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Fandom The Voidwalkers: After End (CS Thread + Rules)

Main
Here

Thepotatogod

and it was this big
Roleplay Type(s)
void.gif
This is it.

The world has ended. And so suddenly too. Hailed by an aurora that can be seen all over the planet–no, all over the universe itself. What happened next is reality itself cracking along with the ground, and as it breaks apart, you find yourself floating in the void. Barely alive, nor close to death. For what felt like years you lay motionless in the void, paralyzed by the sudden end of everything until you start to lose consciousness at the sight of a starship getting closer and closer to your vision.

Basking in the nothingness, tell me, do you still remember what you were?

--{[0]}--
Rules
1. Don't be a dick.
2. No God-Modding. I'll allow metagaming tho.
3. Try to post at least once every few days--heck, maybe once a week. Just tell me you're alive and willing to RP
4. OCs are allowed, and so are Fandom Characters
5. Players are allowed 2 Characters maximum. You can switch characters until the Prologue section's over.

--{[1]}--
[Appearance]
What do you look like? Describe it if there's no FaceClaim
"Quote(Any inspiring words your guy said)"

Name:
Whomst've'd

Age:
Are you legal in a legal sense?

Origin:
What series did you come from? If an original creation, put OC

Personality:
What an attitude you got there

Powers/Abilities:
What can you do? What sort of supernatural powers do you possess? Plop a Wiki link if you're lazy like me.

Equipment:
Whatcha got there, buster? A Wiki link's fine if you're like me.

Trivia:
Anything else important that I should know about?

--{[The Cast]}--
Thepotatogod Thepotatogod as Kyria Pennyworth and Nero Claudius
themagnoliaofutah themagnoliaofutah as Buck Vernon
Bixir Bixir as Gordon Freeman
R U S T R U S T as Pyramid Head
Crow Crow as Benjamin Kirby "Ben 10" Tennyson and Twilight Sparkle
Goonfire Goonfire as Ada Wong and Veso-R
Specialist Specialist as Samuel Medecles
Vagabond Spectre Vagabond Spectre as Aurelia Flavius
Topless Topless as Spongebob Squarepants
Count Gensokyo Count Gensokyo as Makina Irisu
Funnier President Funnier President as DIO Brando
Tiguidi Tiguidi as A Weavile
Mirai-chan Mirai-chan as Hackmon
darkred darkred as Aloy and Leonidas I
Melody or Mark Inkwell Melody or Mark Inkwell as Liz Britney(Sheet PM'd)
Blessthismess Blessthismess as Noodle!
 
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"Now I know that I can’t lift an old curse -
Tell me, how does a man change the universe?"

Name:
Buck Vernon

Age:
35

Origin:
Lord Huron's Strange Trails and Vide Noir albums

Personality:
He is a hopeless romantic, forever chasing after a true love he may never get. An unlucky man, he was on the verge of ending it all himself as the world ended, distraught over his lost love, Lee Green. He often gets lost in playing music, and loves art, but also has a fondness for the great outdoors, and a fierce wanderlust about him.

Powers/Abilities:
Possibly undying - has returned from the dead twice, once by magic and once, well, now.

Equipment:
A guitar, his felt hat, and a bottle of Scotch.

Trivia:
Suffers from hallucinations, and has a Southwest/Southern accent.
 
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"..."

Name

Gordon Freeman

Age
(Biologically) Twenty-seven human years

Origin
Half-Life

Personality
Gordon Freeman is an outwardly stoic person. He is hesitant to speak, often preferring to let his actions speak for themselves. A man of science, he has an analytical approach to matters, even matters that involve him bludgeoning aliens to death with a crowbar. He has a resolute determination that borders on the uncanny, matched only by his affinity for the strange and impossible. Even though he often doesn't speak unless absolutely necessary, Gordon is rather amicable, evident from his many friendships among the Black Mesa staff and his eventual status as a legend among the resistance against the Combine.

Powers/Abilities
Ph.D, Theoretical Physics - Observation of Einstein-Podolsky-Rosen Entanglement on Supraquantum Structures by Induction Through Nonlinear Transuranic Crystal of Extremely Long Wavelength (ELW) Pulse from Mode-Locked Source Array
Crowbar Enthusiast
Zero-Point Energy Expert
Multidimensional Hero


Equipment
Mark V HEV Suit
Crowbar
Gravity Gun

Trivia
Gordon Freeman is not actually mute. He is merely a man of few words, couched in the role of a silent protagonist. He clearly "speaks" to many characters throughout the game, either through characters citing conversations that they had with Gordon, or whenever Gordon gave orders to allies to follow him or stay put.
Due to his multiversal adventures, Gordon Freeman is familiar with all manner of creatures, technology, and civilizations across dimensions and fandoms to an extent that would otherwise be impossible.​
 
Pyramid Head
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“………”

Name
Pyramid Head

Age
Unknwon

Origin
Silent Hill


Personality
Cold and determined, the executioner lives on to torture the damned and the ones who face the ultimate judgment. He is extremely determined and unlikely or very rare to give up on his goal, the ultimate weapon. It’s strength and fear shocks thou that dares to oppose its demeanor.



Powers/Abilities
Super Human Strength
Extreme durability
Rites of Judgement
Punishment of the dammed
Final judgement
Cage of atonement


Equipment
Great Knife
Great spear

Trivia;
A figure of James Sunderland's guilt and inner torment, manifesting from the part of his mind that desires punishment. He is described as a "distorted memory of the executioners" by Takayoshi Sato, who also explains that Silent Hill was once a town of executions.
 
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"It's hero time!"

Name:
Benjamin Kirby "Ben" Tennyson

Age:
16

Origin:
Ben10-logo-ED4382F906-seeklogo.com.png


Personality:
Ben Tennyson may come off as a bit too playful, but this is all a cover to lighten the mood when the mood gets too grim. While he enjoys fooling around and would rather spend time having fun, he knows when it is appropriate to play and when it is appropriate to take action and get serious. Ben is an idealistic hero at the core, but he will go against these ideals if pushed to the brink and if for the greater good.

Powers/Abilities:
Ben is a natural at some things, most notably hoverboards. It's stated that he can ride one the moment he puts his foot on one with the same skill as someone who's had months of practice.

Ben is a natural leader.

Ben has hand-to-hand combat abilities, mostly karate and self defense classes.

Equipment:
The Omnitrix - a powerful device that catalogs sentient alien DNA from the galaxy and beyond, and is capable of catalogging even more. It is also able to transform the users into the various lifeforms it has catalogged. It does other things like tell time, but that's not important.

That and the hoverboard he got from Tetrax.

Trivia:
Ben mentions that Paradox was the one who saved him from the heat death of the cosmos, but where's Paradox?​
 
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"Maybe you forgot, Wesker. I don't always play by your rules.”


Name: Ada Wong

Age: Trade secret

Origin: Resident Evil

Personality:
Ever secretive and cunning, it’s hard to say what Ada is really like. She is difficult to pin down in conversation, giving half truths and bits of information when it’s useful. She is resourceful, but really dislikes getting dirty. She also refuses to follow rules set by her employer, subtly breaking them. In her world, her true motivations were seemingly never revealed, but past employers with ill intent never seemed to get exactly what they bargained for.

