altruist by using ADAM to experiment on Gilbert Alexander, who volunteered to become "the first utopian". During this time Eleanor was confined to Persephone and the Fontaine Futuristics building, but she was horrified at seeing the changes Dr. Alexander went through as the experiment began to fail. She became more rebellious, seeing the hypocrisy in her mother's altruistic ideals (e.g. Dr. Lamb forced her own will on others, just as Andrew Ryan did before her, only while she wanted to force her ideals to eliminate "the self", he wanted to take control to eliminate the "Parasites", both becoming what they despised), and wanted to escape.[7]

However, Sofia Lamb changed the focus of her experiments to Eleanor when she realized that Gil Alexander would not succeed. Lamb realized that Eleanor's condition as a Little Sister protected her from the genetic damage that would be caused by using ADAM. Thus, Dr. Lamb began injecting Eleanor with massive doses of ADAM, and glorifying her as a holy vessel for her loyal followers in The Rapture Family.[8]

As a result of her mother's experiments and plans for her, Eleanor started to think of escape. Eleanor had formed a bond with the new Little Sisters kidnapped from the surface, and she could control their actions outside of Persephone. Using them she was able to carry out her plans around the city, even though her mother had her trapped in confinement. Part of Eleanor's rebellion against her mother was remembering her time with her bonded Big Daddy, Subject Delta. Thus, Eleanor sent out the Little Sisters to find samples of Delta's genetic sequence, planning to revive him at a Vita-Chamber. With the help of Brigid Tenenbaum she succeeded in removing Delta's Big Daddy conditioning, and brought him back to life.

In her bid for freedom and escape to the surface, Eleanor instigated the events of BioShock 2 by using the new Little Sisters to resurrect Subject Delta, more than ten years after his original death. Due to the powerful and potentially lethal bond they share, Delta is forced to journey through Rapture and seek his former Little Sister. Eleanor aids him whenever she can by leaving him gifts and messages from the Little Sisters, and she tries to hide her contact with him from her mother. Eleanor observes the way Delta interacts with the Little Sisters, choosing to save them or kill them, and the way he gives mercy or vengeance to the people he meets. Delta then begins to learn more about himself and Eleanor as he travels through the city. However, during this time her mother is not deceived, and she begins to accelerate Eleanor's treatments as Delta draws nearer.
Eventually Delta arrives in Persephone to find Eleanor imprisoned in a quarantine chamber. Eleanor is in a deep sleep as he approaches, but as he tries to enter the chamber Sofia smothers Eleanor with a pillow, stopping her heart long enough to sever the pair bond and put Delta in a coma. Eleanor recovers and tries to salvage her connection with Delta, sending him a Little Sister to control and helping him escape from his bindings. Eleanor gets him to bring her a Big Sister suit for her to wear so they can escape together. Eleanor then joins Delta to fight against the remnants of the Rapture Family in Persephone to reach Augustus Sinclair's escape pod to the surface.

When she fights, Eleanor uses the Big Sister powers that she has accumulated from all the ADAM she absorbed over the years. The player's choice of whether to harvest or save Little Sisters affects Eleanor's personality in combat. If Delta saved all Little Sisters then her personality will be one of righteous anger at her mother and the Rapture Family. If Delta harvested one or more Little Sisters her personality will be one of cruel amusement as she enjoys toying with her enemies in revenge for what was done to her.

The explosion charges rigged by Lamb's followers cause the chamber holding the lifeboat to fill with water. Thinking quickly, Eleanor forms a plan to use the other Little Sisters to help her boil off the water. Depending on the player's choice to either harvest or save the Little Sisters throughout the game, Eleanor will either use the Little Sisters completely, draining them of their energy and killing them in the process, or be gentler with them, eventually bringing them with her into the escape pod and saving them.

Before his arrival in Rapture, the man who would become Subject Delta was a deep sea diver who conducted an investigation of the many ship and submarine disappearances in the Atlantic Ocean southwest of Iceland. While surveying the area in an advanced diving chamber, he accidentally discovered the hidden city.[7]He was accepted into Rapture, becoming something of a celebrity for his heroics and nicknamed "Johnny Topside" by articles in the Rapture Tribune.

Stanley Poole, a journalist, had written a story on "Johnny Topside" and brought it to Andrew Ryan's attention. Ryan did not trust the visitor's story and was convinced that he must be a government agent sent to spy on Rapture. Ryan had him incarcerated at Persephone Penal Colony.[8] Thus, he effectively disappeared from the public eye, and was put in with other exiled citizens who had worked against Ryan's philosophy or "posed a threat" to Rapture.

As a prisoner in Persephone, he was contracted out by Augustus Sinclair as a test subject for research of ADAM products. He was labeled "Subject Delta" (Δ) and was transferred to Fontaine Futuristics to be used in various Plasmid experiments, performing in the Plasmid Theater to amaze crowds of Rapture citizens. Eventually, he became one of the candidates for conversion into a Big Daddy. He endured strenuous genetic and physiological conditioning, losing much of his free will in the process, and became the first Alpha Series Protector to successfully bond to a Little Sister. His bond partner was Eleanor Lamb, the daughter of Rapture's psychiatrist Sofia Lamb, who had been incarcerated in Persephone some time before.

During New Year's Eve of 1958, Eleanor and Delta began their normal rounds of harvesting ADAM. Eleanor was attacked by four Splicers, and as Delta fought to protect her, one of the Splicers used a Hypnotize Plasmid on him. The Splicers were Sofia Lamb's agents, and Lamb herself used the Hypnotize's effect to force Delta to kill himself in front of Eleanor, by a shot to his own head with a Luger pistol.

Powers/Abilities:
After years of gene therapy and perfected versions of the large-dose ADAM treatments that turned Gil Alexander into a colossal amphibian, Eleanor is gifted with the abilities of dozens of people and Splicers, with seemingly none of the usual negative side-effects. Powers she is capable of include:
  • Telekinesis powerful enough to move live Splicers through the air.
  • Superhuman Strength and Agilityrivaling that of a legitimate Big Sister.
  • Pyrokinesis in the form of explosive, ranged fireballs launched from her hands.
  • Compounded Intellect from many other citizens of Rapture, including their memories, skills and "essence".
  • Little Sister Possession, allowing her to remotely enter the minds of Little Sisters and use them to perform various tasks. She is also able to temporarily endow others with this power through a special Plasmid.
  • Extrasensory Perception. In addition to her deep-seated bond with Subject Delta enabling her to communicate with him remotely, Eleanor seems to have a "sixth sense" for danger, and she will instinctively attack any enemy as soon as they spot her or Delta during combat

  • Telekinesis powerful enough to move any projectile or stop a huge force.
  • Superhuman Strength and Agility being an "Alpha Daddy", Delta is stronger and faster than the newer model Daddies.
  • Pyrokinesis in the form of explosive super heated balls tossed with the left hand.

Weapons/Equipment:
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Delta uses a huge drill mounted on his right hand that spins rapidly and can charge with said weapon. He also uses a Rivet gun that he carries strapped to his back when he isn't using it, usually duel wielding the drill and the gun at the cost of inability to use plasmids from his left hand.
Eleanor uses the large needle mounted on her right arm in combination with her speed and agility.

Theme Song:




Universe From: Bioshock
 
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latest

Name: Sora

Other Names: N/A

Race: Human

Affiliation: None? Wasn't sure what'd honestly fit here.

Apperance: Sora is rather short, standing at 5'2. Normally his clothing would change his form for him to fit whatever universe he's in, but that doesn't seem to be working here. His interestingly done hair is perhaps one of the most recognizable things about him, other than his keyblade.

Personality: Ridiculously upbeat, determined, and perhaps a bit too friendly for his own good. He tries to help anyone he comes across, considering people he met for just a few minutes a friend of his.
Extroverted, perhaps a tad gullible, and eager to help others. Honestly this whole 'melding worlds and universes' thing isn't really all that different from what's he's been doing. It'll be just like back then! Right?

History:
Sora - Kingdom Hearts Wiki, the Kingdom Hearts encyclopedia

Actually more like I'm fuckin' lazy and not copy-pasting all this

Powers/Abilities:

Magic- Sora possess a fairly wide range of magic, ranging from raining down thunder, shooting ice at enemies, healing himself and creating a barrier around himself to protect himself against attack. I've decided to nerf his magical ability at first however, giving him only two spells. Cure and Reflect magic, and not much else. Maybe he'll get other magic later.

Close-Combat- It's a skill Sora has excelled at for some time now, using his keyblade and even the weapons of his enemies against themselves. A self-taught fighter, he's learned to utilize the environment around him as well as an enemies momentum to assist him.

It should be noted that the keyblade wielder is quite agile, able to move about and use buildings to move in a fashion somewhat similar to parkour.

Weapons/Equipment:

Kingdom Key Keyblade-
latest
A strange, magical weapon that despite having no actual edge can cut through various materials. Sora is able to summon the weapon when he chooses, as well as make it disappear and go back to..wherever it goes. It's seemingly indestructible, nothing's made even a scratch on the weapon.

Theme Song:



Universe From: Kingdom Hearts

Other: I got nothin'
 
latest

"Yeah, that'd be me: The Spider-Man of tomorrow, here to save you today."
Name: Miguel O'Hara

Other Names: Spider-Man, Inhuman, Shocky

Gender: Male

Race: Human

Affiliation: Previously an Alchemax Employee, now a member of the Spiderlings (OC Group of Spider-people)

Appearance: The Spider-Man costume is quite obviously different, it being 70 years in the future and all. You've got full blue all around the non-spandex nano-fiber suit. There's a spider pattern at the chest with the legs coming up to the. You can't quite tell where the eyes are unless he's squinting. His forearms have sweet elbow swords that serve absolutely no purpose at all. How fun! Spider-Man's armpits sometimes have wings, we aren't too sure here when or how they come up. His feet and fingers have claws for some nice little scratchy-scratchies. Miguel O'Hara himself is pretty standard. He's got slightly long light brown maybe ginger hair sweeping just along his neck. Besides that he's pretty standard. Y'know besides his red eyes, retracting claws, and retracting fangs. For convenience, he's 6 foot exact.

Personality: Miguel is quite a fun guy to have around. He wisecracks here and there and isn't afraid to make light banter and dark humor in funny situations. He is chivalrous so it makes it difficult for him to fight women. Oh well!

History:
Miguel O'Hara was a disgruntled geneticist for Alchemax, a corporate monopoly. Tyler Stone, Miguel's boss and head of Alchemax, was working on genetically giving humans superpowers for a "corporate raiders" project. The test subject chosen for the project was an inmate that was on deathrow that choose to get tested instead of taking the death penalty.
Although Miguel disagrees with Stone because he knows the dangers of the procedure, he decides to test on a subject because he knows that anyone else Stone commissions will not be competent enough to keep the human subjects alive. The test subject is later placed in a chamber to augment his DNA.
At first the experiment seems to be a success with the subject still alive after the chamber augmented his DNA and gives him super strength; however the subject dies moments later.
After this incident Miguel O'Hara confronts his boss to tell him that he should stop pushing the raiders project. Stone refuses and then Miguel tells him that he quits. Stone seems to understand and offers Miguel a drink. Once he has consumed the drink, Stone informs Miguel that he has laced the drink with a drug called Rapture. Rapture is a drug that changes the user's DNA and makes the user's life dependent on its continuous consumption. Stone tells him not to worry that Alchemax manufactures the drug and that he will supply him with the drug so long as Miguel continues to work there. Stone tells him that he had no choice because Miguel is too valuable of an employee to lose. Miguel realizing that he is now trapped returns home. In his apartment is his wife and out of confusion he hits her in the eye giving her a black eye. He tells her that his boss slipped him rapture and she is willing to help him by supplying him with rapture off the black market. Miguel has another idea in mind.
He returns to his lab at Alchemax to restore his DNA to its original constitution. Miguel usually manipulates the DNA of humans and animals and uses his own DNA as the human template. His plan was to use the template DNA to restore his DNA to how it was before it was infected by rapture. The plan backfires as a jealous coworker switches the template DNA to an experimental DNA template Miguel was working on.
The experimental DNA was Miguel's attempts in creating a replica of superhero Spider-Man. He is now cured of rapture but now his DNA is fifty percent spider.
At first Miguel takes change to be a curse but later sees it as a second chance. He comes to the realization that with his abilities and his position in Alchemax he can take down Tyler Stone and his Alchemax monopoly that holds Nueva York (New York of 2099) in tyranny.

Powers/Abilities:
  • Superhuman Strength: O'Hara possesses the proportionate strength of a spider. At his peak, he possesses sufficient superhuman strength to lift up to 10 tons. O'Hara's great strength also extends to his legs, allowing him to leap great distances. He has been known to leap to heights of at least 30 feet in a single bound.
  • Superhuman Speed: O'Hara can run and move at speeds that are beyond the natural physical limits of the finest human athlete.
    • After Image: Allows O'Hara to move so fast that he can leave behind a body double for enemies to attack.
  • Superhuman Agility: O'Hara's agility, balance, and bodily coordination are all enhanced to levels that are beyond the natural physical limits of the finest human athlete.
  • Superhuman Reflexes: O'Hara's reflexes are similarly enhanced and are superior to those of the finest human athlete.
  • Superhuman Stamina: O'Hara's advanced musculature generates less fatigue toxins during physical activity than the musculature of a normal human. At his peak, he can physically exert himself for at least several hours before the build up of fatigue toxins in his blood begins to impair him.
  • Superhuman Telepathy: Miguel O'Hara's shown to be able to communicate with others on a telepathic level. The full limits of his telepathy has yet to be explored. However he's shown to easily communicate with others. It's believed that his telepathy is an extension of his spider sense, manifesting in a different way.
  • Superhuman Durability: O'Hara's body is harder and more resistant to certain types of physical injury than the body of an ordinary human, though he's far from invulnerable. His bodily tissues are conditioned to allow him to withstand great impact forces and he has resisted impacts, such as falling from a height of many stories and being repeatedly struck by a super-humanly strong opponent, that would severely injure or kill a normal human with little to no injury to himself. He once fell off a building and effortlessly walked to a hospital, where a doctor said that with broken ribs and massive fractures, it was amazing that he could even stand up.
  • Accelerated Vision: O'Hara's visual acuity is considerably beyond that of a normal human. O'Hara can see objects at much greater distances, with perfect clarity, relative to an ordinary human. O'Hara possesses this same level of clarity at night, enabling him to see in near-complete darkness. It is possible that he is able to see into the infra-red end of the electromagnetic spectrum, enabling him to see a person's body heat. The flicker-fusion horizon (the speed at which some objects appear as a blur) in his eyes is superior to other people. What appears as a blur to most people, he can see perfectly. It also acts as a type of early warning, not the degree of a spider-sense but he is able to see attacks coming from far away. His vision also gives him the ability to see energy waves.
  • Accelerated Healing Factor: Miguel O'Hara's genetically-enhanced metabolism/physiology affords him a self-healing ability that lets him regenerate damaged bodily tissues at a highly-accelerated rate. Injuries such as slashes or puncture wounds can heal completely within a matter of a few minutes. It isn't known if O'Hara's healing powers afford him greater resistance to toxins or diseases. O'Hara's healing factor isn't sufficiently enhanced to regenerate severed limbs or missing organs.
    • Longevity: Miguel O'Hara ages at a very slow rate due to the rapid regeneration of healthy bodily tissues & cells.
  • Spider-Sense: O'Hara possesses an extrasensory "danger" or "spider" sense which warns him of potential immediate danger, and links with him superhuman kinesthetics, enabling him to evade most any injuries, unless he cognitively overrides his automatic reflexes. Miguel seemingly only possesses this power on Earth, as this is the only instance he is shown having it and he is otherwise able to be blindsided by attacks.
  • Talons and Fangs: O'Hara possesses elongated canine teeth that secrete a paralyzing, though non-toxic, venom. He also possesses short, retractable talons at the tips of his fingers and toes that he uses to dig into surfaced, enabling him to crawl along them as a spider might. The talons are also razor sharp and, coupled with his great strength, are able to rend materials as durable as cinder block.
  • Spinnerets: Both of O'Hara's forearms contain a set of spinnerets that release a very strong and sticky web-like substance from the back of his wrists. O'Hara can use this webbing to swing from building to building with or as a means of restraining an individual. Unlike the original Spider-Man, O'Hara's webs are organic and are chemically identical to real spider silk.
Weapons/Equipment: Miguel O'Hara, Spider-Man of the year 2099, donned a costume similar to the original Spider-Man's, but with a more skull-like spider and much more blue throughout. This costume was made of Unstable Molecule Fabric (similar to the costumes of the Fantastic Four) He also has his spinnerets mentioned before.