Powers/Abilities:
  • Marksmanship - Ada is thought to have been trained by a crime syndicate and is excellent at handling precision firearms.
  • Hand-to-hand - She is well-versed in martial arts. Up-close, she fights with strong kicks and a knife.
  • Acrobatics - Ada is very light on her feet and nimble. She can perform somersaults, flips, rolls, and other complex maneuvers to get out of harm’s way.
  • Stealth - Ada is perfectly capable of slipping past foes, assuming she has enough cover.
  • Deception - Physically and socially, Ada is hard to pin down. She is known for her cunning in most situations.
  • Investigation - Ada has solved more than her fair share of puzzles in her search for viral weapon samples.
  • Medicine - Due to the frequency of injuries in her line of work, Ada knows how to mix special medicinal herbs originating in the Arklay region and perform first aid.
Equipment:
  • Springfield XD-9 - A 9mm pistol Ada frequently uses. It holds 16 rounds.
  • Switchblade - A basic stiletto with enough bite.
  • Flash Grenade - This device erupts in a blinding flash, which happens to harm certain infected creatures from her world.
  • Ammo - Three spare magazines.
  • Hook Shot - A pistol-sized grapple gun with a reel of cable attached to it. Ada uses it to overcome vertical obstacles.
  • EMF Visualizer - A fun device that allows Ada to see wiring schemes through walls and sabotage them remotely to bypass powered locks and high-tech traps.
  • PDA - Ada keeps her mission logs on this.
  • Green Herb - An herb containing compounds that quickly mend lacerations.
  • Outfits - Ada comes dressed to kill—literally. She has a burgundy dress and a black tactical outfit, both with accessories and holsters for her preferred pistol.
Trivia:
In 1998, Ada went into Raccoon City to retrieve a sample of the G Virus, a gene-altering pathogen with horrific effects. She manipulated police officer Leon S. Kennedy to help her retrieve it and was successful, despite several hiccups along the way. She resurfaced in 2004 to steal the dominant Plaga sample, a parasite in the possession of cult leader Osmond Saddler. She sent her apparent employer, Albert Wesker, a lesser sample instead. What she did with the dominant sample is unknown.
 
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"As long as I draw breath, I fight for all Mankind."​
Character Name: Samael Medecles

Universe: Warhammer 40,000

Alignment: Chaotic Good

latest

Age: 205 years

Height: 7'6"

Faction/Allegiance: Imperium of Man, Imperial Sentinels Chapter

Rank/Company/Division: Veteran Tactical Marine of the 2nd Company, 3rd Battleline Division


Equipment/Weapons:


  • Mk. VIII 'Errant' Power Armor: This version of Power Armor was in limited production; worn by 1st Company veterans or a Chapter's most venerated persons. It is considered to be a massive improvement over the Mk. VII 'Aquila' armor; distinguished by a raised collar or gorget at the front, and enhanced armored plating for the Mark VII's torso power cables which were vulnerable to weapons fire. Furthermore, the new pattern also addressed the vulnerability issues of the Mark VII's neck joint, which had been known to act as a "shell-trap," (a round could hit the chest armor and deflect up into the neck joint). Unfortunately, the new gorget required a new helmet design, which caused problems for backward compatibility with the earlier helmet types, which cannot be easily fitted to a Mark VIII neck joint without extensive modification.

Powered Armor Components:


Helmet - The armored reinforced headgear that protects an Astarte's head.


Auto-senses - A Space Marine's helmet contains most of his armor's combat systems, all of which are referred to by one title -- Auto-senses. These include thought-activated comm-augers and audio-filters, targeting reticles and range finders, tactical displays, Auspex-links, and a host of other features that further enhance the Space Marine's already superhuman senses.

Photo Lenses - The photo lenses are the reinforced eye guards in the helmet that protect the Space Marine from dazzling light bursts. They also allow him to see into the infrared and ultraviolet ranges, as well as enabling vision in low-light conditions.

Respirator Vox Grill - The Vox grill can amplify a Space Marine's battle cries to deafening volumes. It also contains a respirator to filter out toxins and can be shut off with a thought, drawing instead upon an internal oxygen supply.

Gorget - Part of the armor that protects the throat.

Pauldron - The auto-reactive shoulder guards are shaped to deflect as well as absorb incoming blows, these shoulder plates typically display Adeptus Astartes identification markings, including Chapter symbols, company and squad markings, as well as many other honor badges.

Gauntlet - The armored glove that protects both the hand and the wrist.

Cuisses - The part of the armor that protects the thigh.

Plastron - The armored chest plate that is designed to protect the suit's armored power cables, and more importantly, the Astartes vital organs. It is typically adorned with the Imperial Aquila or the Imperialis honor for more veteran Space Marines.

Counter - Part of the armor that protects the elbow.

Vambrace - Part of the armor that protects the forearm.

Poleyn - Part of the armor that protects the knee.

Greaves - Part of the armor that protects the lower leg. The greaves incorporate gyroscopic stabilisers and power units that can magnetise the soles of the armour's boots for combat in zero-gravity or other unstable conditions.

Sabaton - The armored boot that protects the foot.

Backpack Power Unit- This backpack houses the primary power core for Space Marine armor, as well as reserve cells and an emergency solar collector.

Life Signs Monitor - Adeptus Astartes Power Armor contains a suite of life-support functions, including an auto-medicae equipped with various painkillers, combat stimulants and anti-venoms.

Temperature Regulator - Astartes Power Armor automatically maintains the Space Marine's temperature. Heat is provided by the power core and thermal build-up can be vented via the backpack's distinctive nozzles. As a result, a Space Marine can fight anywhere, in the cold vacuum of space or the raging heart of a volcano, without even noticing the change of temperature.

Nutrient Reservoir - Astartes Power Armor contains a self-replenishing, high-energy liquid food store that can sustain a Space Marine's metabolism without need for further nourishment. During battle, there is no need for a Space Marine to stop to eat or drink.

-Mk. Vb Godwyn-Pattern Bolter: Traditionally known as a Bolt Rifle, these massive military carbines are solely wielded by Adeptus Astartes; featuring a togglable fire selector as well as burst and fully automatic fire options. Despite the namesake, this gun fires a .75 caliber fuse-delayed fragmentation-tipped round known as a 'Bolt'.

-Godwyn-Ultima Pattern Bolt Pistol: A smaller version of a Bolter, this handgun-portable weapon is commnoly used in combination with a melee weapon such as Chainsword or Power weapon. Revered for its equally potent stopping power over a Lasgun, it is far more inaccurate and holds fewer bolts in its magazine.

-Ingelldina Pattern Power Sword: A rather unassuming sword at first glance, these melee weapons house a special generator inside the hilt, connected to a blade. When powered by an external activator button, the generator field engages and wraps the blade in a superheated field of electrical plasma.


x2 Fragmentation grenades: Each weighing 1 kilo, these grenades are designed to detonate in a hail of shrapnel and more often than not deny the enemy of cover. Their blast radius is 3-5m.


x2 Krak Grenades: Hidden away in a compartment on the back of the Marine’s armor are two heavy grenades whose destructive blast has been known to puncture into heavy armor and rip through fortifications.


Skills/Powers: Samael possesses only 17 gene-seed implants; with the Sus-an membrane and Betcher's gland being rendered entirely inert.


List of Organs that follow with the Gene-seed:


Secondary Heart

Phase 1: This simplest and most self-sufficient of implants allows a Space Marine to survive his other heart being damaged or destroyed, and to survive in low oxygen environments. Not just a back-up, the secondary heart can boost the blood-flow around the Marine's body.


Ossmodula:

Phase 2: A small, complex, tubular organ, the ossmodula secretes hormones that both affect the ossification of the skeleton and encourages the forming bone growths to absorb ceramic-based chemicals that are laced into the Marine's diet.This drastically alters the way a Space Marine's bones grow and develop. Two years after this implant is first put in the subject's long bones will have increased in size and strength (along with most other bones), and the rib cage will have been fused into a solid mass of bulletproof, interlocking plates.


Biscopea

Phase 3: This small, circular organ is inserted into the chest cavity and releases hormones that vastly increase muscle growth throughout the marine's body. It also serves to form the hormonal basis for many of the later implants.


Haemastamen

Phase 4: Implanted into the main circulatory system, this tiny implant not only increases the haemoglobin content of the subject's blood, making it more efficient at carrying oxygen around the body and making the subject's blood a bright red, it also serves to monitor and control the actions of the phase 2 and phase 3 implants.


Larraman's Organ

Phase 5: A liver-shaped organ about the size of a golf-ball, this implant is placed within the chest cavity and connected to the circulatory system. It generates and controls 'Larraman cells' which are released into the bloodstream if the recipient is wounded. They attach themselves to leucocytes in the blood and are carried to the site of the wound, where upon contact with air they form a near instant patch of scar tissue, sealing any wounds the Space Marine may suffer.


Catalepsean Node

Phase 6: Implanted into the back of the brain, this pea-sized organ influences the circadian rhythms of sleep and the body's response to sleep deprivation. If deprived of sleep, the catalepsean node cuts in. The node allows a Marine to sleep and remain awake at the same time by switching off areas of his brain sequentially. This process cannot replace sleep entirely, but increases the Marines survivability by allowing perception of the environment while resting. This means that a Space Marine needs no more than 4 hours of sleep a day, and can potentially go for 2 weeks without any sleep at all.


Preomnor

Phase 7: This is essentially a pre-stomach that can neutralise otherwise poisonous or indigestible foods. No actual digestion takes place in the preomnor, as it acts as a decontamination chamber placed before the natural stomach in the body's system and can be isolated from the rest of the digestive tract in order to contain particularly troublesome intake.


Omophagea

Phase 8: This implant, also called "the Remembrancer", allows a Space Marine to 'learn by eating'. It is situated in the spinal cord but is actually part of the brain. Four nerve bundles are implanted connecting the spine and the stomach wall. Able to 'read' or absorb genetic material consumed by the marine, the omophagea transmits the gained information to the Marine's brain as a set of memories or experiences. It is the presence of this organ which has led to the various flesh-eating and blood-drinking rituals for which the Astartes are famous, as well as giving names to chapters such as the Blood Drinkers and Flesh Tearers. Over time, mutations in this implant have given some chapters unnatural craving for blood or flesh.


Multi-lung

Phase 9: This additional lung activates when a Space Marine needs to breathe in low-oxygen or poisoned atmospheres, and even water. The natural lungs are closed off by a sphincter muscle associated with the multi-lung and the implanted organ takes over breathing operations. It has highly efficient toxin dispersal systems.


Occulobe

Phase 10: This implant sits at the base of the brain, and provides hormonal and genetic stimuli which enable a Marine's eyes to respond to optic-therapy. This in turn allows the Apothecaries to make adjustments to the growth patterns of the eye and the light-receptive retinal cells - the result being that Space Marines have far superior vision to normal humans, and can see in low-light conditions almost as well as in daylight.


Lyman's Ear

Phase 11: Not only does this implant make a Space Marine immune from dizziness or motion sickness but also allows Space Marines to consciously filter out and enhance certain sounds. The Lyman's Ear completely replaces a Marine's original ear. It is externally indistinguishable from a normal human ear.


Sus-an Membrane

Phase 12: Initially implanted above the brain, this membrane eventually merges with the recipient's entire brain. Ineffective without follow-up chemical therapy and training, but with sufficient training a Space Marine can use this implant to enter a state of suspended animation, consciously or as an automatic reaction to extreme trauma, keeping the Marine alive for years, even if he has suffered otherwise mortal wounds. Only the appropriate chemical therapy or auto-suggestion can revive a Marine from this state. The longest recorded period spent in suspended animation was undertaken by Brother Silas Err of the Dark Angels, who was revived after 567 years.


Melanchromic Organ

Phase 13: This implant controls the amount of melanin in a Marine's skin. Exposure to high levels of sunlight will result in the Marine's skin darkening to compensate. It also protects the Marine from other forms of radiation.


Oolitic Kidney

Phase 14: In conjunction with the secondary heart this implant allows a Space Marine to filter his blood very quickly, rendering him immune to most poisons. This action comes at a price, however, as this emergency detoxification usually renders the Marine unconscious while his blood is circulated at high speed. The organ's everyday function is to monitor the entire circulatory system and allow other organs to function effectively.


Neuroglottis

Phase 15: This enhances a Space Marine's sense of taste to such a high degree that he can identify many common chemicals by taste alone. A Marine can even track down his target by taste.


Mucranoid

Phase 16: This implant allows a Space Marine to sweat a substance that coats the skin and offers resistance to extreme heat and cold and can even provide some protection for the marine in a vacuum. This can only be activated by outside treatment, and is common when Space Marines are expected to be fighting in vacuum.


Betcher's Gland

Phase 17: Consists of two identical glands, implanted either into the lower lip, alongside the salivary glands or into the hard palate. The gland works in a similar way to the poison gland of venomous reptiles by synthesizing and storing deadly poison, which the Marines themselves are immune to due to the gland's presence. This allows a Space Marine to spit a blinding contact poison. The poison is also corrosive and can even burn away strong metals given sufficient time.


Progenoids

Phase 18: There are two of these glands, one situated in the neck and the other within the chest cavity. These glands are vitally important and represent the future of the Chapter, as the only way new gene-seed can be produced is by reproducing it within the bodies of the Marines themselves. This is the implant only purpose. The glands absorb genetic material from the other implanted organs. When they have matured each gland will have developed a single gene-seed corresponding to each of the zygotes which have been implanted into the Marine.


Black Carapace

Phase 19: The most distinctive implant, it resembles a film of black plastic that is implanted directly beneath the skin of the Marine's torso in sheets. It hardens on the outside and sends invasive neural bundles into the Marine's body. After the organ has matured the recipient is then fitted with neural sensors and interface points cut into the carapace’s surface. This allows a Space Marine to interface directly with his Power Armor. Without the Black Carapace many of the systems of the power armor will not function. While driving the vehicles of the Chapter, special spinal interface plugged into power armor and Black Carapace to provide the Space Marine an intuitive 'feel' for vehicles systems and controls, literally making him a part of his vehicle.]


Short backstory: Samael was born in 792.M40 on Constantinium in the Segmentum Pacifica system to the widowed Imperial noble of a high-ranking officer of the Astra Militarum. From his childhood, Samael's frequent interactions with members of the Rebutors in public, as well as the tours of an Astartes Chaplain that frequented at the local Schola Progenium, gradually shaped the boy to believe in a higher purpose of servitude not only to the Emperor but to the whole of Mankind. This was reflected unusually in Samael's ability to hold his own against multiple opponents in a variety of athletic activities; always seeming to be prepared to do whatever it took to ensure he himself emerged victoriously, or his team came first. This standard of excellence was reflected in much of his studies; earning consistently high marks from his peers on his ability to adapt to almost any task set before him. Noticing this, it was only a matter of time before the Chaplain offered Samael the chance to become an Astartes of the Imperial Sentinels; explaining to him that, should he prove his worth in the trials that lay ahead, he would achieve his calling and bring honor and glory to not only Humanity and the Emperor, but also to his parents. Samael accepted the Chaplain's offer, and after being allowed a personal farewell with his mother, was taken to the battle barge Blade of Retribution to begin his induction as an Aspirant. Passing selection, he was taken in as a Neophyte; enduring twenty years of training alongside an Inductor as his body was implanted with all 19 implants- two of which would ultimately fail after his acceptance into the Rebutors as a Justicar as with every other addition before him; a particular quirk from the Chapter's gene-seed.