Theme Song: Lol no.

Universe From: Earth 616.297 (Mine)

Other: He's always saying Shock instead of swearwords. Calls idiots, "Freakers." Oh yeah btw, my characters are all from 616.297 and are part pf the same group. Thanks for your consideration!
 
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I didn't really comprehend what I was in for. I was arrogant... No. It's more than that. We've both been in each other's heads. We know the truth. I'm arrogant, yes, but it's because I know... Underneath it... That I'm not the best. I'm flawed. So I overcompensate. But you... You're guilt-ridden because, deep down, you know you are smarter than others. Better. But it came at a painful price. So you sabotage yourself. That won't happen today. You said it yourself. When lives are at stake, you don't hesitate. Today, you will own up to it. Today you must accept that you... Are superior. The superior hero. That is what we all need. That, and nothing less.​
Name: Peter 'Octavious' Parker

Other Names: Spider-Man, Octo

Gender: Male

Race: Human

Affiliation: Formerly Sinister Six, Now member of the Spiderlings

Appearance: Okay everyone knows what Peter looks like! Fine. Dark brown hair which he now sweeps up, brown eyes, fair skin. About 5'10.'' THis new suit though is a trip. It is similar to the Miles Morales spidersuit but it has retractable arms from the back. He also has little fingernail-type claws. There is a spider on the torso and the black continues from the bicep down and waist down.

Personality: He for the most part acts his best to be like Peter Parker
to avoid anyone finding out he killed him
but sometimes a bit of Otto escapes out. He makes smart-person jokes and corrects everyones grammar. "Hey, nerd, it is correctly everyone's. Apostrophe s!" See? He's also talking to himself constantly.

History: Using a brain-swapping Octobot, Otto Octavius transplanted his mind into the body of his nemesis Spider-Man. He retained all of Peter's memories, and thus was able to fool all of Peter's family and friends, from Mary Jane and Aunt May to the Avengers. Peter's mind, meanwhile, was placed into Octavius' dying body.
After realizing Peter, in Doc Ock's body, escaped the Raft, Otto decided to keep every person Peter knew in a safe room in the Stark Tower and waited for Doctor Octopus alone there, by distracting the other Avengers with giant Octobots around the globe, knowing that Peter would seek for help to Tony Stark. Both enemies battled until both fell from the Tower into the ground, fatally wounding Peter (Otto's body). When Peter tried to use the brain-swapping Octobot, Otto revealed him that he was using a Carbonadium helmet, making his brain totally inaccessible for changing brains. Otto declared his final victory against Parker by giving him a lethal punch which caused "Doctor Octopus" to give his last breaths.
Both then discovered that the Octobot managed to connect their minds although it could not swap them, and Peter forced Otto to relive his most suffering experiences and memories as Spider-Man, making him realize the responsibility his power came with. Otto told Peter he not wanted this, but they could not change bodies back. Finally, Otto promised Peter to continue his legacy both as Spider-Man and Peter Parker. Later, he not only realized he could become a better Spider-Man, but also a better man than who he once was as Doctor Octopus, to become a superior Spider-Man to Peter Parker.

Powers/Abilities:

Spider Physiology: After swapping bodies with Spider-Man, Otto in Peter's body possesses the proportionate powers of a spider, granted to him from an irradiated Common House Spider (Achaearanea tepidariorum) which bit Peter Parker that was apparently already mutated from prior exposure to certain frequencies of radiation and received a final, lethal dose during Parker's attendance of the exhibition. The radioactive, complex mutagenic enzymes in the spider's blood that were transferred at the time of the bite triggered numerous body-wide mutagenic changes within Parker, granting him superhuman strength, speed, toughened flesh, and numerous arachnid-like abilities. Like many superhuman powers, the effectiveness of Spider-Man's abilities varies based on the author and the needs of the story. His powers include:
Wall-Crawling: Spider-Man's exposure to the mutated spider venom induced a mutagenic, cerebellum-wide alteration of his engrams resulting in the ability to mentally control the flux of inter-molecular attraction between atomic boundary layers. This overcomes the outer electron shell's normal behavior of mutual repulsion with other outer electron shells and permits the tremendous potential for electron attraction to prevail. The mentally controlled sub-atomic particle responsible for this has yet to be identified. This ability to affect the attraction between surfaces is so far limited to Spider-Man's body (especially concentrated in his hands and feet) and another object, with an upper limit of several tons per finger.

Mark of Kaine: Otto possesses the ability to use the Mark of Kaine due to the mind-swap between him and Peter Parker.

Superhuman Strength: Spider-Man possesses superhuman strength enabling him to press lift approximately 10 tons.

Superhuman Speed: Spider-Man is capable of running and moving at speeds that are far beyond the natural physical limits of the finest human athlete. Spider-Man has showed to be fast enough to catch up to an accelerating car while on foot, but prefers to travel by webs.

Superhuman Stamina: Spider-Man's advanced musculature produces less fatigue toxins during physical activity than an ordinary human. This allows him to exert himself physically for much longer periods of time before fatigue begins to impair him. At his peak, Spider-Man can physically exert himself at his peak capacity for several hours before the build up of fatigue toxins in his blood begins to impair him.

Superhuman Durability: Spider-Man's body is physically tougher and more resistant to some types of injury than the body of a normal human. His body is more resistant to impact forces than anything else. He can withstand great impacts, such as falling from a height of several stories or being struck by an opponent with super strength, that would severely injure or kill a normal human with little to no discomfort.
Superhuman Agility: Spider-Man's agility, balance, and bodily coordination are all enhanced to levels that are far beyond the natural physical limits of the finest human athlete. Spider-Man is extraordinarily limber and his tendons and connective tissues are twice as elastic as the average human being's, despite their enhanced strength. He has far beyond the agility and acrobatic prowess of the most accomplished circus aerialists and acrobats, all combined. He can also perform any complicated sequence of gymnastic stunts such as flips, rolls, and springs. He can easily outmatch any Olympic record at gymnastics apparatus such as flying rings, climbing ropes, horizontal bars, trampolines. With his agility, alone, he can dodge bullets only inches away from hitting him.

Superhuman Equilibrium: Spider-Man possesses the ability to achieve a state of perfect equilibrium in any position imaginable. He seems able to adjust his position by instinct, which enables him to balance himself on virtually any object, no matter how small or narrow.

Superhuman Reflexes: Spider-Man's reflexes are similarly enhanced and are currently about 40 times greater than those of an ordinary human. In combination with his spider-sense, the speed of his reflexes allows him to dodge almost any attack, or even gunfire, if he is far enough away. Spider-Man has even been shown in some cases, to be able to dodge bullets only inches away from his face.

Regenerative Healing Factor: Spider-Man has a limited healing factor. While not on Wolverine's level, it is sufficiently powerful enough to recover from severe injuries from broken bones and large amounts of tissue damage in a matter of days.

Contaminant Immunity: Due to his accelerated metabolism, Spider-Man has a higher tolerance for drugs and diseases than normal humans, and he can recover from the effects of larger doses rapidly. During an encounter with the Swarm, Spider-Man was incapacitated by thousands of bee stings, but recovered in less than 24 hours. His resistance and recovery time to other toxins and diseases varies, but is typically significantly higher than normal. However, Spider-Man has the normal human tolerance for alcoholic beverages.

Spider-Sense: Spider-Man possesses an extrasensory "danger" or "spider" sense which warns him of potential immediate danger by the manifestation of a tingling sensation in the back of his skull, and links with his superhuman kinesthetics, enabling him to evade most any injuries, unless he cognitively overrides his automatic reflexes. The precise nature of this sense is unknown. It appears to be a simultaneous clairvoyant response to a wide variety of phenomena (everything from falling safes to speeding bullets to thrown punches), which has given several hundredths of a second warning, which is sufficient time for his reflexes to allow him to avoid injury. The sense also can create a general response on the order of several minutes: he cannot discern the nature of the threat by the sensation. He can, however, discern the severity of the danger by the strength of his response to it. Spider-Man's spider-sense is directional and can guide him to or away from hidden weapons and enemies.Sudden and extreme threats can cause his spider-sense to react with painful intensity. Spider-Man can also sense and dodge attacks directed randomly or by an artificial intelligence. Using his spider-sense to time his enhanced reflexes, Spider-Man can casually dodge attacks up to and including automatic-weapons fire, provided there is sufficient distance. His spider-sense is sufficiently well-linked to his reflexes to the point that a threat can trigger them even when Spider-Man is asleep or stunned. His spider-sense has helped him preserve his secret identity since it alerts him to observers or cameras when changing into or out of his costume. The spider-sense does react to those who Peter does not consider to be a threat, such as Aunt May. Spider-Man can choose to ignore his spider-sense, and distraction or fatigue diminish its effectiveness. Spider-Man's fighting style incorporates the advantage that his "spider-sense" provides him. His body begins to produce more adrenaline after the sense is triggered, an extension of the 'fight or flight syndrome.' Even when he does not have the use of his eyes Spider-Man can still use his Spider Sense in a similar fashion to Daredevil's Radar Sense to help him see by sensing the direction the danger is coming from by listening on the loudest noise around him.

Radio Frequency Detection: His spider-sense also enables him to track certain radio frequencies, which he has used to his advantage via his Spider-Tracers.

Weapons/Equipment:

Web-Shooters: Parker's brilliance at physical science allowed him to create web-shooters for use when he became Spider-Man. The twin devices worn on his wrists are able to shoot thin strands of a special "web fluid" at high pressure. The web fluid was modified in Octavius' possession, allowing it to be stronger and last longer, something Peter found out the hard way when he was forced to make web underwear and ended up having his pants glued to it.

Web Fluid: A shear-thinning liquid, virtually solid until a shearing force is applied to it, rendering it fluid, whose exact formula remains unknown, but is rumored to be related to nylon. The web line’s tensile strength is estimated to be 120 pounds per square millimeter of cross section.
Talons: Octavius had added retractable sharp talons on his hands and feet, which he uses in combat against his enemies. The talons can also be used to inject nano-spider-tracers with GPS and listening device.

Utility Belt: Spider-Man keeps a utility belt holding web cartridges and his signature Spider-Signal.

Superior Spider-man's Suit: An updated version of the original Spider-Man costume that features sharp talons on the hands and feet, as well as enhanced lenses in the mask with HUD and tracking abilities.The talon gloves feature retractable talons on his finger-tips and toe tips which can be used for clawing and climbing. After making new ones, Otto can activate the talons faster.

Theme Song: Lol no.

Universe From: Earth 616.297

Other: He is always trying to be better than everyone he meets.
 
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'There is no other swordsman as tough as me!'​

Name: Elsword

Other Names: Elboy, Knight

Gender: Male

Race: Human

Affiliation: El Search Party​

Appearance: Elsword is a young boy of 13 years old and stands at 5'1". He has a spiky mess of flaming red hair and determined eyes that are the same shade as his hair. His clothing consists of a red, vertically striped shirt, a brown belt, white shorts, metal shoes, and gloves with two large buttons on the back and protective metal cuffs. Leather straps secure a piece of armor on his right shoulder. His body is rugged and powerful.

Personality: Elsword is plucky and ambitious but hot-headed, which has landed him in hot waters more times than he'd care to admit. Contrary to his knuckleheaded demeanor, he is a quick learner and has shown he is intelligent enough to learn his way around a weapon, especially his trusty sword. Taught by his sister who is a remarkable swordswoman, Elsword is skilled beyond his years and continues to grow due to the strict training regimen instilled in him by his sister.

He boasts high fighting spirit and willpower, wishing to get stronger for his own reasons. When faced with a tough opponent, his approach is simple. To him, there's nothing a sharp piece of steel can't beat.

History:

Elsword is an ambitious but hot-headed young swordsman trained by his sister Elesis, the leader of the Red Knights. Elsword and his big sister, Elesis, were enjoying an ordinary day, when an unexpected change came about. Elesis had received a reinforcements request from the Velder Army, which required her immediate departure. Elsword tried to persuade her to let him fight alongside her and their father, but failed. She ensured him that the next time they meet, he will have become much stronger, and reluctantly walked away to fulfill her duty.

Elsword was alone, lamenting about the circumstances as he laid upon his bed, reminiscing about his family. His father was one of the best knights of the kingdom, and his sister a highly desired talent, and there he sat alone, feeling weak and helpless. Wishing he was stronger, he grabbed his sword, and began to train relentlessly, day after day, swearing that he will become strong enough to protect everyone. With every bit of progress he made, his face filled with a smile as he recalled his sister's words of encouragement, knowing that someday he would join his family in battle at last. Elsword now searches the land for two things: El, the precious gems that power his kingdom, and his sister. (copied from the wiki)

Powers/Abilities:​
Superhuman Strength: Many times in combat, Elsword has struck the ground hard enough to raise rocks and lava geysers from the ground. He swings his heavy sword one-handedly. He can hit hard enough to shatter armor and stun his opponents. He has also launched monsters several meters into the air.
Superhuman Endurance: He is able to take hits from conventional weapons like swords and guns with little damage. These weapons can kill him, but definitely not as easily as they can kill a normal human. He doesn't often show fatigue except after certain attacks and can spin rapidly for several seconds without being dazed. He is even able to harden his body briefly and prevent flinching. His durability against physical attacks is impressive, but he is less resistant to magic.
Superhuman Speed and Agility: Elsword is much faster than a regular human. His sword swings can be fast enough to expel a damaging shockwave, and can generate small tornados. He is capable of easily somersaulting, flipping, and jumping high and incorporates this into his fighting style.
Skilled Swordsman: His sister's teachings have made him an exceptional sword user, capable of easily defeating small fries.
Magic Power: Though he can't control it, magic energy exists within him. He harnesses it by hitting extremely hard, like when he creates flame geysers.
Awakening Mode: By attacking or being attacked enough, he builds up a power that can be released for a brief but significant boost of strength. It's possible to tell at a glance when he's entered this state: a red aura will be overflowing from his body. The more energy he stores before awakening, the longer the boost lasts. However, the energy will ebb when not used for a long period and need to be regained.
Way of the Sword: Another ability of Elsword's that activates from dealing and taking blows. There are two forms he can take when he leans toward one enough: The Aura of Vitality and the Aura of Destruction.
Aura of Vitality: Elsword's speed is highly increased and his special moves will cost him less stamina.
Aura of Destruction: Elsword's physical strength is sharply increased and he can roar to knock things away and steel his body for incoming blows. His special techniques become, well, more destructive when this is active.



Weapons/Equipment: His Great Sword, depicted in his picture. It weighs approximately 10 kilograms.

Theme Song:


Universe From: Elsword

Other: He is the youngest member of the El Search Party.

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'My name is Michael J. Caboose, and I hate babies!'

Name: Michael J. Caboose

Other Names: Captain Caboose

Gender: Male

Race: Human

Affiliation: Blood Gulch Crew, Blue Team

Personality: Caboose seems to act very childish as his understanding of the world and actions are incorrect and shows a great amount of curiosity. However, Caboose does show a lot of care to many characters, even to the Reds, despite them being rivals. He often tries to impress others in order to gain their respect, although it often backfires in some way. Caboose shows a great amount of loyalty as well, as shown when he kept trying to resurrect Church through Epsilon. Because of his mentality, Caboose easily becomes hurt if insulted, such as in Change of Plans, and is easily abused, such as when he was tricked to shake the Alien's "other arm". Overall, Caboose may act like a child, but is very loyal and brave when the situation calls for it. He's also incessantly cheerful; always expressing enthusiasm and adopting an optimistic mentality on missions and in the face of danger. Upon passing through the Construct portal, Santa describes him as never having a negative attitude. He does show that when he feels lonely he can become highly obsessive and secretive; such as the events in Relocation and his discovery of Freckles. Caboose is still such a gigantic idiot that his brain activity is listed as 'unknown'.

History: Wiki link: Michael J. Caboose

Powers/Abilities:
  • Superhuman Strength: Caboose's strength far exceeds any normal human. He has so far sent multiple Tex drones airborne simply by charging into them, casually flipped a Warthog weighing more than three tons, picked up Andy the Bomb (something even Tex wasn't able to do), and survived more than ten times the gravity of Earth without even noticing (to put it into perspective, the average human can withstand up to three times that gravity. At ten times, all life would be destroyed instantly).
  • Superhuman Speed: Outran a Warthog, which can reach speeds of up to 125 km/h, completed Washington's obstacle course in roughly one second. Said obstacle course included a minefield and vehicle portion. Also ran across the whole of Blood Gulch without anyone noticing.
  • Durability: Regularly tanks explosions at point-blank range. Stepped on a landmine and was launched so high it took more than a minute for him to reach the ground. Then he stood up with no problem whatsoever. Fell of a cliff and landed on his head, and was completely fine. Has also been drinking petrol ever since he met Church will no ill effects.
  • Stamina: Caboose essentially has a limitless amount of stamina, as he sprinted in front of everyone in full equipment, up a hill. The rest of the group were already strained at this point.
  • Berserker Rage: When enraged, Caboose essentially becomes unstoppable, charging through a large number of enemies and performing wrestling moves that easily dispatch enemies.
  • Engineering: Despite his negative IQ, Caboose has been shown to be a surprisingly gifted engineer. In Season 10, he and Simmons were able to install Epsilon into Carolina's mongoose so they could spy on her. In Season 11, Caboose was successfully able to repair his pet war robot, Freckles, and the latter referred to Caboose as his "master". This counter-intuitive skill is likely due to Caboose being a kinesthetic learner, being better at learning tasks that are entirely hands-on, and requiring more practical knowledge than anything else. Also, it may be due to Caboose having a form of savant syndrome, which in this case would be where he has skills in engineering and athletics, but very low levels of independent living skills and other forms of intelligence.
Weapons/Equipment:
  • MA5D Individual Combat Weapon System: Also known as the Assault Rifle, the MA5D ICWS is a gas-operated, magazine-fed, automatic assault rifle designed to execute close-quarters combat with lethal efficiency, regardless of hostile counter-op, environmental conditions, or duration of use in the field. Caboose's rifle is installed with Freckles, his 'pet' A.I. formerly belonging to a Mantis War Droid. The inclusion of Freckles allows the rifle to have an auto-targeting system and thermal sensors which detect heat signatures. The weapon can fire even when not being held. It also has an aimbot function, which automatically aims for the user.
  • M6H Magnum: The M6H Personal Defense Weapon System is a M6 Series-handgun manufactured by Misriah Armory. It is an up-sized Officer's model and has a smart-linked KFA-2 ×2 scope and an electroless nickel finish.
  • M9 Fragmentation Grenades: The M9 High-Explosive Dual-Purpose grenade (abbreviated M9 HE-DP grenade), also known as the Fragmentation grenade, shortened Frag grenade, or simply Frag, is a UNSC-issued grenade that functions in a manner very similar to contemporary hand grenades.

Theme Song:


Universe From: Red vs Blue

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'Victory or Sovngarde! For Skyrim!'

Name: Ulfi Blackthorn

Other Names:
Dragonborn
Stormblade
Hero of the Stormcloaks

Gender: Female

Race: Nord

Affiliation: The Stormcloaks

Appearance:
Ulfi is of average height with above-average muscle build in comparison to other female Nords.

Personality:
Ulfi is a more calm person who lives her life after having settled down. She had her share of adventures and is now retired. However, she still has the urge from time to time to go on an adventure or hunting for food. While her age has partly tamed her, she still craves for adventure. Yet, there isn't much for her to explore in Skyrim. Regardless of this, she still holds dear to the values she learned during her adventures. Being a worshipper of Talos and a supporter of the Stormcloaks. Believing that Elves hold no rights to rule Skyrim, but is against expelling them entirely.
She is honourable when it comes to Nord standards. When in a fight, she is very aggressive and doesn't give up. Using a combination of two-handed weapons and her Shouts.
She does take pride in her accomplishments, her titles and her current living situation.

History:
Ulfi was born and raised in the town of Helgen. At a young age, she left her home to go on an adventure. During this time, she traveled to Cyrodiil. Witnessing the humiliating defeat of the Empire at the hands of the Aldmeri Dominion. As she continued her adventures, it became increasingly more difficult by the day to worship Talos. This came to the point that she became wanted. As news came to her about the Stormcloak Rebellion, she immediately went to Skyrim to join. However, she was ambushed and captured by the Empire.
When she was about to be executed in her hometown, Alduin swept in and destroyed the town. Killing her parents in the process. With vengeance in her heart, she departed to Riverwood. Here, she was offered help by Ralof's family. After which she departs to Whiterun, going until then almost entirely on a path to kill the dragon that killed her parents and destroyed her home. (going mostly entirely through the main quest before doing anything else).
A few months after the end of Alduin, the Vampire threat appeared. During this, Ulfi sided with the Dawnguard and managed to wipe out Harkan's court. After which she went on exploring Skyrim for both sating her thirst for adventure and to wipe out any remaining vampires and dragons still loyal to Alduin's ways. During this time, she killed Grelod the Kind. Causing her to draw the attention of the Dark Brotherhood. This ended with Ulfi butchering the Dark Brotherhood.
Then at one day, she was ambushed by cultist following Miraak. Ulfi travels to Solstheim where she helps the population to get rid of Miraak's influences and helping the government and the Skaal village of their problems. Learning from the Skaals how to make Stalhrim equipment. With this knowledge as well as the Shouts found here, she returns to Skyrim.
When she arrived, she was greeted by the Ebony Warrior to challenge her to a fight. She accepted the challenge and manage to beat the Ebony Warrior. She gave the man a burial according to Nord tradition out of honor.
After this confrontation, she bought a patch of land in The Pale and builds her own house here.

Powers/Abilities:
Ulfi knows a little bit about healing magic but is at novice level with this.
The Thu'um (Shouts)

Weapons/Equipment:
Ulfi own three, self-made sets of armor.
Dragonbone armor (minus the helmet which is Helmet of Ygnil)
Nordic Carved armor (minus the helmet which is Helmet of Ygnil)
Stalhrim armor (full set)

She uses a Dragonbone Greatsword as well as a Nordic Carved Greatsword. She uses a Stalhim bow which fires Nordic Carved arrows. She is also in possession of a Ancient Nordic Pickaxe, but doesn't use it in combat.
She also has the Bloodskal Blade.
She only carries one set of armor, one greatsword (two max) and her bow and arrows at the same time as weapons.
She also wears an Amulet of Talos.

Theme Song:


Universe From: Skyrim

Other: Details such as trivia. Optional.
 
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'Were it so easy...'
Name: Thel 'Vadam

Other Names: Arbiter, Destroyer, Kaidon, Arby

Gender: Male

Race: Sangheili

Affiliation: Swords of Sanghelios

Appearance: Thel stands at a height of 7'10" (2.39m) and appears to be hunched over. Thel's jaw is quadruple-hinged, with an upper jaw, a greatly reduced lower jaw which are four mandible-like 'lips'. With few exceptions, these mandibles are generally shown with six teeth each; many sources also depict an additional large fang on the tips of each mandible. His hands are tetradactyl, having four digits; two middle fingers, and two opposing thumbs on the outside for grasping, and his legs are also digitigrade, with short upper and lower legs, and elongated tarsals, using the distal and intermediate phalanges to support their weight when walking. This arrangement possibly allows them to run very quickly and jump large distances. Thel has least two hearts, which circulate purple/indigo-colored blood through his veins; the coloration is most likely caused by bimetallic hemoglobin, possibly cobalt-iron, whereas the crimson-blooded Humans possess monometallic iron-based hemoglobin. His skin is ash grey in colour, and he has slitted amber eyes. Other than this, he is always wearing his Arbiter armour. It is composed of a bronze/silvery metal, with ornate engravings and metal work, indicating the Arbiters ceremonial nature. However, it is fully functional as a combat suit, incorporating a heads-up display, energy shield system, and active camouflage.

Personality: Thel, like all Sangheili, is keen to do things in an honorable manner, though he is more flexible when it comes to equipment, weapons, and vehicles. His hatred of the Jiralhanae doesn't seem to be as strong or destructive as that of other Sangheili; one example of this is when the Arbiter tried to reason with Tartarus in Installation 05's Control Room. He is shown to be true to his title "Arbiter" as he often tries to negotiate with some of his other enemies (Yanme'e, for example) and will only kill when forced to do so. He has deep respect for his fellow Sangheili and a grudging respect for the humans, specifically John-117 and Sergeant Johnson.

Despite being a former enemy of humanity, Thel has shown a willingness to fight alongside them toward a common goal. Even before peace was established, Thel was willing to work with Avery Johnson to stop Tartarus. Johnson's aid in the fight with Tartarus and the fight he put against him earlier may have earned Vadam's respect as he seemed to respect Johnson in their later encounters. He also showed sorrow at Johnson's death, and said that even beyond death, the Sergeant still guided them. He was also willing to fight side by side and back to back with the Master Chief, someone he once considered a great enemy. Thel also respected humanity enough to be present at a memorial to everyone who fell in the war. While he respected the humans he was wary of their intent and likely had his own reason for having Evan Phillips visiting Sanghelios.

Although he often conducted himself with honor and a measure of tolerance towards others, he was not beyond pride and impatience, and would sometimes act dismissively or condescendingly to people like Catherine Halsey or Spartan Locke. Those who did not know him well frequently thought him stubborn and willful.

History: At some point between 2535 and 2552, Thel's exceptional leadership and combat prowess earned him the rank of the Fleet of Particular Justice'sSupreme Commander. During his time as a Supreme Commander, Thel was responsible for over 1 billion human casualties, the loss of at least 7 human worlds, the destruction of over 123 human vessels during fleet action and the deaths of over 23,000 UNSC personnel.

Near the end of his time serving as Supreme Commander, he led the victorious Covenant forces at the Fall of Reach. As the battle ended, Thel ordered all ships within his command to follow the fleeing UNSC Pillar of Autumn. Following the Autumn's course led them to Installation 04. Commanding the Seeker of Truth, he had his ships begin evacuation of the ring upon the release of the Flood, but the parasite managed to capture a ship and infect a Minor Prophet, the Minister of Etiology. The sudden widespread evacuation led to confusion as ships became infested, and he was unable to prevent the destruction of the ring and was forced to abandon it. The abandonment saved his life, but also resulted in the capture of the newly arrived flagship, the Ascendant Justice, by John-117, and he was called before the High Council to answer for these failures.

The loss of the Forerunner relic that the Covenant held "holy" rendered the Council unmoved by his defense, and 'Vadamee was stripped of his rank, title, name, honor, and branded a heretic for his failure in safeguarding Hal TheMark of Shame was branded upon his chest in front of many of the Covenant, and he was sentenced to death. He was sentenced to "be hung by his entrails" and his corpse "paraded through the city" as an example to others.The Prophet of Objection went so far as to say "it was heresy."

Upon being brought to the Prophet Hierarchs of Truth and Mercy, they intervened and offered to commute the sentence if he would become the new Arbiter. Understanding that becoming the Arbiter of the Covenant amounted to an indirect death sentence, but also seeking an opportunity to redeem his name to retain honor for his continuing bloodline, the Sangheili accepted the offer.

The rest of Thel's backstory can be found here.