For the next 187 years, Samael would time and again defy the odds and conquer the insurmountable against the enemies of the Imperium alongside his fellow Astartes. However, it was during a ship-fairing investigation of a distress signal in Golgotha sent by the 11th Imperial Navy that turned out to be a Chaos trap; a strange portal-like rift opening in the deep space. With no time to get into an escape pod, Samael launched his squad away from the rapidly pulling portal as the ship was sucked into the event horizon, never to be seen again. Crossing through the Warp and accosted by all manner of cosmic horrors, the ship opened up through yet another rift; this time in a region of deep space that wasn't officially recognized by the navigation computers. Stranded and separated from the Imperium, Samael could only wonder where he was, and what fate awaited him.


Personality: Personality: Selfless, courageous, and level-headed, Samael is a wise and fiercely skilled warrior of the Rebutors Chapter. Much like the interactions throughout his childhood, Samael is generally friendly and kind to fellow Humans he encounters; going out of his way to ensure that they are all right following operations. However, the same cannot be said for those of the Imperium under the Inquisition or the Ecclesiarchy; growing to develop a deep distrust of the former for their actions during the Green Death in the 32nd Millenium and the latter for distorting the Allfather's view of the Imperium after the Horus Heresy. Toward any form of Xenos, even ones Humanoid or unknown, there is an immense, instant hatred that can never be broken- even if he has to restrain himself in cooperation.

Beliefs: As a son of Rogal Dorn and successor Chapter of the long-revered Imperial Fists, Samael places the values of honor, respect, strength, and valiance of character above all else. His Chapter's following of the Allfather's Imperial Truth have engrained a great sense of duty as a Sentinel of Humanity; going out of his way to place the lives of other Humans above his own in the direst of circumstances.- and teach them the basic principles of the Allfather, if such were ever inquired.

Strengths: Space Marines, from the original Adeptus Astartes to the enhanced Primaris Space Marines, are capable of lifting upwards of 5-11 tons, (averaging about 7 with normal armor), running at speeds of 60-90mph, and being physically able to punch through light armor and even tear through steel walls of starship bulkheads should the need arise. Trained as a multirole infantry unit, Samael is proficient in a variety of engagement ranges and will sometimes improvise in achieving kills.

Weaknesses: Magic, heavy rounds, highly concentrated beams of energy, plasma, lightning, electromagnetic pulses- anything goes. They are walking tanks, but they’re not invincible. Generally speaking, the Mk. VII Powered Armor can withstand several direct hits from a .75 caliber Bolter. A .50, 30mm and any autocannons have the potential to compromise the armor and puncture internal organs. Anything below a .30mm in terms of ballistic projectiles would effectively bounce off, flatten, or disintegrate. Energy weapons by default, provided they exceed the Ceramite armor’s threshold, can ‘sweat’ or outright melt the armor away. High Explosives such as a 105 or 120mm cannon can knock the Marine back or outright tear them like tissue paper, depending on how far away they are from the splash radius.
 

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"It doesn't matter even if there IS a way! We're gonna get Phym, go home, and celebrate--as a family!"

Name:
Kyria Pennyworth

Age:
20

Origin:
God Eater 3 (Basically an OC)

Personality:
Though usually soft-spoken and reserved, Kyria is amiable in her own way. Usually talking to others using as few words as possible, though in occasion, she would end up speaking more than she thought she would. She's gentle and motherlike, especially around her adopted Aragami daughter, Phym, where she becomes more playful where she would go along with Phym's antics. Kyria is one that often not someone who would challenge herself to the point of being rather tomboyish, often going to the gym to train before Phym took her time and made her into a parent.

However, when all things are considered, Kyria is still a soldier--a Hound at heart, if you will. Due to how most AGEs are treated, Kyria is more than likely to be wary around regular humans or normal God Eaters without her best friend or her daughter to initiate conversation. Conversely, she would be rather protective of them, glaring and sometimes snarling at those who might pose a threat to those she cares. This is reflected in battle as she would more likely protect her allies and act as their support from time to time as her God Arc dances in the battlefield as her team's vanguard, earning her the title Devil of The Chrysanthenum.

Powers/Abilities:
AGE Physiology - As an Adaptive God Eater or an AGE for short, Kyria is comprised of more Oracle Cells and Ash than a normal God Eater and is practically created to tough out extreme conditions. As such, she has access to God Eater abilities such as Burst and Burst Arts. When her God Arc devours something living, it uses that chunk as energy for Kyria to expend, increasing her overall stats--this is what's known as Burst. The attacks she does while in Burst is what's known as Burst Arts. Which usually involve shooting a slash out of her sword, increasing the length of her Charge Crush, and drumming out shockwaves on the ground.

She also needs to intake a Bias Factor within certain intervals(usually daily) in order to keep Kyria's Oracle Cells in check.

Abnormal Resonance - Kyria has a unique Resonance Rate that makes her an adept Navigator for an Ash Crawler. A Resonance is what allows God Eaters to link with one another, allowing them to synchronize and fight as one. Her Resonance seem to also have the ability to Evoke; which lets others unlock new abilities just by fighting by her side.

Equipment:

  • unknown.png


God Arc - Kyria's weapon of choice. A large tranformative weapon that can shift between a greatsword and a ray gun. When in blade mode, it can deploy a shield to protect its wielder. A unique feature of Buster Blade type God Arcs is that it's able to extend its reach by charging Oracle Cells around its blade. In Gun Mode, Kyria's Ray Gun shoots a stream of charged Oracle Cells that acts as a laser beam drilling into the target. Only a God Arc's wielder can wield a God Arc. Anyone else, even other God Eaters, and they get infected with Oracle Cells, resulting in a mutation that'll turn them into Aragami.

Restore Pills - Kyria's primary method of healing. Simply chug some of these and you'll be as good as new.

P73 Bias Factor Kit - A Kit that God Eaters carry around in long excursions. They appear to be needles filled with blue liquid. It's main function is to keep the Oracle Cells within a God Eater from going berserk.


Trivia:
 
View attachment 954220
"Maybe you forgot, Wesker. I don't always play by your rules.”


Name: Ada Wong

Age: Trade secret

Origin: Resident Evil

Personality:
Ever secretive and cunning, it’s hard what Ada is really like. She is difficult to pin down in conversation, giving half truths and bits of information when it’s useful. She is resourceful, but really dislikes getting dirty. She also refuses to follow rules set by her employer, subtly breaking them. In her world, her true motivations were seemingly never revealed, but past employers with ill intent never seemed to get exactly what they wanted.

Powers/Abilities:
  • Marksmanship - Ada is thought to have been trained by a crime syndicate and is excellent at handling precision firearms.
  • Hand-to-hand - She is well-versed in martial arts. Up-close, she fights with strong kicks and a knife.
  • Acrobatics - Ada is very light on her feet and nimble. She can perform somersaults, flips, rolls, and other complex maneuvers to get out of harm’s way.
  • Stealth - Ada is perfectly capable of slipping past foes, assuming she has enough cover.
  • Deception - Physically and socially, Ada is hard to pin down. She is known for her cunning in most situations.
  • Investigation - Ada has solved more than her fair share of puzzles in her search for viral weapon samples.
  • Medicine - Due to the frequency of injuries in her line of work, Ada knows how to mix special medicinal herbs originating in the Arklay region and perform first aid.
Equipment:
  • Springfield XD-9 - A 9mm pistol Ada frequently uses. It holds 16 rounds.
  • Switchblade - A basic stiletto with enough bite.
  • Flash Grenade - This device erupts in a blinding flash, which happens to harm certain infected creatures from her world.
  • Ammo - Three spare magazines.
  • Hook Shot - A pistol-sized grapple gun with a reel of cable attached to it. Ada uses it to overcome vertical obstacles.
  • EMF Visualizer - A fun device that allows Ada to see wiring schemes through walls and sabotage them remotely to bypass powered locks and high-tech traps.
  • PDA - Ada keeps her mission logs on this.
  • Green Herb - An herb containing compounds that quickly mend lacerations.
Trivia:
In 1998, Ada went into Raccoon City to retrieve a sample of the G Virus, a gene-altering pathogen with horrific effects. She manipulated police officer Leon S. Kennedy to help her retrieve it and was successful, despite several hiccups along the way. She resurfaced in 2004 to steal the dominant Plaga sample, a parasite in the possession of cult leader Osmond Saddler. She sent her apparent employer, Albert Wesker, a lesser sample instead. What she did with the dominant sample is unknown.
Yes.
 
[Appearance]​
Carcass.png
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"I-i'll do my best!"

Student Name:
Aurelia Flavius

Age:
16

Universe Origin:
RWBY OC

Personality:
Usually seen as the meek one by her peers. She is known to be the bookworm of the group, often the one seen who has her nose stuck in a book more. Bright-minded and curious to the world around her, always constantly thinking of something imaginative. While it is obvious that she lacks confidence in herself, she still, however, attempts to share what she knows. Sometimes a voice of reason (especially from her own team back in her universe) as she tends to have complete focus even under stress. One of the few downsides of Aurelia's gentle demeanor is her very awkward sense of humor. Knowing how to make a joke is one thing but delivering it? Not her strength.

Powers/Abilities:

Semblance: Psionic Tendril- Every student of Beacon has at least a form of supernatural ability at their disposal to combat and defend themselves against the sinister forces of their world that are of the creatures of Grimm, shadow-like creatures that attack those of Aurelia's kind and run rampant all over the world. Aurelia's unique ability is Psionic tendrils. Glowing orange-colored hard light-like tendrils that can sprout physically anywhere from her (The fastest and easiest is through hands). They have a lightning-like structure and produce little to no sound. A more literal extension of herself. She uses these Tendrils to assist herself if she ever needs an extra limb. She can extend the tips of these tendrils to grow out root-like fingers for extra grip and precision. The huge drawback to this ability is prolonged usage drains the user and leads to body pain. One will receive nausea and muscle pain (Depending on where the tendril last sprouted from).

Aura: Anything with a soul (At least in the world of RWBY) is a soul-connected ability one can use in combat. It has various passive abilities that affect its user. One may notice when Aurelia takes damage, she appears to be shielded by a force field of sorts. This is one of its main functions. To protect oneself from harm (Although still experiencing physical discomfort). It can also increase physical strength to superhuman degrees. Self heals minor wounds and protects oneself from extreme temperatures. Although there is a limit to how much an Aura's capacity can take, it will be depleted over time if used too much. Leaving the user exposed to mortal damage. (The color of her Aura shield is gold)

Eye for detail: She does pay attention to detail even outside of reading, as she is observant of her surroundings.

Unnaturally strong- Given her weapon and appearance, one would not expect her to have impressive body strength. Able to swing two-handed axes with one, punch monstrous shadow bears twice her size, and possibly lift a ton. This also gives her the extra strength to jump over 10-foot fences thanks to the assistance of her Aura.

Sure-footed- As a student of Beacon academy. (The monster hunter high school she attends) One of their beginning examinations is being catapulted into a forest infested with the monsters they are trained to destroy. A little harsh but nonetheless every successful student is meant to survive even a sudden fall to their doom. Aurelia can land well on her feet without breaking a bone or hop from tree branch to tree branch without slipping.

Part-time Mechanical Engineer- Before she attended Beacon Academy. She was a student at another school under the name of the signal. Where they build their own weapons, giving Aurelia partial knowledge to assemble a weapon even unusual ones.

Equipment:

(Will provide image soon)
Emerald butterfly- This is the name she gave to her strange hybrid weapon. A double-bladed battle-ax with a pan magazine in between with a snub nose barrel on top of the weapon. How the axe-gun fires are through the ax's grip hand when twisted (Similar to how one accelerates a motorcycle) fires a 50. cal round from the barrel of the ax-gun's barrel. Each rotating pan magazine has twelve shots before reloading. Made from a durable stronger-than-steel alloy. The ax blades are curved to contour the pan magazine's circular shape. (She has two more magazines dangling to her sides like a make-shift side skirt armor)

Prosthetic hand- Ever wondered why Aurelia wears gloves? If she happens handshake with both hands, one of the hands may feel... artificial. When the gloves are off, her left hand is revealed to be a replaced with a shiny silver one. The model is similar to a doll's hand, with a few rubber-like components acting as muscles and silver metal plates layered over. The movement between a real hand and the prosthetic has little to no difference. Directly connected to her skin she can still perform seamless locomotive tasks with said hand.

Trivia:

  • Miles Luna stated that he got the Aura monitor from the shield system in the Halo series. When one's Aura is low, the bar flashes red. The same goes for the shield used by the Spartans. Aura was also adapted in RWBY: Grimm Eclipse, albeit, slightly changed. The effect of Aura and the Halo shield are also very similar visually.​
  • Aurelia plays violin and piano as a hobby.​
  • She stands at 5'6.​
  • Dislikes the taste of apples for some reason.​
  • The timeframe of her dimensional travel into the void is the moment of the Show's Volume 3 is at the time of Beacon Academy's overwhelming assault by Grimm. She however cannot recall what exact time did she realize she was no longer in her world.​
 
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latest


"I'm ready!"

Name:
Spongebob Squarepants

Age:
In the words of Stephen Hillenburg: "He is old enough to be on his own and still be going to driving school".

Origin:
latest


Personality:
SpongeBob is a fun-loving, hyperactive, clueless, and childish sea sponge with a happy-go-lucky personality. Despite being portrayed this way, he is relatively smart and knows about what is right. He is extremely determined and will often stop at nothing to accomplish a task. He is also somewhat dramatic to the people who are kind to him. He is also over-confident.

SpongeBob is very kind-hearted and innocent, and very rarely acts openly mean to anyone, even those who find him an annoyance and act cruelly to him. He is a very selfless and loyal person, especially towards those close to him. Despite his well-meaning intentions, SpongeBob's actions often annoy and cause trouble for those around him.

SpongeBob can become scared easily and usually panics when frightened. He is afraid of the dark and clowns. He also hates hot sauce. Occasionally, SpongeBob is too ignorant to notice impending danger and his unworldly thinking may put himself or others in peril. He also cannot detect lies or malice as easily as the other characters, mainly due to his naive nature. Furthermore, SpongeBob also goes to great lengths to impress others and achieve his goals.