Powers/Abilities:
  • Combat Mastery: The Arbiter is very experienced at combat and has extensive knowledge of every weapon and vehicles. The Arbiter expressed a desire to understand human weapons even before his alliance with the UNSC.
  • Close Combat: Thel is a master with his Energy Sword, having practised since he was young. He is skilled the point where he can single-handedly defeat multiple skilled assassins at once.
  • Master Strategist: One of the few advantages that Humanity had over the Covenant was how the latter stubbornly refused to use innovative tactics against the former. Thel 'Vadam completely subverted this handicap by being so unpredictable that the even the most experienced and educated strategists of the UNSC couldn't counter his strategies. What makes this all the more remarkable is that Thel 'Vadam came from a culture that ostracised traits such as innovation and creativity, yet he somehow managed to develop these qualities independently.
  • Elite Traits: As a Sangheili, Thel is physically superior to humans. He is comparable to SPARTAN-II supersoldiers like Master Chief in that he can flip warthogs and run faster than even the fastest human. He is also able to pick up humans with one arm. He also has superior eyesight and smell.
Weapons/Equipment:
  • Type-51 Carbine: A reliable recoil-operated and charger-fed, semi-automatic weapon that fires 8mm caseless radioactive projectiles. The weapon's cylindrical magazine holds eighteen rounds, and also provides indication of number of rounds left in the magazine, using a holographic display. Good for mid to long ranges.
  • Type-25 Directed Energy Rifle: Covenant directed-energy weapon, reverse engineered from forerunner technology that uses a superheated ionized gas called Plasma, instead of projectile ammunition. The weapon has a power output of 100-150 KV @ 2~3 dA, and can fire 360 to 540 rounds per minute. Semi-automatic or fully-automatic fire mode.
  • Type-1 Energy Weapon/Sword: A melee weapon used exclusively by the Sangheili. The Type-1 Energy Weapon/Sword consists of a curved hilt, housing an energy storage module and a device for projecting the plasma which forms the blade. The actual blade is composed of two partially ionized 'blades' of free moving electron based gas held in a blade-like form by two small magnetic-field generators built into the handle of the weapon. This forms and contains the oval shaped, ionized blades for which the weapon is recognised.
  • Type-1 Antipersonnel grenade: A spherical explosive composed of an unknown material and contains a small plasma generator. When primed, the Type-1 Plasma grenade starts venting its coolant ensuring that the grenade does not stick to the individual who primed it. When thrown, the gaseous plasma begins to ionize to a degree such that if it comes into contact with a vehicle or individual, the plasma will start to burn into the surface and adhere to it, the venting coolant will cause the small plasma generator inside to destabilize and will in turn cause the grenade to detonate.
Theme Song:


Universe From: Halo

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Why aren't you on FIRE RIGHT NOW?!

Name: Orendi

Other Names: The Chaos Witch

Gender: Female

Race: Verimorph

Affiliation: Battleborn, The Rouge Faction

Appearance: Orendi is short, reaching about 4'11 in height. She is dressed in colors of bright orange, black, and white. the material is assumingly fire-proof since she uses chaos-fire magic. She wears black material covering her arms and legs. Her right eye is glowing red, assumingly from either her magic or it is a side-effect from assimilating Minion laser modules into her hands. She has four arms, none of them have five fingers. The top two have two fingers and a thumb while the bottom two have three fingers and a thumb. Each has a fully-functional eye in the palm that glow the same red as her right eye does. On her feet there is four toes, one big and three smaller. She wears spiked metal rings as bracelets and anklets with one ring around the big toe of her right foot. Metal plates cover her knees.

Personality: Unhinged, un-predictable, and feared even by members of her own faction. She seems to have a fascination with eyes and fire, and her comments about certain situations are all but insane. She slanders the name of the law, often stealing, vandalizing, and murdering for shits and giggles. Or "the cackles" as she would put it. It doesn't matter who you are, if you are a well-known hero or the most evil villain she will act accordingly by judging the instant she sees another thing. Reactions vary from killing on sight to becoming their best friend and it will stay that way forever more. It doesn't matter the deeds, if she likes how they look they will live. If she doesn't, the least she will do is call names. Since she weights near to nothing, and since she knows it, she likes to hitch rides on the backs of her 'friends' that can support her on their back.

History:

Her race was under study by the LLC, and they had noted that the Verimorphs could adapt to any situation and climate needed to of course over some time. Which gives them different physical features, it was rare to come by two Verimorphs that were alike in some way. Though little is known about Orendi, she was mentioned many times in pre-caution warnings about being very, very dangerous. After the evacuation of her home star, Etran, she had joined and climbed the ranks of the Rouges, a group lead by Reyna.

Powers/Abilities:

Chaos Bolts: Orendi's primary attack launches a rapid-fire volley of chaos bolts. Her slower secondary attack fires four bolts simultaneously.

Nullify: Unleashes a burst of energy that deals damage and propels Orendi backwards from the blast.

Shadowfire Pillars: Summons a mighty pillar of shadow and flame at targeted location

Paradigm Shift: Conjures an intense blast of energy directly in front of her.

Weapons/Equipment: Her only weapon would be chaos magic, well actually that would be her weapon of choice. She is also endowed with razor sharp claws on each hand and pointed teeth though she doesn't tend to bite unless someone decides to shove their hand in her face.

Theme Song:

Universe From: Battleborn

Other: Details such as trivia. Optional.




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Trust us, we're a doctor.
Name: Miko

Other Names: Combat Botanist, Doctor of a Thousand Beings

Gender: Genderless

Race: A. Mikollopria (AKA a bud)

Affiliation: Battleborn, Eldrid

Appearance: Miko is very slim in build though its fighting style is pure agility and all around a glass cannon. It takes the form of a walking mushroom, human features such as walking upright with a straight posture, four fingers and one thumb, and speaks English. It has a single yellow eye and a mouth that could be mistaken for just a line on the stalk (because it doesn't really have a face). On top of its head rests the cap of a mushroom, fitting since its species is fungal-based. The cap is red with some designing on top. It wears no clothes, in fact what may look like clothes is actually its own body still. Its a sort of armor but isn't very hard at all. The shades of its body are light blue with red accents

Personality: Miko tends to take enjoyment out of a good fight and it will praise the opponent for their fighting skills if it sees fit. It is respectful toward its opponent, that is if they are self-thinking and not just thralls of some higher power. It bows to show respect when it sees fit, and it tends to try to give advice to those who might need or want it. Though since it does not respect those who are not self-thinking thralls it does resort to name-calling in battle and mocking the enemy's fighting ability, a childish counter to its otherwise respectful attitude toward self-thinking people. It enjoys meditation and prefers to plan out its next move whether it be in battle or a simple conversation with another being. It is kind to its allies, showing support when its ally is beaten in battle or if they are going through some rough times. Since it is a healer, it prefers to keep it allies close-by in case anything may happen to them. It remains calm in dire situations though anger is shown in abundance sometimes at whatever may have happened; say an ally died and it could not save them. It is all too familiar with the concept of death, being the last specimen of its kind. It does not want to see another die for any reason at all, that is if they are an ally. So like all sentient life, it has emotions and opinions. If you are on its enemy list, you will stay there most likely forever. But its mind could be changed, it is hard to do so.

History:

Its species was near eradicated after the destruction of its home star, being the last of its kind it took it upon itself to seek out the members of the Battleborn, a renegade force fighting against Rendain, the one who seeks to destroy every last star until the universe is consumed in darkness. Miko will not die alone or afraid as Rendain said every life form would. It was not alone in the fight, for among the many Battleborn there were other Eldrid there and furious about the destruction of their home star. And with that fury, Miko fights to save the universe from darkness.

Powers/Abilities:

Biosynthesis: Miko gains health over 5 seconds. During that time, Miko's Healing Beam grants 25% more health.

Cloud of Spores: Throws a spore sac that explodes on impact, dealing damage and leaving behind a Cloud of Spores that slows all enemies that enter it for the next 4 seconds.

A. Mikollopria: Miko has evolved to adapt and survive through natural toughness, speed, and the ability to heal others with a Healing Beam.

Fungus Among Us: Deploys a mushroom with an area of effect lasting 45 seconds. Allies gain 79 health per second while in range.


Weapons/Equipment: Poison-tipped kunai.
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Theme Song:

Universe From: Battleborn

Other: Details such as trivia. Optional.
 
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'I'm not that smart, okay? I just do what my heart tells me to do.'

Name: Okuyasu Nijimura

Other Names: N/A

Gender: Male

Race: Human

Affiliation: N/A

Appearance: Okuyasu is a young man of above-average height and medium to athletic build. Two fine lines cross his face in semicircles passing the inner corners of his eyes. He sports a small, dark pompadour, the hair at his sides light and combed back closely.

He wears a dark, modified Japanese school uniform, featuring a double-breasted jacket, which he decorates with metallic, golden emblems, including a yen (¥) sign on the right of his collar and a dollar ($) sign on his left (more accurately, a cifrão; with two vertical lines). He also has a larger dollar sign on the middle of his chest. On his right shoulder, he has printed "億" ("Oku", the kanji for 100,000,000); variously replaced with the word "TRILLION" in large, light letters between his shoulder and elbow; mirroring the word "BILLION" on his left. In the animated adaptation, his jacket has white piping. He wears two slim, sagging belts at the top of wide-legged pants.

The Hand appears as a humanoid figure typically in attire similar to football pads, though it has several spikes jutting from them. A towel-like object drapes over its shoulders, with a $ symbol on one end and a ¥ symbol on the other – corresponding with Okuyasu's own fashion theme of currency symbols. On each side of the Stand's face are blinders that cover its headlight-shaped eyes and limit its vision, a result of Okuyasu's own impulsive demeanor. Its right hand has spiderweb-like lines on the inside, along with two bumps on its palm. However, these features on its right hand were not shown until later chapters. The Hand is generally portrayed as being white and wearing blue armor with golden decorations.

Personality:
I'm just dying to erase your goddamn existence, you little shit!
Okuyasu to Red Hot Chili Pepper

Okuyasu Nijimura is an impulsive and violent youth with a good heart nonetheless.

The word that describes Okuyasu the best could be "childish", as he possesses several traits hinting to a certain immaturity. Okuyasu is a very extroverted and impulsive man, acting by his own words "with his heart". He consistently shows his emotions, which are more extreme than for the average individual, being ecstatic when he is happy, in tears when he is sad, and enraged when angry. Okuyasu frequently acts out of impulses, and rarely takes the time to observe or reflect in a fruitful manner.​

Okuyasu has been known to be "not good at making decisions" and being generally dimwitted, although he has moments of genuine ingenuity. Constant reliance on his big brother Keicho Nijimura and belittling from him made Okuyasu unable to take decisions that do not come out of instinct and is self-conscious about this limitation. This results in him repeatedly and openly stating his lack of intelligence. His inability to think was exploited on three occasions, and during all he was easily psyched out by his opponent. However, Okuyasu eventually grows out of it: at the end of the part, when Okuyasu was hanging between life and death, he took the decision to live and saved Josuke.

Okuyasu is a very curious person, showing deep interest in any new sight, which has lead him toward Tonio Trussardi's restaurant or a crop circle where Mikitaka Hazekura rested. This curiosity extends to having an habit to try to learn the bottom line of anything, notably asking Josuke persistently why he helped heal his wounds when Keicho shot them both and why he couldn't heal his own wounds, which is one of the reasons why he has such difficulties at making decisions when opponents try to manipulate him.

Okuyasu also possesses a confrontational and violent side, possibly due to his abusive childhood. On top of being foul-mouthed, he regularly issues threats to those that anger him, and has on several occasions hit people out of pure anger, notably Tamami Kobayashi and Shigekiyo Yangu. In battle, Okuyasu is very aggressive and has little qualm using The Hand to lethal goals, although he seldom succeeds in hurting anyone but himself. After Akira Otoishi and Yoshikage Kira murder his brother Keicho and friend Shigekiyo, respectively, Okuyasu shows a desire for vengeance. In fact, Okuyasu is noticeably more serious and cold during these moments of rage, a fact which make him frightening to those around him. When he first meets Mikitaka, he quickly gets annoyed with him and keeps asking Josuke if he should punch him or kick his ass, with Josuke frequently telling him to calm down.

Okuyasu possesses a truly kind and honorable side, first visible after Josuke healed his wounds; he then helped Josuke save Koichi and tried to reason with his brother over no longer using the Bow and Arrow. He regularly shows great care for his friends and family, caring for his father and tried to end his misery. Though when he learned his father had some humanity left in him, Okuyasu tried to convince his brother to find a way to at least restore their father's memories and personality rather than try to end him. Later on, Okuyasu is never shown hesitating to help a friend in need, notably saving Koichi from many tight spots and helping Josuke throughout his many battles. In addition, despite his confrontational personality, he has been shown to have a good understanding of morality. Okuyasu knew full well his older brother Keicho did a number of awful crimes and despite loving him, he understood that he would be killed by someone someday and deserved to die because his crimes would catch up with him.

Okuyasu regularly laments that he doesn't have a girlfriend, being disappointed not to have lived 15 years ago so he would know Reimi Sugimoto, and being mildly jealous of Koichi's relationship with Yukako Yamagishi.

He is also mildly stingy, refusing to share his food with Josuke in the Let's Go Out for Italian arc or lend Josuke money after hearing about how his mother froze his account. In addition, it is implied he is conservative with his money as he tells Josuke after they excitedly win the lottery that he is putting it in savings. He currently only has five to six years of savings which he is living off of.

On a side note, he likes Italian stuff and hates spicy food, preferring curry with honey and apples. He also likes choco strawberry cone flavored ice cream. In addition, he cooks at home for his father and him, as stated in Let's Go Italian arc chapter 1.

History: You may need to refer here:
Okuyasu Nijimura

Powers/Abilities:
A Stand that erases space and teleports objects. That could have been really dangerous...if this guy wasn't such a dumbass.
Josuke

The Hand is a heavily battle-oriented Stand. Similarly to Crazy Diamond, The Hand is a powerful short-ranged Stand who can easily wrestle with the former, although it is not as fast. Its unique power of space erasure makes it theoretically one of the strongest Stands of Diamond is Unbreakable, but as Josuke points out, Okuyasu's slow wit dampens its potential.

ELIMINATION
Anything The Hand's right palm touches when it does a swiping motion with its arm is erased from this universe, be it physical matters or space itself. This ability effectively removes whatever is in the Stand's path from existence in accordance with the user's will. Objects that are subjected to the ability appear as if an extremely sharp blade had sliced clean through them. Okuyasu also states that not even he knows where the voided objects go.

Whenever The Hand erases something, the voided space is usually immediately filled and "stitched up" by adjacent space and objects, effectively removing any traces of the removed objects ever existing. The space elimination and this curious property gives the normally short-ranged Stand substantial ranged capabilities, as it can simply remove the space between itself and a target to bring them closer or have Okuyasu come to them. Okuyasu likes to refer to this technique as "teleportation".

However, that last property is not always portrayed as it was shown that The Hand swiping through the ground could leave craters.

This power has several weaknesses. Because the elimination is concentrated within The Hand's palm and it must make a swiping motion, it is possible to grab the arm and block it as Crazy Diamond did and to evade it.

Weapons/Equipment: N/A

Theme Song:


Universe From: JoJo's Bizarre Adventure (Part 4)

Other: N/A​
 


"Man, what the hood done for me? Always dragging me down. Ever since I got out of the hood shit been cracking! That's everybody's dream, to get out of the hood..."​

Name: Carl Johnson

Nickname(s): CJ, Mister C-to-the-J, Romeo, Playboy

Race: Human

Affiliation: Grove Street Families; the most powerful and original Families set.

Personality: CJ is markedly different from the previous playable characters in the Grand Theft Auto series. While Claude and Tommy Vercetti are both depicted as completely heartless and feeling no regret for all of the people that they kill, CJ is depicted as having a considerably less violent personality, occasionally giving his victims a chance to redeem themselves. An example is his failed attempt at convincing Pulaski to see that he was no more than Tenpenny's pawn. Furthermore, CJ displays genuine remorse for having to kill Ryder and Big Smoke, who he considered close friends. However, CJ has no problem with killing members of other gangs, and willfully slaughters any that get in his way of reclaiming Grove Street Family turf or try to sabotage his businesses, though in return, the gangsters are trying to kill CJ also. CJ's naïve personality, inexperience, and face-value interpretations of other characters' responses occasionally leads them to question CJ's intelligence (The Truth, Catalina). CJ, like his brother Sweet, holds a deep seated loyalty towards Grove Street and the hood, as seen in his reaction to the resentful attitude of his friends and siblings early on. Though, towards the end of the game, while Sweet was in prison, and CJ was making progress in San Fierro and Las Venturas, the unattended Grove Street became Ballas turf and was filled with crack dealers. CJ tries to get his brother to abandon the hood for their assets elsewhere, but he is quickly convinced into re-taking the turf. CJ also handles most things in a "boss" like manner. This is shown during the mission The Meat Business when Carl keeps encouraging Ken Rosenberg to calm down and remember that "you're the boss".

Backstory:

Childhood
Carl "CJ" Johnson was born in 1968 in Los Santos, to Beverly Johnson. He has a father, but as seen in the intro movie, he said he didn't know him. Beverly had four children: Sean, Carl, Kendl, and Brian. Sweet states that Carl was born in the Johnson House, the family's childhood and current home. Old Reece, a family friend, and Ganton's local Barber Old Reece, recalls memories of Carl's father, although Carl tells Joey Leone that he never knew his father, and that Sweet was the "man" of the house but made his life miserable. Carl says to Woozie in Amphibious Assault that when he was swimming as a child, he once got a condom stuck on his face and that "you can't forget horror like that". This also explains his fear for swimming.

The Johnson siblings, along with Melvin "Big Smoke" Harris and Lance "Ryder" Wilson, grew up on the same cul-de-sac and were childhood friends. CJ recalls Ryder dealing drugs since he was ten. Sweet became the leader of the Grove Street Families and introduced him, CJ, and possibly Brian into the gang life.

Around 1985, the Grove Street Families were at the height of their power when they first became pressured by Frank Tenpenny, a corrupt police officer of C.R.A.S.H. It's likely that Officer Eddie Pulaski was also serving with Tenpenny at this time. The Grove Street Families went into a decline at some point between 1987 and 1992. Carl's younger brother Brian died in 1987. The cause of his death was never revealed, though it is implied Carl was present but did not help him, as Sweet laments that Carl "let Brian die". He was no longer considered a member of Grove Street, and would later have to earn his way back into the gang. Big Smoke also implies that Carl was physically larger during that time, stating that the "East Coast got [him] all thinned out". Carl also used to be a rapper, as he claimed in a conversation with OG Loc.

Adult Life in Liberty City
Following Brian's death, Carl left Los Santos and moved to Liberty City. When he arrived, he began working with Joey Leone, the son of Leone Family Don; Salvatore Leone, in the car theft business, as well as other small-time crimes.


GTA: San Andreas
In 1992, Beverly Johnson is killed in a drive-by shooting by the Ballas. Sweet phones Carl and informs him, and Carl agrees to return for the funeral.

Carl returns and takes a taxi to his mother's house, but is arrested and confronted by C.R.A.S.H. members Frank Tenpenny, Eddie Pulaski and Jimmy Hernandez, who explain that Carl will do work for them, or they will frame him for killing their fellow officer Ralph Pendelbury. After meeting with Big Smoke at the Johnson house, Carl finally meets with his siblings and friends. Carl quickly learns that the Grove Street Families lost much of their power over the last five years - a result of the growing crack cocaine trend and, though Sweet doesn't admit it, Sweet not having as much personal strength as a leader without CJ home. CJ and Sweet work furiously to successfully bring the gang back to power, with CJ regaining his brother's respect in the process. This included reuniting with the Seville and Temple families, as well as the Aztecasleader Cesar Vialpando (who, although a rival of Sweet's at the time, began a loving relationship with Kendl), and wiping out the Ballas, the sworn enemy of the Grove Street Families. Carl also helped OG Loc, a laughable "poser" who aspired to be a rapper (consequently ruining rap superstar Madd Dogg's career in the process).

The gang is at the second height of its power, and is planning on taking out the rest of the Ballas in an ambush, until Cesar reveals to Carl that Ryder and Big Smoke have betrayed the gang to C.R.A.S.H and the Ballas. Carl rushes to the gunfight, suspecting that Sweet and the gang are walking into a trap, and manages to hold off the Ballas to rescue a heavily-wounded Sweet, until both of them are arrested by C.R.A.S.H. Grove Street Families and the Varrios Los Aztecas practically disappear, and Big Smoke becomes head of a drug ring and takes over Los Santos. OG Loc also becomes a rich and famous rapper, with Big Smoke acting as his manager as a means to launder his money.

C.R.A.S.H. abandons Carl in rural Whetstone to eliminate a witness against them. It is slowly revealed that they are being tried in court over their corruption, in a case that is quickly building media attention. Cesar connects CJ to his (mentally unstable) cousin, Catalina, and the two form a relationship built on the robberies they commit together. Tenpenny introduces CJ to The Truth, an aging hippie who is supplying Tenpenny with tons of weed, and tells CJ to frame a D.A who is an enemy of Tenpenny's. Tenpenny demands that CJ pay for the shipment, which forces him to return to work with Catalina, who now has an obsessive crush on him. Carl also meets the San Fierro Triads leader Wu Zi Mu during a street race. Catalina finds him at the race and expresses her feeling of neglect and anger, feeling that he was only interested in her as a partner in crime, also proclaiming that she has a new boyfriend, Claude. CJ defeats Claude and Catalina in a street race, gaining the deed to Claude's run-down San Fierro garage. CJ leaves for San Fierro with The Truth and Tenpenny's marijuana (despite Tenpenny betraying The Truth). They meet Cesar and Kendl at the garage in Doherty, San Fierro. CJ is angry about the bad state of the garage and believes that it is completely useless. Kendl explains to CJ that the property is a great opportunity, and through The Truth, he hires Dwaine, Jethro and Zero to work in the garage.

Carl meets with Woozie in San Fierro and the two quickly become strong allies, collaborating to take down each of their enemies enemies - Carl targeting the Loco Syndicate (Big Smoke's suppliers) and Woozie's rivals, the Da Nang Boys. Carl infiltrates and eventually kills all the chief members - Jizzy B, T-Bone Mendez, and even Ryder from the Grove Street Families. The garage (now a car theft ring), as well as renting out property, has earned Carl a modest sum of money. He receives a surprise phone call from Mike Toreno, a former member of the Loco Syndicate (who was apparently killed), who reveals himself to be a government agent and is recruiting Carl's help in exchange for releasing Sweet from a life sentence. Although it is a well-kept secret from all of his friends, The Truth finds Carl at Toreno's place of operation, and warns Carl that Toreno can't be trusted. He continues to recruit Carl's help in stealing a Jetpack from Area 69, which is needed for The Truth's goal of stealing mysterious, enlightening green goo.

Woozie invites CJ to the Triad's glamorous Four Dragons Casino in Las Venturas. Upon arrival, Carl is given shares in the casino by Woozie "in exchange for some help setting it up". They are faced with aggressive competition from the Mafia-run Caligula's Palace and, as revenge, spend time planning an extremely elaborate heist of Caligula's. This dually involves Carl infiltrating Caligula's inner circle of management (by chance of The Truth's association with music industry employees Kent Paul and Maccer) to work with their manager, Ken Rosenberg, and even Don Salvatore Leone, later helping the trio fake their deaths to escape Salvatore's rage. During this time period, C.R.A.S.H. extracts the last of Carl's labor before they try to kill Carl (and kill Hernandez for snitching on them), with Carl killing Pulaski and escaping alive. Carl, by chance, sees Madd Dogg attempting suicide and saves his life, partially out of guilt for ruining his career.

Carl's ongoing vendetta towards Tenpenny and Big Smoke, finalized by Madd Dogg having to sell his mansion to drug lord Big Poppa, prompts Carl to return to Los Santos, taking back the rapper's mansion by force. While recording Madd Dogg's new album, Toreno gives Carl the last of his work before Sweet is released from prison. Sweet is disgusted at Carl for his new millionaire's lifestyle, and for having forgotten all about helping the Grove Street Families. Sweet immediately takes Carl back to Grove Street to begin their task of reclaiming all of their turf. As the gang slowly begins their third return to power, Carl manages to get Madd Dogg's rhyme book back from OG Loc, reviving Madd Dogg's career, as hitting Big Smoke close to home. In the case against Tenpenny, it's shown on the news that since there is no evidence implicating him in his criminal activities, he would walk free; seconds after, citywide riots commence in outrage at Tenpenny's acquittal. During the confusion, Grove Street Families retakes almost half of the city's turf, and, after an assault on his Crack Palace, Carl kills Big Smoke. After Carl and Sweet chase him across the city through the riots, Tenpenny also dies after his firetruck falls from a bridge above Grove Street. At a celebration in the Johnson house, Madd Dogg, accompanied by Ken, Kent, and Maccer, announces "our first gold record" to Carl. At the same time, Sweet insists on making Grove Street a priority, while Kendl suggests going back to Las Venturas with Woozie, but Carl's only reply was that he was "fittin' to hit the block, see what's happening".

After GTA: San Andreas

Carl is now a young and wealthy man. His assets and business interests include the Grove Street Families gang and Madd Dogg's contract in Los Santos, a car garage and several other properties in San Fierro, and shares in the Four Dragons Casino in Las Venturas, as well as the government's $60 million jetpack.

It is suggested that Carl, Madd Dogg, Kent Paul and Maccer are to go on a world wide tour, as mentioned by Madd Dogg during the game's final cutscene. Maccer and Kent Paul are to ride along, giving another hint that Carl helped the two rebuild their band.

Powers/Abilities:

Marksmanship: CJ, having completed the game, have accurate skills to all guns or weapobry he uses.

Parkourist: Despite the fact that CJ is athletic, he knows how to parkour in any objects, including high-rise buildings.

Athletic: Despite the fact that CJ is an athletic person, he have high agility, knows how to swim and his energy will lasts for 3 hours.

Leadership: During the attack to Madd Dogg's mansion that was once controlled by a new Vagos set called Uptown Northside Vagos, CJ led an army of Triads to reclaim Madd Dogg's mansion from the deadly Mexican gangsters which proved himself to be a leader.

Equipment/Gear:
Sunglasses
Dual Beretta pistols
Phone
Rolex (Watch)
and that thug-like necklace, I forgot its name

Theme Song: can't post. My home country's internet is shit as fuck (since I'm on vacation)
 
image.png
'I cannot hold back your tide of bad decisions'
'War, does not compute. What is it good for?'
'Welcome to oblivion'
'
Find Gortys. Keep her safe.'


Name: Loader Bot

Other Names: Unknown

Gender: Gender-less

Race: Armed Robot

Affiliation: Hyperion

Appearance:
Height: 2-3x the size of a normal human
Manufacturer: Hyperion
Righteous Father: Rhys
Merciless: Negatory

Personality: Unknown for a robot who was supposed to be a killing machine, I mean this thing did care for another small robot aswell

History: It is very much unknown on how Loader Bots came to be, but oh well
Episode 1: Zer0 Sum
After Rhys and Vaughn upsets the local bandit clan in Prosperity Junction , Rhys hastily calls Yvette for back up. Once he tailors the Loader to his preference, it is deployed via a Helios moonshot cannon and lands on top of an unfortunate Bandit. Rhys then instructs the bot to kill all the bandits and rescue Vaughn after Rudiger tries to flee with the briefcase using their car.
When Rhys catches up with Vaugh and the Loader Bot, he optimizes the bots performance to kill all the remaining bandits. The Loader Bot then helps Vaughn and Rhys enter the World of Curiosities but is attacked by bandits and severely damaged. It is the player's decision then to initiate self-destruct mode or evacuate the area...
The bot returns to reunite with Rhys and Vaughn after they survive the Murder Rally and accidentally knocks Rhys down into a secret Atlas bunker.
Depending on the players choice, he either downloaded his personality and memory into a new body (if told to destroy himself) or has repaired himself after his last battle (if told to retreat). His mood towards Rhys also depends on the earlier decision; he is either pissed or pleased to see Rhys respectively.

Episode 2: Atlas Mugged
Loader Bot still helps Rhys and his friends, even though his behavior towards Rhys is different based on his decision to evacuate him or destroy him. At the beginning, at the part in which the caravan is chased by the Rakk Hive, he is hit by Rakk but he shows up later to save Rhys and Vaughn from Vasquez and takes them either to Hollow Point or Old Haven. At the end, he is ordered by Rhys to attack Vasquez, but he's disabled by the latter's Universal Remote.

Episode 3: Catch a Ride
Broken free from Vasquez's control, he helps the protagonists get out of the Gortys Facility, but he is stopped by a Technical's rocket. He then follows the protagonists up to the Dome. Rhys has to opportunity to make peace with him if he blew him up. Here, he gets his legs and lower torso deattached by Vallory's henchmen, but he still helps Rhys and Sasha chase August by running with his hands.

Episode 4: Escape Plan Bravo
He doesn't appear much in this episode. He mostly serves to highlight eventual damages to the Space-Van

Episode 5: The Vault of the Traveller
Loader Bot returns to save Rhys from Handsome Jack in the beginning of this episode. He escorts Rhys towards the final fully functional escape-pop only to have it taken by another Hyperion Employee after Jack corners them with turrets. Loader Bot protects Rhys as they run to a semi-functional escape pod, with the turrets and Kroger attacking them as they flee. Loader Bot pries open the doors to the malfunctioning pod, putting Rhys inside and sealing it before launching it into space, leaving Loader Bot behind to be assaulted by Kroger.

Later on when Rhys and Fiona are interrogating the Masked Kidnapper he takes off the mask to reveal that he has been Loader Bot (who had grafted his head onto Handsome Jack's robotic endoskeleton in order to compensate for catastrophic damage to his old body) the whole time, hiding his identity from the two as he did not wish for them to lie about their tale to him so that he would learn the whole story and their motivations.