SpongeBob's innocence also makes him overly trusting and very gullible, easily manipulated by people who intend to use and/or harm him. Even though he is generally good-natured and easygoing, SpongeBob can get angered easily. When frustrated and angered, SpongeBob can be sarcastic, rude, and condescending to his friends. Despite his overall kindness, SpongeBob occasionally shows a lack of empathy for others and forces people into situations against their will.

Powers/Abilities:
Absorbency: Being a sponge, he is absorbent, and can expand his body by absorbing liquids. Sometimes when SpongeBob cries, he re-absorbs his tears.

Boneless: SpongeBob is usually shown to be boneless since sea sponges are invertebrates. He can also squeeze through and fit in things.

Bubble Blowing: SpongeBob can perform extraordinary moves with bubbles.

DESTRUCTION: SpongeBob has a degree of talent in destruction, but most of the cases show that he mostly performed this involuntary due to his gullible and reckless personality. Although he does not know it and thanks to his poor driving skills, SpongeBob is skilled at demolition derbies.

Culinary Creativity: He has made variations of Krabby Patty, even disgusting ones.

Driving (Anything but a Boatmobile): He can drive certain objects perfectly, but his nerves get the best of him when driving boats.

Fry Cooking: SpongeBob has a job cooking Krabby Patties at the Krusty Krab.

Karate: Except he is bad at fighting save for a few occassions.

Limb Range: SpongeBob can stretch his body to unusual extents.

Regeneration: He can quickly regenerate parts of his body that are injured or removed as this is natural for real sponges. He can also clone himself and reproduce by budding.

Enhance Reflexes: SpongeBob possesses faster-than-lightning reflexes, being able to react to dangers instantly. Hence, SpongeBob can dodge and react to projectiles and enemy attacks moving at high speeds, such as lasers, arrows, shock waves, bullets, and even lightning. Additionally, SpongeBob's sharp reflexes allow him to react to attacks outside his field of vision.

Stamina and Endurance: SpongeBob has demonstrated very high stamina, capable of exerting himself to his peak performance for several hours without signs of fatigue. SpongeBob is extremely durable, having survived life-threatening situations multiple times most likely due to his soft and flexible body figure.

Soft Pliable Body: Due to his soft, pliable frame, he is capable of shape-shifting, has some degree of invulnerability and being able to absorb many types of physical impact.

Equipment:
His trusty spatula and a set of bubbles.

Trivia:
You can find more information about him by clicking HERE.​
 
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"WA-CHAH! Hands where I can see'em, bub!"



Name: Irisu Makina (Family Name / Given Name order)


Age: 15


Origin: 1644180217159.png


Personality:

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Makina is adorable, yet absolutely diabolical.

Makina is a mess of contradictions with a very strange way of speaking. Although she is debilitatingly shy when first encountering strangers, she's almost constantly cutting loose otherwise, spitting out whatever's first on her mind often to the chagrin of those around her. Despite being a teenager, she acts like a hyperactive child and views the world from the lenses of someone who can't sit still. She has a really bad habit of absorbing aspects of the personalities of people she routinely hangs around with, which is part of the reason why she was sent to a tiny private school for struggling individuals like herself.

For example, Makina had her own dorm room at said school, but she was rarely ever seen inside her own room, instead opting to virtually live in the room of her close friend and "big sister", Suou Amane, all the time. Being attached to Amane at the hip for well over a year led to Makina picking up Amane's lascivious language and dirty smugness, much to the older girl's horror.

When a boy named Kazami Yuuji arrived at the school much later, Makina began to adopt parts of his excessive discipline and developed a devout interest in his passion for military subjects. This culminated in Makina sometimes breaking into a "drill sergeant" routine around her classmates, as well as taking self-defense lessons from Yuuji himself. Amane's unintentional influence over Makina was easily picked up by the young man—he eventually started calling Makina "sailor mouth".

Makina's Japanese has a unique lisp and verbal tics to it, and given that multifandoms generally follow the Tekken rules of language comprehension (everyone speaks their first language, but it's all mutually understandable), this aspect of her speech would still be rather noticeable. Makina frequently mispronounces and overemphasises the syllables of large words, uses shortened forms of particles, and sometimes runs phrases together all in one breath. She also ends nearly every phrase with "nayosa", which is gibberish.



Powers/Abilities: Makina's not much to write home about. At first, she had absolutely nothing to her name, but Yuuji's rigorous training proved to be beneficial for the pint-sized girl. Makina now knows exactly how to tackle someone three times her size to knock them to the ground and use her small frame as an advantage in not getting tagged. Her skill has grown to a point where she can fight evenly in one-on-one hand-to-hand against a grown man, capable of knocking him out with a chokehold.

Makina has a perfect eidetic memory and a honed instinct for picking up details in her environment that other can't—her ability to store and recall information she's only glanced at matches the level of an encyclopedia collection. She is also uncannily talented at aiming with any weapon that fires projectiles—it's all the other parts of handling a weapon that she's a complete novice on. Yuuji has shown her how to assemble and disassemble a few model guns with admirable speed and accuracy, though, which proves she can be quick on the uptake if need be. It's thanks to this large knowledge base and capacity to learn that Makina is able to follow from memory techniques she has been taught, even when under stressful situations, much like a field operative who can fall back on his muscle memory in the heat of the moment.



Equipment: Nothing notable



Trivia:


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.​
 
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"Fleet control... Firing sync reengaged. Authorization: Corpus Tech First Class Veso-R. Take your shot. For Profit."


Name: Veso-R

Age: Unrevealed; looks to be late 20s or early 30s

Origin: Warframe

Personality:
Veso is not much of a fighter, but he is certainly brave and resourceful. He is fiercely loyal to the Corpus board of directors and their profit-driven campaign. Like many of his kind, he is highly industrious and devoted. Having been indoctrinated and taught to love material wealth above all else, Veso may come off as greedy and sometimes zealous. Robots are typically his favorite allies.

Powers/Abilities:
  • Shields - Veso's suit features electromagnetic shields that absorb a certain amount of punishment before failing. Its base strength is 300, which is fairly modest.
  • Engineering - Veso is highly intelligent, capable of diagnosing problems with technology. He can make repairs aboard a spacefaring ship.
  • Appraisal - As a Corpus, he has an eye for profit and strategic resources.
Equipment:
  • Plinx - A small laser pistol that can be fired ten times before its self-sustaining cell takes a few seconds to recharge.
  • Prova - An electric stun baton. Standard-issue Corpus melee weapon.
  • Datapad - When synched with a ship's electronics, Veso can use this device to remotely operate them, if applicable. It also monitors Veso's shields and lets him control his shield osprey.
  • Shield Osprey - A small, floating Corpus proxy that projects an electromagnetic shield to nearby allies. It adds 200 shield power. The drone itself can't take much abuse, though; a well-placed shot will destroy it.

Trivia:
In the early stages of The New War, Veso was instructed by the treacherous director Alad V to disengage fire control from the Corpus fleet. Though he was successful in reaching the controls, he realized Alad's plan to betray the rest of the board and re-engaged firing sync. He was thought to have died in the resulting attack on an enemy ship.
 
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(Need to put image here)

"I reject my humanity, JoJo!"

Name:
Dio Brando

Age:
121

Origin:
Jojo's Bizarre Adventure

Personality:
Dio, to put it simply, is a manipulative, ruthless scumbag. In his eyes, everyone is lesser than him, and combined with his boundless ambition, makes him a dangerous enemy. His only goal is to become the best, the strongest, the richest, the ultimate person. Being in a position of power is an unsatible craving for him.He despises those who seem equal or stronger than him, and if he can eliminate them, he will.