Powers/Abilities: Unknown

Weapons/Equipment: Mainly a Turret, and a rocket launcher | Secondary options: Rocket Launcher, Grenade Launcher and a Riot Shield

Theme Song:

Universe From: Tales from the Borderlands

Other: Few notes here

  • Depending on the players preference, the Loader Bot can come equipped with either a machine gun or riot shield for his primary weapon and a cluster of Quasar grenades or a shoulder mounted rocket launcher for his secondary weapon. Different combinations will alter the scenario and gameplay to a minor extent offering several unique dialogue and action scenes.​
  • According to Rhys, after the death of Handsome Jack, the Loader AI system became more intelligent and the loaders themselves became more self-aware.​
  • In Ep. 4 Escape Plan Bravo he gets another intro that has a message in binary, 01000110 01110010 01101001 01100101 01101110 01100100, which translates to "friend."​
  • In episode 5 when Rhys searching for the escape pod, there is an easter egg when he silently pats loader bot's head.​


310

'Someone please spit in my eye! Or lick! I don't care! Lick me in the eye'

Name: Vaughn

Other Names: The money man, "Your" best friend

Gender: Male

Race: Human

Affiliation: Hyperion (FORMERLY)
Children of Helios (Current Leader)


Appearance:
Height: A bit shorter, or the same size as his friend
Clothing: Standard Hyperion Uniform (Brownish-black pants, White buttoned shirt, Hyperion Jacket, Standard Tenni-shoe (I really don't know_))
Children of Helios (Tribal clothing as for the exception of the upper torso, as he wears a Blue-Turquoise-ish type of jacket)

Personality: May not handle nervous situations very well, kinda something of a coward (except when he got to handle up the Children of Helios)

History: Not much is known about Vaughn's past life aside from the fact that he is 27, however, it is known that he is in accounting for Hyperion. He is excellent with numbers and money management, but is something of a coward and cannot handle nervous situations very well. He and Rhys are best friends, knowing one another since childhood, and the two are also close friends with Yvette [a known Lunch leech to some].

Powers/Abilities: Performing transactions in 1-5 seconds or less via the power of his glasses

Weapons/Equipment: Techy Bowtie (which may play music at a very low volume only his ears may hear (perhaps)). Techy damn glasses

Theme Song:

Universe From: Tales from the Borderlands

Other:
 
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A58ABF9C3502332BBAB9205319F4E353EE4A4839

'I'm the Dragonborn. Your argument is invalid.'
Name: Sigmund

Other Names: The Last Dragonborn, Dovahkiin, Lastborn of Akatosh, Harbinger of the Companions, Listener of the Dark Brotherhood, Guildmaster of the Thieves Guild, Archmage of the College of Winterhold, Legate of the Imperial Legion, Thane of Whiterun, Thane of Falkreath, Thane of Haafingar, Thane of Hjaalmarch, Thane of the Pale, Thane of the Rift, Thane of Winterhold, Champion of Azura, Champion of Boethiah, Champion of Hermaeus Mora, Champion of Hircine, Champion of Malacath, Champion of Mehrune Dagon, Champion of Meridia, Champion of Molag Bal, Champion of Namira, Champion of Sanguine, Champion of Sheogorath, Member of the Bards' College

Gender: Male

Race: Nord

Affiliation: Imperial Legion, Dark Brotherhood, Companions, Thieves Guild, College of Winterhold, various daedric princes

Appearance: Sigmund stands at a height of 6'3", and has short, light brown hair which is slicked to the left, and electric blue eyes that glow slightly in the dark due to his Dragonborn powers and beast blood. He wears a set of custom armour he designed himself which is optimised for his assassin skillset. It is a flowing red and black coat and hood meant for optimal mobility, and also serves to protect him from harm. He also finds it incredibly awesome to look at.

Personality: Sigmund is a somewhat eccentric individual with a strange obsession with hoarding everything he can get his hands on, and is an extreme kleptomaniac, usually stealing every valuable he can get his hands on, which includes pickpocketing and sneaking into homes to steal everything. However, do not allow his behaviour to confuse you, as he is a deadly adversary in combat, slicing through swaths of enemies with his weapons and magic. He is also one of the greatest assassins alive, as he was the one who killed the Emperor of Cyrodiil, infiltrating his way past unsuspecting guards and striking from the shadows. He is also quite a brilliant leader, being Legate of the Imperial Legion, and the leader of numerous factions in Skyrim such as the Companions and Dark Brotherhood. Fiercely protective of his daughter Runa, he will do anything to protect her from harm. Insulting his daughter or worse, attacking her is a surefire way to get your soul sent to the Soul Cairn for the rest of eternity. Tends to be extremely bloodthirsty, constantly wandering Skyrim to look for a fight.

History: Follows the events of the game, plus all DLCs. I'm too lazy to write the entire plot of Skyrim, so here's a wiki link.

Sigmund sided with the Imperials during the Civil War, and more or less followed a renegade route, joining the more 'evil' factions such as the Dark Brotherhood and Thieves Guild. He also became the Champion of several Daedric Princes mostly because he was bored. Sigmund here is from around three years after the beginning of Skyrim. The Falskaar mod is also installed, which is so good I consider it canon.

After kicking the collective asses of Alduin, Lord Harkon, and Miraak, Sigmund the Dragonborn decided it was time to give saving the world a break, and decided to give the simple life a day in court and spend some time with his family. Although he wasn't married and had no real interest yet, his trusted (though somewhat annoying) housecarl Lydia was one of the closest friends he had. His adopted daughter Runa lived with him in Lakeview Manor, the best piece of property in Sigmund's opinion. Runa was overjoyed that her father would be able to spend some real time with her, since he normally spent weeks adventuring outside.

For a while, life was good. Sigmund was filthy rich, and he had bought numerous pieces of property in Skyrim, and he could pretty much afford anything and everything. He even bought an entire castle on the outskirts of Whiterun, and funded the reconstruction of Helgen, the village that was burnt to the ground when Alduin attacked, and the place where his adventure began. However, Sigmund's lust for adventure never faded. Try as he might, he simply couldn't keep his blood from boiling - both dragon and werewolf. He had to go back out. The simple life was simply too boring for a young and eager adventurer like him.

So, a month later, he packed up his things, sharpened his swords, said his goodbyes to Runa with a promise to visit every week, and headed out. Now free again, he fully revelled in his freedom, and sought out new quests. Of course, not before letting his kleptomania take hold of him first and going on a thieving spree across Skyrim.

While hanging around Riften and stashing his large amount of stolen goods in the headquarters of the Thieves Guild, he ran into some guy named Jalamar who claimed to be hearing strange noises in Echo Deep Mine. Intrigued at the prospect of a new questline, he travelled there to investigate. There, he slaughtered the bandits inside. Then he found some Dwemer ruins inside. At first, due to his hatred of Dwemer ruins, he almost turned back, but his curiosity led him in.

Inside, he discovered a Dwemer portal thingy that he activated completely by accident, and suddenly found himself on the island of Falskaar off the coast of Skyrim. He hadn't even heard of the land before. Its inhabitants declared that he was a prophesised hero named 'The Traveler'. There, he began a new adventure to save the world from some guy named Yngvarr Unnvaldr who wanted an ancient artefact known as 'The Heart of the Gods', which would allow him to control all of Nirn.

After going on a long adventure and stealing quite a lot of things and getting sidetracked by sidequests, Sigmund eventually caught up the Yngvarr and proceeded to beat the shit out of him in order to prevent him from obtaining the Heart of the Gods. Defeated, Yngvarr freezes him and makes a run for the Heart of the Gods, but at the last moment, a dragon appeared from nowhere and grabbed Yngvarr, preventing him from taking the artefact. The Dragonborn was then teleported back to Amber Mead Inn, where he was congratulated by Jarl Agnar and the other inhabitants of Amber Hold. They then proceeded to celebrated by getting shitfaced drunk.

After returning to Skyrim, Sigmund was approached by a warrior clad in ebony, calling himself the Ebony Warrior (who would have guessed?), who challenged him to a fight, as the warrior felt that had fought all he could fight and told the Dragonborn that his final wish was to be sent to Sovngarde by a worthy adversary. Feeling the same way, and also quite bored, Sigmund accepted the challenge, and they met at Last Vigil located on the Velothi Mountains. Under the light of Nirn's two moons, the two then proceeded to have an epic battle. Eventually, after a long and awesome fight, Sigmund eventually triumphed over the Warrior, defeating him and fulfilling his last wish. He then paid his respects to one of his greatest opponents yet by stripping him of his armour and tossing him off the side of the mountain.

Powers/Abilities:
  • Master Assassin: As a stealth-based assassin type, Sigmund is an offensive character who primarily focuses on infiltration and espionage, having incredibly damaging weapons he uses for stealth kills. His twin blades he uses are also able to inflict massive damage, along with his daedric bow. He is a master swordsman and archer, and while he has spent little time improving his magic, he is still skilled in using Illusion magic. The single greatest thief in all of Skyrim. He can steal people's clothes without them noticing... somehow. Other than this, he is a skilled blacksmith, enchanter, alchemist, craftsman, chef, and architect, to name a few.
  • Thu'um: Dragon Shouts, also referred to as Shouts or Thu'um in Dragon language, are an ancient form of magic prominently used in Skyrim during the late Merethic and early First Era, but has gradually become obscured. Shouts use the vocalization of specific "words of power" to create powerful magical effects, usually for offensive purposes. Each Shout is made up of three words. However, one or two words of a given Shout may be used, but the effect is correspondingly less powerful compared to the full force of the whole shout. Here's the wiki page since there are simply too many Shouts to list here.
  • Magic: While having knowledge of all eight schools of magic, Sigmund is only truly skilled in Illusion, with Alteration coming in second, and Conjuration third.
  • Werewolf Transformation: Werewolves are the most commonly known type of lycanthrope found in Tamriel, where they can be found in every province. As the Harbinger of the Companions, Sigmund can turn into a werewolf at will. Being a werewolf, Sigmund has beast blood flowing through his veins, which allow him to be immune to all diseases.
  • Perks: Active effects granted by his various pieces of equipment and shrine
Weapons/Equipment:
  • Talos Takedown: A pair of finely-crafted swords made from steel and ebony, forged in the fires of the Skyforge by Sigmund and imbued with a portion of his own dragon soul, the Talos Takedown make for an incredibly damaging weapon able to pierce through armour.
  • Nightingale Bow: A unique bow used by Nightingales of the Thieves Guild. It is a damaging weapon at range, making it perfect for stealth kills. Typically notched with daaedric arrows.
  • Blade of Woe: A unique dagger he obtained after the death of Astrid, the previous leader of the Dark Brotherhood. The weapon absorbs health from its target. Often wielded with the Corvo.
  • Corvo: A daedric dagger with a frost damage enchantment, which deals frost damage to targets and slows their movements. Often wielded with the Blade of Woe.
  • Potions: Consumable items found throughout the province of Skyrim and the rest of Tamriel.
    There are two different subdivisions of potions.
    • Potions help by restoring health/magicka/stamina, fortifying an ability or the effect of an ability, or otherwise benefiting the Dragonborn.
    • Poisons, on the other hand, are applied to weapons and detrimentally affect the targeted NPC.
  • A bunch of other weapons and junk kept in his inventory
Theme Song:


Universe From: The Elder Scrolls

Other: More or less a representation of how I play in the game.
 
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"You think you're special? You're not. Everyone is the same. Everyone lies. Everyone hides things. No one makes it through life being completely honest."
~Izaya Orihara




Name: Izaya Orihara

Other Names: (I'm not sure if cannon AUs count but here they are) Roppi, Psyche, Hibiya (If they don't no he doesn't)

Gender: Male

Race: Human

Affiliation: Dollars

Appearance: Izaya is about 5'9" tall, and weighs about 128 pounds. He has short black hair and red-brown eyes. When ever he is out side of his apartment he is almost always wearing a dark brown jacket with fur cuffs and hood rim, it kind of resembles that of a jacket in which a female would wear out on a cold day. the black near skin tight outfit he wears under the jacket is long sleeved with the shirt tucked in and a seat belt type belt to hold his pants up.

Personality: Izaya has a bit of a self destructive personality which can get him into a lot of trouble. With his words of "advise" often being taken the wrong way due to the way he presents himself during interactions, people tend to want him dead. He is seen as evil by most he interacts with even though he, at times, actually wants to be helpful, but his riddles aren't very much appreciated in dire situations.

He also knows he's a coward, but he's proud of this fact. He would rather run from a major conflict and live another day rather than fight and lose his life in a senseless skirmish about nothing. He rarely talks about his fears but among them are dogs and dead fish eyes, he is aware that the dead fish eye thing is completely idiotic, but fears them none the less.

He only shows his caring side when he is truly worried for someone he cares about and will go out of his way and spend considerable amounts of money to protect those he is worried about. Though this is a rare sight to see and many get confused if they see this side of him. He mostly shows this trait with his twin sisters which he always pretends to hate around others.

History: I decided to be lazy lol Izaya Orihara

Powers/Abilities: He isn't all powerful in fact he doesn't have any superpowers at all. Though he does make it a point to know a little bit about everything. He likes to be in the know and can gather information relatively quick in a matter he knows nothing or not enough about.

Weapons/Equipment: He carries a field switch blade.

Theme Song: Durarara! opening

Durarara! x2 opening

Universe From: Durarara! Durarara! X2

Other: Details such as trivia. Optional.
 
Queek Headtaker


"Queek is the best! Queek wish to kill green-things and beard-things! Queek wish to drink their blood and rip their flesh! Queek do this for Gnawdwell. This is what Gnawdwell wants, yes-yes?"


Name: Queek Headtaker

Other names: Dwarf Smiter

Gender: Male

Race: Skaven

Affiliation: Skaven Under-Empire, specifically Clan Mors

Appearance:
Queek_Headtaker.pngdownload.jpg
(Height is never stated, but he stands taller than the average skaven, who is a bit shorter than most humans, about the height of a grunt from Halo. However, since he is known for being a very large skaven, i would assume he is taller than most men)

Personality:
Queek's personality can be very much likened to a powder keg; unpredictable and dangerous. He can not be bribed, he ignores all threats and is bravery is beyond what one would consider foolhardy. He is incredibly bloodthirsty as well, and has an ego to match both his fearlessness and bloodlust. He considers himself the greatest warlord to ever live, as any skaven should. However, unlike many other skaven, he will back these claims and gladly do battle with any who refute them. Queek, infact, shows an unnatural interest in finding and fighting the strongest enemy possible. Alongside his infamy for being a great warrior, Queek is also equally as infamous for his madness. Queek has a disturbing affection for his collection of severed heads he keeps upon his trophy rack. Those who would dare to touch his prized possesions would be dealt with by him severely. At times, Queek has even been seen talking to these heads.

Although Queek is a magnificent warrior, he is not known for his cunning, if he has any at all. Queek prefers a daring frontal assault over wiser and more efficient means of attack. Unlike most skaven, Queek detests scheming of any kind. Even Lord Gnwadwell, his mentor, has expressed disappointment in Queek's ineptitude for things other than fighting, often remarking that the warlord is a dangerous, but blunt weapon.

History:
Queek, like many Skaven before him, was born unto this world within the many Breeding Pits owned by the burly warriors of Clan Mors. Queek's litter was born large and black-furred, a sign that these Skaven would grow up to be true killers within the violent and unstable society of their Clan. However, Queek was by far the largest of his lot, and in time, he eventually devoured his own brothers even before he opened his eyes or fully grew out his fur. Seeing great potential within Queek, Warlord Gnawdwell personally took Queek under his wing and trained him extensively to be his new protegee. As such, Queek was given the finest luxury that can be afforded by a Skaven of such high status.

He was given the best food, the greatest arms and armor, and was hand-reared by Gnawdwell personally to become the ultimate warrior. When Queek grew to be 4 years-old, the young Skaven has arisen swiftly through the ranks and earned himself a string of victories to his name. The majority of Queek's exploits have always been in the tunnels, lairs and caves beneath the surface of the Worlds Edge Mountains The Warlord's fame grew exponentially as word of his deeds and conquest spread across the length of the Under-Empire

His first major exploit was his daring attacks against the Greenskin stronghold of Black Crag, where he personally slew Big Boss Morglum Blacktooth in combat. Morglum would later become Queek's first trophy amongst many others that is to follow. It is said that the severed Orc head whispered instructions on how to find Dwarf Gouger, an ancient magical spiked-maul forged during the time of the Goblin Wars many centuries ago. At the time, Queek was still a mere Chieftain, but it was widely believed that he led the attacks that claimed the Night Goblin lairs near the ruins of Black Crag for the glory of Clan Mors. Having first pick of the spoils, Queek took Dwarf Gouger as his own signature weapon.

Queek would later lead another assault against Warlord Ikit Scratch and the traitors of Fester Spike. Demonstrating a greater degree of his otherwise inept cunning, Queek was able to trick Warlord Ikit into thinning his battle-line just as Queek personally led the spearhead straight into the heart of Fester Spike. The head of Ikit Stratch would later be placed upon another spike within Queek's growing trophy rack. Thanks to his many deeds and growing infamy, Queek would later be promoted by Lord Gnawdwell, replacing the once also legendary Sleek Sharpwit as the new Skaven Warlord of the City of Pillars. For many years afterwards, Queek fought a never-ending war of attrition against the armies of King Belegar and the hordes of Warlord Skarsnik.

Queek would later make another appearance upon the Skaven assault against the Dwarfs of Karak Angkul, where he was convinced by the deviously cunning Grey Seer Thanquol to attack the Dwarf Hold while it was left undefended. Queek and his army attacked without any major opposition until he was blocked by a newly assembled army in the next upper deeps. Queek, not taking failure so lightly, forced Thanquol to summon forth Verminlord Vecteek into this plane of existence to help him win this battle. The ritual ended in utter failure, as instead of summoning forth a Verminlord, Thanquol summoned the Bloodthirster Skarbrand instead. Even for a warrior as fearless as Queek, the Warlord could not beat such a monster, let alone even face it, and instead called it quits and hastily left the battlefield.

His latest exploits includes Queek being given command of an invasion horde of nearly a hundred-thousand strong, a force meant to destroy the great stores of powerful runic weapons within the armories of Karak Azul. Needless to say, despite the best efforts of the old and grizzled Warlord Sleek Sharpwit and the deviously pious Grey Seer Razzel, Queek's headstrong nature resulted in a disastrous defeat. Yet, out of the clutches of defeat, the deviously cunning Sleek Sharpwit have managed to string a series of events to his own benefit, leading Queek towards Black Crag where he hopes to instigate a war between the Orcs and the Dwarfs of Karak Azul. It was from there that Queek not only battled and survived an encounter with the legendary Gorfang Rotgut in single combat, but he also had the chance to lure the entire army of Karak Azul into a pitch battle. With the entire weapon stores of the hold given to this costly battle, Queek had achieved the mission given to him, and upon his trophy rack laid a new addition to his own collection. Knowing about his scheming, Queek sought out the old Warlord and make him pay for his manipulation. Warlord Sleek was able to, with the aid of Warpstone, fight the Headtaker to a standstill before the grizzled Warlord gave in to his tired old age. Sleek's severed head is now one of Queek's most prized possessions, so much so that Queek can still be seen talking to the old Warlord, listening to his hard-earned advice.


Abilities:
Queek is an incredibly skilled fighter, so much so that most opponents are unlikely to best him in a straight forward fight. On top of that, as a skaven he is incredibly fast and the usual strength disadvantage of the skaven is non-existent due to his abnormal size. He, like all other skaven, is incredibly resistant to the effects of warpstone, which would rapidly kill every other species.

Equipment:

Dwarf-Gouger: A Magical Maul, forged long ago, capable of breaking through almost any armor with a single blow.

Warp-Shard Armor: A war suit of spiked plates encrusted with shards of pure warpstone, which protects Queek from damage while damaging attackers.

Theme (doubles as the theme for Skaven in general):




Universe from: Warhamer Fantasy
 
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JackCooper.jpg

"Just doing my job. "

Name: Jack Cooper

Other Names: mini cooper

Gender: Male

Race: Human

Affiliation: Marauder Corps

Appearance: Jack is a human caucasian male of 5'8 that weighs 185 lbs (89 kg).He has black hair and brown eyes and is in the blood group A+


Personality: we don't get much personality from him but in the game, he is really loyal to the marauder corps and is very charismatic and level-headed but is sometimes really sarcastic if he's pissed off or confused

History: Jack Cooper

Powers/Abilities:

Weapons/Equipment: Copper is able to carry three weapons and two sets of equipment his equipment include Time Gauntlet and Grapple with his weapons consisting of a primary, secondary and a special anti-titan weapon which is basically a launcher. Valkyrie Sniper Rifle / Hemlok BF-R and the anti-titan weapon http://titanfall.wikia.com/wiki/LG-97_Thunderbolt. He also has access to BT which is a vanguard class titan.BT comes with the Tone with a burst fire kit and and can dash forwards in one direction but it takes 5 seconds to recharge and cooper has a double jump kit too

Theme Song:

Universe From: Titanfall

Other:
 

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'Stay with me the world is dark and wild. Stay a child while you can be a child with me.' - The Witch to Repunzel​

'You're so nice. You're not good. You're not bad you're just nice. I'm not good. I'm not nice. I'm just right. I'm the witch. You're the world.' - The Witch to the Baker, Red Ridinghood, Jack, and CInderella

'Unhappy now. Unhappy hence. As well as ever after. Been worthy of our discontents. We'd be happy.'- The Witch with Cinderella's sisters

'Careful the things you say. Children will listen. Careful the things you do. Children will see and learn." - The Witch​
Name:
The Witch

Other Names:
N/A

Gender:
Female

Race:
Human

Affiliation:
None

Appearance:
The Witch is a tall, pale woman with brown curly hair. She is known to be extremely beautiful before she was cursed with ugliness.

Personality:
The Witch is an aggressive woman who cares mostly for herself with the exception of her family. She cares for her daughter, Repunzel more than anything else in the world and is very protective of her. The Witch also enjoys making fun of people. She makes joking insults about other people often. She is also selfish and vain.

History:
The witch is first seen barging into the home of the Baker and his Wife, who she lives next door to. She tells the couple that when the Baker was a child, his father stole from her vegetable garden to feed his wife, who was expecting a second baby. She was then a beautiful individual with a magic garden. But after the Baker's father stole her magic beans, she was cursed and turned into a hideous witch. As revenge, she takes the family's newborn daughter to raise as her own, naming her Repunzel. She then curses the entire family, so the Baker would never have children of his own. She tells the baker and his wife that if they can find her a white cow, a red cape, a golden slipper, and yellow hair before the third midnight to come, then she can reverse her curse and will gift the couple with a child of their own. During the journey, the witch continually appears to intimidate the couple and rushes them to find the ingredients as fast as they can.

After the Baker and his Wife finally find the right ingredients, the Witch returns to her former self and gifts the couple with a child. She then attempts to reconcile with Rapunzel, but the girl refuses to return to her. The Witch then discovers she has lost her magic powers.

Soon after, a giant (whom was the wife of the giant that Jack had killed earlier ) comes down to the ground and demands that the villagers hand over Jack, causing much destruction. The Witch's magic garden is destroyed, except for a few of the beans. Eventually, only a small group, including the Witch, the Baker, Cinderella, Red Riding Hood and Jack are left. The Witch suggests that they hand Jack over to the giant, but the rest of the group refuse to do so. However, they soon start fighting over who is responsible for the Giant's presence, and soon they all turn on the Witch, deciding it is her fault for growing the magic beans in the first place. Hurt and fed up, the Witch abandons the group as her 'last curse,' and begins to hurl several magical beans into the ground, expecting to be cursed again with ugliness. She then gets pulled down into a tar pit, presumably dead.


Powers/Abilities: (I know she loses her powers but lets not fuss about that. Also, I will be giving examples of her powers when she uses them)
- Resurrection (As seen when she makes a cow come back from the dead)
- Teleportation (Several times seen when she suddenly appears out of no where)
- Cursing (She put a curse on The Baker and his wife in which they cannot have children)
- Pain (It is unknown if she can actually do any major damage but she has given people pain several time in Into The Woods)
- Making Thorns Appear (?) (She makes thorns appear to blind Repunzel's prince I guess)
- levitation (She levitates at the end of her 'rap' in the prologue)

Weapons/Equipment:
-Staff (To cast spells)
-Beans (Can make a magical beanstalk appear with the price of her beauty)

Theme Song:


Universe From:
Into The Woods
 
298


'If my life is gonna mean anything. I have to live it myself. '

Name: Perseus 'Percy' Jackson

Other Names:
Son of Poseidon
Head Counselor of Cabin 3
Savior of Olympus
Hero of Olympus

Gender: Male

Race: Demigod

Affiliation: Camp Half-Blood/Greek Pantheon

Appearance:
Percy is described as a very handsome young man, with disheveled, jet black hair, swept to one side as if he just gotten a walk to the beach and bright sea green eyes like his father Poseidon. He is described in a review as having a "Mediterranean" complexion. He also has a sarcastic, troublemaker smile. Percy is described as about an inch shorter than Jason Grace. He had a gray streak of hair he obtained in The Titan's Curse from holding the sky but has since lost it, as stated in The Mark of Athena by Annabeth. It is said that Percy gets his handsome looks from his father, Poseidon, a reason why Medusa wanted to preserve a statue of him. At the beginning of the series, Percy was average in athletics but later from his training, becomes very fit, muscular, and lean. He does not seem to know it, or may simply refuse to acknowledge it, but a great number of girls (as well as Nico) find him extremely attractive. Even Hazel Levesque stated that "He had the good looks of a Roman god." He is also complimented by Calypso, who when asked whether she was in love with Percy states, "If you could see your face. Of course, you." Like Leo, Percy was noted to have long, nimble fingers in The Hidden Oracle, with Apollo claiming that Percy's hands were perfect for a musician.

Personality: Percy is a brave, spirited natural leader, and is willing to risk his life to save friends, family, strangers, and sometimes even enemies. He has a sarcastic and smart sense of humor, a laid-back demeanor, and has earned the respect of all the Olympians, including Artemis (who strictly dislikes men), Dionysus (who hates most heroes because of what happened with Ariadne), and Hades (who generally hates demigods) and Zeus (who naturally hates children of Poseidon). He also earned the trust and respect of the Romans of Camp Jupiter (who usually don't trust Greeks). Percy remains true and never goes back on his word. However, he is definitely not perfect. Percy is somewhat short-tempered, and thus has trouble controlling his anger (such as when he sees bullying) and tends to do or blurt out things before thinking, no matter the consequences, causing him to get into a lot of trouble. He also feels responsible for everyone and anything which goes wrong. Percy is also really reckless and rebellious.

History:
Perseus "Percy" Jackson was born on August 18, 1993, to Poseidon and Sally Jackson (a mortal who could see through the mist)[1] He was raised by his single mother, Sally Jackson. Percy is named after the famed Greek hero Perseus by his mother for good luck because his namesake was one of the only heroes who had a happy ending and died a peaceful death. Sally's parents tragically died in an unfortunate plane crash when she was five. When Percy was a baby, his father, Poseidon, left to protect him and his mother from evil monsters. However, Poseidon visited him when he was in his cradle, which Percy described as a "golden glow" and his father's warm smile and a hand on his head. Soon, Poseidon left due to affairs in Mount Olympus. When he was a toddler, his mother married Gabe Ugliano, hoping his horrid smell will mask Percy from monsters, whom Percy despised and called "Smelly Gabe" because of his body odor that smelled like moldy garlic pizza wrapped in gym shorts.

Strange things often happened around Percy, often resulting in him getting into some kind of trouble or getting kicked out of over 6 schools. When he was just a baby, Percy was attacked by a snake but managed to strangle it to death, just like the famous demigod Hercules. When he was in third grade, a large man followed Percy around when he was at school, but by threatening to call the police, the teachers eventually got the man to leave. However, nobody believed him when he said that the man had one big eye and thought he was crazy and hallucinating. When he was in fourth grade, he accidentally hit the wrong lever on the catwalk when his school was visiting the Sea World Shark Pool and made his class take an unplanned swim. Then in fifth grade, he accidentally fired a war cannon which hit the school bus at the Saratoga Battlefield. Percy recounted that he was expelled from six schools over the course of six years.

Powers/Abilities:

Enhanced Physical Condition: As a demigod, Percy is faster, stronger than a normal mortal, as well as being more agile and durable. These physical attributes have allowed him to perform feats normal human can't, as well as survive situations mortals cannot. As he is a son of one of the Big Three, he is thus physically more powerful than most other demigods.
Enhanced Strength: Being a demigod son of Poseidon, Percy is shown to be considerably stronger than a regular mortal and being a son of one of the Big Three, his strength surpasses most other Demigods, able to knock out demigods with one hit, rip out the Minotaur's horn, able to deflect giants attacks, topple a seemingly insurmountably strong Polyphemus, strangle a snake when he was a toddler, and forced the tip of Porphyrion's spear into the ground while the giant was running, causing the giant's own momentum to flip himself over and that was when he was still injured. He had even held on a ledge, while supporting Annabeth's and his own weight with just his fingers, without much discomfort.
Enhanced Durability: Being a demigod, Percy is shown to be more durable than regular humans as he was thrown to solid rock by a giant and only managed a nosebleed and later still defeat multiple giants, shook off a hard kick in the chest from the Olympian god Ares, speedily recovered from a dodgeball thrown by a Laistrygonian Giant, brushed off from a whack in the chest by a giant, shook off hard hits from the Titan, Atlas, withstood a hard blow from Kronos without the Curse of Achilles and many other feats.
Enhanced Agility: Being a demigod, Percy is shown to be more agile than a regular mortal as he was able to leap on the huge Minotaur neck, dodge several slashes from Ares, the climb up to Antaeus head in a matter of seconds, vaulted over Polybotes's knee, somersault over a line of Roman shields, and able to keep his footing on a huge slippery, shaking crocodile, all with impossible agility, with Carter comparing his agility to gymnastics. His greatest feat of agility had to be in the Hidden Oracle when he leaped from a giant statue head to its shoulder and slip down the ship's rudder like a fire pole with impossible agility. Even the god, Apollo had to admit he was moderately impressive. He even jumped over a 20-foot wide river, despite having Annabeth on his back in Tartarus. Later, Annabeth said she has no idea how he did it.
Enhanced Reflexes: Being a demigod, Percy reflexes are faster than a regular human. Percy was able to deflect a bullet that can travel 1,700 miles per hour, even when he barely even seen the bullet in the Titans Curse. His reflexes also allow him to cut a volley of arrows in half in The Sea of Monsters.