Powers/Abilities:

Equipment:
NA

Trivia:
-This DIO is slapped straight from the fight with Jotaro Kujo, before he takes Joseph Joestar's blood.​
 
Weavile.png

"The pay’s good and all but the experience gained is way more worth. Now shut it and give up before I show you what a Sharp Claw Pokemon can do."
Name:
Weavile

Age:
Unknown (pokemon aging is weird, idk)

Origin:
Pokemon Mystery Dungeon (OC)

Personality:
-Normally quiet and shy, Weavile can instantly open when there is talk of exploration or battling happening around him, revealing a much more carefree and sassy personality when he opens up. Due to his occupation as an explorer, he is eager to learn about unknown places and listen to tales of powerful and legendary creatures. True to his species’ nature, however, he can become devious and cunning when needed, such as when his or his friends’ lives are in danger or when completing especially perilous missions.

Powers/Abilities:
-Being a Pokemon, Weavile has an arsenal of Moves and Abilities he can use in battle (for the purpose of this RP, he will not be limited to 1 Ability and 4 moves like in mainstream games).
--Pressure: Weavile’s presence puts pressure on his opponents, increasing the resource cost (PP, mana, etc…) needed for attacks.
--Pickpocket: When hit by a physical attack, Weavile can quickly swipe a held item from his attacker.
--Ice Shard: The user flash-freezes chunks of ice and hurls them at the target. This move is performed very quickly.
--Night Slash: The user slashes the target the instant an opportunity arises. Critical hits land more easily.
--Low Kick: A powerful low kick that makes the target fall over. The heavier the target, the greater the move's power.
--Poison Jab: The target is stabbed with a claw steeped in poison. This may also poison the target.
--Ice Punch: The target is punched with an icy fist. This may also leave the target frozen.
--Throat Chop: The user attacks the target's throat, and the resultant suffering prevents the target from using moves that emit sound for a few moments.
--Icicle Crash: The user attacks by harshly dropping large icicles onto the target. This may also make the target flinch. Alternatively, Weavile can create an icicle platform to aid him maneuver around the battlefield.
--Triple-Axel: A consecutive three-hit attack that becomes more powerful with each successful hit.
--Knock Off: The user slaps down the target's held item.
--Pursuit: The user quickly and viciously attacks the target. This move’s power is doubled if the target is attempting to run away.
-Even without using Moves, Weavile is naturally extremely quick on his feet and possesses deadly claws.

Equipment:
-Detect Band (boosts the wearer’s evasiveness)
-Mach Ribbon (boosts the wearer’s speed)
-Power Band (boosts the power of the wearer’s physical moves)
-All-Protect Orb (upon use, creates a protective barrier around all teammates)
-Health Orb (upon use, cures the team’s bad status effects and restores any stat loss)
-Radar Orb (upon use, reveals all nearby enemies)
-Empowerment Seed (when eaten, greatly increases the user’s power for a limited time)
-Reviver Seed (when eater, brings the target back from unconsciousness)

Trivia:
-Is able to speak human languages and obviously has a comparable level of intelligence.
-Was part of the Swift Crew, along with his teammates Garchomp, Greninja and Ampharos.
 
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Name:
Nero Claudius

Age:
N/A

Origin:
Fate/Extra

Personality:
Nero has a haughtiness that seems to more than compensate for her short stature, overlapping much with the personality of Gilgamesh. She refrains from asking how privileged Hakuno feels by summoning her, and grants them the honor of being her Master. She feels that, as her Master, they can be allowed to act as her equal without having to use honorifics. Often when given the choice to answer to her, only a single affirmative choice is offered rather than allowing for a negative response. She believes that anything she does must be perfect down to the smallest detail, such as a number of flawless victories to make her feel on top of the world after displaying perfection in her swordplay. If Hakuno denies to be her Master, she claims she cannot understand what they are speaking about, believing it to be some form of Oriental humility. She refuses to accept the answer, and declares that her tolerance allows for a single mistake from them. When recounting the Servant Classes, she names some, and then claims that the rest are not of any importance. Only the Saber class has any worth, and as it is known as the best of the classes, it should be obvious that she is Nero.

Nero has a different definition for love as she understood it. According to her, her type of love was selfish. When she gave it, she expected something in return for it was not unconditional. To Nero, the more tender type of love was foreign and incomprehensible. She acknowledges that she has a different value system than the people. Nero's love burnt out offering and devoting everything. Her passion burned brightly, without regards to permanence. Nero loved her citizens as she thought was right. But, the love her citizens proffered was different, and the difference invited Nero's fall. Nero regrets that she could not share in the love that the masses embraced so naturally. Because she could not express her love in a way that can be understood, she did not receive love in return, "while this woman could love more than any other person, she could not experience the joy of being loved. Her lavish expressions of love were not enough to satisfy her people." The thought of dying without anyone loving her could be one of the reasons why she hesitated pushing the dagger into her own throat.

She identifies herself as being short, but claims it does not matter in determining superiority. As she does not mind it, she firmly believes others should also not mind as well, and declares that no comments about her height, especially the terms petite or short, should be made. She finds being addressed as "princess" to be an insult because she is a grown woman, and instead prefers to be addressed as empress by her enemies.

She gives off the impression of a valiant young man in crimson, and she has a masculine bearing and tone of voice, leading Hakuno to think she may have been raised like a boy. She acknowledges that the reason she wears men's clothes is not that she is trying to project an imperial image, but because she actually enjoys wearing men's clothes. While her brusque attitude and gallant actions would imply that she values valor above all, she actually identifies her core as a maiden due to her adoration for beauty. She still does not allow gender to sway her preferences, and believes the true orientation of her soul to be half and half. Firmly routed in the middle of the two genders, she personally finds her ability to go either way admirable. She becomes attracted to Hakuno regardless of their gender, and eventually even declares her love for them.

Powers/Abilities:

Equipment:
A Longsword known as the Aestus Estus(The Original Flame)
Roses(Mostly for her Noble Phantasm)

Trivia:
She is taken before the events of Fate/Extra.
 
latest

"Friendship isn't always easy, but there's no doubt it's worth fighting for."

Name:
Twilight Sparkle

Age:
Adult Mare

Origin:
1200px-My_Little_Pony_Friendship_Is_Magic_logo_-_2017.svg.png


Personality:
Twilight is a studious little pony who was formerly more into studies than she was into magic, and remnants of this trait exist till today. She is humble, and most of the time, she would rather blame herself than others. Even after all her achievements, the signs of royalty and saving the world getting to her head are kept to a minimum, and it's more likely that the only thing getting to her head is stress and duties.

Also she has OCD.

Powers/Abilities:
A LOT of spells. And Alicorn physiology.

Equipment:
The Element of Magic - takes the form of a crown. Last time it got off-world, it found others to imbue the other five elements of Harmony to. Perhaps it will do just that here?

Trivia:
Make way for the Princess of Friendship!​
 
Hackmon_(Appmon)_b.png
Name:
Hackmon

Age:
Unknown

Origin:
Digimon-Universe-Appli-Monsters.jpg
Personality:
Hackmon is a Quiet and observant digimon that doesn't really fight much unless he has, too he enjoy eat takoyaki and Also Eating Some sweets, He can gain information With his claw ad tell them if it has to do with technoogy hench him being an hacking app Digimon. Hackmon can bit a bit hostile and Cold to others and hink that they might be weak to him.

Powers/Abilities:
Known Attacks
  • Destruction code: Takes a post to apply another code variation on his claws, coating them in a special poison that will slowly deal damage to whatever he hits. poison effect lasts for 2 posts, stays on his claws for 2 posts
  • Vanquish Claw: Right hand grows twice its size, giving a powerful slash at its target and Dealing dmaga.
  • Strange Hack: The 'eye' on Hackmon's hood glows brightly, and Then his claw extends to Hack any item.
  • Data Stream: Fire some corrupted data at the pponent
Equipment:
App God Grade key: His key that orginally his father had.

Trivia:
Hackmon Sometimes takes his hood off.
 
Eda0ds3VcAAa_xG.jpg


Name:
Jack Frost

Age:
Probably old enough

Origin:
Shin Megami Tensei

Personality:

14e.gif


Jack Frost is the baby of the Frost family of demons, below King Frost, Black Frost, and even Pyro Jack, the black sheep. He is an incorrigible little prankster, who delights in crass behavior and mean-spirited japes to anyone and everyone that will pay attention to him. Although his antics take many different forms, Jack Frost is consistently abrasive, delighting in talking the maddest shit, no matter how powerful the subject might be (and they're almost always stronger than him).


HmkHh5m.jpg


At the same time, Jack Frost is a lonely little demon, who, in spite of all his efforts, fails to become little more than a bright-eyed pest who continues to share the lime light on the merit of being a mascot and nothing more. His reputation among the rest of the Frost demons only compounds his dismal sense of self, something that he often tries to compensate for by way of his cantankerous personality.

Powers/Abilities:

Equipment:
N/A

Trivia:
This character is an amalgam of all Jack Frost characters across fiction, and has access to all of the memories and experiences of other Jack Frosts. However, his appearance, personality and abilities manifest as the Jack Frost demon of Shin Megami Tensei.
While Jack Frost has a variety of spells and abilities at his disposal, he is just as much defined by his cartoonish style and the physics that accommodate that medium.​
 
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Name
Aloy

Age
???

Origin
Horizon Zero Dawn/Frozen Wilds/Forbidden West

Personality

Aloy is a strong-willed woman good with her hands, bow and arrow and her focus. She is determined to save her world matter the cost. She seems to accept at times that she is a Nora Outcast, and she wants to move past her past. She gets angry when people mention her past mistakes but is caring enough to help others when the world is falling apart.
Powers/Abilities
Bow and Arrow Expert
Focus
Herbist
Knows other weapons
Healer
Others


Equipment
She has a lot OF Equipment (Too many to list)

Trivia
Aloy is actually a clone of her mother from 1000 years, Elizabeth Sorbert.
 

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--{[1]}--

What do you look like?
R.d436bd3c216d6cb2d9019c223066688e



Name: King Leonadias (Fate Version)
Age: ???
Origin:
Fate

Personality:

Powers/Abilities:

Equipment:
Spear
Shield
Armor

Trivia:
Anything else important that I should know about?
 
Tom_(The_End).png

Name:
Tom

Age:
30s

Origin:

Eddsworld: Legacy

Personality:
Tom

Powers/Abilities:
Bass playing
Marksmanship
Weaponry skills
Combat Proficiency
Monster Transformation: This is Revealed in power edd
Demon Possession: due for him being passed and the main reason why he has black eyes.
Equipment:

Trivia:
Tom, Doesn't like tord, but
 
[Appearance]
full.jpeg
"Don't ever feel small- even if you really are small."

Name:
Noodle!

Age:
Fifteen or so.

Origin:
Gorillaz.

Personality:
This mid-teenaged girl generally stays pretty quiet. While ambiverted usually, she's very internally reflective- both to herself and others. Almost always will Noodle have something going on in that head of hers. Whether or not she voices it depends verily on the situation.
While ambiverted as stated, she also exhibits the traits of a true performer. A powerful, boisterous stage presence'll never be lost on her; a trait which can carry into many scenarios outside of performing music, if she ever feels comfortable enough!
Above all else, Noodle adheres to one rule: keep an open mind. She'll hold controversial thought- sometimes for hours -before ever truly judging someone or something.
She can also be kind of conniving, playfully or otherwise!

Powers/Abilities:
Noodle canonically was part of a military experiment to breed crack soldiers from birth!
Born into it, she was trained from an absurdly young age in martial arts, code deciphering, and survival skills.
The most notable, would be the sheer amount of languages she can understand- albeit while only being able to speak/write a margin of them.
There are less important things I'll list a wikia link below for.

Equipment:
<:: First and foremost, a guitar- a Fender American Vintage '52 Telecaster.

<:: A helmet of some sort. Has a couple pointy antennae on either earpiece, and a retractable visor.

<:: Murdoc's stupid sailor's hat.

<:: A Gameboy Advance- charger 'n all.

<:: A cute little melodica. Looks worn out.

<:: A pair of radio headphones- seems to have the same antennae as the aforementioned helmet.

<:: A violin case. Doesn't sound like it's a violin inside, though.

Trivia:
She was born in Osaka, Japan, and thus speaks with the respective Kansai dialect.
The military program she was born into was deemed a failure- and all evidence of said project was to be destroyed. Including the kids born into it!
The lab worker charged with raising Noodle from birth would eventually smuggle her away from this project to safety in a FedEx box addressed to the UK at age 7.
As a result of this, she doesn't know her own real name!
She really, really likes fast cars.
Her friend once trapped her in Hell, right after filming a music video!

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https://gorillaz.fandom.com/wiki/Noodle
For your wiki/trivia needs!​
 
Name:frank Tanaka
Age:8
Species:human
Canon:OC
Description:tiny 8 year old hiro Nakamura.
Skills:scientific mind, genre savvy, brilliant inventor and great at coming up with insults.
Personality:frank is a vain egotistical child prodigy who is a jerk to those he considers beneath him. He is very theatrical and dorky and has read a lot of comic books and he is very calculating. His intelligence is only restricted by his vanity and his childish whims. Well he's a child but still.
History:not gonna tell you much just that his mother died when he was 5 and he has issues about that. Although his dad being a workaholic (but being a good dad when he is there) didn't help.
 
IMG_20210929_225552_471.jpg
Quotes:"I wouldn't get overconfident if I were you, the real battle hasn't even started yet. Heheheheheh."
Fandom:none.
Name:zork.
Gender:male
Species:alumni. (Demon scientist clan)
Items on hand:ray gun, a shrink ray, a growth ray, and a timeshift bomb. A!so a notebook and a game boy.
Bio:zork is a member of a clan of planet conquering warlords that are also intelligent scientists that are descendants from an exiled criminal Alumni now known as sidious.
Personality:zork is an egotistical mad scientist who seeks to conquer the universe and has an obsessive all-consuming undying hatred of frank, another oc of mine. he is also a childish spiteful jerk who is great at coming up with insults towards Anyone he meets and is willing to take down his opponents with him should the need arise.

Skills,
Scientific mind:can come up with all sorts of inventions to assist in his schemes.

General/admiral:zork is very capable of commanding fleets and armies in battle, although this is something he usually leaves to his underlings.

Escape artist:zork is also capable of escaping from any sort of prison and has actually escaped being dead a couple of times.

Powers:

Psionics:can do telepathy and telekinesis and uses these powers in battle but they can't be used on tin foil.

Weaknesses:
Hatred:his undying hatred of that other OC has led him to blunder and fail, something that he usually blames on his underlings.
Tin foil:can block his psychic powers
Ego:zork is very overconfident and has a tendency to overestimate himself.

Voice claim:Frieza (Linda young)
 

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