Weapons/Equipment: Anaklusmos (Riptide in English), made of celestial bronze, given to him by Chiron to fight monsters. When uncapped, it becomes a 3 foot tall double-edged celestial bronze sword and causes the fear of most monsters around it. Riptide is usually kept as a ballpoint pen when not in use, and it will always return to Percy's pocket. It used to be the weapon of Hercules, who got it from Zoë Nightshade. In Last Olympian, Riptide can deflect blasts from Hades. When combined with his hydrokinetic powers and Curse of Achilles, Riptide becomes an "arc of pure destruction."

Water-Induced Abilities: When in contact with or in the presence of water, Percy gains a disproportionate amount of superhuman clarity, strength, speed, agility, and endurance equaling a god. While in this state, he was strong enough to snap Clarisse's electric spear "like a twig," and managed to contend with the war god Ares. In The Lightning Thief, Percy was able to successively disarm Luke, the most skilled swordsman at Camp Half-Blood for the last three hundred years in the Camp Half-Blood swordsmanship class with a complex maneuver after he'd doused himself in water. In addition, after Percy was pushed into the creek during Capture the Flag, he effortlessly defeated four children of Ares in rapid succession, including Clarisse, with ease. In The Sea of Monsters, Percy managed to shear off a portion of Luke's shield once enhanced by water, demonstrating godlike strength. However, this only lasts for a limited amount of time unless he is completely submerged in water. He also heals himself from any wound and most poisons when he comes into contact with water, the amount of water and time needed for the healing being proportionate to the severity of the wound.

Hydrokinesis: With the power of the sea within him, Percy can control every form and great volumes of water, being even able to summon and heal his wounds and cure himself of most poisons with it. Percy can control water to a very high degree, letting him control 10,000 gallons of water in The Demigod Files, but not near omnipotently as previously stated here. He can control it in order to make it explode, or use it to grab something. Percy can summon waves that can easily sink ships. His hydrokinesis abilities include:

General Hydrokinesis: He can create water from petrified seashells, as well as being able to create water with his own energy and summoning the "force of the ocean" to his will, as long as he concentrates hard enough. He can also harden water into an almost solid shape.
Hydrogenesis: Percy can create water from his own power, though it takes much of his energy for him to do so. Percy did this while at Mount Saint Helens, creating water out of nothing to cause a volcanic eruption, which was powerful enough to cause half a million people to evacuate and caused ash to fall as far as Lake Tahoe and Vancouver. He also uses this skill while creating his own personal hurricanes. While traveling on the Argo II during The Mark of Athena, he presumably used this ability while combining his powers with Jason Grace's to create powerful storms.

Vitakinesis (limited): Since he is the son of Poseidon he can heal most wounds and cure most poisons when in contact with water.
Water Propulsion: He can control the water around him to propel himself through the water. Percy can shoot water, not only from being in the water, but he can blast the own water he creates.

Underwater breathing: Percy can breathe underwater and diffuse the oxygen in the water to create oxygen bubbles that allow his non-hydrokinetic friends to breathe underwater. However, in The Last Olympian, he was unable to breathe in the River Styx.

Water Immunity: Percy can fall from great heights into the water, and is unaffected by any amount of water pressure. He does not get wet if submerged in water unless he wants to. Percy can dry items underwater (as long as he holds onto it), such as a lighter.

Water Solidification: Percy can harden water into an almost solid shape. He can use this power to walk on water, by increasing the surface tension of the water to the point where it is solid enough for him to stand on, and water constructs. So far, he has demonstrated creating a strong water shield, and on two instances in The Son of Neptune, he hardened the water into giant hands that followed and imitated the movements of his own hands.

Sailing Skills: Percy possesses an intimate awareness of any ship he is on (sailing ships, canoes, motorboats, possibly submarines); being able to telekinetically operate one (as well as anything related to the ocean)
Perfect Bearings: Percy has perfect bearings on the ocean, so he can easily navigate his way at sea.

Communication: Percy has divine authority over and can talk (normally and telepathically) to equines and sea creatures who mainly treat him with deference and lordly respect. He can also speak to other children of Poseidon underwater (seen in The Sea of Monsters, in a conversation with Tyson)
.
Atmokinesis (limited): Percy can summon hurricanes and other types of storms, but the extent to which he can control them is as of yet unknown. Percy's hurricanes have been shown to be powerful enough to douse the fires on Hyperion's body, leaving the powerful Titan vulnerable to attack. By the events of The Son of Neptune, he is able to sustain the storm with less effort than his first use of the skill against the Titan Hyperion, although it still drains him over time. He was also able to use it to knock a giant crocodile off its footing.

Electrokinesis (limited): Percy used this skill unintentionally on one occasion while creating his own miniature hurricane to fight Hyperion. Sparks of lightning appeared as his hurricane increased in power. His control of this ability, however, is far less than that of a child of Zeus and appears to be a limited side effect of his storms.

Aerokinesis (limited): Percy can summon strong winds, which he could use to create storms such as hurricanes and typhoons.

Geokinesis: Percy can generate earthquakes and (consequently) cause volcanic eruptions, but his control of this technique is less than that of a child of Hades.

Cryokinesis (limited): Percy can use cryokinesis to a small degree. He is able to use the ice and snow around him to make an icy hurricane, as he does during the battle in Alaska in The Son of Neptune. He can also manipulate frozen or icy water around him, demonstrated during his interrupted fight with Thalia in The Titan's Curse.

Toxikinesis (limited): Percy can control and manipulate poisons, as seen when he beats Akhlys in Tartarus in The House of Hades, as well as deflecting Polybotes' poison that was thrown at him in The Son of Neptune. This is limited, though, as poison is only part water. The full extent of this power is unknown although he is able to control it well enough, when angry, to the point of terrifying Annabeth who even asks him to stop. In The Blood of Olympus Percy tried to divert the poison Polybotes attacked him with but did not due to his fear of this power.

Heat Resistance: As a son of Poseidon, Percy has a far higher than normal resistance to heat and burns, similar to that of a Cyclops, due to his father's oceanic nature. In The Lightning Thief, he manages not to drop his sword when Alecto wrapped her fiery whip around his wrist. In The Battle of the Labyrinth, he was able to survive being engulfed by lava thrown by the telekinesis, though it began to get more painful the longer he was in contact with it, as well not being killed by the super-heated steam from the eruption of Mount Saint Helens.

Mist Control (limited): It was revealed in Percy Jackson and the Singer of Apollo that Percy can control the Mist, as shown when he made a police officer look at an imaginary line of limos to distract him. Though Percy can indeed control the Mist, he is not an expert at it and his power over the Mist is inferior compared to those of Hazel Levesque and children of Hecate. It is implied in the Lightning Thief that he may have a capacity for magic, with him using an evil ward to send Gabe Flying before even realizing his demigod heritage.

Zoolingualism (limited to Equestrians and Marine Life): Percy can understand and talk to marine animals, horses, and similar creatures.

Theme Song: None

Universe From: Whatever the universe in Rick Riordan's books take place is called

Other: Almost all of this was copied directly from the wiki

Your characters are only accepted if I say so. A like from me means accepted, to avoid clutter.
 
'I am nothing more than a maiden stuck in a mans body'

Name: Nagi Arisuin

Other Names: prefers to be called Alice

Gender: Male, Female, Genderless, Attack Helicopter

Race: Human {blazer}

Affiliation: Akatsuki

Appearance: Nagi is a very effeminate looking man, having many effeminate features, like soft eyes, and very girlish lips, although this maybe due to the fact that he believes he is a girl trapped inside a man's body. He has very long dark hair, that covers most of his forehead, and goes down all the way his ears.
He is usually seen wearing his Hagun academy school uniform as well. He also wears a religious cross, tied in with a necklace, around his neck.

Personality: Nagi is a very kind-hearted person who cares for his roommate Shizuku, constantly encouraging her and supporting her love towards her own older brother Ikki. He also seems to be very analytical, more so than he is leading on, as he analyzed Ikki and told him that Ikki's strength, and his pain tolerance were the same thing, even stating that it will some day destroy him.


History: Nagi comes from a small town in Eurasia, staying in a church with a nun and several children including his friend Yuuri. One day, his younger friends were kidnapped by a group of mob ordered by the mayor which resulted in the death of his best friend Yuuri. In a rage, Nagi killed all the mobs emotionless but indirectly ended his friendships with his younger friends. While wandering alone, he ended up meeting Sir Wallenstein who offered Nagi a position in Rebellion which he accepted under the terms of being handed a large sum of money

Powers/Abilities: Shadow Manipulation: Nagi's ability as a Blazer, Nagi can control shadows and use it to hide himself and his allies in it.
Master Assassin: As a former assassin of Rebellion, Nagi is a skilled assassin, being trained by Wallensteinhimself. This gained him the nickname "Black Assassin". Nagi also possess great skill in deceiving his targets, making them trust him, before stabbing them in the back.
Expert Combatant: Nagi is a skilled fighter, having defeated numerous opponents in the Hagun selection battles. Even as a child, Nagi was able to kill multiple adult men, ripping their bodies apart.

Weapons/Equipment:
Darkness Hermit (黒き隠者): Nagi's Device. It takes a form of a dagger and grants the user the ability to manipulate shadows. Nagi can materialize multiples of Darkness Hermit for his Noble Art.
  • Shadow Bind (影縫い(シャドウバインド) Shadou Baindo): Nagi's Noble Art. By stabbing his Device into another person's shadow, Nagi can bind his target's movement. Once the target is captured, their movement is completely sealed and is impossible to break.
  • Shadow Walk (日陰道, Hikagedou, lit."Shadow Path"): A Noble Art, that lets Nagi travel through shadows. There is a limit to the distance that Nagi can travel with the technique, but within that limit, Nagi can travel to any shadow he wishes to.
  • Shadow Spot (lit. "Hermit's House"): A hidden room, made from the space between shadows, that Nagi can enter anytime. He can also let other people in it. It's shaped like a small living room and has gas and water.
  • Shadow Beast (lit. "Animal Caricature") is a technique, where Nagi summons different kinds of shadow creatures from pools of shadows. So far, he has shown being able to summon shadow tigers and bears.

Theme Song: Identity by Mikio Sakai

Universe From: Rakudai Kishi No Cavalry or Chivalry of A Failed KnightNagi-01.jpg
 
Halo_3_odst_the_rookie_by_acetrainer44-d5f4k6x.jpg

"......."
Name: J.D.

Other Names: Rookie

Gender: Male

Species: Human

Affiliation: UNSC Marine Corp, 105th Shock Troops Division (formerly), Independent (in rapture)

Appearence: Rookie is a human of average height (by 26th century standards), putting him at around 6 feet tall. He has black hair and bright blue eyes, and a mostly clean complexion. He is Caucasian, and in incredible physical condition due to him being among the most elite soldiers humanity has to offer during the Human-Covenant war.

Personality: Rookie often prefers to not get involved with things that are not his bushiness, instead waiting on the sidelines until he is needed. He is shown to be quite intelligent, being able to deduce what has happened prior to his arrival to places with minimal evidence. On top of that, he has a firm grasp on combat and medical skills. He is shown to go to any ends to complete a mission once he has thrown himself into it, and his clearly not one to give up easily.

History: Rookie was born in Crisium City on Luna, in the year 2525. He Enlisted July 7th, 2547,and by 2552, he was a private first class onboard the UNSC Chares with the 26th Marine Expeditionary Force, as part of a Rapid Offensive Picket, as part of reinforcements requested by an ODST on the planet of New Jerusalem, at Covenant, UNSC, and Deserters, were killed, except for Rookie. Due to his actions during the battle of New Jerusalem, he was promoted to Lance Corporal.

Later, during the battle of Earth, he was assigned to GyStg Buck's squad, as a part of a strike team meant to attack the CSA class Assault carrier that hung over the East African city of New Mombassa. The mention immediately went to hell in a handbasket, and rookie awoke six hours later, separated from his squad in a city nearly empty, aside from the vast amounts of Covenant forces that now occupied it. Rookie would trek across the city, piecing together what happened to his squad, and discovering vergil, an alien that turned against the Covenant. Rookie eventually reunited with his squad, and helped them escape the city with vergil. However, right before he would escape with him, he simply disappeared, awaking in an unfamiliar world....

Abilities: Rookie is incredibly skilled in terms of combat, both with hand to hand and firearms. On top of this, he has excellent strength and endurance, allowing him to move long distances with heavy loads. On top of that, as an ODST, he is capable of being fully sufficient, which means being able to survive in numerous alien environments and being able to act as a medic for himself if need be.

Equipment:

ODST Battle Armor: A suit capable of EVA operations, made from Titanium, Kevlar, and various heat resistant materials to afford maximum survivability for its wearer, the helmet is capable of a integrating a neural interface, along with connecting to various computer systems it is authorized to access, in order to give its user the most information possible.

BR55 Heavy Barrel Service Rifle: A standard issue UNSC select fire rifle that chambers 9.5x40mm rounds, capable of sustained fire at Kilometer's distance. It has a fire rate of 900 rounds per minutes, and is a select fire weapon. It has a 36 round mag.

M7S/Caseless SMG: A silenced SMG that uses 5x23mm caseless rounds, that weapon has an incredible rate of fire and never jams, as a result of its caseless ammunition. This makes the ammo lighter as well. The weapon has a 60 round mag and is effective at primarily clsoe range.

M6C/SOCOM: A silenced variant of the Handgun used by UNSC forces, advanced technology managed to somehow silence this handguns massive 12.7x40mm rounds.

Combat Knife: Aside from being a very high quality knife, there isn't much special about it.

M9 Dual Purpose High Explosive Grenade (3x): A deadly fragmentation grenade with a casualty radius of about 15 meters, and a kill radius of about 5 meters.

Theme:



Universe from: Halo
 

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